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  THE THINGONOMICON
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  THE THINGONOMICON 
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  C R E D I T S  
  Design:	 Alexander	 Augunas,	 Aaron	 Bailey,	 John	 Bennett,	
  Creighton	 Broadhurst,	 Ronald	 Calbick,	 Seamus	 Conneely,	
  Kalyna	 Conrad,	 Jeff	 Gomez,	 Eric	 Hindley,	 Cole	 Kronewitter,	
  Jacob	W.	Michaels,	David	Posener,	Paul	Quarles,	Alex	Riggs,	
  David	N.	Ross,	Amber	Underwood	and	Mike	Welham	
  Additional	Design:	Liz	Smith	
  Art:	Luigi	Castellani,	Paul	Daly,	Pawet	Dobosz	(The	Forge	Studios),	
  Scott	Harshbarger,	Rick	Hershey,	William	McAusland,	Bradley	
  K.	McDevitt,	Jeremy	Hohler,	Matt	Morrow,	Frank	Pape,	Marc	
  Radle,	Dean	Spencer	and	Maciej	Zagorski	(The	Forge	Studios).	
  Some	 artwork	 copyright	 William	 McAusland,	 used	 with	
  permission.	Rick	Hershey,	Standard	Stock	Art:	Issue	1	by	Small	
  Niche	Games.	
  ©Raging	Swan	Press	2018.	
  	
  The	 moral	 right	 of	 Alexander	 Augunas,	 Aaron	 Bailey,	 John	
  Bennett,	 Creighton	 Broadhurst,	 Ronald	 Calbick,	 Seamus	
  Conneely,	 Kalyna	 Conrad,	 Jeff	 Gomez,	 Eric	 Hindley,	 Cole	
  Kronewitter,	 Jacob	 W.	 Michaels,	 David	 Posener,	 Paul	 Quarles,	
  Alex	Riggs,	David	N.	Ross	Amber	Underwood	and	Mike	Welham	
  to	be	identified	as	the	author	of	this	work	has	been	asserted	in	
  accordance	with	the	Copyright	Designs	and	Patents	Act	1988.		
  	
  All	rights	reserved.	No	part	of	this	publication	may	be	reproduced,	
  stored	in	a	retrieval	system	or	transmitted,	in	any	form	or	by	any	
  means,	without	the	prior	permission	in	writing	of	Raging	Swan	
  Press	or	as	expressly	permitted	by	law.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome	to	this	Raging	Swan	Press	System	Neutral	Edition	Village	
  Backdrop.	Herein	you’ll	find	evocative,	inspiring	text	designed	to	
  help	you—the	busy	GM—run	better,	quicker	and	easier	games.		
  	
  This	book	is	compatible	with	most	fantasy	roleplaying	games.	
  It’s	impossible	to	create	a	truly	system	neutral	book,	though,	and	
  some	 generic	 game	 terms—wizard,	 fighter,	 human,	 elf	 and	 so	
  on—lurk	within.	These	generic	terms	are	easily	modified	to	the	
  GM’s	system	of	choice.		
  	
  One	special	note	about	the	NPCs	in	this	supplement.	While	
  some	are	wizards,	fighters,	clerics	and	so	on,	others	are	simply	
  normal	folk.	Because	different	game	systems	handle	normal	folk	
  differently	we’ve	made	no	attempt	to	note	their	“class”	leaving	
  them	simply	as	“female	human”	and	so	on.				
  	
  If	you	enjoyed	this	book,	please	consider	leaving	a	review.	
  	
  If	you	didn’t	enjoy	this	book,	did	you	know	Raging	Swan	Press	
  offers	a	money	back	guarantee?	
  	
  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	Thingonomicon	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.	
  	
  	
  Crammed full of over two years’ worth of 20 Things articles, The Thingonomicon is an essential resource for the time-crunched GM striving 
  to add depth and verisimilitude to their game. Comprising almost 200 pages of detail-heavy, system neutral tables The Thingonomicon can 
  be used either both or during the game session. If your campaign features goblin lairs, kobold warrens, smugglers’ dens, cultists’ lairs 
  and many more iconic adventure locations, the Thingonomicon is for you!
  
  2	
  C O N T E N T S  
  The	Thingonomicon	......................................................................	1	
  Credits	..........................................................................................	1	
  System	Neutral	Edition	.................................................................	1	
  Contents	.......................................................................................	2	
  Foreword	......................................................................................	4	
  Ancient	Necropolis	.......................................................................	5	
  10	Things	to	Loot	from	a	Tomb	Raider’s	Body	.........................	6	
  20	Curses	to	Encounter	in	a	Necropolis	...................................	7	
  20	Minor	Hauntings	to	Encounter	in	an	Ancient	Necropolis	....	8	
  20	Things	to	Find	in	a	Dusty	Crypt	............................................	9	
  20	Things	to	Find	in	a	Sarcophagus	........................................	10	
  20	Things	to	Find	in	an	Ancient	Necropolis	............................	11	
  Bustling	Marketplace	.................................................................	13	
  5	Different	Places	to	have	a	Market	.......................................	14	
  10	Merchants	with	Personality	..............................................	15	
  20	Deals	Too	Good	to	Be	True	................................................	16	
  20	Interesting	Stalls	................................................................	17	
  20	Rumours	to	Hear	in	a	Bustling	Marketplace	......................	18	
  20	Things	to	See	in	a	Bustling	Marketplace	............................	19	
  20	Types	of	Stall	in	a	Bustling	Marketplace	............................	20	
  Creepy	Graveyard	.......................................................................	21	
  8	Haunts	.................................................................................	22	
  10	Mourners	with	Personality	................................................	23	
  10	Things	to	Find	in	an	Open	Grave	.......................................	24	
  20	Gravestone	Inscriptions	.....................................................	24	
  20	Graveyard	Rumours	...........................................................	25	
  20	Sights	to	See	in	a	Graveyard	..............................................	26	
  20	Strange	Mausoleums	to	Discover	in	a	Graveyard	.............	28	
  Cultist’s	Lair	................................................................................	29	
  10	Cultists	with	Personality	....................................................	30	
  20	Things	to	Find	in	a	Cultist’s	Lair	.........................................	31	
  4	Unholy	Books	.......................................................................	31	
  20	Things	to	Find	on	a	Cultist’s	Altar	......................................	32	
  20	Things	to	Loot	from	a	Cultist’s	Body	..................................	33	
  20	Magic	Effects	on	an	Altar	..................................................	34	
  20	Vile	Things	to	Find	in	a	Cultist’s	Lair	..................................	35	
  Curio	Shop	&	Pawnbrokers	........................................................	37	
  Introduction	...........................................................................	38	
  6	Customers	...........................................................................	38	
  10	Complications,	Hooks	&	Opportunities	.............................	39	
  20	Odds	and	Ends,	Knick-Knacks	&	Oddities	..........................	40	
  20	Pieces	of	Bric-a-Brac,	Junk	&	Dross	...................................	41	
  6	Weapons	.............................................................................	41	
  20	Trinkets,	Baubles	&	Curios	.................................................	42	
  Dark	Caverns	..............................................................................	43	
  10	Atypical	Caves	....................................................................	44	
  10	Atypical	Cavern	Encounters	...............................................	45	
  10	Legendary	Caves	................................................................	46	
  12	Natural	Cavern	Hazards	.....................................................	47	
  20	Pieces	of	Cavern	Dressing	..................................................	48	
  20	Things	to	Find	in	a	Purple	Worm’s	Stomach	......................	49	
  20	Things	to	Find	in	a	Subterranean	River	.............................	50	
  Fallen	Dwarven	Hold	..................................................................	51	
  10	Dwarven	Workshop	Features	............................................	52	
  10	Dwarven	Statues	...............................................................	53	
  Dwarven	Names	.....................................................................	53	
  10	Dwarven	Temple	Features	................................................	54	
  10	Minor	Dwarven	Treasures	.................................................	54	
  10	Signs	of	Previous	Exploration	............................................	55	
  10	Triggered	Traps	..................................................................	55	
  20	Pieces	of	Dwarven	Hold	Dressing	......................................	56	
  Fort	on	the	Borderland	...............................................................	57	
  10	Men-at-Arms	with	Personality	..........................................	58	
  10	Travellers	with	Personality	................................................	59	
  10	Borderland	Fort	Whispers	&	Rumours	..............................	60	
  20	Borderland	Fort	Dressings	.................................................	61	
  20	Borderland	Fort	Sights	&	Sounds	......................................	62	
  Goblin	Lair	..................................................................................	63	
  10	Goblins	with	Personality	....................................................	64	
  10	Things	to	Find	in	a	Goblin	Chieftain’s	Quarters	.................	64	
  10	Things	to	Find	in	a	Goblin	Common	Room	........................	65	
  10	Things	to	Find	in	a	Goblin	Guard	Room	.............................	65	
  10	Things	to	Find	Outside	a	Goblin	Lair	..................................	66	
  20	Things	to	Find	in	a	Goblin’s	Pouch	.....................................	66	
  1,000	Abnormal	Goblins	.........................................................	67	
  What’s	the	Goblin	Doing?	......................................................	68	
  Haunted	House	...........................................................................	69	
  10	Things	to	See	in	a	Burned	Out	House	................................	70	
  10	Things	to	See	in	a	Plague-Infested	House	.........................	70	
  20	Things	to	Find	in	an	Abandoned	House	.............................	71	
  20	Things	to	See	in	a	Haunted	House	.....................................	72	
  20	(More)	Things	to	See	in	a	Haunted	House	.........................	73	
  20	Treasures	to	Find	in	a	Haunted	House	..............................	74	
  20	Unfortunate	Discoveries	to	Make	in	a	Haunted	House	.....	75	
  Hill	Giant	Steading	......................................................................	77	
  10	Minor	Hill	Giant	Steading	Events	.......................................	78	
  10	Things	to	Find	Near	a	Hill	Giant	Steading	..........................	78	
  20	Things	to	Find	in	a	Hill	Giant’s	Bag	....................................	79	
  20	Pieces	of	Hill	Giant	Steading	Dressing	...............................	80	
  100	Hill	Giant	Pets	..................................................................	81	
  1,000	Abnormal	Hill	Giants	....................................................	82	
  Kobold	Warren	...........................................................................	83	
  10	Events	to	Occur	in	a	Kobold	Warren	.................................	84	
  10	Extra	Things	to	Say	When	The	PCs	Fail	to	Find	a	Trap	.......	84	
  10	Kobold	Traps	......................................................................	85	
  10	More	Kobold	Traps	............................................................	86	
  10	Pieces	of	Kobold	Warren	Dressing	....................................	86	
  
  3	
  20	Things	to	Loot	From	a	Dead	Kobold	..................................	87	
  1,000	Abnormal	Kobolds	........................................................	88	
  Looting	the	Body	........................................................................	89	
  20	Things	to	Loot	From	a	Dead	Adventurer	...........................	90	
  20	Things	to	Loot	From	a	Dead	Bard	......................................	91	
  20	Things	to	Loot	From	a	Dead	Cleric	.....................................	92	
  20	Things	to	Loot	From	a	Dead	Rogue	...................................	93	
  20	Things	to	Loot	From	a	Dead	Warrior	.................................	94	
  20	Things	to	Loot	From	A	Dead	Wizard	..................................	95	
  Necromancer’s	Lair	....................................................................	97	
  8	Blasphemous	Tomes	of	Forbidden	Lore	..............................	98	
  10	Horrible	Sensations	...........................................................	99	
  10	Horrible	Sounds	.................................................................	99	
  20	Blasphemous	Spell	Components	.....................................	100	
  20	Things	to	Find	in	a	Necromancer’s	Sanctum	...................	101	
  1,000	Abnormal	Skeletons	...................................................	102	
  1,000	Abnormal	Zombies	.....................................................	103	
  Noisome	Sewer	........................................................................	105	
  10	Folk	to	Encounter	in	a	Sewer	...........................................	106	
  10	Minor	Locales	of	Interest	in	a	Sewer	...............................	107	
  20	Discarded	or	Lost	Things	to	Find	in	a	Sewer	....................	108	
  20	Pieces	of	Dungeon	Dressing	to	Find	in	a	Sewer	...............	109	
  20	Minor	Events	to	Experience	in	a	Sewer	...........................	110	
  Ocean	Voyage	..........................................................................	111	
  6	Stowaways	with	Personality	..............................................	112	
  10	Passengers	with	Personality	............................................	113	
  10	Sailors	with	Personality	...................................................	114	
  20	Pieces	of	Ship	Dressing	....................................................	115	
  20	Shipboard	Sights	&	Sounds	..............................................	116	
  Seedy	Tavern	............................................................................	117	
  20	Seedy	Tavern	Patrons	......................................................	118	
  20	Seedy	Tavern	Staff	...........................................................	119	
  10	Strange	Things	to	See	Behind	the	Bar	.............................	120	
  20	Things	Left	in	a	Tavern’s	Bedchamber	.............................	121	
  20	Things	to	See	in	a	Seedy	Tavern	......................................	122	
  20	Things	to	See	in	a	Tavern	Brawl	.......................................	123	
  Slavers’	Compound	...................................................................	125	
  8	Minor	Events	to	Happen	in	a	Slavers’	Compound	.............	126	
  10	Slaves	with	Personality	....................................................	127	
  10	Slavers	with	Personality	..................................................	128	
  20	Pieces	of	Dungeon	Dressing	for	a	Slavers’	Compound	....	129	
  20	Things	to	Loot	from	a	Slaver’s	Body	................................	130	
  Smugglers’	Lair	.........................................................................	131	
  20	Minor	Treasures	to	Find	in	a	Smuggler’s	Storeroom	.......	132	
  20	Things	That	Can	Happen	in	a	Rowboat	............................	133	
  20	Things	to	Discover	on	a	Beach	.........................................	134	
  20	Things	to	Find	in	a	Sea	Cave	............................................	135	
  20	Things	to	Find	in	a	Smuggler’s	Lair	..................................	136	
  20	Things	to	Loot	From	a	Smuggler’s	Body	..........................	137	
  Subterranean	Mine	..................................................................	139	
  12	Perils	to	Encounter	in	a	Mine	..........................................	140	
  20	Hauntings	to	Encounter	in	a	Mine	...................................	141	
  20	Strange	Discoveries	to	Make	in	a	Mine	...........................	142	
  20	Things	to	Find	in	an	Abandoned	Mine	.............................	143	
  20	Things	to	Find	in	a	Mine	..................................................	144	
  20	Things	to	Find	in	a	Mining	Cart	........................................	145	
  Sun-Scorched	Desert	................................................................	147	
  6	Sun-scorched	Landmarks	...................................................	148	
  6	Sun-scorched	Ruins	...........................................................	148	
  10	Things	to	Happen	in	a	Sandstorm	...................................	149	
  20	Pieces	of	Desert	Dressing	................................................	150	
  20	Uneventful	Days	Travel	in	the	Desert	..............................	151	
  Townsfolk	&	Villagers	...............................................................	153	
  10	Beggars	&	Vagabonds	......................................................	154	
  10	Guards	&	Soldiers	............................................................	155	
  10	Merchants	&	Tradespersons	...........................................	156	
  10	Peasants	&	Serfs	..............................................................	157	
  20	Encounter	Hooks	.............................................................	158	
  Troublesome	Treasures	............................................................	159	
  10	Difficult	to	Sell	Treasures	.................................................	160	
  10	Minor	Curses	Lurking	in	a	Magic	Item	.............................	161	
  20	Bulky	Treasures	Difficult	to	Get	Out	of	the	Dungeon	......	162	
  20	Fragile	Treasures	Difficult	to	Remove	from	the	Dungeon163	
  20	Minor	Drawbacks	for	Magic	Items	..................................	164	
  War-Ravaged	Land	...................................................................	165	
  10	Pieces	of	Battlefield	Dressing	..........................................	166	
  10	Signs	of	War	.....................................................................	167	
  20	Things	to	See	in	a	War-Ravaged	Village	..........................	168	
  20	Things	to	See	During	a	Siege	...........................................	169	
  20	Things	to	See	During	a	Village	Raid	.................................	170	
  Wilderness	Camping	.................................................................	171	
  8	Travellers	to	Share	the	Campfire	.......................................	172	
  10	Notable	Campsite	Characteristics	...................................	173	
  10	Signs	Someone	Has	Camped	Here	Before	.......................	173	
  10	Things	Already	Living	at	the	Campsite	.............................	174	
  10	Things	Lurking	in	the	Shadows	........................................	174	
  20	Night-time	Campsite	Events	............................................	175	
  20	Things	to	Find	at	an	Abandoned	Campsite	......................	176	
  Wizard’s	Tower	.........................................................................	177	
  20	Minor	Magical	Effects	to	Encounter	in	a	Wizard’s	Tower	178	
  20	Spell	Components	to	Discover	in	a	Wizard’s	Tower	........	179	
  20	Things	to	Decorate	a	Wizard’s	Tower	..............................	180	
  20	Things	to	Find	in	a	Necromancer’s	Sanctum	...................	181	
  20	Things	to	Find	on	a	Wizard’s	Bookshelf	...........................	182	
  20	Things	to	Find	in	a	Wizard’s	Laboratory	..........................	183	
  OGL	V1.0A	................................................................................	184	
  	
   
  
  4	
  F O R E W O R D  
  You	hold	in	your	hands	the	culmination	of	almost	
  three	 years	 work	 crafted	 by	 over	 a	 half-dozen	
  talented	designers	(and	me!)		
  	
  Raging	Swan	Press	hasn’t	released	a	hardback	
  book	 for	 ages,	 and	 that’s	 a	 shame	 as	 hardback	
  books	are	awesome.	For	me,	they	elicit	feelings	of	
  nostalgia	as	my	first	gaming	book	was	a	hardback	
  book.	Hence,	The	Thingonomicon.	I	hope	this	
  book	is	useful	to	you	for	years	to	
  come.	Within	these	pages	you’ll	find	the	first	25	instalments	of	
  the	 20	 Things	 line—the	 best	 part	 of	 200	 pages	 of	 material;	
  specifically	 designed	 to	 make	 running	 your	 game	 easier,	 less	
  stressful	and	more	immersive.	I	believe	we’ve	succeeded	in	those	
  goals;	I	hope	you	agree!	
  	
  Of	course,	I’m	always	looking	for	suggestions	for	upcoming	
  entries	in	the	line.	At	the	time	of	writing,	I’m	slaving	away	over	20	
  Things:	White	Dragon	Lair	and	the	red	dragons	are	waiting	in	the	
  wings.	At	some	point,	I	really	want	to	write	something	along	the	
  lines	of	20	Things:	Lunatic	Asylum	and	being	a	completist	
  I	 suspect	 I’ll	 also	 be	 writing	 20	 Things:	 Green	
  Dragon	Lair	and	20	Things:	Black	Dragon	
  Lair	in	the	relatively	near	future.	But,	if	
  you’ve	got	other	ideas	drop	me	a	line	at	the	
  email	address	below.		
  P A T R E O N  
  You	might	be	aware	Raging	Swan	Press	is	now	
  on	 Patreon.	 We	 signed	 up	 at	 the	 start	 of	
  April	2015,	and	it’s	going	rather	marvellously.	
  The	thrust	of	our	Patreon	campaign	is	to	be	able	to	afford	better	
  rates	of	pay	for	our	freelance	game	designers.	As	I’m	sure	you	
  know,	the	economics	of	3PP	are	notoriously	tight,	but	Patreon	
  gives	us	at	Raging	Swan	Press	a	way	to	increase	our	freelancer	
  rates.	At	time	of	writing,	we’ve	already	massively	increased	our	
  word	 rate	 to	 11	 cents	 a	 word,	 which	 gives	 me	 a	 warm,	 fuzzy	
  feeling	inside.	We	want	to	pay	more,	but	to	do	that	we	need	your	
  help!	If	you	sign	up,	you	get	our	supplements	earlier	than	normal	
  and	cheaper	than	normal.	Even	better,	you	can	pledge	what	you	
  want	 and	 cancel	 when	 you	 want.	 If	 you	 are	 interested	 in	
  supporting	us,	check	out	patreon.com/ragingswanpress	or	head	
  over	to	patreon.com	and	search	for	Raging	Swan!	
  T H A N K  Y O U !  
  Thank	you	for	supporting	Raging	Swan	Press.	If	you’ve	got	any	
  comments	or	questions,	I’d	love	to	hear	from	you.	You	can	contact	
  me	at	creighton@ragingswan.com.	
  	
  	
  You	hold	in	your	hands	the	culmination	of	almost	
  three	 years	 work	 crafted	 by	 over	 a	 half-dozen	
  talented	designers	(and	me!)	
  Raging	Swan	Press	hasn’t	released	a	hardback	
  book	 for	 ages,	 and	 that’s	 a	 shame as	 hardback	
  books	are	awesome.	For	me,	they	elicit	feelings	of	
  nostalgia	as	my	first	gaming	book	was	a	hardback	
  book.	Hence,	The	Thingonomicon.	I	hope	this	
  book	is	useful	to	you	for	years	to	
  come.	Within	these	pa
  	
  	
  	
  	
  	
  	
  	
  the	 20	 Things	 line—t
  	
  	
  	
  specifically	 designed	 t 	
  	
  	
  	
  	
  	
  	
  stressful	and	more	imm
  	 	
  	
  	
  	 	
  	
  goals;	I	hope	you	agree
  Of	course,	I’m	alw
  	
  	
  	
  entries	in	the	line.	At	th 	
  	
  	
  	
  	
  	
  	
  	
  Things:	White	Dragon	L
  wings.	At	some	point,	I	
  	
  	
  	
  	
  	
  	
  	
  lines	of	20	Thi
  	
  	
  	
  I	 suspe 	
  	
  	
  	
  	
  you’v 	
  	
  	
  	
  	
  	 	
  	
  	
  	
  email	
  	
  	
  P A T
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  ANCIENT NECROPOLIS
   
   
  
  	
  6	
  1 0  T H I N G S  T O  L O O T  F R O M  A  T O M B  R A I D E R ’ S  B O D Y  
  Tomb	robbers	are	drawn	to	necropolises	like	moths	to	a	flame.	
  Some	escape	the	necropolis	with	ancient	treasures	while	others	
  find	their	eternal	rest	among	the	dust	and	bones	of	an	elder	time.	
  Sometimes—beyond	 mouldering	 and	 rusty	 equipment—these	
  unfortunates	possessed	objects	of	minor	interest	at	the	time	of	
  their	death.		
  1. A	 yet	 supple,	 tightly	 coiled	 silk	 rope	 fills	 the	 bottom	 of	 this	
  robber’s	pack.	A	light-weight	iron	grapple	hook	forged	to	look	
  like	a	grasping	hand	is	attached	to	one	end.	
  2. Clutched	in	one	hand,	this	corpse	still	holds	a	partial	map	of	the	
  necropolis.	The	faded	markings	upon	it	show	the	robber’s	route	
  from	the	its	main	entrance	to	where	he	fell.	
  3. The	 robber’s	 belt	 pouch	 holds	 several	 golden	 trinkets	 looted	
  from	nearby	tombs.	Wrapped	in	dirty	linen,	the	pouch	holds	
  three	tarnished	small	silver	rings	and	a	worn	bracelet	worth	a	
  total	of	70	gp.	
  4. Much	of	this	thieves’	tools	are	rusted	or	broken.	However,	one	
  pouch	yet	holds	a	small,	hand-held	magnifying	glass	and	several	
  small	 brushes	 suitable	 for	 carefully	 brushing	 away	 dust	 and	
  other	small	pieces	of	debris.		
  5. A	burnt-out	torch	lies	near	this	robber’s	body.	A	search	of	his	
  pack	reveals	no	other	light	sources.		
  6. This	robber	carried	with	him	a	hammer	and	several	chisels	of	
  various	sizes	all	wrapped	in	a	long	strip	of	supple,	worn	leather.		
  7. Clad	all	in	black,	this	robber	also	wore	thigh-high	leather	boots	
  that	are	in	excellent	repair.	
  8. This	robber	wore	two	whistles	around	his	neck	on	a	long	leather	
  thong.	The	first	is	shaped	like	a	dog’s	head	and	emits	a	sound	
  too	high	pitched	for	humans	to	hear.	The	second	is	shaped	like	
  a	 feather	 and	 produces	 the	 lovely	 sound	 of	 bird	 song	 when	
  blown.	
  9. Bulging	pouches	hang	from	this	robber’s	belt.	Sadly,	they	do	not	
  contain	 loot;	 instead	 the	 dead	 thief	 filled	 them	 with	 every	
  conceivable	tool	he	might	need.	The	kit	weighs	twice	as	much	
  as	normal,	but	provides	a	small	bonus	to	attempts	made	to	pick	
  locks	or	disarm	traps.	
  10. This	robber	was	carrying	a	bulging	sack,	when	he	met	his	fate.	
  From	the	fallen	sack	lying	close	to	one	out-stretched	hand	have	
  tumbled	several	skulls,	some	still	festooned	with	wisps	of	hair.	
  What	the	robber	wanted	with	such	grizzly	treasure	is	unknown.	
  
  7	
  2 0  C U R S E S  T O  E N C O U N T E R  I N  A  N E C R O P O L I S  
  The	dead	lie	mouldering	in	coffins,	tombs	and	sarcophagi	often	
  surrounded	by	treasures	tempting	grave	robbers	and	foolhardy	
  adventures.	Disturbing	these	objects	often	comes	with	a	price	as	
  the	 dead	 do	 not	 part	 with	 their	 treasures	 so	 easily.	 Even	
  disturbing	 their	 sanctuary	 can	 bring	 down	 the	 curses	 of	 the	
  deceased.		
  1. Rows	 of	 bleached	 skulls	 form	 the	 lintel	 of	 a	 stone	 doorway.	
  Anyone	passing	underneath	alerts	any	undead	within	60	ft.	to	
  its	presence	for	1d4	days.	
  2. Ancient,	but	valuable,	silver	coins	(worth	30	gp)	cover	the	eyes	
  of	a	mummified	humanoid.	Taking	the	coins	inflicts	blindness	on	
  the	thieving	PC	for	1d4	hours.	
  3. The	 funeral	 shroud	 of	 a	 mummy	 lies	 inscribed	 with	 deeds	
  describing	its	former	life.		Anyone	reading	the	script	acts	out	the	
  mummy’s	life	while	sleepwalking	for	one	week.	
  4. A	jewelled	vase	(worth	150	gp)	lies	at	the	foot	of	a	sarcophagus	
  inscribed	with	the	visage	of	a	beautiful	woman.	Disturbing	the	
  vase	transforms	any	nonmagical	liquids	within	the	room	into	
  bitter	tears.	This	change	is	not	immediately	obvious	and	only	
  comes	to	light	when	the	liquid	is	drunk	or	used.	
  5. A	golden	necklace	(worth	200	gp)	found	amongst	a	pile	of	brittle	
  bones	 causes	 whoever	 takes	 it	 to	 sob	 inconsolably	 for	 five	
  minutes	 after	 committing	 violence	 against	 another	 living	
  creature.	
  6. An	inscription	on	the	floor,	if	not	intoned	properly	and	placated	
  with	an	offering	of	blood,	causes	anyone	passing	over	it	to	feel	
  a	 tangible	 sadness,	 effectively	 doubling	 their	 weight	 for	 24	
  hours.	
  7. A	skeleton	grips	a	bejewelled	dagger	(worth	145	gp).	Whoever	
  removes	 the	 dagger	 begins	 suffering	 mysterious	 cuts,	 taking	
  1d4	 points	 of	 damage	 every	 6	 hours	 until	 the	 weapon	 is	
  discarded.	
  8. A	 small	 pearl	 (worth	 100	 gp)	 rests	 in	 the	 mouth	 of	 a	 skull.	
  Removing	 the	 pearl	 causes	 the	 person	 to	 speak	 only	 in	 an	
  ancient	language	for	1d6	days.	This	does	not	affect	spell	casting.	
  9. A	 silver	 skull	 (worth	 250	 gp)	 nestles	 within	 the	 lid	 of	 a	
  sarcophagus.	Anyone	touching	the	skull	has	vivid	and	horrific	
  nightmares	that	night	and	is	unable	to	gain	the	benefits	of	a	
  food	night's	rest.	
  10. A	ring	(worth	50	gp)	worn	on	a	mummy's	hand	causes	the	hand	
  of	anyone	touch	it	to	become	paralyzed	for	2d4	hours.	
  11. Bas-reliefs	of	underworld	spirits	guard	a	doorway.	Crossing	the	
  threshold	causes	offenders	to	be	attacked	by	a	wraith	the	next	
  time	his	hit	points	drop	below	half.		
  12. An	ornate	funerary	urn	(worth	65	gp)	causes	the	skin	of	those	
  who	touch	it	to	become	brittle	(all	damage	taken	is	doubled)	for	
  1d4	hours.	
  13. A	stack	of	50	ancient	gold	coins	creates	feelings	of	intense	greed	
  and	paranoia	in	anyone	who	takes	it	for	1d6	days.	
  14. A	golden	crown	(worth	300	gp),	perched	on	a	skeleton’s	head,	
  temporarily	possesses	whoever	removes	it	with	the	deceased’s	
  spirit	for	1d4	hours.	
  15. A	bloodstained	pit	filled	with	bones	(and	three	enticingly	placed	
  gems	worth	50	gp	each)	causes	whoever	enters	it	to	hear	the	
  screams	of	dying	creatures	for	3d4	hours.	
  16. An	ornate	golden	goblet	(worth	225	gp)	lies	entombed	with	a	
  skeleton.	Anyone	taking	the	goblet	tastes	blood	in	their	mouth	
  and	is	unable	to	drink	any	liquids	for	2d4	hours—doing	so	makes	
  the	drinker	violently—even	explosively—sick.	
  17. A	small,	cracked	silver	mirror	(worth	35	gp)	creates	a	hate-filled,	
  murderous	 doppelganger	 of	 whoever	 stares	 into	 it.	 The	
  doppelgänger	emerges	1d20	minutes	after	the	PCs	leave	the	
  area	or	discard	the	mirror.	It	then	begins	to	hunt	the	PC	down.	
  18. Any	person	passing	by	a	row	of	upright	sarcophagi	has	to	reroll	
  the	next	roll	made	to	avoid	or	mitigate	damage	within	the	next	
  24	hours,	as	the	spirits	of	the	dead	cluster	around	them.	
  19. A	 bone	 strewn	 floor	 causes	 whoever	 disturbs	 the	 debris	 to	
  move	 at	 half-speed	 for	 1d4	 hours	 as	 if	 dragged	 down	 by	
  innumerable	ghostly	hands.	
  20. A	golden	bracelet	(worth	75	gp)	adorning	a	skeleton	fuses	to	the	
  arm	of	whoever	touches	for	1d3	days.	The	arm	has	a	will	of	its	
  own	and	cannot	be	controlled.	It	doesn't	try	to	harm	the	PC,	but	
  often	does	strange	or	inappropriate	things.	
  8  S T R A N G E  E F F E C T S  
  1. Faint	mist	clings	to	the	floor.	
  2. Multi-coloured	glimmering	shards	of	light	float	gently	on	the	air	
  currents.	
  3. Thick	shadows	cloak	the	small	nooks	and	crannies	in	this	area.	
  Only	magical	light	banishes	them.		
  4. Faint	groaning	emanates	from	the	walls;	perhaps	it	is	the	spirits	
  of	those	buried	within	lamenting	their	fate,	or	perhaps	the	old	
  stones	are	simply	moving	and	shifting.	
  5. The	air	is	strangely	cold;	frost	clings	to	the	walls	and	floor.	
  6. Small	motes	of	insubstantial	darkness	float	like	dust	upon	the	
  air.	 They	 disappear	 when	 they	 collide	 with	 a	 warm	 blooded	
  creature.		
  7. The	translucent	image	of	what	the	necropolis	looked	like	in	its	
  prime	is	superimposed	over	the	place’s	current	condition.	This	
  effect	is	sporadic	and	fades	in	and	out	of	view.	
  8 .  Bones	in	some	of	the	burial	niches	seem	to	shudder	and	move	
  slightly	when	the	PCs	get	close.	
   
  
  8	
  2 0  M I N O R  H A U N T I N G S  T O  E N C O U N T E R  I N  A N  A N C I E N T  N E C R O P O L I S  
  Vestiges	 of	 the	 dead	 wander	 the	 necropolis—fleeting	 spirits	
  mirroring	 their	 past	 lives	 or	 lashing	 out	 at	 intruders	 disturbing	
  their	rest.	Sometimes	these	lost	spirits	partially	manifest	into	the	
  world,	and	the	PCs	encounter	the	fleeting	vestige	of	their	lives.		
  1. A	ghostly	procession	of	priests	drags	a	screaming	servant	down	
  a	tunnel	leading	further	into	the	necropolis.	
  2. The	vacant	eye	sockets	of	a	pillar	of	skulls	glow	red	and	scream	
  in	an	ancient	language	when	the	party	passes	by.	
  3. A	shimmering,	translucent	group	wearing	robes	of	ancient	cut	
  kneel	before	a	sarcophagus.	As	one,	they	draw	long	daggers,	
  thrusting	 them	 into	 their	 hearts	 before	 disappearing.	 Their	
  brittle	bones	remain	among	the	dust.	
  4. A	noble	woman	drags	the	corpse	of	a	man,	stabbed	many	times,	
  behind	her	before	dumping	the	body	in	a	corner	and	sneering	
  as	she	fades	away.	A	dust-shrouded	skeleton	remains	to	bear	
  witness	to	her	crime.	
  5. Spectral	 people	 blink	 in	 and	 out	 of	 existence	 along	 a	 row	 of	
  bone-filled	niches	piercing	the	wall.	
  6. Two	armoured	figures	clash	violently	in	front	of	the	tattered	
  remains	of	an	ancient	tapestry	depicting	them.	
  7. A	 translucent,	 roguish	 figure	 flashes	 a	 smile	 at	 the	 nearest	
  creature	 before	 disappearing	 into	 a	 wall	 (which	 reveals	 the	
  location	of	a	hidden	secret	door	to	observant	PCs).	
  8. Skulls	fill	numerous	shelves	bored	into	the	wall.	They	begin	to	
  chatter	and	moan	when	any	living	creature	comes	within	5	ft.	
  9. A	regal	figure	rests	within	an	open	coffin,	appearing	to	be	alive	
  but	 asleep.	 Touching	 the	 body	 causes	 a	 spirit	 in	 the	 figure’s	
  likeness	to	rise	up,	scream	and	then	dissipate,	leaving	nothing	
  but	a	mouldering	corpse	behind.	
  10. Shadowy	 figures	 hound	 the	 footsteps	 of	 anyone	 within	 the	
  room,	appearing	just	out	of	sight.	
  11. Bones	 skitter	 madly	 across	 the	 floor,	 rising	 up	 briefly	 before	
  clattering	back	down.	
  12. Lids	 swing	 open	 on	 a	 number	 of	 coffins	 before	 suddenly	
  slamming	shut.	Muffled	screams	come	from	the	coffins.	
  13. Phantasmal	 figures	 feast	 at	 a	 ghostly	 table	 on	 fine	 food	 and	
  wine	before	a	shrieking	wind	sweeps	them—and	the	table—
  away.	
  14. The	sounds	of	laughter,	sobbing	and	screaming	swirl	through	
  the	air	around	piles	of	stacked	skulls.	As	quickly	as	the	sounds	
  begin,	they	end.	
  15. Pale	 figures	 fly	 from	 a	 series	 of	 urns,	 streaking	 towards	 any	
  living	creature,	their	mouths	rent	with	fury,	before	disappearing	
  with	a	cackle.	
  16. A	family	of	five	transparent	figures	watches	intruders,	their	eyes	
  vacant	black	holes	of	swirling	energy.	
  17. The	 temperature	 drops	 abruptly	 to	 freezing	 and	 any	 living	
  creature	feels	hands	trying	to	pull	them	down	through	the	floor.	
  18. The	temperature	rises	to	sweltering	levels	as	if	the	explorers	
  have	entered	a	fire.	Blackened,	writhing	figures	flicker	just	out	
  of	sight.	
  19. Blood	 appears	 to	 spurt	 out	 from	 niches	 along	 the	 wall,	
  accompanied	by	a	torrent	of	screams.	
  20. Everyone	feels	claustrophobic,	as	if	the	room	is	no	larger	than	a	
  coffin.	
  Sometimes,	 when	 explorers	 encounter	 haunts	 they	 suffer	 ill	
  effects.	Sample	effects	include:		
  1. The	sight	of	the	haunt	leaves	the	PC	shaken	for	half	an	hour.	
  2. The	intense	emotions	radiating	from	the	haunt	leaves	the	PC	
  dazed	for	half	an	hour.	
  3. Sickened	 by	 the	 otherworldly	 suffering	 of	 the	 haunt,	 the	 PC	
  feels	intensely	sick	until	he	eats	his	next	meal.		
  4. Wisps	of	the	haunt	cling	to	the	PC	and	suckle	upon	his	warmth.	
  These	leaves	the	PC	sluggish	and	tired	for	an	hour.	
  5. The	sight	of	the	haunt	damages	the	PC’s	sanity.	He	temporarily	
  loses	1	point	of	Wisdom.	It	returns	after	a	day	or	complete	rest.		
  6. Contact	with	the	otherworldly	nature	of	the	haunt	inflicts	1d6	
  damage	upon	the	PC.	
  1 2  S T R A N G E  S O U N D S  
  The	sounds	below	can	come	from	any	direction	and	be	at	any	
  volume.	Use	them	to	build	tension.	
  1. The	skittering	of	tiny	clawed	feet	on	stone.	
  2. The	 gentle	 sigh	 of	 the	 wind	 (perhaps	 accompanied	 by	 tiny,	
  swirling	dust	devils).	
  3. Rocks	or	stones	clatter	to	the	ground.	
  4. A	guttural	cackling	slowly	tails	off	into	a	gurgle.	
  5. A	choir’s	faint	chanting	in	an	ancient	tongue	floats	through	the	
  necropolis.	(The	chant	is	a	litany	for	the	dead).	
  6. Something	large	slithers	through	the	necropolis.	The	party	hear	
  the	rasp	of	its	scales	on	stone.	
  7. Somewhere	distant,	a	gong	sounds	once.	
  8. The	clanking	of	chains—as	it	something	like	a	gate	was	being	
  raised	or	lowered—breaks	the	silence.	
  9. Soft,	tinkling	chimes	sound	for	a	few	minutes	every	half	hour.	
  10. A	 faint	 susurrus	 of	 whispering—its	 tone	 oddly	 menacing—
  occasionally	reaches	the	party’s	ears.	
  11. Unidentifiable	instruments	play	a	mournful	dirge.		
  12. Sobbing—perhaps	from	ghostly	mourners.	
  	
   
  
  9	
  2 0  T H I N G S  T O  F I N D  I N  A  D U S T Y  C R Y P T  
  It	seems	adventurers	are	always	poking	about	in	dusty,	seemingly	
  abandoned	crypts.	Often,	the	lairs	of	the	blasphemous	undead	or	
  the	 repository	 of	 forgotten	 treasures	 such	 places	 draw	
  adventurers	like	moths	to	a	candle.	But	not	all	areas	of	a	crypt	are	
  stuffed	full	of	undead	and	treasure.		
  1. Here,	water	oozes	down	the	walls	from	above	leaving	tracks	on	
  the	ancient	brickwork.	On	the	ground,	the	water	has	turned	the	
  dust	into	thick	paste-like	grey	ooze.	
  2. Dusty	cobwebs	fill	the	corners	of	the	ceiling.	
  3. A	 small	 portion	 of	 brickwork	 from	 one	 wall	 has	 fallen	 away	
  revealing	the	bare	rock	behind.	A	low	pile	of	rubble	lies	on	the	
  floor	nearby.	
  4. Dust	sifts	down	from	the	archway	over	a	door.	The	stones	of	the	
  arch	 have	 shifted	 and	 consequently	 the	 door	 is	 harder	 than	
  normal	to	force	open.	If	the	door	is	opened,	the	stones	above	
  groan	ominously	and	dust	sift	down	into	the	doorway...	
  5. Incongruously,	a	single	bone—a	thighbone—lies	on	the	floor	in	
  front	of	a	shadowy	archway.	
  6. The	 walls	 here	 were	 once	 decorated	 with	 brightly	 painted	
  images	 painted	 directly	 onto	 the	 smooth	 stone.	 The	 colours	
  have	long	since	faded,	and	now	only	a	suggestion	of	what	once	
  was	remains.	
  7. A	 section	 of	 floor	 is	 bumpy	 and	 uneven,	 making	 rapid	
  movement	difficult.	The	paving	slabs	can	be	easily	pried	up,	but	
  nothing	of	interest	lies	beneath.	
  8. A	pillar	once	held	up	the	roof	here,	but	at	some	point	in	the	
  distant	 past	 it	 collapsed.	 Dust	 shrouds	 the	 resultant	 pile	 of	
  rubble;	the	ceiling	over	the	rubble	sags	dangerously.	
  9. Several	 niches	 that	 once	 contained	 offerings	 to	 those	 buried	
  here	pierce	the	walls.	All	have	succumbed	to	time’s	remorseless	
  advance	and	are	now	nothing	more	than	small	piles	of	rotting,	
  rusting	or	desiccated	remains.	
  10. Huge	religious	symbols	appropriate	to	the	faith	
  who	built	the	crypt	have	been	carved	into	
  the	 walls.	 Dust	 and	 cobwebs	 shroud	
  portions	 of	 the	 carvings.	 Tracing	 the	
  grandest	 of	 the	 carvings	 with	 one’s	 hand	
  deactivates	a	nearby	trap.	
  11. Statues	of	the	faithful	garbed	for	war	stand	
  guard	over	this	area.	Half	have	serene	looks	
  upon	their	faces	while	the	others’	faces	
  are	twisted	with	hate.	The	statues	
  are	arrayed	so	they	all	look	
  towards	the	entrance.	
  12. Niches	cut	into	the	wall	each	hold	the	shrouded	skeletons	of	
  long-dead	worshippers.	Dust,	cobwebs	and	other	detritus	cover	
  the	 remains.	 The	 densely	 packed	 niches	 run	 from	 floor	 to	
  ceiling.	 An	 ornate	 shroud	 edged	 with	 silver	 and	 gold	 thread	
  covers	the	corpse	in	one	of	the	particularly	inaccessible	niche	
  near	the	ceiling.	
  13. Several	small	holes	pierce	the	wall	at	ground	level.	Small	dried	
  faeces—typical	 of	 that	 left	 by	 rats,	 mice	 or	 other	 rodents—
  covers	the	floor.	
  14. Small	 holes	 in	 the	 ceiling	 emit	 a	 faint	 cold	 breeze	 into	 the	
  chamber.	The	constant	draught	stirs	the	dust	covering	the	floor.	
  Paranoid	explorers	may	think	some	form	of	invisible	guardian	
  lurks	within	the	dust	cloud.	
  15. Carved	 holy	 symbols	 decorate	 the	 walls	 of	 this	 area.	 Several	
  have	 been	 deliberately	 defaced,	 but	 there	 seems	 to	 be	 no	
  obvious	reason	for	this	deliberate	vandalism.	
  16. A	 faded	 mosaic	 covers	 the	 floor.	 It	 depicts	 a	 stylised	
  representation	of	the	afterlife,	but	exact	details	are	hard	to	pick	
  out	as	some	of	the	tiles	are	cracked	and	others	are	missing.	
  17. Several	 burial	 niches	 in	 this	 area	 are	 empty.	 In	 all	 cases,	
  discarded	burial	shrouds	lie	in	the	niche	or	nearby.	Have	the	
  remains	been	removed	or	are	they	lurking	animate	guardians	of	
  the	complex?	
  18. A	narrow	ventilation	shaft	cut	into	the	ceiling	allows	a	thin	ray	
  of	pale	light	into	the	crypt.	
  19. Burial	niches	pierce	the	walls	of	the	area	(see	#12	above).	The	
  remains	of	one	of	the	interred	have	fallen	from	its	niche	and	lies	
  draped	on	the	floor	nearby.	
  20. Cockroaches	and	other	insects	once	infested	this	crypt.	Feasting	
  on	 the	 remains	 of	 those	 interred	 here	 they	 grew	 fat	 and	
  numerous,	but	when	they	ran	out	of	food	they	died	off.	Now	
  their	 desiccated	 remains	 coat	 the	 floor	 and	 make	 moving	
  quietly	difficult	(as	they	crunch	underfoot).	
  	
  	
  	
  	
  	
  ains.
  	
  	
  	 ppropriate	to	the	faith	
  	
  	been	carved	into	
  	
  	
  	
  	
  obwebs	 shroud	
  	
  	
  	
  gs.	 Tracing	 the	
  	
  	
  	
  s	 with	 one’s	 hand	
  	 	
  	
  .
  	
  	
  	
  	
  rbed	for	war	stand	
  	
  	
  	
  	
  f	have	serene	looks	
  	
  	
  	
  	 he	others’	faces	
  	
  	
  	
  	
  e	statues	
  	
  	
  	
  	
  	 ook	
  their	 desiccated	 remains	 coat	 the	 floor	 and	 make	 moving	
  quietly	difficult	(as	they	crunch	underfoot).
  
  10	
  2 0  T H I N G S  T O  F I N D  I N  A  S A R C O P H A G U S  
  Adventurers	always	seem	to	be	breaking	into	ancient	tombs	and	
  crypts	in	search	of	undead	horrors	(and	their	loot).	Of	course,	not	
  all	sarcophagi	are	filled	with	treasures	or	undead	monstrosities.	
  Some	simply	contain	the	bones	of	the	long-dead	(and	their	grave	
  goods).	The	following	table	can	be	used	to	determine	what	the	
  PCs	 find—beyond	 the	 occupant’s	 mouldering	 remains—when	
  they	search	a	sarcophagus,	burial	niche	or	crypt:		
  1. The	 occupant’s	 head	 rests	 on	 a	 dusty	 and	 faded	 red	 pillow.	
  Cursory	examination	made	while	searching	the	pillow	reveals	a	
  small	cache	of	old	gold	coins	minted	in	a	kingdom	long	since	
  crumbled	to	dust.	The	fifteen	oversized	coins	are	worth	100	gp	
  to	a	sage,	collector	or	student	of	history.	They	depict	the	fallen	
  kingdom’s	heraldry	on	one	side	and	the	profile	of	its	ruler	on	
  the	other.	
  2. Although	 it	 only	 contains	 the	 remains	 of	 one	 body,	 this	
  sarcophagus	 holds	 two	 skulls.	 One	 clearly	 suffered	 a	 violent	
  death.	
  3. A	fine	white	sheet	edged	in	silver	trim	covers	the	occupant’s	
  remains.	The	trim	is	worth	15	gp.	
  4. The	 sarcophagus	 is	 filled	 with	 bones	 from	 many	 different	
  individuals,	all	jumbled	together.	The	sarcophagus	itself	has	a	
  hidden	niche	in	the	bottom	only	accessible	when	the	bulk	of	the	
  bones	have	been	removed.	The	secret	niche	holds	the	remains	
  of	 an	 important	 individual	 still	 wearing	 two	 ornate	 golden	
  bracers	decorated	with	engravings	of	swooping	birds	of	prey	
  (worth	400	gp).	
  5. The	sarcophagus’	occupant	clutches	a	mouldering	scroll	in	his	
  hands.	 It	 crumbles	 if	 touched,	 but	 an	 investigation	 of	 the	
  remains	reveals	several	indistinct	religious	symbols.	
  6. The	inside	of	the	sarcophagus’	lid	has	scratch	marks—as	if	the	
  interred	had	tried	to	escape.	
  7. The	stench	of	decay	greets	explorers	opening	this	sarcophagus;	
  mould	and	strange	fungi	have	taken	root	on	the	decomposing	
  body	within.	Characters	opening	the	sarcophagus	must	have	a	
  strong	stomach	or	retch	due	to	the	smell	for	2d6	minutes.	
  8. The	sarcophagus	contains	not	only	the	skeleton	of	his	intended	
  occupant,	 but	 also	 the	 remains	 for	 four	 huge	 rats.	 A	 close	
  inspection	 of	 the	 occupant’s	 skeletons	 reveals	 hundreds	 of	
  teeth	marks.	
  9. The	skeleton	(strangely)	is	lying	on	its	front.	Among	its	rotting	
  clothes,	perceptive	adventurers	spot	a	thin	leather	cord	around	
  its	 neck.	 A	 silver	 heart-shaped	 pendant	 (worth	 30	 gp)	 hangs	
  from	the	cord.	
  10. Curled	at	the	feet	of	the	sarcophagus’	inhabitant	lie	the	remains	
  of	a	small	dog,	cat	or	other	small	pet.	
  11. The	inside	face	of	the	sarcophagus’	lid	has	an	illustrated	prayer	
  carved	 into	 it.	 The	 prayer	 speaks	 of	 peace	 in	 death	 and	 the	
  illustrations	depict	angels	carrying	the	deceased’s	soul	up	to	the	
  clouds.	
  12. The	 occupant	 has	 been	 decapitated	 and	 staked	 through	 the	
  heart.	
  13. The	sarcophagus	has	two	occupants;	they	have	been	laid	to	rest	
  holding	hands.	
  14. The	sarcophagus	holds	a	child’s	remains.	Several	small	worn	and	
  faded	toys	lie	amid	the	dust.	
  15. The	sarcophagus’	bottom	has	many	small	holes	bored	through	
  it.	 A	 slight	 breeze	 blows	 through	 these	 holes	 and	 when	 the	
  sarcophagus’	lid	is	removed	a	great	cloud	of	grave	dust	billows	
  up	around	the	PCs.	The	dust	is	essentially	harmless,	but	the	PCs	
  won’t	know	that.	
  16. Carvings	 from	 the	 deceased's	 life	 decorate	 the	 inside	 of	 the	
  sarcophagus.	A	perceptive	PC	notices	several	tiny	imps	among	
  the	carvings	depicted	in	the	midst	of	some	form	of	mischief	or	
  trickery.	
  17. Only	 a	 skull,	 resting	 on	 a	 faded	 black	 cushion,	 lies	 in	 the	
  sarcophagus.	Even	casual	observers	note	all	the	skull’s	teeth—
  and	its	jaw—have	been	smashed.	
  18. This	sarcophagus	has	never	held	a	body—instead	someone	has	
  used	it	as	a	secret	storage	place.	It	contains	236	gp,	478	sp	and	
  a	pair	of	gleaming	masterwork	silver	daggers.	The	daggers	have	
  a	raven	engraved	on	their	pommels.	
  19. The	 lid	 of	 this	 sarcophagus	 sits	 slightly	 askew.	 Amid	 the	
  scattered	bones	and	mouldering	clothes	within	lair	half	a	dozen	
  feral	rats.	
  20. Lead	lines	the	inside	of	this	sarcophagus.	The	skeleton	within	
  wears	faded	fine	robes	in	a	style	not	common	or	popular	for	
  decades.	She	also	wears	a	large	golden	ring	set	with	a	sharp	
  shard	of	obsidian	on	one	finger.	The	ring	is	valuable	(200	gp)	for	
  its	materials	alone.	The	ring	could	be	merely	valuable	or	it	could	
  be	the	component	of	a	special	magical	prison...	
  8  S A R C O P H A G U S  L I D  D E C O R A T I O N S  
  Often,	a	sarcophagus	has	carved	decoration	on	its	lid.	
  1. A	smiling	image	of	the	deceased’s	face.	
  2. Interlinked	geometric	shapes.		
  3. A	woodland	scene	replete	with	numerous	birds	and	animals.		
  4. The	person’s	name,	age	and	cause	of	death.	
  5. A	prayer	to	the	deceased’s	patron	deity.	
  6. A	personalised	poem	telling	of	the	deceased’s	life,	focusing	on	
  particularly	noteworthy	events.	
  7. A	blazing	sun	or	a	constellation	of	stars.	
  8. The	holy	(or	unholy)	symbol	of	the	deceased’s	deity.	
  	
   
  
  11	
  2 0  T H I N G S  T O  F I N D  I N  A N  A N C I E N T  N E C R O P O L I S  
  The	 final	 resting	 place	 of	 perhaps	 hundreds	 or	 thousands	 of	
  bodies,	an	ancient	necropolis	can	be	a	strange	place	to	explore.	A	
  necropolis	is	death’s	house.	Along	with	the	dead	it	likely	holds	
  many	objects	and	decorations	of	religious	significance	of	interest	
  to	explorers.		
  1. Strange	markings	in	the	dust	suggest	something	was	pushed	or	
  dragged	through	this	area.	What	it	might	have	been,	however,	
  is	unknown.	
  2. Part	of	the	doorway	ahead	has	collapsed,	dumping	rubble	onto	
  the	floor.	The	door	itself	lies	splintered	and	broken	under	the	
  rubble.		
  3. This	mural	depicts	an	idealised	external	view	of	the	necropolis	
  being	 approached	 by	 a	 long	 column	 of	 people.	 It	 has	 been	
  defaced	by	several	heavy	blows	from	a	blunt	object.	
  4. A	burnt	out	torch	stub	lies	discarded	on	the	floor.	A	smudge	of	
  charcoal	on	the	stone	flooring	shows	where	it	guttered	out.		
  5. Thick,	dusty	cobwebs	cloak	the	ceiling.	Dark	shapes—cocooned	
  insects	and	dead	spiders—hang	amid	the	webs.	The	spiders	may	
  be	simply	dead,	or	the	necrotic	energies	of	the	nearby	buried	
  dead	could	have	transformed	them	into	a	swarm	of	tiny	zombie	
  spiders	hungry	for	warm	flesh!	
  6. Strange	carvings	of	various	hideous	demonic	heads	leer	down	
  over	 this	 area	 from	 several	 stone	 half-height	 pillars	 standing	
  against	one	wall.	The	pillars	and	heads	are	painted	in	various	
  lurid	colours	to	appear	more	terrifying.	The	paint	is	dulled	with	
  age	and	peeling.	
  7. Runes	 depicting	 death,	 damnation	 and	 doom	 decorate	 an	
  archway	leading	away	from	this	area.	
  8. Clad	 in	 wisps	 of	 burial	 shroud,	 the	 skeleton	 of	 some	 poor	
  unfortunate	soul	lies	sprawled	across	the	floor.		
  9. Several	bricks	have	fallen—or	been	pried	away—from	the	wall	
  to	reveal	a	small	dusty	cavity;	within,	lies	a	rusting	lever,	but	it	
  is	not	immediately	obvious	what	it	operates.	From	its	condition	
  it	doesn't	look	like	it	has	been	used	in	years.	
  10. A	rusty	portcullis	fills	an	archway,	blocking	access	to	what	lies	
  beyond.	The	portcullis	itself	has	been	forged	to	look	like	a	web	
  of	 intertwined	 vipers.	 Cobwebs	 hang	 from	 the	 portcullis	 and	
  dust	lies	thickly	upon	the	intricately	forged	serpents,	blurring	
  their	finer	detailing.	
  11. A	 lurid	 collection	 of	 yellow	 skulls	 glowers	 down	 at	 intruders	
  from	a	high	niche	cut	into	the	wall.	Investigation	of	the	shelf	
  reveals	a	deep,	but	narrow	space	cut	into	the	wall	behind	and	
  below	the	niche;	it	is	filled	with	bones.	
  12. A	 mosaic	 of	 black,	 purple	 and	 red	 tiles	 covers	 the	 floor.	 The	
  mosaic's	pattern	seems	entirely	random,	but	a	viewer	looking	
  down	on	it	from	a	decent	height	can	see	it	actually	comprises	
  the	death	god's	sigil	intertwined	with	symbols	of	protection	and	
  vengeance.	
  13. Faded	murals	depicted	the	souls	of	the	departed	being	judged	
  in	the	death	god's	halls	decorate	the	walls.	
  14. The	inscription	over	this	doorway	speaks	of	the	dire	curses	and	
  agonising	deaths	waiting	for	any	who	would	disturb	the	dead	
  resting	beyond.	However,	part	of	the	inscription	has	crumbled	
  away	(or	perhaps	it	was	defaced	by	previous	explorers);	thus	its	
  full	meaning	may	not	be	clear.	This	could	also	mean	that	any	
  magic	lurking	in	the	inscription—perhaps	some	dire	trap—has	
  long	since	faded.	
  15. An	ancient	rust-coloured	stain	mars	the	floor.	The	stain	is—of	
  course—long	dried	blood	and	it	looks	like	from	its	size	whatever	
  bled	here	probably	died	here.	
  16. A	thick	grey	gloop	slowly	oozes	though	cracks	in	the	ceiling	and	
  splatters	onto	the	floor.	This	constant,	but	slow,	accumulation	
  of	gunk	has	created	a	semi-solid	slurry	pile	of	thick,	odourless	
  slime	covering	most	of	the	floor.	
  17. A	 sudden	 gust	 of	 wind	 blows	 the	 dust	 of	 ages	 past	 into	 the	
  party's	faces	and	creates	swirling	dust	devils	that	swirl	around	
  the	chamber	for	a	few	moments	before	subsiding.	
  18. A	faint	breeze	caresses	the	party's	faces.	The	breeze	creates	
  swirling	 eddies	 of	 dust	 that	 swirl	 around	 the	 party's	 ankles,	
  seeming	to	grasp	at	their	warm,	life-filled	flesh.	
  19. The	floor	ahead	is	cracked	and	pitted.	Several	flagstones	have	
  clearly	shifted	upwards	creating	an	area	of	uneven	flooring.	The	
  area	smells	of	damp	and	mould.	
  20. The	 wind	 sighs	 through	 the	 necropolis’	 abandoned	 passages	
  and	chambers.	To	the	paranoid,	nervous	or	confused	it	almost	
  sounds	like	the	building	itself	is	breathing...	
  1 0  P I E C E S  O F  B U R I A L  N I C H E  D R E S S I N G  
  1. Dusty	shreds	of	clothing	cling	to	the	bones	filling	this	niche.	
  2. This	 skeleton	 clutches	 the	 desiccated	 stalks	 of	 a	 bunch	 of	
  flowers.	
  3. A	 faded	 sheet,	 decorated	 with	 embroidered	 with	 mystic	
  symbols,	covers	this	child-sized	skeleton.	
  4. The	tiny	skeletons	of	a	half-dozen	or	so	rats	lie	scattered	about	
  this	niche.	There	is	no	sign	of	its	original	inhabitant.	
  5. The	head	of	this	skeleton	rests	on	a	dusty	pillow	filled	with	bone	
  dry	(and	very	flammable)	straw.	
  6. A	rusty	iron	grill	(which	swings	upwards	if	the	lock	is	removed)	
  protects	this	niche.		
  7. This	skeleton’s	skull	is	missing.	
  8. This	skeleton	is	horribly	twisted	and	bent	as	if	the	person	was	
  warped	by	horrible	magic.	
  9. A	 single	 rune—meaning	 “Cursed”—is	 inscribed	 in	 the	 stone	
  above	this	niche.	
  10. This	niche	is	empty,	except	for	a	ripped	and	torn	burial	shift.		
  
  12	
  	
  	
  
  13	
   
   
   
   
   
   
   
   
   
   
  BUSTLING MARKETPLACE
   
   
  
  14	
  5  D I F F E R E N T  P L A C E S  T O  H A V E  A  M A R K E T  
  The	traditional	view	of	a	market	place	is	of	a	large	open	space	
  filled	with	tents	and	stalls.	Such	a	location	is	a	staple	of	almost	
  every	fantasy	town	or	city.	And	there’s	nothing	wrong	with	that	
  except,	 it’s	 a	 little	 bit	 boring.	 It’s	 standard—what’s	 expected.	
  Adventurers	often	spend	a	lot	of	times	in	markets	replenishing	
  their	supplies,	selling	the	proceeds	of	their	most	recent	quest	and	
  so	 on.	 To	 breathe	 character	 into	 your	 town	 or	 city,	 consider	
  placing	a	market	in	one	of	the	following	atypical	places.		
  1. On	the	Docks:	In	this	aquatic	scenario,	traders	sail	(or	row)	to	
  the	 marketplace.	 They	 moor	 on	 the	 docks	 and	 display	 their	
  wares	on	the	decks	of	their	vessels.	A	market	of	this	sort	enables	
  traders	to	travel	much	further	to	show	off	their	produce.	Those	
  visiting	the	market	can	do	so	on	foot	or	if	they	wish	to	dodge	
  the	 congested	 gangways	 they	 can	 hire	 (or	 use)	 their	 own	
  waterborne	transport.		
  2. On	 a	 Bridge:	 Bridges	 are	 excellent	 spots	 for	 small	 markets.	
  Travellers	must	pass	every	stall,	making	it	easier	for	the	traders	
  to	 hawk	 their	 wares.	 After	 all,	 many	 medieval	 bridges	 had	
  buildings	on	them—built	out	over	the	water!	Traders	with	stalls	
  on	 bridges	 could	 even	 trade	 with	 vessels	 passing	 under	 the	
  bridge,	perhaps	using	baskets	on	ropes	to	lower	goods	to	their	
  customers.	
  3. In	a	Church:	Often,	churches	are	some	of	the	largest	buildings	
  in	a	town	or	city.	If	the	deity	has	trade	or	industry	in	its	portfolio	
  it	 makes	 perfect	 sense	 for	 the	 clergy	 to	 host	 a	 market.	 The	
  market	 might	 not	 be	 daily,	 but	 it	 could	 be	 weekly—in	 fact	
  depending	on	the	faith’s	exact	beliefs	running	a	market	could	in	
  itself	be	a	form	of	veneration.	A	market	in	a	church	is	unaffected	
  by	 weather	 and—of	 course—the	 clergy	 of	 the	 faith	 would	
  guarantee	the	safety	of	the	traders	and	their	customers.	Under	
  the	watchful	eyes	of	the	clergy,	petty	crime	might	also	be	much	
  reduced	making	it	a	safe	place	to	trade	or	visit.	
  4. In	a	Ruin:	Large	ruins	make	a	perfect	venue	for	a	market.	Such	
  unused	places	offer	more	safety	and	shelter	than	that	offered	
  by	 the	 town	 square.	 Assuming	 such	 a	 place	 has	 an	 obvious	
  entrance,	it	means	those	putting	on	the	market	can	charge	an	
  entry	fee	for	the	traders	and/or	their	customers.	Such	locales	
  are	often	safer	than	a	normal	market	square	as	thieves	don’t	
  like	a	restricted	number	of	escape	route.		
  5. Underground:	Some	markets	might	be	literally	underground.	Of	
  course,	 the	 most	 likely	 market	 of	 this	 ilk	 is	 one	 that	 deals	
  primarily	 in	 illicit	 or	 stolen	 goods.	 Other	 markets	 may	 be	
  underground	because	the	traders	prefer	the	darkness—think	a	
  dwarven	hold	trading	with	the	humans	in	the	city	above.	Also,	
  simply,	there	may	be	no	space	in	the	city	above	big	enough	to	
  hold	the	market.		
  Remember	when	designing	your	market	that	some	markets	can	
  be	specialised	while	others	are	more	generalised.	For	example:		
  § 
  	A	market	set	underground	might	deal	only	or	primary	with	the	
  fruits	of	the	Ebon	Realm.	
  § 
  A	 market	 set	 in	 a	 church	 may	 deal	 with	 items	 of	 religious	
  interest	such	as	holy	relics,	blessed	water	and	so	on.	
  § 
  A	market	set	on	a	dock	may	deal	with	the	fruits	of	the	sea—
  fresh	fish,	crabs	and	so	on—as	well	as	acting	as	a	place	for	petty	
  merchants	to	buy	direct	from	the	merchants	importing	goods	to	
  the	town.	
  	
   
  
  	 15
  1 0  M E R C H A N T S  W I T H  P E R S O N A L I T Y  
  All	too	often,	encounters	with	merchants	and	shopkeepers	are	
  little	 more	 than	 dry	 exchanges,	 where	 players	 whip	 out	 their	
  rulebooks	and	handle	the	exchanges	more	or	less	on	their	own.	
  While	this	is	fine	for	some	situations,	for	others	merchants	need	
  a	bit	more	personality,	which	isn’t	always	easy	to	come	up	with	
  on	the	spot.		
  1. Hildi	Borgusdotter,	Blacksmith:	Hildi	comes	from	a	long,	proud	
  tradition	 of	 blacksmithing,	 and	 often	 exclaims	 her	 forge	 has	
  been	the	family's	business	for	generations.	Hildi's	a	tad	on	the	
  pricy	side,	and	she	has	little	patience	for	hagglers,	quickly	taking	
  offense	at	any	slight	against	her	family’s	masterpieces.	
  2. Emil	Jarvi,	Alchemist:	A	lean	young	man	with	short	hair	and	a	
  severe	gaze,	Emil	sells	a	variety	of	tonics,	herbs,	poultices	and	
  various	alchemical	concoctions.	Though	he	begrudgingly	keeps	
  a	supply	of	the	more	in-demand	potions,	he	is	quick	to	decry	the	
  “overdependence	 on	 magic	 that	 is	 currently	 afflicting	 our	
  society,”	and	that	magic	is	“too	fickle	a	force	to	trust	with	your	
  life.”	
  3. Sendra	Bisset,	Haberdasher:	While	Sendra	is	well	into	middle-
  age,	no	one	who	looks	at	her	would	guess	it,	as	she	takes	great	
  pains	to	preserve	her	beauty	and	youthful	good	looks.	Though	
  her	stall	specializes	in	hats	of	all	kinds,	including	a	variety	of	
  magical	headgear,	an	odd	assortment	of	gloves,	scarves,	purses	
  and	other	accessories	can	also	be	found	here.	Those	looking	for	
  plain	and	functional	clothes	should	look	elsewhere:	her	motto	
  is	“if	it	isn’t	beautiful,	it’s	not	worth	owning.”	
  4. Marcis	Vincelas,	Jeweller:	This	handsome	young	man	has	long,	
  dark	hair,	and	speaks	with	a	thick	accent.	Although	he	is	not	the	
  owner	of	the	stall,	he	is	quite	knowledgeable	about	his	craft,	
  and	his	incorrigible	flirting	makes	him	an	excellent	salesman,	
  though	he	drops	the	act	for	rich	adventurers	shopping	for	magic	
  jewelry.	
  5. Johin	 Nigul,	 Curio	 Merchant:	 This	 bald,	 slightly	 rotund	
  merchant	 carefully	 watches	 every	 customer.	 Irritable	 and	
  suspicious,	 he	 grumbles	 and	 complains	 about	 “window	
  shoppers,”	and	threatens	those	who	touch	his	wares	with	the	
  phrase	“you	break	it,	you	buy	it!”	Still,	his	selection	of	magic	
  items	is	impressive,	and	for	repeat	customers,	he	can	special-
  order	things	he	doesn’t	stock.	
  6. Kian	Golshan,	Weapon	and	Armour	Merchant:	This	merchant	
  sports	 a	 well-oiled	 goatee,	 slick	 hair	 and	 bright,	 flamboyant	
  clothing.	Far	from	a	blacksmith	himself,	he	assures	customers	
  he	only	carries	the	best	merchandise	money	can	buy.	He	is	very	
  fond	of	arranging	little	demonstrations	which	supposedly	show	
  off	his	sharp	blades	or	durable	armours,	but	canny	buyers	can	
  tell	this	is	all	showmanship,	and	the	demonstrations	are	little	
  more	than	sleight	of	hand.	
  7. Sabine	 Gagnier,	 Baker:	 This	 plump	 blonde	 woman	 loves	
  nothing	more	than	watching	a	customer	enjoy	one	of	her	fresh-
  cooked	confections.	Her	sunny	disposition	seems	to	know	no	
  bounds,	and	she	is	quick	to	recommend	the	perfect	pastry	to	
  solve	any	problem,	or	at	least	make	one	feel	a	bit	better	while	
  they	 solve	 it.	 She	 offers	 a	 variety	 of	 potion-infused	 pastries,	
  which	have	effects	similar	to	potions	but	are,	in	her	words,	“far	
  more	delicious.”	
  8. Evron	 Teivel,	 Exotic	 Animal	 Merchant:	 This	 kind-faced	 man	
  personally	trains	and	works	with	each	animal	he	sells,	and	has	
  been	known	to	refuse	sales	to	buyers	he	thinks	can’t	provide	a	
  good	home	for	the	animal.	If	an	animal	takes	a	particular	liking	
  to	a	prospective	buyer,	Evron	sometimes	offers	a	substantial	
  discount,	especially	for	less	popular	animals.	
  9. Anila	Kleid,	Potion	and	Scroll	Merchant:	This	elderly	merchant	
  recently	retired	from	teaching	young	wizards	at	a	local	arcane	
  university.	She	brews	fresh	potions	and	sells	scrolls	from	the	
  large	 collection	 she	 accumulated	 over	 the	 years	 in	 order	 to	
  supplement	her	savings.	Buyers	beware,	each	purchase	comes	
  with	 a	 lecture	 or	 story	 of	 some	 kind,	 whether	 the	 customer	
  wants	it	or	not.	
  10. Ozan	Balik,	Pawn	Merchant:	This	hawkish,	gaunt	man	has	very	
  sparse	 grey	 hair,	 and	 peers	 at	 customers	 over	 half-moon	
  glasses.	He	has	a	wide	assortment	of	items	for	sale,	but	is	also	
  more	 than	 happy	 to	 buy	 or	 pawn	 interesting	 objects.	 A	
  consummate	haggler,	he	routinely	overcharges	for	his	sales	and	
  underpays	for	his	purchases,	and	always	has	a	dozen	reasons	
  why	he	can’t	give	a	better	price.	
  	
  
  	
  16
  2 0  D E A L S  T O O  G O O D  T O  B E  T R U E  
  Adventurers	must	be	wary	at	all	times,	and	this	is	just	as	true	in	
  the	 marketplace	 as	 a	 dungeon.	 Merchants	 can	 be	 just	 as	
  predatory	 as	 owlbears,	 and	 as	 unscrupulous	 as	 kobolds,	 and	
  usually,	a	deal	that’s	too	good	to	be	true,	is	just	a	ploy	to	part	you	
  from	your	hard-earned	gold.		
  1. This	spellbook	has	an	amazingly	low	price	tag	considering	the	
  numerous	powerful	spells	contained	within.	Unfortunately,	it	
  was	 stolen,	 and	 its	 previous	 owner,	 a	 powerful	 wizard,	 is	
  actively	searching	for	it.	
  2. This	deal	is	a	gold	mine—literally!	The	seller	offers	the	deed	to	
  an	abandoned	gold	mine	said	to	still	be	brimming	with	gold.	
  While	this	is	true,	it’s	also	brimming	with	ghosts.	
  3. There’s	a	reason	this	powerful	magic	weapon	is	so	cheap:	the	
  magic	affecting	it	is	temporary,	and	will	only	last	a	few	hours.	
  4. This	trained	animal,	whether	a	bird,	dog,	horse	or	something	
  more	exotic,	is	well	trained.	Unfortunately,	what	it’s	trained	to	
  do	is	escape	at	the	first	opportunity	and	return	to	the	seller.	
  5. No	one	wants	to	pay	for	spell	components,	and	it’s	tempting	to	
  try	to	cut	corners	when	buying	them.	This	merchant	offers	them	
  at	 a	 great	 price,	 but	 unfortunately,	 they’re	 old	 and	 stale,	
  reducing	the	efficacy	of	spells	cast	using	them.	
  6. This	suit	of	armour	is	so	inexpensive	because	it	serves	as	a	magic	
  beacon	for	the	seller’s	friends,	a	group	of	bandits	who	use	it	to	
  ambush	and	rob	victims.	Worse,	a	command	word	causes	the	
  armour	to	lock	up,	effectively	paralyzing	the	wearer.	
  7. When	visiting	a	new	city,	having	to	pay	to	exchange	money	for	
  the	 local	 currency	 can	 be	 frustrating.	 Luckily,	 a	 kindly	 monk	
  sitting	outside	the	moneychangers	offers	to	make	the	exchange	
  for	free.	Sadly,	it’s	a	scam,	and	he	exchanges	good	coins	for	
  counterfeit.	
  8. The	reason	this	powerful	magic	weapon	is	so	cheap	is	because	
  it’s	haunted	by	the	spirits	of	those	slain	by	it,	which	haunt	the	
  dreams	of	whoever	owns	the	weapon.	
  9. Owning	a	toll	bridge	is	a	great	way	to	make	money,	and	luckily,	
  someone	is	willing	to	offer	up	a	deed	for	one.	Unfortunately,	
  the	bridge	is	out	in	the	middle	of	nowhere,	and	now	sees	almost	
  no	traffic.	
  10. Need	a	new	purse	after	being	pick-pocketed?	This	vendor	sells	
  them	 on	 the	 cheap,	 but	 each	 one	 is	 enchanted	 to	 magically	
  teleport	a	few	coins	at	a	time	back	to	his	own	coffers.	
  11. Not	all	spellbooks	are	created	equal,	and	while	this	one	contains	
  a	great	selection	of	rare	and	powerful	spells,	it	also	contains	a	
  number	 of	 minor	 transcription	 errors	 that	 make	 each	
  enchantment	prone	to	dangerous	mishaps.	
  12. This	 galleon	 is	 available	 to	 buy	 at	 a	 very	 low	 price,	 but	 it’s	
  docked	 outside	 the	 harbour.	 The	 seller	 is	 happy	 to	 take	
  prospective	buyers	out	to	it,	but	shortly	after	they	set	sail,	the	
  unfortunate	new	owners	are	press-ganged	as	galley	slaves.	
  13. This	powerful	magic	weapon	is	actually	the	weapon	used	in	a	
  very	high-profile	recent	murder.	While	it	is	incredibly	cheap	to	
  purchase,	 its	 new	 owner	 may	 very	 well	 be	 mistaken	 for	 the	
  murderer.	
  14. It’s	not	too	hard	to	find	a	mage	offering	spellcasting	services	for	
  75%	of	the	normal	rates.	Unfortunately,	she’s	still	learning	her	
  trade,	and	there’s	a	25%	chance	of	a	magical	mishap,	instead	of	
  the	spell’s	intended	effect.	
  15. For	only	a	handful	of	gold,	the	map	to	a	buried	treasure	worth	
  thousands	of	gold	seems	like	a	great	deal.	Unfortunately,	the	
  seller	has	already	sold	about	300	copies	of	the	map,	and	it’s	
  unlikely	the	treasure’s	still	there,	if	it	ever	was.	
  16. The	 price	 for	 the	 deed	 to	 this	 remote	 manor	 house	 is	 very	
  generous,	and	the	seller	even	has	a	painting	featuring	it	to	show	
  off.	Sadly,	the	painting	is	from	before	it	became	a	dilapidated,	
  haunted	wreck.	
  17. This	potion,	sold	by	an	evil	death-worshipping	cultist,	is	half	the	
  price,	but	infused	with	a	deadly	plague.	
  18. This	 magic	 weapon	 may	 cost	 a	 little	 more	 than	 one	 might	
  expect,	but	it	was	once	wielded	by	a	legendary	hero.	Or,	at	least,	
  so	the	seller	claims.	
  19. A	kindly	innkeeper,	a	few	miles	out	of	town,	offers	free	room	
  and	board	for	the	night,	supposedly	so	you	don’t	have	to	push	
  to	reach	town	by	nightfall,	but	really	it’s	so	she	can	murder	you	
  in	your	sleep	and	eat	you.	
  20. Who	can	say	no	to	a	free	amulet,	delivered	by	a	secret	admirer?	
  Unfortunately,	the	admirer	works	for	an	enemy	of	the	PCs,	and	
  the	amulet	allows	them	to	listen	to	every	word	spoken	in	its	
  vicinity.	
  	
   
  
  17	
  2 0  I N T E R E S T I N G  S T A L L S  
  Anything	can	be	found	in	a	market,	if	you	know	where	to	look.	
  From	meat	pies	to	alchemical	ingredients	to	black	market	organs,	
  market	stalls	are	as	fascinating	as	they	are	varied.		
  1. A	 greasy	 man	 with	 thin	 black	 hair	 sells	 live	 black	 bats	 for	
  familiars,	 arcane	 components	 or	 kibble.	 The	 bats	 chirp	 and	
  flutter	energetically,	straining	at	the	leg	straps	tying	them	to	
  their	perches.	Three	tattooed	elves	purchase	from	the	vendor,	
  completing	their	transactions	in	total	silence.	
  2. A	 fat	 dwarf	 in	 a	 dirty	 grey	 shirt	 runs	 a	 stall	 stocked	 with	
  hundreds	of	rotten	caramel	apples.	He	absentmindedly	bites	a	
  soft	apple,	makes	a	face	of	disgust,	and	then	puts	it	back.	The	
  dwarf’s	white	beard	drips	with	melted	sugar,	apple	juices	and	
  black	seeds.	
  3. Two	elven	children,	a	boy	and	a	girl,	sell	beaded	talismans	from	
  a	stall	shoved	to	the	back	of	the	market.	They	aggressively	hock	
  their	wares,	but	attract	little	more	than	annoyed	glances	from	
  other	 merchants.	 A	 large	 dwarf	 swipes	 a	 talisman	 without	
  paying,	and	walks	away	as	if	he	cannot	hear	the	children’s	angry	
  protests.	
  4. A	female	gnome,	either	drugged	or	incredibly	scatter-brained,	
  sells	glass	baubles.	She	mumbles	quietly	to	herself,	blanks	eyes	
  staring	up	at	the	sky.	However,	her	wares	radiate	a	complex	
  magical	aura	noticeable	to	even	the	most	mundane	passer-by.	
  5. A	thin	human	in	a	black	cloak	wrings	his	hands	and	mutters	to	
  himself.	He	seems	suspiciously	eager	to	rid	himself	of	his	stock	
  of	 rings,	 bracelets	 and	 other	 fine	 jewellery.	 The	 twin,	
  interlocking	 scars	 which	 run	 down	 his	 forearm	 look	 more	
  indicative	of	ritualistic	injuries	than	battle	wounds.	
  6. A	sickly	half-orc	repeatedly	sneezes	over	his	merchandise:	meat	
  pies	and	sandwiches.	He	makes	no	effort	to	clean	up	the	mucus,	
  instead	sipping	a	spicy-smelling	tea	and	wiping	his	bleary	eyes.	
  Despite	 everything,	 the	 meat	 pies	 smell	 of	 pepper,	 salt	 and	
  garlic,	 and	 the	 hearty	 aroma	 is	 delicious.	 A	 few	 faithful	
  customers	purchase	a	snack,	brush	off	the	phlegm	and	eat	the	
  meals	wholeheartedly.	
  7. A	handsome	half-elf	merchant	flirts	with	a	well-dressed	noble	
  woman.	She	pockets	some	of	the	merchant’s	jewellery	when	he	
  is	distracted,	kisses	the	half-elf	on	the	cheek	then	turns	to	leave.	
  The	blushing	vendor	doesn’t	notice	a	thing.	
  8. A	tired	halfling	leafs	through	one	of	the	many	books	he	has	for	
  sale,	and	barely	seems	to	notice	his	customers.	He	adjusts	his	
  spectacles	and	licks	his	fingers	whenever	he	needs	to	turn	the	
  page,	and	loudly	clears	his	throat	every	few	moments.	
  9. Behind	 a	 counter	 lined	 with	 mosses	 and	 herbs,	 a	 mute	 orc	
  attempts	to	haggle	for	her	various	natural	medicines.	When	her	
  customer	leaves	in	frustration,	the	orc	lobs	a	handful	of	mud	at	
  the	back	of	his	head,	makes	a	rude	gesture	and	sits	back	down.	
  Evidently,	no	deal	was	reached.	
  10. A	strange-looking	human	with	pale	flesh	and	massive	eyes	sells	
  rare	 spell	 components.	 His	 accent	 cannot	 be	 placed,	 and	 he	
  repeatedly	 scratches	 his	 face.	 However,	 his	 smile	 and	 voice	
  charm	customers,	who	cannot	help	but	purchase	his	wares.	
  11. A	 fast-talking	 human	 has	 attracted	 a	 crowd	 by	 extolling	 the	
  medicinal	 virtues	 of	 various	 charms	 won	 from	 tribes	 in	 the	
  undiscovered	wilds.	Despite	the	slick	look	of	the	merchant,	the	
  goods	 appear	 to	 be	 genuine—or	 at	 least,	 alien	 to	 those	
  produced	by	local	artisans.	
  12. A	brooding	teenage	human	with	facial	tattoos,	and	an	obvious	
  great	distain	for	his	customers,	sells	a	small	variety	of	wands.	
  Though	he	makes	no	attempt	to	attract	passers-by,	he	scoffs	
  and	rolls	his	eyes	when	a	potential	client	chooses	to	move	on.	
  13. A	smiling	gnome	in	a	yellow	dress	sells	bizarre,	eldritch	flowers	
  from	 a	 small	 handbag.	 Many	 of	 the	 flowers	 move	 seemingly	
  with	a	life	of	their	own.	She	wanders	the	market,	approaching	
  and	aggressively	selling	to	anybody	who	makes	eye	contact.	
  14. A	dwarf	loudly	hocks	vials	of	silty	water,	which	he	claims	are	
  from	a	blessed	spring.	A	pale,	sweaty	customer	purchases	a	vial,	
  gags	on	the	liquid	and	is	reassured	by	the	dwarf	that	the	magic	
  is	already	doing	its	work.	
  15. Identical	 halfling	 twins	 put	 on	 a	 short	 juggling	 show	 in	 an	
  attempt	 to	 drive	 business.	 The	 act	 is	 entertaining,	 but	 their	
  stock	of	overpriced	potions	goes	mostly	ignored.	They	put	on	a	
  brave	face	as	the	crowd	dissipates,	but	seem	stressed.	
  16. An	old	woman	with	black	cataracts	sells	fresh	scrolls,	penned	by	
  her	 own	 unsteady	 hand.	 Despite	 shaky	 script,	 dozens	 of	
  customers	 put	 down	 handfuls	 of	 coin	 and	 thank	 the	 lady	
  profusely.	She	smiles	and	shakes	each	one	by	the	hand.	
  17. An	obese	half-orc	with	a	malformed	leg	loudly	extolls	his	wares:	
  fine-looking	 axes	 and	 crossbows	 of	 apparent	 dwarven	 make.	
  Suspicious	dwarves	glare	at	the	half-orc,	but	say	nothing.	Closer	
  inspection,	 reveals	 the	 weapons	 bear	 the	 marks	 of	 orcish	
  craftsmen.	
  18. A	dwarf	plays	an	intense	game	of	cards	with	a	street	ruffian,	
  completely	ignoring	potential	customers	who	walk	passed	his	
  stall.	Evidently	his	business	of	potted	plants	is	not	doing	well.	
  The	street	ruffian,	a	human	no	older	than	eight,	has	won	several	
  consecutive	hands	and	is	coming	away	with	a	few	handfuls	of	
  coppers.	The	dwarf	is	clearly	getting	angry.	
  19. A	gaunt,	impossibly	tall	human	hunches	in	his	stall,	gesturing	at	
  his	wares	with	long	fingers	and	a	thin	smile.	The	wet	“animal”	
  organs	on	his	table	look	fresh,	and	it	is	unclear	exactly	what	type	
  of	creature	produces	such	brains.	
  20. One	 stall	 is	 unmanned.	 On	 the	 counter,	 alongside	 various	
  trinkets	and	baubles,	a	sign	reads	“Take	what	you	need.	Leave	
  what	you	can.”	A	small	elf	places	down	a	sparking	wand	and	
  walks	away	with	a	cookbook.	
  	
  
  18	
  2 0  R U M O U R S  T O  H E A R  I N  A  B U S T L I N G  M A R K E T P L A C E  
  Wherever	 people	 come	 together	 to	 buy	 and	 sell,	 they	 also	
  exchange	 news,	 rumours	 and	 gossip.	 Thus,	 marketplaces	 are	 a	
  great	 place	 for	 adventurers	 to	 learn	 more	 about	 the	 town,	 its	
  surrounds	and	recent	events.			
  	
  Not	all	the	rumours	they	hear	will	be	relevant	to	the	party’s	
  needs	 or	 have	 anything	 to	 do	 with	 their	 upcoming	 adventure.	
  They	do,	however,	enable	a	GM	to	create	verisimilitude	and	depth	
  to	the	party’s	visit	to	the	marketplace.		
  1. Old	 Jerad’s	 pies	 are	 the	 sweetest	 and	 tastiest	 in	 the	 whole	
  market.	They	are	so	good,	they	must	have	magic	in	them!	
  2. A	new	fortuneteller	has	just	set	up	shop	in	the	market.	No	one	
  knows	anything	about	her,	but	apparently	her	predictions	are	
  uncannily	accurate.		
  3. The	sewers	running	near	to	the	market	are	old	and	prone	to	
  blockage	(and	flood)	after	heavy	rains.	When	that	happens,	the	
  marketplace	is	awash	with	dirty	water	and	sewerage.	It’s	very	
  bad	for	business—the	mayor	should	do	something	about	it.	
  4. A	 recent	 rash	 of	 pick	 pocketing	 has	 annoyed	 customers	 and	
  merchants	alike.	A	thief	was	almost	beaten	to	death	yesterday,	
  in	the	market.	
  5. The	 local	 lord	 is	 reviewing	 the	 cost	 of	 hiring	 plots	 in	 the	
  marketplace.	Everyone	expects	him	to	raise	prices	and	the	stall	
  holders	will	inevitably	pass	this	onto	their	customers.		
  6. Herac	the	merchant	is	boasting	of	a	recent	delivery	of	fine,	rare	
  silks.	He’s	planning	to	personally	invite	the	town’s	great	and	
  good	to	a	showing	of	his	wares,	but	he	has	some	lesser	silks	
  suitable	for	“ordinary”	people.		
  7. Erinhol	Gerst	sells	wine	and	ale	by	the	pitcher	or	cup	from	his	
  handcart.	He	wanders	the	market	selling	to	thirsty	shoppers	and	
  is	an	excellent	source	of	rumours.	He	hears	much	and	charges	
  to	pass	on	his	knowledge.	
  8. Normally,	the	market	is	a	relatively	clean	place—the	local	lord	
  mandates	 merchants	 remove	 their	 own	 rubbish.	 However,	
  more	and	more	people	are	reporting	encounters	with	large	and	
  aggressive	 rats	 scavenging	 among	 the	 stalls.	 It’s	 putting	 off	
  some	visitors.	
  9. Watch	out	for	Eron	Erkle.	He	is	a	grocer	by	trade,	but	his	scales	
  are	 weighted	 in	 his	 favour	 and	 you	 won’t	 get	 your	 money’s	
  worth.		
  10. Berstal	 the	 Fabulous	 is	 a	 charlatan.	 He	 pretends	 to	 be	 an	
  apothecary,	but	his	remedies	never	work—in	fact,	they	often	
  make	his	patient	sicker!	
  11. There	 was	 a	 murder—really	 a	 robbery	 gone	 wrong—in	 the	
  market	the	other	day.	A	mugger	picked	the	wrong	victim	and	
  got	electrocuted	to	death	by	a	magic	spell!		
  12. Erinhol	Gerst	(see	#7)	is	really	a	member	of	the	thieves’	guild.	
  He	 uses	 his	 business	 to	 spy	 on	 potential	 marks—normally	
  gullible	adventuring	types!	
  13. He	denies	it,	of	course,	but	Brastel	Enanon’s	is	often	accused	
  of	selling	stolen	goods.	He	denies	all	charges,	and	nothing	has	
  even	been	proven	but	if	you	buy	something	from	him	you	might	
  be	 accosted	 by	 someone	 claiming	 to	 have	 once	 owned	 your	
  newest	possession.		
  14. Brestia	Nimblefingers	is	a	skilled	tatooist	much	in	demand	in	the	
  local	area.	Small	even	for	a	halfling,	she	does	exquisite	work.	
  Word	is	that	she’s	been	trying	to	imbue	her	tattoos	with	magic	
  for	years	now,	but	never	gets	the	process	quite	right.			
  15. If	you’ve	got	a	pet	(or	an	animal	companion	or	familiar)	you’d	
  do	 well	 to	 keep	 it	 close	 in	 the	 market;	 several	 visitors	 have	
  complained	 their	 animals	 have	 gone	 missing	 while	 they	
  shopped.		
  16. Two	rival	clothiers	are	doing	their	best	to	put	each	other	out	of	
  business.	Both	send	their	apprentices	to	sabotage	the	other’s	
  stall	and	to	steal	their	customers.	Sometimes,	a	brawl	ensues.	
  The	Watch	breaks	things	up,	but	their	patience	is	rapidly	fading.		
  17. Someone	is	using	false	coins	in	the	market.	They	appear	to	be	
  silver	 or	 gold,	 but	 are	 really	 painted	 bronze	 coins.	 Several	
  merchants	have	lost	sizeable	sums	and—even	worse—the	coins	
  have	entered	general	circulation.		
  18. A	hulking	half-orc—a	monk	named	Narfu—has	set	up	a	stall	of	
  sorts.	 Really,	 it’s	 more	 of	 an	 entertainment	 as	 he	 performs	
  amazing	acrobatic	tricks.	He	bets	the	audience	that	no-one	is	
  more	skilled	than	he,	and	thus	far	he’s	been	proven	right.	
  19. The	local	thieves	use	the	marketplace	to	stalk	rich	marks.	Those	
  with	much	coin	to	spend	should	keep	their	purses	close	and	
  their	eyes	open.		
  20. One	of	the	stall	keepers	is	really	a	vindictive	evil	wizard	with	a	
  vendetta	 against	 the	 local	 lord.	 He	 sells	 seemingly	
  mundane	items	laced	with	subtle	curses	designed	to	make	the	
  owner	more	angry	and	irritable.	Several	fights	have	broken	out	
  recently,	 but	 the	 wizard’s	 identity—if	 indeed	 he	 exists—
  remains	a	mystery.		
  The	rumours	above	are	designed	to	be	relatively	generic	so	they	
  fit	into	almost	any	town	or	city.	A	GM	should	modify	them	as	
  required	to	fit	the	flavour	of	his	campaign.		
  	
  Finally—of	course—it	is	up	to	the	GM	if	the	rumours	above	
  are	true	or	false.		
  	
   
  
  19	
  2 0  T H I N G S  T O  S E E  I N  A  B U S T L I N G  M A R K E T P L A C E  
  Once	the	PCs	have	crushed	their	enemies	and	returned	to	town	
  to	sell	their	ill-gotten	gains,	their	minds	often	turn	to	shopping.	
  Marketplaces	 are	 bustling,	 busy	 places—they	 are	 often	 the	
  throbbing	mercantile	heart	of	a	village,	town	or	city.	As	such,	the	
  PCs	will	inevitably	visit	such	places	in	pursuit	of	the	things	they	
  desire.		
  1. A	 small	 boy	 quickly	 slips	 through	 the	 throng,	 dextrously	
  squeezing	between	the	shoppers	and	browsers.	The	PCs	may	
  assume	the	boy	is	a	cutpurse,	but	in	reality	he	is	merely	running	
  an	errand	for	his	master.	
  2. A	 massively	 muscled	 man,	 longsword	 at	 his	 hip,	 staggers	
  through	the	marketplace	with	a	large	rolled	up	rug	over	one	
  shoulder.	Unsurprisingly,	everyone	gets	out	of	the	man’s	way.	If	
  asked	why	he	is	carrying	a	rug,	he	replies	it	is	for	a	bet.	This	
  may—or	 may	 not—be	 the	 truth.	 Perhaps	 the	 rug	 bulges	
  suspiciously	 and	 an	 unconscious,	 tied-up	 kidnap	 victim	 lies	
  within.		
  3. An	obviously	wealthy	woman	strolls	among	the	stalls	examining	
  the	goods.	Two	servants—carry	various	packages	and	bags—
  and	a	mail-clad	bodyguard	trail	after	her.		
  4. Several	beggars	raise	their	bowls	to	passers-by,	desperate	for	
  even	the	smallest	gift.		
  5. A	bard—employed	by	a	nearby	stall	holder	who	has	recently	
  taken	delivery	of	a	consignment	of	rare	spices—strolls	through	
  the	throng	loudly	singing	the	praises	of	Master	Arman	and	his	
  amazing	spices.	If	stopped—or	if	the	PCs	show	any	interest	in	
  his	song—he	eagerly	directs	the	PCs	to	Master	Arman’s	stall.	
  6. A	crowd	of	people	have	gathered	around	a	small,	nondescript	
  stall.	The	owner	is	apparently	trying	to	off-load	a	consignment	
  of	damaged	cloth	and	is	selling	it	at	knock-down	prices.	He	could	
  be	genuinely	trying	to	get	rid	of	his	damaged	stock,	or	he	could	
  be	a	distraction	for	several	pick	pockets	slipping	unseen	through	
  the	throng.		
  7. A	pair	of	women	stand	conspiratorially	gossiping	in	the	shade	of	
  a	tent.	They	stop	suddenly,	if	approached.		
  8. A	 peddler—selling	 vegetables	 from	 a	 hand	 cart—
  trundles	by	the	party	calling	out	his	prices.	He	stumbles	
  and	falls,	tipping	over	his	cart.	Almost	instantly	beggars	
  and	urchins	appear	and	start	grabbing	up	his	produce	as	
  he	desperately	tries	to	both	shovel	it	back	into	his	cart	
  and	fight	off	the	swarm	of	scavengers.	
  9. A	man	argues	with	a	store	holder,	loudly	accusing	him	
  of	selling	crap.	He	waves	an	axe	in	the	air	while	doing	
  so.	PCs	taking	any	interest	in	the	argument	notice	the	
  axe	head	wobbles	on	its	haft	as	it	is	waved	about.	
  10. A	 near-feral	 dog	 sniffs	 its	 way	 through	 the	 crowd	
  searching	for	dropped	titbits.	He	follows	anyone	feeding	
  him.	
  11. A	cat	lounges	on	the	awning	above	a	stall,	keeping	a	wary	eye	
  on	all	who	pass.		
  12. Two	young	urchins	caper	through	the	crowd	laughing	and	joking	
  with	 each	 other.	 Their	 youthful	 exuberance	 annoys	 a	 trader	
  who	suspects	they	are	clearly	up	to	no	good	and	he	shouts	at	
  them	to	"be	off”.	
  13. Two	guardsmen	patrol	the	marketplace,	keeping	an	eye	out	for	
  arguments	and	cutpurses.	They	appear	bored,	though,	and	are	
  easily	distracted.		
  14. A	 dishevelled	 man—clearly	 unwell,	 his	 tunic	 stained	 with	
  vomit—staggers	through	the	crowd	(which	parts	before	him).	
  Eventually,	he	slumps	against	a	wall,	muttering	to	himself.	(The	
  man	is	not	ill;	he	is	merely	suffering	an	epic	hangover).	
  15. Two	traders	argue—and	look	like	they	may	come	to	blows;	it	
  seems	they	both	paid	for	the	same	pitch	and	neither	is	inclined	
  to	give	up	his	claim.		
  16. A	sudden	heavy	squall	sends	everyone	running	for	cover.	Stalls	
  with	awnings	or	those	within	tents,	are	suddenly	very	popular	
  and	the	merchants	therein	mercilessly	press	their	temporary	
  advantage.		
  17. One	of	the	PCs—perhaps	distracted	by	the	market’s	sights	and	
  sounds—stands	 in	 a	 large	 pile	 of	 horse	 manure.	 Unless	 he	
  fastidiously	cleans	his	shoe,	the	smell	follows	him	for	the	rest	of	
  the	day.	
  18. The	smell	of	freshly	cooked	meat	wafts	over	the	crowd.	Nearby,	
  a	merchant	selling	a	hog	roast	is	doing	a	roaring	trade.	
  19. A	carter	tries	to	force	his	way	through	the	throng,	but	almost	
  no-one	seems	inclined	to	get	out	of	his	cart’s	way.	The	man	is	
  clearly	getting	more	and	more	frustrated	and	shouts	loudly	at	
  anyone	wandering	in	front	of	his	cart.	
  20. Three	finely	dress	old	ladies	browse	amongst	the	stalls	while	
  chatting	loudly.	Each	is	attended	by	a	servant,	but	perceptive	
  PCs	may	spot	four	ruffians	intently	watching	the	group.	
  	
   
  
  20	
  2 0  T Y P E S  O F  S T A L L  I N  A  B U S T L I N G  M A R K E T P L A C E  
  Markets	sell	an	amazing	variety	of	products	and	goods.	No	doubt	
  the	party	will	spend	some	time	browsing	the	various	stalls	while	
  in	town—which	can	quickly	turn	the	GM’s	life	into	a	nightmare...		
  	
  No	 list	 of	 this	 nature	 could	 hope	 to	 do	 justice	 to	 the	 vast	
  profession	of	items	for	sale	in	the	typical	market.	However,	some	
  of	the	more	common	stall	“themes"	appear	below.		
  A  F E W  N O T E S  
  Remember,	markets	are	normally	a	temporarily	thing;	at	the	end	
  of	the	day’s	trading,	the	merchants	and	vendors	pack	up	and	go	
  home.	 Thus,	 few	 truly	 bulky	 items	 are	 for	 sale	 in	 a	 normal	
  marketplace;	 most	 such	 items—furniture,	 statues,	 vehicles,	
  horses	 heavy	 made-to-measure	 armour	 and	 so	 on—are	 sold	
  elsewhere.		
  	
  Also	keep	in	mind,	most	stalls	are	set	up	to	deal	with	the	most	
  common	 denominator—the	 local	 villagers	 or	 townsfolk—and	
  their	needs.	Thus,	most	normal	stalls	sell	mundane	items:	food,	
  clothing,	household	goods	and	so	on.	Those	that	sell	weapons	and	
  armour	 will	 likely	 sell	 common,	 cheap—and	 probably	 second-
  hand—items.	 Exotic	 or	 expensive	 items	 will	 be	 few	 and	 far	
  between;	such	things	are	better	found—or	commissioned—at	an	
  armourer	or	weaponsmiths.		
  	
  Finally,	the	items	for	sale	on	any	given	stall	will	be	affected	by	
  the	style	and	flavour	of	the	settlement.	Some	merchants	may	deal	
  in	exotic	or	rare	products	(such	as	silk,	spices	and	the	like)	but	in	
  all	 but	 the	 largest	 towns	 and	 cities	 these	 folk	 should	 be	 the	
  exception	rather	than	the	rule.		
  S O  W H A T ’ S  F O R  S A L E ?  
  Determine	 the	 general	 category	 of	 products	 sold	 on	 a	 normal,	
  mundane	stall	using	the	list	below.	Each	entry	includes	examples	
  of	the	things	the	stall	may	sell.	These	are	in	no	way	exhaustive.		
  1. Arms	 (commonly	 sold	 weapons	 include	 dagger,	 axe,	 short	
  sword,	 mace,	 flail,	 spear	 etc.)	 or	 armour	 (commonly	 sold	
  leather,	studded,	chain	shirt,	breastplate,	chainmail	etc.)	
  2. Cloth	Goods	(bolts	of	cloth,	wool,	silk,	thread	etc.)	
  3. Cloth	Goods	(finished	clothes:	common,	fine	etc.)	
  4. Cloth	Goods	(rugs,	tapestries)	
  5. Cloth	Goods	(shoes,	boots)	
  6. Jewellery	(cheap:	copper,	silver,	etc.;	expensive:	gold,	platinum;	
  both	types	including	ornamental	or	semi-previous	gemstones	of	
  various	values)	
  7. Cosmetics	(soap,	perfume,	cosmetics)	
  8. Foodstuffs	(raw:	vegetables,	grains,	fruits,	fresh	cuts	of	meat,	
  eggs,	milk	etc.)	
  9. Foodstuffs	 (pickled	 fruit,	 pickled	 vegetables,	 dried	 meats,	
  smoked	fish	etc.)	
  10. Foodstuffs	(prepared:	jams,	butter,	cream,	pies,	bread	etc.)	
  11. Foodstuffs	(alcohol:	wine,	cider,	ale,	hard	spirits)	
  12. Foodstuffs	(herbs	and	spices:	salt,	pepper,	common	herbs	such	
  as	basil,	fennel	etc.)	
  13. Glass	(glass	goods:	glasses,	bottles,	vials	etc.)	or	pottery	(jars,	
  plates,	bowls	etc.)	
  14. Household	Goods	(candles,	pots,	plates,	bowels,	cutlery,	tools,	
  oil	etc.)	
  15. Instruments	(small:	harp,	lute,	violin,	pipe	etc.)	
  16. Livestock	(live:	chickens,	rabbits,	dogs,	birds	etc.)	
  17. Metal	Goods	(nails,	pots,	pans,	horseshoes	etc.)	
  18. Pen	&	Paper	(quills,	ink	pens,	ink,	parchment,	paper,	papyrus,	
  books	etc.)	
  19. Skins	 &	 Furs	 (common:	 fox,	 beaver,	 wolf,	 bear,	 otter,	 etc.;	
  uncommon:	winter	wolf,	owl	bear	etc.)	
  20. Service	(apothecary,	lawyer,	translator,	fortune-teller	etc.)	
  The	above	list	does	not	include	adventurer-focused	stalls	such	as	
  potion	sellers,	wizards	for	hire	and	the	like.	Such	stalls	should	be	
  specifically	designed	or	placed	by	the	GM.		
  1 0  S T A L L  C H A R A C T E R I S T I C S  
  1. The	 stall	 is	 actually	 a	 handcart	 or	 small	 pony	 and	 trap	 that	
  moves	(slowly)	about	the	market.	
  2. The	stall	is	nothing	but	a	thick	blanket	laid	on	the	floor	upon	
  which	the	merchant’s	goods	are	displayed.	
  3. Two	similar	stalls	stand	next	to	one	another.	The	two	merchants	
  spend	much	of	their	time	shouting	insults	at	each	other	and	
  trying	to	steal	their	rival’s	customers.	
  4. Two	large	(and	lazy)	hounds	lounge	under	this	stall’s	table.	They	
  give	each	customer	an	exploratory	sniff.		
  5. This	stall	is	a	grand	tent	with	the	sides	rolled	up	to	reveal	the	
  goods	 stacked	 high	 within.	 A	 worker	 stands	 outside,	 loudly	
  extolling	the	virtues	of	its	goods.	
  6. An	obviously	depressed	merchant	sits—with	head	in	hands—
  behind	this	virtually	ignored	stall.	Trade	is	not	going	well.	
  7. This	stall	is	very	popular;	a	large	crowd	has	gathered	in	front	of	
  it	and	customers	are	jockeying	for	position.	The	stall’s	owner	
  cannot	keep	up	with	demand.	
  8. The	owner	of	this	stall	is	sycophantic	in	the	extreme	and	calls	
  out	to	anyone	passing	by	who	looks	like	they	might	have	money	
  to	spend.		
  9. Groaning	with	goods,	this	stall’s	trestle	tables	seem	dangerously	
  over	filled.	
  10. This	stall	comprises	a	wagon	piled	high	with	goods.	The	owner	
  does	business	from	the	back	of	the	wagon	while	his	horse	looks	
  on	glumly.	
  	
   
  
  21	
   
   
   
   
   
   
   
   
   
   
  CREEPY GRAVEYARD
   
   
  
  		
  22
  8  H A U N T S  
  Creepy	 graveyards	 are	 places	 where	 the	 dead	 rest	 poorly,	 if	
  indeed	they	rest	at	all.	Sometimes	minor	haunts	linger	near	the	
  place	of	their	burial	and	may	even	form	the	basis	of	local	legends,	
  rumours	or	stories.		Use	 the	 table	 below,	 to	 determine	 what	
  haunts	appear	to	the	PCs.	
  1. An	item	disappears	from	a	PC's	gear	as	a	faint	cackling	echoes	
  from	 far	 away.	 When	 looked	 for,	 the	 item	 is	 barely	 visible	
  among	another	PC’s	gear,	as	if	the	second	character	had	hastily	
  stowed	it. 	
  2. The	holy	symbol	on	a	gravestone	cracks	violently	and	dozens	of	
  worms	pour	forth	when	it	is	visible	only	in	the	corner	of	the	eye.	
  The	 grave	 is	 marked	 “Anilda	 Ravenheart”.	 Locals	 recall	 this	
  young	half-orc	woman	had	a	crisis	of	faith	as	a	result	of	a	sudden	
  illness	that	killed	her. 	
  3. A	veiled	woman	cries	out,	begging	to	know	where	her	family's	
  graves	are	as	she	runs	between	markers	and	sinks	to	the	ground	
  at	a	nearby	intersection.	When	approached,	her	veil	blows	away	
  to	reveal	a	faceless	silhouette	that	asks,	“Where	is	my	grave?”	
  before	 she	 disintegrates	 into	 dust	 and	 is	 blown	 away	 by	 a	
  sudden	gust	of	wind. 	
  4. An	unconsecrated	grave	in	a	lonesome	spot	is	overgrown	
  and	 surrounded	 by	 tall	 weeds.	 When	 examined,	 the	
  plants	writhe	despite	not	a	breath	of	wind	and	the	PCs	
  feel	tangles	of	plants	grasping	at	them.	A	ropey	weed	
  swiftly	 twines	 up	 from	 the	 ground	 around	 a	 PC's	 neck,	
  forming	a	limp	noose.	The	plants	then	vanish.	The	grave	
  is	 marked	 “Noxanna	 Gorholm”—records	 show	 the	
  woman	therein	was	hanged	for	brigandry. 	
  5. A	mound	of	uprooted	lilies	covers	a	fresh	grave.	
  The	mound	crumples	suddenly	as	if	an	unseen	
  human	 child	 or	 halfling	 knelt	 on	 it.	 A	 high-
  pitched	voice	chants	sing-song	nonsense	words	
  while	 the	 mound	 rapidly	 moulders	 away	 to	
  nothing.	 The	 gravestone	 reads	 “Margrimm	
  Suresteel”.	Local	stories	say	he	was	a	generous	
  dwarven	 trader	 who	 was	 thrown	 from	 his	
  horse	after	desecrating	a	fairy	ring. 	
  6. A	 luminous	 armoured	 halfling	
  patrols	 a	 distant	 path.	 Anyone	
  speaking	 to	 him	 or	 looking	
  directly	
  at	
  him	
  is	
  momentarily	 wrapped	 in	
  supernatural	 silence.	 The	
  figure	gapes	and	turns	as	
  if	to	run.	It	then	vanishes	
  while	the	speaker	feels	the	air	briefly	grow	thin. 	
  7. An	open	grave	with	a	blank	marker	seems	to	be	bottomless.	
  Upon	 examination,	 a	 howling	 wind	 sucks	 in	 dust	 and	 leaves	
  from	nearby	plant	while	shrieks	of	anguish	and	pain	fill	the	air	
  for	a	moment	before	the	vision	passes.	The	grave	is	only	six-
  foot	deep	and	shows	no	sign	of	disturbance. 	
  8. A	 small	 tarnished	 bell	 at	 the	 foot	 of	 an	 old	 grave	 rings	 as	 if	
  yanked	strongly	from	below,	but	the	rope	isn't	connected	to	
  anything.	 The	 grave	 is	 marked	 “Lorantus	 Vornmark”.	
  Investigations	reveal	he	was	an	elderly	human	who	died	quietly	
  in	his	sleep.	If	exhumed,	the	skeletal	remains	are	curled	in	the	
  foot	of	the	coffin,	surrounded	by	scratch	marks.	
  If	 the	 PCs	 choose	 to	 lay	 a	 haunt	 to	 rest,	 the	 required	 method	
  should	generally	relate	to	the	haunt’s	backstory	and	probably	not	
  involve	mere	combat.	Success	may	grant	boons	from	the	dead	
  unfortunate’s	relatives	or	friends.	At	the	least,	the	folk	watching	
  over	the	graveyard	will	likely	be	grateful	to	the	PCs	for	putting	an	
  unquiet	spirit	to	rest.			
  	
   
  	
  	forth	when	it	is	visible	only	in	the	corner	of	the	eye.	
  	 s	 marked	 “Anilda	 Ravenheart”.	 Locals	 recall	 this	
  rc	woman	had	a	crisis	of	faith	as	a	result	of	a	sudden	
  	
  	killed	her.
  	
  	
  man	cries	out,	begging	to	know	where	her	family's	
  	
  	 s	she	runs	between	markers	and	sinks	to	the	ground	
  	 	
  	 ntersection.	When	approached,	her	veil	blows	away	
  	
  	 	 aceless	silhouette	that	asks,	“Where	is	my	grave?”	
  	
  	 disintegrates	 into dust	 and	 is	 blown	 away	 by	 a	
  	
  	of wind.
  	
  crated	grave	in	a	lonesome	spot	is	overgrown	
  	
  nded	 by	 tall	 weeds.	 When	 examined,	 the	
  	
  e	despite	not	a	breath	of	wind	and	the	PCs	
  	
  	of	plants	grasping	at	them.	A	ropey	weed	
  	
  es	 up	 from	 the	 ground around	 a	 PC's	 neck,	
  	 	 mp	noose.	The	plants	then	vanish.	The	grave	
  	
  	 Noxanna	 Gorholm”—records	 show	 the	
  	
  ein	was	hanged	for	brigandry.
  	
  	
  	uprooted	lilies	covers	a	fresh	grave.	
  	
  	crumples	suddenly	as	if	an	unseen	
  	
  d	 or	 halfling	 knelt	 on	 it.	 A	 high-
  	
  e	chants	sing-song	nonsense	words	
  	
  	 mound	 rapidly	 moulders	 away	 to	
  	
  he	 gravestone	 reads	 “Margrimm	
  	Local	stories	say	he	was	a	generous	
  	
  ader	 who	 was	 thrown	 from	 his	
  	
  	desecrating	a	fairy	ring.
  s	 armoured	 halfling	
  	 	
  stant	 path.	 Anyone	
  	
  	 him	 or	 looking	
  	
  at	
  him	
  is	
  y	 wrapped	 in	
  l	 silence.	 The	
  	
  	and	turns	as	
  	
  	
  	 	then	vanishes	
  foot	of	the	coffin,	surrounded	by	scratch	marks.
  If	 the	 PCs	 choose	 to	 lay	 a	 haunt	 to	 rest,	 the	 required	 method	
  should	generally	relate	to	the	haunt’s	backstory and	probably	not	
  involve	mere	combat.	Success	may	grant	boons	from	the	dead	
  unfortunate’s	relatives	or	friends.	At	the	least,	the	folk	watching	
  over	the	graveyard	will	likely	be	grateful	to	the	PCs	for	putting	an	
  unquiet spirit	to	rest.
  
  		 23
  1 0  M O U R N E R S  W I T H  P E R S O N A L I T Y  
  Graveyards	are	places	of	sorrow	and	loss.	Sometimes,	those	left	
  behind	visit	the	grave	of	the	beloved	departed	for	closure	or	(one-
  sided)	 conversation.	 Such	 folk	 often	 keep	 themselves	 to	
  themselves,	 but	 may	 see	 things	 of	 interest	 to	 adventurers	
  investigating	strange	goings	on	in	a	graveyard.		
  	
  Use	the	table	below,	to	determine	which	mourner	the	PCs	
  encounter:		
  1. Irma	 Varini	 (N	 old	 female	 human):	 Distraught	 after	 her	
  husband’s	death	Irma	comes	to	the	graveyard	daily	to	talk	with	
  her	dead	partner.	She	can	often	be	seen	sitting	by	his	grave	and	
  sometimes	she	stays	for	hours.	Her	husband	was	obsessed	with	
  appearances	and	so	she	pays	a	groundskeeper	to	ensure	the	
  grave	 is	 well	 tended.	 It	 stands	 in	 marked	 contrast	 to	 other	
  neglected	graves	nearby. 	
  2. Kuno	Salii	(NE	young	male	human):	Bored	and	lost	after	the	
  death	of	his	parents,	Kuno	wanders	the	graveyard	without	any	
  real	goal	or	purpose…except	mischief.	This	thin,	pale-faced	boy	
  still	 wears	 the	 smart,	 slightly	 too	 big	 clothes	 he	 wore	 to	 his	
  parents’	funeral.	Although	he	now	lives	with	his	uncle,	he	is	not	
  above	 trying	 to	 get	 some	 gold	 out	 of	 kind-hearted,	 gullible	
  adventurers.	 	
  3. Hogar	(NG	male	half-orc	fighter	3):	Hogar	is	angry.	He	is	angry	
  at	the	disease	that	took	his	beloved.	He	is	angry	at	the	clerics	
  who	failed	to	cure	her.	He	is	angry	at	anyone	who	asks	him	if	he	
  is	okay.	In	short,	he	is	angry	and	he	is	looking	to	take	it	out	on	
  someone.	In	a	disheveled	state	and	clutching	a	wine	flask	he	sits	
  near	his	lover’s	grave,	drinking	heavily	and	muttering	to	himself.	
  He	does	not	take	kindly	to	distractions	or	interruptions. 	
  4. Aenor	Hallin	(N	female	human	cleric	1):	Aenor	is	a	profesional	
  mourner	paid	to	offer	daily	prayers	at	a	deceased’s	grave.	She	
  is	skilled	at	fake	crying	and	looks	the	part—clad	in	somber	black	
  robes	 and	 wearing	 a	 veil.	 Always	 on	 the	 lookout	 for	 more	
  business,	she	approaches	anyone	who	appears	wealthy	hanging	
  around	the	graveyard,	after	finishing	her	most	recent	prayer.	
  She	is	softly	spoken	and	respectful,	but	doesn’t	have	a	lot	of	
  time	for	the	living	(unless	she	is	being	paid).		
  5. Onni	 (dog):	 With	 her	 master	 dead	 and	 buried	 in	 the	 pauper	
  section	of	the	graveyard,	Onni	has	become	a	graveyard	fixture.	
  Her	 shaggy	 coat	 has	 become	 a	 familiar	 sight	 about	 the	
  graveyard;	she	can	often	be	seen	sitting	mournfully	near	her	
  master’s	 final	 resting	 place—a	 pauper	 mass	 grave.	 A	 sort	 of	
  minor	
  celebrity,	
  Onni	
  has	
  become	
  beloved	
  by	
  the	
  groundkeepers	 who	 have	 even	 built	 her	 a	 small,	 ramshackle	
  kennel	under	a	tree	growing	in	sight	of	her	master’s	grave.	
  6. Herleva	 Taetel	 (NE	 female	 middle-aged	 human	 wizard	 3):	
  Herleva	 wanders	 among	 the	 graves	 and	 tombs	 searching	 for	
  long-lost	relatives	who	are	said	to	be	buried	here…or	at	least	
  that’s	what	she	tells	anyone	who	asks.	In	reality,	she	is	searching	
  for	the	resting	place	of	a	minor	mageling—Lanzo	Njars—	who	
  died	 a	 century	 ago.	 Recently,	 she	 came	 across	 an	 old	 diary	
  recounting	the	mage’s	burial	that	suggested	he	was	buried	with	
  certain	objects	of	power	she	craves.		
  7. Ivo	Ubi	(LG	venerable	male	human	paladin	2):	Now	old,	and	
  wizened	by	the	years,	Ivo	comes	to	the	graveyard	to	pray	at	the	
  graves	of	those	of	the	faith	he	once	knew.	He	feels	cursed	to	
  have	lived	so	long—all	his	friends	and	comrades	are	long	dead—
  but	is	conflicted.	Does	his	long	life	yet	have	purpose?	Why	is	his	
  lord	not	yet	ready	to	call	him	to	his	side?	Half-blind	and	partially	
  deaf,	Ivo	is	well	known	by	the	graveyard’s	caretakers—who	let	
  him	wander	as	he	will	among	the	tombstones.		
  8. Eohric	(N	male	human	bard	2):	Eohric	isn’t	a	very	good	singer	
  and	wanders	among	the	gravestones	while	trying	to	compose	
  an	elegy	for	his	beloved	pet	dog,	Inga,	who	he	had	buried	in	his	
  family	plot.	Eohric	isn’t	exactly	gifted	in	the	brains	department	
  and	 talks	 incessantly	 of	 his	 lost	 love.	 Only	 exhaustive	
  questioning	reveals	Inga	was	a	dog.		
  9. Cynric	Welwyn	(NE	male	human):	Brawny	and	strong,	Cynric	is	
  digging	his	own	dead	sister’s	grave.	Muttering	while	he	works,	
  he	scowls	at	all	who	come	near	and	isn’t	afraid	to	tell	anyone	to	
  mind	their	own	business.	Cynric’s	sister	was	recently	taken	by	
  the	plague	and	he	nursed	her	through	her	final	days.	A	twist	of	
  fate—or	 perhaps	 a	 dark,	 cosmic	 joke—has	 rendered	 him	
  immune	 to	 the	 plague’s	 effects,	 but	 still	 left	 him	 a	 carrier	
  meaning	 he	 could	 potentially	 infect	 anyone	 who	 spends	 too	
  much	time	in	his	presence.	
  10. Liuva	(CN	female	half-elf):	Yet	young,	Liuva	has	watched	her	
  human	mother	age	and	die.	Impetuous,	headstrong	and	now	
  utterly	 shattered	 by	 her	 mother’s	 death	 Liuva	 sobs	 by	 her	
  mother’s	 grave	 most	 days.	 Bitter,	 she	 rails	 against	 the	
  unfairness	 of	 “her”	 situation	 and	 is	 looking	 for	 answers.	
  Recently,	one	of	the	groundsmen—a	member	of	a	death	cult—
  has	started	sounding	her	out	about	joining	the	cult.	Liuva	is	in	
  danger	of	falling	under	his	sway...	
  	
  	
  	
  	
  	
  
  		
  24
  1 0  T H I N G S  T O  F I N D  I N  A N  O P E N  G R A V E  
  Adventurers	 exploring	 graveyards	 often	 discover	 open	 graves	
  waiting	to	be	filled.	Most	such	graves	are	ordinary,	but	a	few	may	
  have	minor	features	of	interest.	Such	features	may	be	completely	
  innocent,	 or	 they	 could	 be	 a	 clue	 to	 darker	 goings	 on	 in	 the	
  graveyard.			
  	
  Use	 the	 table	 below,	 to	 generate	 items	 of	 minor	 interest	
  found	in	an	open	grave.		
  1. A	spade	stands	at	a	crazy	angle	at	the	bottom	of	the	graveyard.	
  A	soft	cloth	hat	hangs	from	its	handle,	but	of	the	gravedigger	
  there	is	no	sign.	A	close	inspection	of	the	handle	reveals	a	small	
  smudge	of	blood.	
  2. A	bunch	of	wild	flowers	fashioned	into	a	crude	wreath	lies	in	the	
  mud	at	the	bottom	of	the	grave.		
  3. Muddy	water	has	seeped	into	the	grave,	turning	the	bottom	
  into	a	dank,	cloying	sludge.	A	trapped	rat	swims	in	the	water,	
  but	try	as	it	might	it	can’t	climb	up	the	slippery	muddy	sides	of	
  the	grave	to	escape.		
  4. Heaped	 earth	 stands	 next	 to	 the	 open	 grave.	 Nearby	 lies	 a	
  headstone	ready	to	be	erected	once	the	grave	is	filled.		
  5. An	unattended	coffin	of	stout	pine	lies	in	the	grave.	No	one	is	
  filling	in	the	grave—in	fact	no	one	seems	to	be	anywhere	near	
  the	grave.	
  6. At	 first	 glance,	 this	 grave	 seems	 normal	 and	 unremarkable.	
  However,	 a	 perceptive	 PC	 notices	 the	 faint	 outline	 of	 a	 long	
  bulky	 object	 obscured	 by	 earth.	 Investigations	 reveal	 it	 is	
  another	coffin.	It	is	rotten	and	has	obviously	been	buried	for	
  years.		
  7. At	 first	 glance,	 this	 grave	 seems	 normal	 and	 unremarkable.	
  However,	a	perceptive	PC	notices	an	amulet	half	buried	in	the	
  mud.	PCs	retrieving	the	amulet	discover	it	bears	the	symbol	of	
  a	particularly	reviled	evil	deity.		
  8. Someone	has	sprinkled	salt	over	the	bottom	of	the	grave	and	
  on	the	mound	of	earth	beside	it.		
  9. The	open	grave	stands	near	an	old	tree.	The	tree’s	roots	break	
  through	 the	 grave’s	 walls	 and	 floor	 in	 several	 places.	
  Imaginative	 souls	 could	 imagine	 the	 roots	 look	 like	 a	 huge	
  grasping	hand	ready	to	receive	the	coffin.	
  10. As	 #5,	 but	 the	 coffin	 lid	 is	 splintered	 and	 broken	 as	 if	 from	
  several	heavy	blows	with	an	axe.	The	coffin	itself	is	empty.	
   
  2 0  G R A V E S T O N E  I N S C R I P T I O N S  
  Adventurers	frequently	find	themselves	slipping	into	cemeteries.	
  Perhaps,	they	are	looking	for	clues	to	stop	an	undead	uprising,	
  hunting	grave	robbers	or	looking	for	a	hidden	or	buried	treasure.	
  No	matter,	they	are	bound	to	examine	many	gravestones	during	
  their	adventure.	
  	
  Use	the	table	below,	to	determine	what	the	PCs	find	inscribed	
  on	atypical	or	noteworthy	gravestones.			
  1. Vermor	Hode:	Beloved	husband,	father	and	grandfather.	 	
  2. Raich	Ironblade:	She	died	as	she	lived,	a	hero.	 	
  3. Yoskel	Wulf:	His	bark	was	worse	than	his	bite.	 	
  4. Celindra	Wintervale:	In	her	too-short	time	here,	she	taught	us	
  how	to	truly	love.	 	
  5. Luthian	Cooper:	He	led	his	brother	in	birth	and	in	life.	 	
  6. Codren	Cooper:	His	Brother's	Keeper.	 	
  7. Irano	Stork:	O	Dragonslayer!	In	death,	you	were	victorious!	 	
  8. Thorell	Rockbeard:	Though	far	from	his	own	people,	no	dwarf	
  was	better	loved.	 	
  9. Ranbel	Crackfang:	He	looked	like	a	monster,	but	was	a	better	
  man	than	most.	 	
  10. Shadvar	Hench:	She	will	never	truly	die	while	those	she	saved	
  draw	breath.	 	
  11. Sir	Ahelineih	Wildleaf:	[Written	in	Elven]	May	you	sustain	the	
  earth	in	death	as	you	did	in	life.	 	
  12. Ildver	Bail:	Some	treasures	are	worth	more	than	gold.	 	
  13. [Unreadable]	 Evinmoor:	 [unreadable]	 No	 more	 will	 you	
  [unreadable]	the	people	of	[unreadable].	 	
  14. Oldol	Blackfire:	He	overcame	his	devils.	 	
  15. Leeness	Thistleright:	Death	is	just	a	dream,	from	which	we	all	
  must	wake.	 	
  16. Lady	 Rilanca	 Highbarrow:	 Your	 soul	 calls	 out	 for	 vengeance;	
  may	its	cries	not	go	unheeded.	 	
  17. Gryphon	 [unreadable]:	 Render	 unto	 the	 Reaper	 what	 is	 due	
  her.	 	
  18. Askal	 Tems:	 The	 Goblins	 may	 have	 taken	 his	 body,	 but	 they	
  cannot	touch	his	soul.	 	
  19. Zanvin	 Tanybar	 Fezzstersticks:	 Are	 you	 truly	 gone	 from	 this	
  world,	or	just	gone	from	this	place?	 	
  20. Samtin	
  Howellson:	
  Even	 alchemy	 has	 its	
  limits.	 	
  	
   
  	
  	
  	gone	from	this	place?	
  	
  owellson:	
  	
  	 has	 its	
  
  		 25
  2 0  G R A V E Y A R D  R U M O U R S  
  For	 most,	 graveyards	 are	 unsettling	 under	 the	 best	 of	
  circumstances,	and	it’s	easy	for	anything	unusual	in	a	graveyard	
  to	attract	a	lot	of	attention.	Unsurprisingly,	as	places	of	death	and	
  sorrow,	legends	often	cluster	thickly	about	a	graveyard.		
  	
  Use	the	table	below,	to	determine	what	rumours	might	be	
  told	about	the	graveyard,	or	choose	the	result	you	like	best.		
  1. Recent	 heavy	 rain,	 or	 perhaps	 a	 minor	 tremor,	 recently	
  unearthed	a	massive,	unmarked	grave	in	an	unused	corner	of	
  the	graveyard.	No	one	knows	exactly	who	is	buried	there,	or	
  why,	and	officials	are	scrambling	to	get	the	bodies	sorted	and	
  properly	buried.	
  2. One	or	more	famous	people	are	buried	in	the	graveyard,	and	
  visitors	come	from	miles	around	to	view	the	grave;	some	even	
  leave	offerings	on	it.	
  3. For	the	last	few	weeks,	every	few	nights,	a	new	tombstone	is	
  broken,	split	clean	in	two,	as	though	it	had	been	cut.	So	far,	
  there	 are	 no	 leads	 on	 who	 the	 vandals	 are	 or	 how	 they’re	
  accomplishing	this	feat.	
  4. Rumour	has	it,	a	particularly	notorious	thief	buried	his	last	big	
  score	in	the	graveyard	just	a	few	nights	before	he	was	arrested	
  and,	 eventually,	 hung	 for	 his	 crimes.	 Supposedly,	 he	 never	
  revealed	 the	 treasure’s	 location,	 and	 it’s	 still	 buried,	
  somewhere.	
  5. An	eccentric	noble	is	hurriedly	building	a	massive	mausoleum	
  on	 the	 grounds.	 It’s	 far	 larger	 and	 more	 ostentatious	 than	
  anything	else	in	the	graveyard,	and	very	much	out	of	character	
  for	her.	Even	more	puzzling,	she	is	still	in	relatively	good	health,	
  so	why	is	she	in	such	a	rush	for	it	to	be	completed?	
  6. One	local	comes	to	the	graveyard	often,	and	spends	hours	there	
  in	the	afternoon	and	evening,	just	sitting	under	a	tree.	He	has	
  no	loved	ones	buried	here,	so	why	does	he	do	this	nearly	every	
  day?	
  7. The	graveyard	used	to	be	a	popular	spot	for	young	lovers	to	
  have	midnight	rendezvous,	until	the	terrible	morning	when	just	
  such	a	pair	was	found	gruesomely	murdered.	More	troubling,	
  the	killer	was	never	caught.	
  8. They	say	the	groundskeeper’s	been	here	as	long	as	anyone	can	
  remember.	In	fact,	some	say	she	died	years	ago,	but	has	kept	
  doing	the	job	all	the	same.	
  9. Supposedly,	 a	 local	 coven	 of	 sorcerers,	 witches	 and	 other	
  practitioners	of	black	magic	gather	in	the	graveyard	one	night	
  each	month	to	perform	strange	and	terrible	rituals.	
  10. They	say	an	infamous	ladies’	man	is	buried	somewhere	in	the	
  graveyard,	and	that	if	you	visit	his	grave	and	ask	just	right,	his	
  blessing	can	make	the	object	of	your	desires	fall	in	love	with	
  you.	
  11. A	battle	was	fought	not	far	from	the	graveyard	a	long	time	ago,	
  and	 soldiers	 from	 both	 sides	 fought	 over	 the	 cemetery.	
  According	 to	 local	 legend,	 on	 the	 battle’s	 anniversary,	 the	
  soldiers’	spirits	rise	up	and	fight	again.	
  12. In	the	olden	times,	a	secret	tunnel	was	dug	under	the	graveyard	
  to	allow	supplies	to	be	smuggled	into	town	in	the	event	of	a	
  siege.	 Supposedly,	 one	 of	 the	 graves	 is	 fake,	 and	 actually	 an	
  entrance	to	this	long	abandoned	tunnel.	
  13. The	graveyard	was	cursed	by	a	necromancer	who	was	executed	
  here	long	ago.	Anyone	buried	within	who	goes	unmourned	for	
  a	year	and	a	day	rises	as	an	undead.	
  14. All	coffins	and	caskets	made	in	town	are	lined	with	lead.	The	
  locals	 say	 it’s	 to	 keep	 wolves	 from	 getting	 inside,	 but	 there	
  aren't	any	wolves	for	miles	around.	
  15. They	 say	 the	 groundskeeper	 secretly	 steals	 all	 the	 bodies	 of	
  those	buried	in	the	graveyard,	and	that	the	coffins	buried	in	the	
  graveyard	contain	nothing	but	cheap	sackcloth	dolls.	What	he	
  does	with	the	real	bodies	is	anyone’s	guess.	
  16. For	some	reason,	any	flowers	left	on	a	certain	grave	wither	and	
  decay	 completely	 overnight,	 until	 they	 are	 nothing	 but	
  blackened	husks	by	the	next	morning.	
  17. Strange	lights	can	be	seen	in	the	graveyard	at	night,	but	only	on	
  foggy	nights.	Sometimes	strange	noises	can	be	heard	as	well.	
  18. Children	 tell	 tales	 of	 a	 murderer	 so	 terrible	 the	 local	 lord	
  decreed	 that	 rather	 than	 execute	 her,	 she	 would	 be	
  transformed	into	a	ghoul	and	locked	away	in	a	grave,	in	this	very	
  graveyard,	to	be	imprisoned	for	a	thousand	years	in	solitude.	
  19. Stories	 are	 told	 of	 a	 local	 bandit	 who	 was	 buried	 in	 the	
  graveyard,	who	only	had	one	hand.	They	say	his	other	hand	still	
  lives,	and	it	stalks	the	night,	strangling	those	foolish	enough	to	
  enter	the	graveyard.	
  20. The	groundskeeper	has	a	talent	for	séances,	and	can	channel	
  the	spirit	of	anyone	interred	in	the	graveyard,	for	a	small	price.	
  4  S T R A N G E  S E N S A T I O N S  
  1. The	temperature	suddenly	drop	to	near	freezing,	in	the	area	
  immediately	around	the	party.	After	a	few	moments,	it	quickly	
  returns	to	normal. 	
  2. One	of	the	party	suffers	the	growing	realisation	that	someone	
  or	something	unseen	is	watching	their	progress.		
  3. One	 of	 the	 party	 feels	 strangely	 dizzy	 and	 almost	 collapses.	
  After	a	five-minute	rest,	the	feeling	passes.		
  4. Shadows	 cluster	 particularly	 thickly	 about	 several	 old	
  grave	 markers.	 To	 a	 fevered	 imagination,	 it	 looks	 like	 the	
  shadows	are	rhythmically	pulsating.	
  	
   
  
  		
  26
  2 0  S I G H T S  T O  S E E  I N  A  G R A V E Y A R D  
  Adventurers	seem	to	spend	a	lot	of	time	in	graveyards.	Whether	
  they	are	investigating	a	series	of	hauntings,	destroying	a	nest	of	
  ghouls	or	merely	visiting	the	grave	of	a	loved	one,	a	graveyard	can	
  make	an	exciting	adventure	locale.		
  	
  Use	 this	 table,	 to	 add	 minor	 points	 of	 interest	 to	 any	
  graveyard	the	PCs	visit.		
  1. A	 lone	 gravestone—much	 weather	 worn	 and	 overgrown	 by	
  weeds—stands	off	alone	to	one	side.		
  2. A	stand	of	dense	trees	creates	an	area	of	shade.	The	trees'	roots	
  are	so	dense	no	graves	lie	beneath	their	boughs.	
  3. A	large	oak	tree	stands	majestically	among	the	graves.	Coloured	
  ribbons	and	streamers	hang	from	its	lower	branches	and	move	
  gently	in	the	wind.		
  4. An	open	grave—freshly	dug—awaits	its	occupant.	
  5. Several	spades	rammed	into	a	pile	of	freshly	dug	earth	stand	
  next	to	an	open	grave.		
  6. Three	graves	lie	close	to	one	another.	A	low	iron	wrought	fence	
  pierced	by	a	single	gate	surrounds	the	trio.	Within	the	fence’s	
  perimeter,	the	grass	is	neat	and	well-tended.		
  7. A	small	shrine	decorated	with	the	carved	decorations	of	all	the	
  local	deity’s	sigils	stands	near	the	graveyard’s	entrance.	
  8. Obscured	by	a	thick	hawthorn	hedge,	a	shrine	dedicated	to	the	
  god	of	death	stands	at	the	centre	of	the	graveyard.	The	shrine	
  is	 little	 used—except	 by	 those	 recent	 bereaved.	 Three	 grim-
  faced	clerics	maintain	the	shrine,	conduct	services	and	oversee	
  the	graveyard.	
  9. A	long,	low	mound	covered	in	wild	flowers	dominates	one	side	
  of	the	graveyard.	Here	are	buried	the	victims	of	some	long	ago	
  disaster—perhaps	 a	 plague,	 war	 or	 large	 fire	 that	 ripped	
  through	the	town.	
  10. Low	 hedges	 heavy	 with	 blooms	 divide	 the	 graveyard	 into	
  sections.		
  11. Four	men	carry	a	coffin	through	the	graveyard.	A	weeping	man	
  helped	along	by	a	grim-faced	priest	follows	in	their	wake.	
  12. A	 large	 crow—its	 black	 feathers	 glimmering	 in	 the	 light—
  perches	 atop	 a	 gravestone	 and	 caws	 loudly	 when	 anyone	
  approaches.		
  13. A	cluster	of	people	stand	around	a	grave,	arguing	loudly	and	
  gesticulating	wildly.		
  14. A	lone	figure	stands	in	the	gloom	beneath	a	stand	of	trees.	He	
  seems	to	be	watching	the	graveyard	intently,	but	if	approached	
  disappears	into	the	shadows.		
  15. The	wind	moans	among	the	headstones.	
  16. Wind	 chimes	 hang	 from	 the	 branches	 of	 the	 trees	 scattered	
  about	 the	 graveyard.	 When	 the	 wind	 blows	 they	 create	 a	
  discordant	clamour.	The	locals	believe	this	keeps	the	ghosts	of	
  the	dead	in	their	graves.	
  17. A	 stonemason	 is	 on	 his	 knees	 in	 front	 of	 a	 grave	 carving	
  something	onto	a	headstone.	He	could	be	making	a	correction	
  to	a	carving,	finishing	a	decorative	carving	or	adding	graffiti	to	
  the	grave	of	a	hated	rival.		
  18. Dark	clouds	hang	over	the	graveyard,	casting	the	whole	area	
  into	gloom.	
  19. Several	of	the	gravestones	are	topped	with	half-melted	candles.	
  Their	wax	has	dripped	down	and	dried	on	the	face	of	the	stone.	
  The	dried	red	wax	looks	like	old	blood.	
  20. Suddenly	the	birds	pecking	among	the	graves	or	perching	in	the	
  surrounding	trees	all	fall	silent.	Moments	later—in	the	sudden	
  quiet—they	take	flight.			
  1 0  S T R A N G E  S O U N D S  
  1. A	rustle	in	the	bushes	off	to	one	side	hints	at	something	small	
  scurrying	about.	
  2. The	wind	plucks	at	the	party’s	cloaks,	as	it	moans	through	the	
  graveyard.	
  3. Faint	sobbing,	from	behind	a	gravestone,	reaches	the	party’s	
  ears.	
  4. A	 tree’s	 bare	 branches	 clack	 together	 as	 a	 faint	 wind	 gusts	
  through	the	graveyard.	
  5. A	faint,	indeterminate	whispering	assails	the	party’s	ears.		
  6. A	large	black	crow	perched	on	a	gravestone	far	from	the	path	
  caws	loudly	before	taking	to	the	air.	It	circles	the	party	twice	
  before	flying	away.	
  7. Snatches	 of	 conversation	 reach	 the	 party’s	 ears.	 The	 words	
  “dead”,	“burial”	and	“rise”	are	discernible,	but	there	is	no	one	
  nearby.	
  8. Somewhere	unseen	behind	the	party,	a	dog	starts	howling.	The	
  howling	 continues	 for	 a	 minute	 or	 two	 before	 abruptly	
  stopping.		
  9. The	grunts	of	exertion	and	sounds	of	picks	and	shovels	cutting	
  into	the	earth	show	gravediggers	are	hard	at	work.		
  10. Loud	 wailing	 echoes	 through	 the	 graveyard.	 Investigation	
  reveals	
  a	
  mourner	
  kneeling	
  before	
  a	
  freshly	
  filled	
  grave	seemingly	inconsolable	with	grief.		
  	
  		
  	
  	
  
  		 27
  	
   
  
  		
  28
  2 0  S T R A N G E  M A U S O L E U M S  T O  D I S C O V E R  I N  A  G R A V E Y A R D  
  The	 mansions	 and	 castles	 of	 the	 graveyard,	 mausoleums	 are	
  almost	always	built	to	impress,	and	many	are	constructed	with	
  unusual	 features	 that	 reflect	 their	 owner’s	 proclivities	 or	
  personality.	These	houses	of	the	dead	are	often	grim,	looming	
  landmarks	in	graveyards,	and	are	built	to	attract	attention.		
  	
  Some	mausoleums	stand	out	even	amongst	this	remarkable	
  crowd,	and	can	be	said	to	be	truly	strange.	Use	the	table	below,	
  to	add	a	little	flair	to	a	lonely	mausoleum,	or	choose	the	result	you	
  like	best.		
  1. This	entire	mausoleum	is	made	of	an	unusual	blood-red	stone.	
  The	local	groundskeeper	swears	that	every	time	there’s	a	storm,	
  the	 lightning	 only	 ever	 strikes	 the	 mausoleum,	 although	 the	
  structure	bears	no	sign	of	any	damage.	
  2. A	 ghostly	 figure	 can	 sometimes	 be	 seen	 pacing	 restlessly	
  outside	this	mausoleum	at	night.	In	truth,	the	ghost	is	an	illusory	
  image	of	the	mausoleum’s	occupant,	which	was	once	always	
  present,	but	which	has	become	unreliable	over	the	centuries.	
  3. Belonging	 to	 an	 eccentric	 nobleman,	 this	 ornate	 mausoleum	
  holds	 the	 remains	 of	 his	 most	 prized	 hounds.	 The	 outside	 is	
  decorated	with	gargoyles	and	bas-reliefs	shaped	like	dogs.	
  4. Only	three	feet	high,	but	completely	to	scale,	this	mausoleum	
  features	 tiny	 figures	 engraved	 on	 its	 sides,	 needle-like	 spires	
  and	a	plaque	too	small	to	read.	If	the	miniature	door	is	opened,	
  the	building	is	hollow,	containing	only	an	urn.	
  5. The	 interior	 of	 this	 mausoleum	 features	 a	 trapdoor,	 which	
  opens	over	a	horrific	pit	filled	with	dozens	of	corpses	heaped	
  haphazardly	atop	one	another.	
  6. This	grand	mausoleum	takes	the	shape	of	a	tower,	unlike	the	
  short,	squat	structures	beside	it.	A	blue/green	light	shines	from	
  its	zenith	on	most	nights,	but	is	dark	on	the	last	night	of	each	
  month.	
  7. The	interior	of	this	mausoleum	is	a	single,	large	room.	Rather	
  than	 sarcophagi	 or	 biers,	 the	 mausoleum’s	 inhabitants	 sit	 in	
  elegant	chairs	around	an	oak	table,	which	is	set	for	a	tea	party.	
  8. Made	entirely	of	smoked	glass,	one	can	just	faintly	make	out	the	
  biers	 standing	 within	 this	 sealed	 mausoleum.	 Occasionally,	
  locals	report	seeing	a	hazy	figure	moving	inside,	or	hearing	the	
  sound	of	something	tapping	on	the	glass.	
  9. Known	 locally	 as	 the	 Banshee’s	 Tomb,	 a	 strange	 singing	
  sometimes	emanates	from	this	mausoleum.	By	day,	locals	insist	
  it’s	just	wind	whistling	through	cracks	in	the	building,	but	at	
  night,	they’re	less	confident.	
  10. This	 massive	 mausoleum	 is	 carved	 to	 resembles	 a	 sleeping	
  dragon.	The	entrance	is	in	the	dragon’s	mouth,	and	the	long,	
  narrow	corridor	serving	as	its	neck	leads	to	the	main	chamber.	
  11. There	are	no	rumors	that	this	mausoleum	houses	the	undead:	
  the	four	zombies	standing	guard	outside	it	night	and	day	are	
  plain	to	see.	Devoted	servants	of	the	demanding	lord	interred	
  within,	they	serve	him	even	in	death.	
  12. A	cleverly	disguised	elevator	descending	into	catacombs	below,	
  this	plain-looking	mausoleum	is	rather	sparse	inside	and	out.	Its	
  lone	 sarcophagus	 is	 empty,	 other	 than	 a	 hidden	 lever	 that	
  operates	the	elevator.	
  13. Something	 about	 this	 mausoleum	 attracts	 the	 undead.	 Any	
  mindless	 or	 semi-intelligent	 undead	 creatures	 coming	 near,	
  even	those	controlled	by	magic,	suddenly	stop	what	they	are	
  doing	 and	 head	 straight	 for	 it,	 standing	 outside	 its	 door	
  patiently.	
  14. This	grim	mausoleum	is	constructed	entirely	of	bones,	which	
  have	been	painstakingly	mortared	together	like	bricks	to	form	a	
  solid	structure.	
  15. Built	in	a	swampy	hollow	in	the	graveyard,	usually	only	the	roof	
  of	 this	 mausoleum	 is	 visible	 above	 the	 muck.	 By	 speaking	 a	
  magic	word	known	only	to	the	family	owning	the	crypt,	it	can	
  be	made	to	rise,	allowing	entrance.	
  16. The	entrance	to	this	mausoleum	is	bricked	up.	The	bricks	are	
  clearly	a	much	later	addition,	and	seem	to	have	been	laid	with	
  haste,	more	than	care.	
  17. The	 door	 to	 this	 mausoleum	 appears	 to	 be	 locked	 from	 the	
  inside,	 and	 the	 door	 features	 both	 a	 knocker,	 and	 a	 small	
  viewing	slit	that	can	be	opened	only	from	within.	
  18. This	mausoleum	is	only	present	in	the	light	of	a	full	moon.	At	all	
  other	 times,	 the	 plot	 it	 occupies	 is	 simply	 a	 vacant	 patch	 of	
  grass.	
  19. This	mausoleum	glistens	in	the	moonlight,	and	close	inspection	
  reveals	it	is	because	a	clear,	ectoplasmic	slime	is	seeping	from	
  its	walls.	
  20. Barely	recognizable	as	a	mausoleum,	this	12-foot-tall	obsidian	
  obelisk	features	a	door	on	one	side,	and	just	enough	space	on	
  the	interior	for	its	occupant	to	stand	for	all	eternity.	
  
  		 29
   
   
   
   
   
   
   
   
   
   
  CULTIST’S LAIR
   
   
  
  		
  30
  1 0  C U L T I S T S  W I T H  P E R S O N A L I T Y  
  Cultists	come	from	all	walks	of	life.	Many	maintain	a	façade	of	
  normality,	allowing	them	to	hide	among	an	unsuspecting	society;	
  others	are	far	too	deranged	or	dangerous	to	escape	notice.		
  1. Tanathrax:	 A	 tiefling	 with	 red	 scales,	 slightly	 glowing	 amber	
  eyes	and	a	stubby	tail,	Tanathrax	is	convinced	he	comes	from	a	
  draconic,	rather	than	fiendish,	bloodline.	She	involves	herself	in	
  the	cult	as	an	enforcer,	but	intends	to	subvert	its	goals	to	suit	
  an	ancient	red	dragon	who	has	no	idea	Tanathrax	exists.	
  2. Pendrake	Abrogast:	This	rakish	blond	haired,	blue	eyed	noble	
  enjoys	the	benefits	of	his	conventional	good	looks.	He	is	known	
  for	 his	 dalliances	 with	 all	 genders	 and	 debauched	 parties	 he	
  throws	at	his	estate.	During	days	when	he	“nurses	a	hangover,”	
  he	 actually	 participates	 in	 cult	 rituals,	 usually	 with	 the	 same	
  people	he	partied	with	the	night	before.	He	believes	the	titled	
  shall	 inherit	 the	 world	 and	 looks	 forward	 to	 the	 total	
  subjugation	 or	 annihilation	 of	 the	 lesser	 folk	 (except	 those	
  required	to	serve	him).	
  3. Nelva	 and	 Quentin	 Indra:	 This	 affable	 halfling	 couple	 once	
  adventured	together,	but	retired	to	open	their	general	goods	
  store.	The	grey-haired	shop	owners	get	to	know	everyone	in	
  their	store	and	have	remarkably	keen	recollections	for	names	
  and	faces.	They	are	astute	observers	and	keep	an	eye	out	for	
  potential	victims	or	recruits.	
  4. Valdrin	Boke:	Valdrin	has	dirty	blond	hair	and	scars	crisscross	
  his	body,	but	his	face	is	injury-free.	He	wields	a	pair	of	daggers	
  named	after	lesser	beings	associated	with	the	cult,	and	uses	
  them	for	murders	committed	in	the	cult’s	name.	The	cult	keeps	
  him	 on	 a	 tight	 leash,	 but	 ocassionally	 he	 escapes—or	 is	
  released—to	carry	out	his	“sacred”	duty.	
  5. Felice	Granger:	Felice	has	dark	brown	hair	that	turns	bright	red	
  when	she	engages	in	her	favourite	activity:	arson.	She	believes	
  she	can	conjure	forth	actual	hellfire.	She	has	shown	a	surprising,	
  yet	unreliable,	ability	to	start	fires	with	a	thought,	which	she	
  believes	comes	from	her	invisible	guardian	devils.	
  6. Pastoran	Fenn:	Pastoran	is	a	softly-spoken	gnome	cleric	with	a	
  warm	personality.	He	wears	no	holy	symbol,	claiming	he	is	a	
  servant	 of	 the	 people	 rather	 than	 some	 unseen	 deity.	 He	
  enjoys	spreading	hope	only	to	see	it	crushed	afterwards	and	
  often	 convinces	 seriously	 ill	 or	 near-dead	 people	 to	 take	
  their	lives	while	he	watches.	
  7. Odette	Varyan:	Odette,	a	human	woman	with	dark	brown	
  skin,	lived	a	sheltered	life,	overprotected	by	her	father	and	
  older	brothers	and	resented	it.	However,	when	she	found	
  her	 purpose	 in	 the	 cult,	 she	 realized	 she	 could	 use	 her	
  perceived	 helplessness	 to	 her	 advantage.	 She	 pretends	
  someone	is	following	her	or	targeting	her	to	lure	unwitting	
  protectors	to	their	dooms.	
  8. Ghena	 Haroth:	 This	 female	 half-orc	 paladin	 serves	 in	 an	
  organization	 with	 nobler	 goals	 than	 many	 cults,	 but	 the	
  tyrannical	regime	she	seeks	to	subvert	refers	to	it	as	a	cult.	She	
  is	gruff	and	slow	to	make	friends,	partially	out	of	distrust	and	
  partially	 out	 of	 knowledge	 that	 her	 comrades	 have	 short	
  lifespans.	 She	 often	 makes	 difficult	 decisions	 about	 peoples’	
  lives,	causing	her	to	seek	atonement	for	her	actions	on	a	regular	
  basis.	
  9. Mervynne	the	Prognosticator:	Mervynne	is	a	human	man	with	
  tight,	curly	hair	who	makes	a	living	as	a	fortune	teller.	While	
  many	of	his	fortunes	are	part	of	a	convincing	act,	the	proceeds	
  from	 which	 fill	 the	 cult’s	 coffers,	 he	 has	 some	 powers	 of	
  divination.	Specifically,	he	seems	to	be	able	to	identify	people	
  whose	paths	intersect	with	the	cult’s	plans.	
  10. Tessa:	 This	 half-elf	 woman	 leads	 the	 Twilight	 Performers,	 a	
  carnival	troupe,	and	she	is	the	resident	“beast	tamer.”	She	often	
  gains	the	trust	of	settlement	leaders	by	stopping	a	rampaging	
  monster—typically	one	she	releases	herself,	but	she	does	not	
  pass	 up	 a	 convenient	 opportunity.	 She	 is	
  never	without	her	collection	of	whips.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  al	goods	
  	
  	
  	
  	
  	
  	
  ryone	in	
  	
  	
  	
  	
  	
  	
  	
  r	names	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	out	for	
  	
  	
  	
  	
  	
  	
  	
  	 risscross	
  	
  	
  	 	
  	
  	daggers	
  	
  	
  	
  	
  	
  	
  	
  	 nd	uses	
  	
  	
  	
  	
  lt	keeps	
  	
  	
  	
  	
  	
  	
  	
  	
  s—or	 is	
  	
  	
  	
  	
  	
  	
  	
  	
  ight	red	
  	
  	
  	 	
  	
  	
  	
  	
  	believes
  	
  	
  	
  	
  	
  	
  	
  	
  	 	
  rprising,	
  	
  	
  	
  	
  	
  	
  	 	
  	
  hich	she	
  	
  	
  c	with	a	
  	
  	
  	
  	
  	
  	
  	he	is	a	
  	
  	
  	
  	
  	
  	
  	
  	
  ty.	 He	
  	
  	
  	
  	
  	
  	 	
  	
  s	and	
  	
  	
  	 take	
  	
  	 	
  	
  	
  	
  	
  own	
  	
  	 	
  	
  	
  	
  	
  	
  	and	
  	
  	
  	
  	
  	
  	
  	
  	
  und	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	 her	
  	
  	
  nds	
  	 	
  	
  	
  	
  	
  	
  	
  	
  ting	
  p
  	
  p	
  	
  	
  pp
  y 	
  	
  	
  never	without	her	collection	of	whips.
  
  31	
  2 0  T H I N G S  T O  F I N D  I N  A  C U L T I S T ’ S  L A I R  
  Cultists’	lairs	and	homes	contain	strange	items	and	objects	related	
  to	their	aberrant	faiths,	giving	possible	clues	to	their	motivation	
  or	plans.	
  	
  Some	of	the	objects	below	might	be	displayed	prominently	in	
  a	cultist’s	home	while	others—particularly	the	more	gruesome—
  may	be	hidden.			
  1. A	large	map	of	the	nearby	local	populace.	A	number	of	houses	
  of	 prominent	 townsfolk	 are	 circled	 though	 several	 have	 Xs	
  through	the	circle.	
  2. Ten	strangely	feathered	animal	masks—each	one	as	unique	as	
  its	corresponding	robe.	
  3. A	 small	 library	 of	 strange,	 forbidden,	 and	 in	 some	 cases	
  heretical,	books.	To	the	right	buyer,	the	collection	is	worth	200	
  gp.	
  4. A	collection	of	five	ornate	knives	(worth	50	gp	in	total)	with	
  strange	creatures	worshipped	by	the	cult	engraved	in	the	blades	
  and	hilts.	
  5. A	large	straw	effigy	of	a	prominent	local.	Parts	of	it	have	been	
  singed	with	fire.	
  6. A	large,	human-sized	cage.	Spots	of	dried	blood	stain	the	metal	
  floor.	
  7. A	 long	 scroll	 displayed	 prominently	 inscribed	 with	 the	 cult’s	
  ideology.	
  8. A	small	alchemist’s	lab	with	the	ingredients	to	create	five	doses	
  of	a	sleeping	poison	(save	against	poison	or	fall	unconscious	for	
  1	hour).	The	ingredients	are	volatile	and	likely	to	explode	(4d6	
  points	of	fire	damage)	if	not	handled	properly.	
  9. Six	sets	of	well-used	manacles	stained	with	old,	dried	blood.	
  10. Three	fine	silk	robes	(worth	25	gp	each)	emblazoned	with	holy	
  symbols	 relevant	 to	 the	 cult.	 The	 robes	 belong	 to	 the	 cult’s	
  highest	ranking	members.	
  11. A	collection	of	fine	silver	and	golden	religious	objects	(worth	50	
  gp	total)	stolen	from	a	local	temple.	
  12. A	crudely	sketched	floorplan	of	a	nearby	garrison.	Notes	detail	
  several	possible	scenarios	to	surreptitiously	gain	entrance.	
  13. An	exquisite	noble’s	outfit	(worth	50	gp).	In	the	pocket	is	potion	
  allowing	the	imbiber	to	change	their	appearance	(as	disguise	
  self	or	similar	illusion	spell).	
  14. A	mummy	wrapped	corpse	with	an	amulet	(75	gp)	displaying	a	
  deity	or	creature	important	to	the	cult.	The	mummy’s	funerary	
  wrappings	indicate	it	was	once	a	prominent	member	of	the	cult,	
  now	revered	as	a	holy	figure.	
  15. Four	sets	of	uniforms	belonging	to	the	nearby	town	guard	or	
  local	militia	replete	with	the	appropriate	weapons	and	armour.	
  16. An	 eight-piece	 silver	 dining	 set	 (worth	 40	 gp)	 inscribed	 with	
  images	and	motifs	important	to	the	cult.	
  17. Fifteen	plain	holy	symbols	hanging	from	a	series	of	pegs.	The	
  holy	symbols	depict	symbols	and	images	meaningful	to	the	cult.	
  18. Seven	 sealed	 scrolls	 containing	 missives	 to	 seven	 different	
  people.	 The	 missives	 are	 written	 in	 code	 and	 need	 to	 be	
  deciphered.	
  19. A	long,	rambling	pamphlet	describing	daily	religious	routines	for	
  the	cult’s	members	to	conduct	and	penalties	for	not	doing	so.	
  Studying	the	pamphlet	gives	the	PC	a	+4	bonus	if	attempting	to	
  disguise	himself	as	a	cultist.	
  20. Eight	vials	containing	human	hearts	floating	in	a	preservative	
  fluid.	Each	vial	contains	a	label	with	a	name	written	on	it	belong	
  to	a	missing	person	in	a	nearby	settlement.	
   
  4  U N H O L Y  B O O K S  
  1. Tome	of	the	Tentacled	Masters:	Little	more	than	a	collection	of	
  deranged	ramblings	about	“the	questing	tentacles	in	the	dark”	
  this	book	has	been	handed	down	from	cultist	to	cultist.	Several	
  different	hands	are	evident	in	its	writings.			
  2. Libram	of	Ineffable	Damnation:	This	small,	exquisitely	bound	
  book,	 describes—in	 excruciating	 detail—various	 torture	 and	
  sacrifice	rituals	designed	to	consign	the	soul	of	the	unfortunate	
  subject	into	the	clutches	of	various	devils	and	demons.	Several	
  of	 the	 pages	 have	 dried,	 bloody	 fingerprints	 on	 the	 pages	
  suggesting	they	may	have	been	consulted	mid-ritual.	
  3. Tome	 of	 the	 Sibilant	 Terror:	 Detailing	 many	 inventive	 and	
  sadistic	techniques	for	inducting	new	members	into	a	cult,	this	
  tome	 is	 part	 “recruitment	 manual”	 and	 part	 blackmailer's	
  handbook.	 Several	 notations	 in	 the	 book	 indicate	 various	
  techniques	are	perfect	for	several	named	folk	dwelling	in	the	
  surrounding	community.	
  4. Unnamed	 Book:	 This	 book	 has	 a	 plain	 cover	 and	 is	 untitled.	
  Readers	 exploring	 its	 contents	 discover	 it	 is	 a	 diary	 of	 sorts	
  chronicling	 the	 rise	 of	 the	 local	 cult.	 It	 provides	 a	 detailed	
  history	 of	 its	 activities,	 victims	 and	 members.	 It	 is	 a	 useful	
  resource	to	help	the	adventurers	track	down	any	cultists	that	
  have	thus	far	escaped	their	notice.			
  	
  
  32	
  2 0  T H I N G S  T O  F I N D  O N  A  C U L T I S T ’ S  A L T A R  
  It	seems,	adventurers	are	always	invading	fanes	dedicated	to	evil	
  powers,	slaying	their	adherents	and	looting	their	valuables.		
  	
  Cultists	 worshiping	 evil	 powers	 perpetrate	 unspeakable,	
  terrible	acts	upon	their	altars.	The	altars	are	the	centrepiece	of	
  their	 foul	 rituals	 and	 such	 places	 are	 rarely	 without	
  ornamentation	or	implementation.:		
   
  1. A	curved	bronze	knife	encrusted	with	dried	blood	lies	next	to	a	
  beaten	copper	bowl	similarly	covered	in	blood.	
  2. A	black	velvet	cloth	covers	the	altar.	Atop	it,	a	polished	skull,	
  fashioned	into	a	drinking	cup,	stands	on	a	small	beaten	silver	
  tray	 along	 with	 a	 stoppered	 clay	 flask	 decorated	 with	 lewd	
  images	of	demons	cavorting	with	humans.	
  3. A	small	silver	tripod	holding	a	stone	bowl	along	with	several	
  pots	containing	foul-smelling	herbs	have	been	neatly	arranged	
  on	the	altar.	
  4. Dried	 blood	 has	 stained	 this	 stone	 altar	 a	 foul	 brown/black	
  colour.	The	surrounding	floor	is	similarly	stained.	
  5. A	three-pronged	candlestick	filled	with	red-hued	candles	stands	
  in	the	exact	centre	of	the	altar.	The	candlestick	is	designed	to	
  look	like	a	pair	of	lovers	entwined	in	the	midst	of	a	particularly	
  lewd	act.	
  6. A	wide	oval	bowl	set	atop	the	altar	contains	several	rotting	and	
  shrivelled	hearts.	
  7. A	low	pile	of	skulls—all	bearing	the	signs	of	violence—covers	
  the	altar	top.	Emerging	from	the	centre	of	the	pile	is	a	single	
  thick	blood-red	candle.	
  8. A	thin	book—covered	in	some	sort	of	aged	leather—lies	on	the	
  altar.	It	is	kept	shut	by	a	ribbon	woven	from	long,	golden	hair.	
  The	ribbon	is	frayed	and	speckled	with	dried	blood.	
  9. The	 shattered	 shards	 of	 a	 mirror—laid	 out	 in	 a	 rough	
  approximation	 of	 how	 the	 mirror	 would	 have	 looked	 when	
  whole—lies	 on	 the	 altar.	 One	 large	 part	 of	 broken	 glass	 is	
  conspicuously	absent.	The	glass	of	the	shards	present	seems	
  suspiciously	clouded	in	places	as	if	the	mirror	has	trapped	the	
  image	of	the	last	thing	reflected	on	its	surface.	
  10. A	single,	foul-smelling	burning	candle	stands	atop	the	altar	in	
  the	centre	of	a	pool	of	wax	that	almost	covers	the	altar	top.	The	
  candle’s	flame	dances	wildly,	as	if	caught	in	a	strong	wind,	but	
  no	wind	is	present	in	the	chapel.	
  11. Channels	cut	in	the	altar	top	lead	to	a	central	depression	with	a	
  small	hole	at	the	centre.	Clumps	of	dried	blood	fill	the	channels	
  and	 central	 depression.	 A	 small	 knife,	 point	 towards	 the	
  depression,	lies	at	the	head	of	the	altar.	
  12. A	thick	tapestry	covers	the	altar.	The	tapestry	depicts	angels	
  being	 slain	 by	 a	 rampaging	 balor	 wielding	 a	 huge	 sword	
  wreathed	in	dark	energy.	The	tapestry	is	obviously	old,	but	is	in	
  good	condition.	
  13. A	battered	helmet,	the	stump	of	a	broken	horn	and	a	bent	holy	
  symbol	 crafted	 from	 blackest	 obsidian	 lie	 on	 a	 scarlet	 velvet	
  pillow.	
  14. A	set	of	five	matching	daggers	is	laid	out	on	the	altar.	Each	of	
  the	daggers	has	an	oversized,	two-handed	handle	and	flecks	of	
  ruby	 set	 its	 its	 pommel.	 Each	 also	 has	 a	 litany	 to	 some	 dark	
  power	etched	in	Abyssal	runes	along	the	blade.	
  15. A	scythe	lies	on	the	altar.	Dried	blood	covers	its	blade,	and	wisps	
  of	blond	hair	are	stuck	in	the	blood.	
  16. Niches—seven	 in	 total—have	 been	 carved	 into	 the	 altar’s	
  surface.	A	polished	skull—its	top	removed—fills	each	niche.	A	
  different	type	of	incense	fills	each	skull.	
  17. The	slashed	and	bloody	tabard	of	a	servant	of	good—decorated	
  with	the	wearer’s	patron’s	symbol—lies	on	the	altar.	The	tabard	
  conceals	other	trophies	including	a	partially	melted	silver	holy	
  symbol,	a	battered	mace	head	and	the	bones	of	a	severed	hand.	
  18. A	skull	stands	at	each	corner	of	the	altar.	A	dagger	has	been	
  rammed	through	the	top	of	each	skull,	and	tied	to	their	hilts	are	
  red,	scarlet	and	purple	streamers.		
  19. The	 altar	 is	 riven	 with	 a	 multitude	 of	 cracks.	 Bent	 and	
  hammered	coins—silver,	gold	and	platinum—have	been	forced	
  into	the	cracks—perhaps	as	offerings...	
  20. A	low	“fence”	of	leg	and	rib	bones	surrounds	the	altar.	The	altar	
  itself	comprises	a	great	mass	of	bones	glued	together	in	some	
  unspeakable	fashion.	Three	great	horns	emerge	from	the	mass	
  of	bones;	from	each	hang	small	banners	depicting	the	symbols	
  of	various	evil	powers.	
  1 2  S M A L L  I T E M S  F O U N D  O N  A L T A R S  
  1. A	small	instrument	(a	bell,	gong,	cymbal,	chime,	drum	etc.)	
  2. An	unholy	symbol.	
  3. A	prayer	book.	
  4. Bones	
  5. A	vial	of	unholy	water.	
  6. A	dagger	or	knife	(probably	blood-stained).	
  7. An	offering	bowl	(possibly	blood-stained).	
  8. Candles	or	a	lamp.	
  9. An	idol	
  10. Incense	burner	
  11. A	ceremonial	mask	
  12. Offerings	left	by	the	faithful.	
  	
  	
  	
  	
   
  
  33	
  2 0  T H I N G S  T O  L O O T  F R O M  A  C U L T I S T ’ S  B O D Y  
  Depraved	 followers	 of	 forbidden	 or	 forgotten	 powers	 of	 fell,	
  sinister	mien,	cultists	often	collect	items	of	profane	significance	
  to	their	unspeakable	practises	and	services.			
  1. A	polished	knucklebone	wrapped	in	a	scrap	of	thin,	red	cloth.	
  2. A	 three-inch	 high	 gold	 statuette	 depicting	 the	 cultist’s	 fell	
  patron.	The	statuette	is	crudely	made	(or	is	incredibly	old	and	
  has	become	worn	and	dented	through	the	ages).		
  3. This	scarp	of	crumbled	parchment	bears	the	name	of	a	half-
  dozen	locals.	None	are	cult	members;	instead	this	is	a	list	of	
  potential	members	(or	perhaps	a	list	of	potential	sacrifices).	
  4. A	broad	belt	finished	with	a	snarling	demon	head	buckle	holds	
  up	 this	 cultist’s	 trousers.	 The	 belt	 has	 a	 small	 secret	
  compartment	 that	 would	 sit	 in	 the	 small	 of	 the	 back	 of	 the	
  wearer	big	enough	to	hold	a	small	unholy	symbol.		
  5. This	cultist’s	dreary	brown	cloak	is	double	lined	has	a	black	inner	
  lining.	Its	cowl	is	particularly	capacious.		
  6. This	curved	iron	dagger	has	dried	blood	on	the	tip.	The	cross	
  guard	is	slightly	wobbly	and	cured	leather	is	wrapped	around	
  the	weapon’s	handle.		
  7. This	cultist	wore	a	circlet	of	beaten	bronze.	The	circlet—plainly	
  old—has	four	empty	settings,	which	clearly	once	held	precious	
  gems	or	some	other	form	of	decoration.	
  8. Wrapped	in	cloth	and	hidden	in	a	large	belt	pouch	lies	a	small	
  (unholy)	prayer	book.	It	has	a	battered,	mildewed	cover.	
  9. A	bloody	work	rag—used	to	clean	a	bladed	weapon	recently—
  fills	this	cultist’s	pocket.	
  10. This	cultist	has	pierced	his	nipples	(and	several	other	parts	of	his	
  body).	In	total	he	wears	six	silver	piercings.	Each	is	worth	1	gp,	
  but	removing	them	requires	them	to	be	cut	out.		
  11. A	list	of	the	party’s	names	along	with	brief	descriptions	of	their	
  appearance	and	assumed	abilities.	
  12. A	plain	copper	bracelet	encircles	this	cultist’s	left	wrist.	Several	
  small	charms—demon	heads,	claws	and	other	fell	things—hang	
  from	the	bracelet	and	quietly	jangle	when	moved.	The	charms	
  are	well	made—but	odious.	A	dealer	in	exotic	art	might	pay	10	
  gp	for	them.	
  13. This	cultist’s	shirt	has	a	secret	hidden	compartment	on	the	left	
  side	 at	 the	 waist.	 Within,	 perceptive	 PCs	 find	 a	 scrap	 of	
  parchment	extolling	the	virtues	of	the	cult’s	dark	lord	and	the	
  cultist’s	signature	under	a	pledge	of	allegiance.		
  14. Hidden	 at	 the	 bottom	 of	 this	 pouch,	 in	 a	 small	 semi-hidden	
  pocket	is	a	small	golden	coin.	Practically	worn	smooth	by	time,	
  the	outline	of	some	elder	personality’s	profile	is	just	visible.	
  15. A	 slender	 chain	 around	 the	 cultist’s	 neck	 supports	 a	 small	
  wooden	unholy	symbol	of	the	cult’s	lord.	The	cultist’s	name	is	
  etched	on	the	back	of	the	symbol.	
  16. Deranged	 ramblings—“the	 lord’s	 vengeance”,	 the	 “end	 of	 all	
  things”	and	a	“blood	sacrifice”—cover	this	scrap	of	parchment.	
  17. A	small	sack	full	of	blood-soaked	earth	destined	for	the	cultist’s	
  garden;	he	believes	it	gives	his	crops	a	“certain	taste".	
  18. A	vaguely	human-shaped	fetish	comprising	pieces	of	string,	hair	
  and	straw.	(The	fetish	represents	the	cultist’s	hated	neighbour	
  who	he	has	cursed).	
  19. A	 thigh	 bone	 wrapped	 in	 cloth	 and	 crudely	 etched	 with	 a	
  number	of	deep	incisions.	The	meaning	of	the	plentiful	marks	is	
  not	immediately	clear,	but	could	be	a	count	of	the	number	of	
  sacrifices	the	cult	has	made	to	its	fell	patron.	
  20. A	diary	of	sorts	detailing	the	cultist’s	struggle	with	the	cult’s	
  unholy,	distasteful	practises.	The	writing	reveals	the	cultist	to	
  be	 a	 reluctant	 member	 of	 the	 cult	 (at	 best)	 who	 dreams	 of	
  fleeing	the	locality	to	begin	a	new	life	far	away.	
  
  34	
  2 0  M A G I C  E F F E C T S  O N  A N  A L T A R  
  During	their	adventures,	heroes	often	invade	fanes	dedicated	to	
  evil	gods	and	slay	the	degenerate	worshippers	lurking	therein.	
  	
  Such	shrines	always	have	an	altar	at	their	heart.	The	site	of	
  horrific	sacrifices	and	debauched	rites,	many	altars	are	protected	
  or	augmented	with	magical	effects.	Some	are	of	relatively	minor	
  power	while	others	could	spell	the	doom	of	those	investigating	
  the	fane.		
  1. Heatless	 flames	 writhe	 atop	 the	 altar	 providing	 illumination	
  equivalent	to	a	bonfire.	The	flames	leap	5	ft.	into	the	air	and	
  never	go	out.	They	obscure	the	altar	top	itself,	making	it	hard	to	
  see	the	hidden	secret	niche	hidden	therein.	
  2. This	overly	tall	altar	is	of	mortared	stone	upon	mortared	stone.	
  The	 mortar	 comprises	 the	 ground	 down	 bones	 of	 several	
  champions	of	good,	which	binds	the	heroes’	souls	to	the	altar.	
  Destroying	the	altar	releases	these	spirits.	Any	sentient	creature	
  coming	within	20	ft.	of	the	altar	hears	pain-laden	whisperings	
  emanating	from	its	stones.	
  3. The	area	around	the	altar	is	intensely	cold.	Frost	clings	to	the	
  altar	 itself	 and	 surrounding	 floor,	 making	 the	 floor	 slippery.	
  Cold-based	spell	cast	within	30	ft.	of	the	altar	take	effect	as	if	
  the	caster	was	one	level	higher	than	normal.	
  4. Four	balls	of	obviously	magical	light	hover	in	the	air	above	the	
  altar.	 They	 give	 off	 a	 lurid,	 green	 glow	 each	 equivalent	 to	 a	
  torch.	Anyone	touching	the	altar	can	mentally	command	the	
  four	globes	to	fly	anywhere	in	the	chamber.	
  5. Strange	whisperings	emanate	from	the	altar.	These	whispers	
  grow	louder	or	fade	away	depending	on	how	many	evil	aligned	
  creatures	are	in	the	chamber.	However,	they	never	completely	
  cease	and	explorers	may	believe	the	altar	is	possessed.	If	they	
  grow	 loud	 enough	 to	 be	 heard,	 listeners	 can	 ascertain	 the	
  whispers	are	tinged	with	pain	and	are	a	litany	of	praise	for	an	
  evil	god.	
  6. A	line	of	skulls	is	mortared	into	the	altar	about	three-foot	above	
  the	 ground.	 Unnatural,	 magical	 darkness	 lingers	 within	 the	
  skulls’	eye	sockets.	
  7. Lurid,	disturbing	frescos	depicting	horrific	acts	of	violence	and	
  torture	decorate	the	sides	of	this	altar.	Further	augmented	by	a	
  powerful	illusion,	the	figures	in	the	frescos	seem	to	shudder	and	
  writhe	in	pain.	
  8. Powerful	magics	pervade	the	altar	and	the	area	immediately	
  surrounding	it.	Within	this	zone,	all	sound	is	greatly	amplified	
  making	even	the	quietest	whisper	or	groan	of	pain	as	loud	as	a	
  shout.	
  9. The	smell	of	ozone	hangs	heavily	in	the	air	around	this	altar	
  adorned	with	thick	manacles.	An	obsidian	dagger	lies	on	the	
  altar.	Anyone	approaching	the	altar	carrying	or	wearing	metal	
  armour	 or	 weapons	 is	 struck	 by	 a	 minor	 electrical	 discharge	
  (2d6	electrical	damage).	
  10. A	 permanent	 sphere	 of	 darkness	 is	 fixed	 to	 the	 altar;	 no	
  nonmagical	light	sources	can	illuminate	the	surrounding	area.	
  11. An	 illusion	 cast	 around	 the	 altar	 creates	 the	 image	 of	 mist	
  continually	rising	from	the	floor.	The	mist	provides	concealment	
  for	objects	and	creatures	further	than	5	ft.	away	and	cannot	be	
  dispersed	by	normal	means	(such	as	conjured	wind	and	so	on).	
  Individuals	who	know	of	the	illusion	can	see	through	the	mist	
  without	penalty.	
  12. A	prayer	dedicated	to	the	dark	powers	of	the	fane	is	etched	into	
  the	stone	of	the	altar.	Anyone	reading	the	prayer	hears	dread	
  whispers,	urging	the	affected	to	kneel	and	worship.	
  13. A	faint,	sickly	purple	glow	illuminates	the	altar	providing	light	as	
  a	 candle.	 This	 glow	 expands	 to	 cloak	 anything	 or	 anyone	
  touching,	or	placed	on,	the	altar.	
  14. Small	holes	in	the	altar	top	expel	a	strong	breeze	causing	the	
  permanently	flaming	torches	set	in	wrought	iron	sconces	atop	
  the	altar	to	dance	wildly.	
  15. A	 protective	 circle	 is	 carved	 into	 the	 floor	 around	 the	 altar.	
  Picked	out	with	silver,	it	acts	as	a	magic	circle	against	good.	
  Damaging	the	silver	ends	the	affect.	
  16. A	tall	banner	hangs	from	the	ceiling	directly	above	the	altar,	
  depicting	the	symbol	of	the	altar’s	deity.	A	strong	burst	of	wind	
  continually	 affects	 the	 banner	 making	 it	 writhe	 and	 flap.	
  Consequently,	it	is	slightly	colder	around	the	altar	than	normal.	
  17. The	 altar	 is	 constructed	 of	 nothing	 but	 dozens—perhaps	
  hundreds—of	 closely	 packed	 leg	 and	 arm	 bones.	 These	 fell	
  remains	emanate	a	constant	unholy	power.	
  18. The	 altar	 is	 the	 site	 of	 many	 contacts	 with	 creatures	 from	
  beyond.	The	repeated	use	of	such	powerful	magic	in	the	locality	
  has	created	a	bridge	of	sorts	to	certain	powerful,	alien	beings.	
  A	 character	 asking	 questions	 within	 15	 ft.	 of	 the	 altar	 is	
  assaulted	 with	 strange	 visions,	 alien	 thoughts	 and	 terrible	
  feelings	that	haunt	his	mind.		
  19. A	variant	stone-forming	magic	affects	the	altar.	The	effect	runs	
  continuously	and	the	altar’s	form	is	in	a	constant	state	of	flux.	
  While	it	always	retains	the	general	form	of	an	altar,	small	details	
  such	as	carvings,	channels	to	catch	the	blood	of	sacrifices	and	
  so	on	appear	and	disappear	seemingly	at	random.	
  20. A	highly	polished	skull	sits	on	a	black	velvet	cushion	atop	the	
  altar.	A	shard	of	obsidian	fills	one	of	the	skull’s	eye	socket.	The	
  obsidian	is	the	key	to	a	magic	prison	of	a	paladin	in	stasis.	Even	
  dastardlier,	a	defensive	circle	surrounds	the	altar	which	stops	
  the	paladin’s	soul	from	escaping...	
  	
  	
   
  
  35	
  2 0  V I L E  T H I N G S  T O  F I N D  I N  A  C U L T I S T ’ S  L A I R  
  Cultists	often	seek	out	terrible	deities	and	alien	entities	in	their	
  quest	for	power	and	to	further	their	nefarious	ends.		They	often	
  use	 profane	 and	 vile	 accoutrements	 in	 blasphemous	 rituals	 to	
  venerate	their	terrible,	fell	masters.		
  1. Ten	blood	red	candles	containing	teeth	and	fingernail	clippings.	
  When	lit,	the	candles	smell	of	fresh	blood.	
  2. Three	 suits	 made	 from	 humanoid	 flesh	 and	 decorated	 with	
  animal	skulls,	fur	and	feathers.	
  3. The	faint	outline	of	a	summoning	circle.	Black,	acrid	smoke	drifts	
  up	from	it—seemingly	from	nowhere—and	the	air	smells	like	
  tar.	
  4. Four	humanoid	skulls	inscribed	with	symbols	pertaining	to	the	
  cult.	Slips	of	paper	with	names	written	on	them	are	stuffed	into	
  the	skulls’	mouths.	
  5. Three	golden	statues	of	local,	good-aligned	gods	stained	with	
  fresh	blood.	
  6. A	gold	encased	skull	of	a	demon	or	devil	(worth	150	gp).	The	
  eyes	glow	dimly—and	sinisterly—red.	
  7. A	10-foot	tall	sculpture	of	a	deity,	entity	or	creature	the	cult	
  reveres	 made	 from	 various	 parts	 of	 human	 limbs	 sown	
  together.	Smoke	constantly	drifts	from	the	statue’s	nostrils.	
  8. A	pool	filled	with	a	strange,	red	fluid	gives	off	a	silver	glow.	It’s	
  not	poisonous	or	magic	but	leaves	a	luminescent	glow	behind	if	
  smeared	 on	 anything.	 A	 horned,	 humanoid	 skull	 rests	 at	 the	
  bottom	of	the	pool.	
  9. The	burnt	remains	of	sacred	holy	texts	and	items	smoulder	on	
  an	obsidian	altar.	
  10. This	3-foot	tall	idol	of	a	squamous	creature	constantly	oozes	a	
  thin,	milky	and	slightly	caustic	ooze	(and	deals	1d4	acid	damage	
  if	touched).	
  11. The	tattered	wings	of	an	angelic	creature	are	pinned	to	the	wall	
  with	black,	metal	spikes.	
  12. A	number	of	jars	of	various	sizes	containing	the	pulsating	organs	
  of	a	demon;	all	emit	a	stench	of	brimstone,	if	opened.	
  13. Six	 corpses	 lying	 on	 slabs	 and	 awaiting	 reanimation—their	
  hands	 have	 been	 removed	 and	 replaced	 with	 cruel	 looking	
  weapons	grafted	onto	the	corpses’	arms.	
  14. The	skeleton	of	some	giant,	painted	black	and	engraved	with	
  unholy	rites.	It	occasionally	trembles	slightly.	
  15. Two	 matching	 drinking	 vessels	 made	 from	 unicorn	 horns	
  stained	red	with	blood.	
  16. A	 gorgeously	 illuminated	 holy	 text	 except	 the	 images	 of	 the	
  good	deity	and	its	servants	have	been	replaced	with	demons,	
  devils	or	other	strange	creatures.	
  17. An	altar	fashioned	from	the	small	skulls	of	numerous	tiny	fey.	
  Bloody	 tears	 weep	 from	 their	 sockets	 and	 the	 air	 around	 it	
  smells	like	spoiled	milk.	
  18. A	 pool	 filled	 with	 a	 green,	 viscous	 slime	 emitting	 a	 smell	 of	
  decay	and	cinnamon.	
  19. A	 skeleton,	 half-dissolved,	 lies	 within	 a	 summoning	 circle	
  inscribed	with	pulsating	runes.	
  20. Four	necklaces	made	from	the	teeth	of	an	angelic	creature	and	
  onyx	(each	150	gp	each;	if	worn	by	a	good-aligned	creature	they	
  emit	a	profound	aura	of	sadness).	
  There	 is	 a	 25%	 chance	 that	 touching	 a	 profane	 object	 has	
  disastrous	consequences.	
  1. The	PC	is	possessed	by	an	alien	entity	until	the	next	time	he	
  sleeps.	
  2. A	surge	of	profane	energy	envelops	the	PC,	dealing	2d6	damage.	
  3. The	PC	sees	horrific	visions	for	the	next	hour,	taking	a	–2	penalty	
  on	all	rolls.	
  4. The	PC’s	alignment	turns	evil	for	24	hours.	
  5. An	evil	outsider	(demon,	devil	etc.)	appears	and	is	quite	angry.	
  6. The	PC	can	only	speak	in	an	ancient,	alien	language	for	the	next	
  24	hours.	
  7. Worms	 and	 insects	 crawl	 out	 from	 the	 earth	 and	 woodwork	
  wherever	the	PC	goes	for	one	week.	
  8. The	PC	learns	the	true	name	of	an	evil	entity	who	now	wants	
  that	PC	dead.	
  9. The	PC	has	terrible	nightmares	of	a	vile,	rotting	city;	he	cannot	
  regain	hit	points	through	rest	for	one	week.	
  10. An	evil	doppelganger	of	the	PC	appears	in	a	nearby	settlement	
  and	causes	mayhem	and	chaos.	
  	
   
  The	skeleton	of	some	giant,	painted	black	and	engraved	with	
  unholy	rites.	It	occasionally	trembles	slightly.
  
  36	
   
   
  
  37	
   
   
   
   
   
   
   
   
   
   
  CURIO SHOP & PAWNBROKERS
   
   
  
  38	
  I N T R O D U C T I O N  
  Curio	 shops.	 flea	 markets.	 Pawnbrokers.	 Adventurers	 normally	
  find	 treasure	 deep	 in	 a	 dungeon	 guarded	 by	 some	 terrible	
  monster.	 They	 wrest	 it	 from	 mighty	 dragons,	 marauding	 orcs,	
  cowardly	bandits	and	all	manner	of	other	foes.	
  	
  Sometimes,	though,	the	PCs	find	treasure	where	they	least	
  expect	it—and	sometimes	it	hardly	costs	them	anything	at	all!	
  	
  Adventurers	returning	from	their	latest	heroic	exploit	need	to	
  sell	their	loot.	Curio	shops,	flea	markets	and	even	pawnbrokers	
  are	 excellent	 places	 to	 offload	 items	 that	 more	 mainstream	
  merchants	 and	 traders	 turn	 down.	 Such	 places	 are	 often	
  crammed	with	strange	odds	and	ends.	Much	is	junk,	but	a	few	
  pieces	could	be	interesting,	valuable	or	both!	(Or	could	even	be	
  the	start	of	the	PCs’	next	adventure).	
  C R E I G H T O N ’ S  A S I D E  
  As	an	aside,	I	got	the	idea	for	this	supplement	after	my	players	
  spent	 several	 hours	 searching	 the	 stacked	 shelves	 and	 storage	
  bins	 of	 Raisa’s	 Curios	 (a	 pawn	 and	 curio	 shop	 in	 the	 city	 of	
  Languard)	in	my	sporadic	campaign—Adventures	in	Shadow.	
  	
  (I	love	my	job—I	get	to	work	on	my	campaign	and	write	for	
  Raging	Swan	Press	at	the	same	time!)	
  W H A T  D O  T H E Y  F I N D ?  
  Use	the	tables	on	the	following	pages	to	determine	what	the	PCs	
  find	while	browsing	a	curio	shop’s	shelves.	First,	determine	which	
  table	to	use:	
  D20	
  TABLE	
  1-3	
  10	Complications,	Hooks	&	Opportunities	
  4-5	
  6	Customers	
  6-11	
  20	Odds	and	Ends,	Knick-Knacks	&	Oddities	
  12-17	
  20	Pieces	of	Bric-a-Brac,	Junk	&	Dross	
  18	
  6	Weapons	
  19-20	
  20	Trinkets,	Baubles	&	Curios	
  	
  	
  	
   
  6  C U S T O M E R S
  There	are	bound	to	be	other	customers	in	the	shop	when	the	PCs	
  enter.	Most	are	unremarkable,	and	mind	their	own	business,	but	
  a	few	may	be	of	interest	or	note	to	the	PCs.		
  	
  Use	the	table	below,	to	determine	who	they	encounter:	
  1. Sakari	Keto	(N	middle-aged	male	human)	is	desperate;	he	has	
  little	money	and	a	large	family	to	feed.	He	is	here	to	sell	his	final	
  few	valuable	possessions.	He	is	stressed,	hungry	and	desperate	
  to	secure	a	good	price.	Obviously	malnourished,	and	his	face	
  care-worn	and	gaunt,	his	scraggly	grey	hair	and	sallow	skin	gives	
  him	an	air	of	desperation.		
  2. Emmi	Alanen	(CN	female	human	thief	1)	is	a	petty	criminal	here	
  to	sell	a	few	trinkets	she	recently	“found”.	Most	are	nothing	
  more	than	cheap	pieces	of	jewellery,	but	she	is	trying	to	pass	
  them	off	as	something	more	than	they	are.	(If	the	PCs	seem	
  gullible	she	tries	to	sell	them	the	jewellery).	She	wears	her	dark	
  brown	hair	cut	short	and	dresses	in	clothes	of	dark	hue	and	
  fashionable	cut.	
  3. Elmo	 Karppanen	 (NG	 male	 human	 wizard	 2)	 is	 a	 minor	
  spellcaster	suffering	from	an	affliction	of	cowardice.	He	spends	
  a	lot	of	time	in	junk	shops	looking	for	things	he	can	use	(or	sell	
  on)	as	spell	components.	He	has	a	small	supply	of	such	items	for	
  sale	at	his	home,	but	prefers	to	meet	elsewhere	such	as	a	busy	
  tavern.	 His	 eyes	 constantly	 dart	 about,	 which	 can	 make	 him	
  seem	untrustworthy.	In	truth,	he	is	looking	for	an	escape	route	
  in	case	negotiations	go	badly!	
  4. Thjoric	Ovlag	(LN	male	dwarf	fighter	3)	is	bored,	a	little	drunk	
  and	in	a	bad	mood.	Thjoric	is	looking	for	a	friend	(who	is	not	
  here)	and	is	getting	increasingly	annoyed.	He	barges	passed	the	
  group—they	should	get	out	of	his	way—and	possibly	knocks	a	
  PC	against	a	shelf	(which	might	then	collapse).	Thjoric	doesn’t	
  see	he	did	anything	wrong	and	is	belligerent	if	challenged.		
  5. Rennesar	Sehiatyn	(LE	male	half-elf	wizard	2/thief	3)	is	here	
  casing	the	joint—not	because	he	is	thinking	of	robbing	it	but	
  because	he	is	planning	to	set	up	a	rival	business.	He	does	his	
  utmost	to	befriend	the	PCs,	even	going	so	far	as	to	find	out	
  where	they	live,	what	they	plan	and	so	on.	He	opens	his	shop	a	
  month	later	and	tries	to	lure	the	PCs	to	his	business.	With	jet	
  black	hair,	a	thick—but	neatly	trimmed—beard	and	glittering	
  black	eyes	full	of	intellect	Rennesar	does	not	appear	as	a	typical	
  half-elf.	
  6. Vilho	Rintala	(CN	young	male	human	thief	1)	is	a	child	of	the	
  streets	 and	 here	 on	 a	 dare.	 He	 is	 dirty,	 clad	 in	 clothes	 little	
  better	than	rags	and	looks	hungry.	His	long,	tangled	brown	hair	
  obscures	 his	 eyes,	 and	 his	 skinny	 frame	 hides	 surprising	
  strength.	Vilto	is	here	to	steal	something—anything—to	prove	
  his	bravery	to	his	friends.	Unfortunately,	he	is	an	unlucky	thief;	
  one	 of	 the	 PCs	 or	 the	 shop’s	 owner	 spots	 him	 slipping	
  something	into	his	pouch.		
  	
  
  39	
  1 0  C O M P L I C A T I O N S ,  H O O K S  &  O P P O R T U N I T I E S  
  Sometimes	a	trip	to	the	curio	shop	goes	as	planned.	Other	times,	
  fate	takes	a	hand…	
  1. The	owner—or	one	of	the	staff—becomes	suspicious	of	the	PCs.	
  If	they	appear	shifty,	the	owner	accuses	them	of	theft!	
  2. The	shop	owner	wants	to	close	early	and	asks	the	PCs	to	leave.	
  3. Once	the	PCs	show	keen	interest	in	a	particular	item,	another	
  customer	swoops	in	and	loudly	declares	he	was	about	to	buy	it.	
  An	argument	may	ensue,	and	it	is	possible	the	party	could	make	
  an	enemy	here.	Alternatively,	the	other	customer	could	be	in	
  the	store	owner’s	pay	and	be	trying	to	drive	up	the	price	of	the	
  item	in	question.		
  4. As	a	PC	picks	up	an	object	to	examine	it,	the	shelf	upon	which	it	
  stands	 collapses,	 dumping	 its	 contents	 onto	 the	 floor	 with	 a	
  crash.	Unsurprisingly,	the	shop’s	owner	is	not	best	pleased	and	
  might	even	demand	payment	for	any	damaged	items.		
  5. One	 of	 the	 PCs	 spots	 another	 customer	 acting	 suspiciously.	
  Perceptive	 PCs	 notice	 the	 customer	 stealing	 something	 from	
  the	 shop	 before	 trying	 to	 leave.	 The	 staff	 are	 oblivious.	 The	
  customer	could	be	nothing	more	than	a	petty	thief	or	could	be	
  reclaiming	a	stolen	or	lost	possession	of	her	own.	
  6. While	browsing,	one	of	the	party	feels	inexplicably	drawn	to	a	
  certain	item	(use	one	of	the	other	tables	to	determine	which	
  item).	This	feeling	could	be	nothing,	or	the	object	could	turn	out	
  to	be	a	hook	into	a	minor	adventure.	Alternatively,	the	item	
  could	even	be	possessed!	
  7. While	examining	an	item,	the	PC	discovers	something	else	of	
  greater	 value	 hidden	 within.	 This	 discovery	 presents	 a	 moral	
  quandary—does	the	PC	tell	the	shopkeeper	what	she	has	found,	
  or	does	she	buy	the	item	and	turn	a	healthy	profit?	
  8. While	the	PCs	are	browsing,	a	gang	of	thieves	barges	into	the	
  shop	 and	 try	 to	 rob	 the	 place.	 They	 could	 be	 merely	 after	
  money,	or	they	could	have	been	hired	to	steal	a	particular	item.	
  If	the	PCs	intervene,	the	shop	owner	is	grateful;	in	the	future,	
  the	PCs	may	learn	of	particularly	choice	items	before	they	are	
  put	out	for	sale.	
  9. The	shopkeeper	recognises	the	PCs	as	adventurers.	If	they	try	
  to	buy	something,	the	shopkeeper	refuses	their	coin	and	asks	
  (or	demands)	payment	in	the	form	of	a	favour.	
  10. The	shop	is	shut.	If	the	PCs	ask	around,	they	discover	it	is	rare	
  for	the	shop	to	be	shut	at	this	time.	
  	
  
  40	
  2 0  O D D S  A N D  E N D S ,  K N I C K - K N A C K S  &  O D D I T I E S  
  Some	of	the	things	found	in	a	curio	shop	are	valuable	and	some	
  are	essentially	worthless.	Others	are	just	interesting	or	downright	
  odd.		
  	
  Use	 the	 table	 below,	 to	 determine	 what	 oddity	 the	 PCs	
  discover:	
  1. This	small	dusty	bottle	is	half	full	with	fine	grey	dust.	Buried	in	
  the	dust	are	three	finger	bones—probably	from	an	individual	
  roughly	the	size	of	an	adult	human	male.	
  2. A	worn	leather	backpack	lies	at	the	back	of	a	shelf.	The	pack	
  seems	heavier	than	it	should	do.	A	careful	investigation	reveals	
  a	hidden	compartment	containing	a	small	notebook.	Much	of	
  the	notebook	contains	doodles,	random	sketches	and	so	on.	At	
  the	back	of	the	book	a	loose	piece	of	ripped,	aged	parchment	
  has	a	lavishly	illustrated	map	that	seems	to	depict	the	location	
  of	a	buried	treasure.	Sadly,	the	map	is	incomplete.	
  3. A	small	stuffed	lizard	lies	on	its	back	amid	other	odds	and	ends.	
  The	lizard	is	missing	one	eye,	but	its	scales	are	of	a	faded	blue	
  hue;	hinting	at	(perhaps)	some	strange	ancestry.	
  4. These	 very	 long	 bright	 red	 boot	 laces	 are	 tied	 in	 a	 confused	
  jumble	of	a	knot.	If	someone	takes	the	time	to	unravel	the	knot,	
  they	find	a	perfectly	smooth	white	pebble	at	its	heart.	
  5. A	 single	 blue	 and	 yellow-feather	 fletched	 arrow	 rests	 in	 a	
  narrow	quiver	designed	to	hold	no	more	than	six	missiles.	The	
  quiver	has	a	drawstring	at	its	mouth	which	can	be	tightened	to	
  stop	 arrows	 falling	 out	 while	 the	 wearer	 is	 engaged	 in	
  acrobatics,	climbing	and	so	on.		
  6. Only	the	front	half	of	this	horse	has	been	carved	from	the	block	
  of	wood	from	which	is	emerges.	The	carving	is	crude	and	it	is	
  more	 than	 possible	 the	 carver	 was	 only	 vaguely	 aware	 of	 a	
  horse’s	anatomy.		
  7. Hanging	 from	 a	 fragment	 of	 a	 thin	 silver	 chain,	 this	 mouldy	
  rabbit	foot	has	a	patch	where	the	fur	has	been	rubbed	away.	
  8. This	crudely	drawn	floor	plan	of	an	unnamed	tavern	has	several	
  arrows	pointing	to	various	windows	on	the	first	floor.	Similarly,	
  one	of	the	rooms	has	been	circled	emphatically.		
  9. Used	to	weigh	down	a	sheaf	of	papers	this	large	chipped	tusk	
  may	have	come	from	an	orc	or	half-orc.	
  10. Roughly	 the	 shape	 of	 a	 spearhead	 this	 shard	 of	 obsidian	 is	
  incredibly	sharp.		
  11. Two	shards	of	flint	wrapped	in	an	old,	stained	cloth	are	bundled	
  into	a	slightly	charred	pouch.		
  12. This	short	and	squat	urn	contains	ashes	and	bone	fragments.	
  The	death	god’s	sigil	on	the	lid	hints	at	what	might	lie	within.	
  13. Six	desiccated	spiders—of	a	variety	of	colours	and	sizes—are	
  pinned	to	a	display	board	hung	at	a	haphazard	angle	from	one	
  wall.	
  14. A	 bunch	 of	 eight	 keys	 hang	 from	 an	 iron	 ring.	 The	 teeth	 of	
  several	keys	are	worn	as	it	from	much	use.	
  15. This	small	child’s	rattle	is	shaped	like	a	morningstar	and	painted	
  in	gaudy	colours.		
  16. Mouldering	in	a	shadowy	corner,	and	covered	by	a	sheet,	this	
  pile	of	wolf	pelts	has	an	indent	that	suggests	one	or	more	of	the	
  staff	 use	 this	 area	 as	 a	 place	 to	 slumber	 away	 from	 the	
  shopkeeper’s	gaze.	
  17. Half	full	of	dried	and	pressed	flowers	this	small	pocket	book	has	
  the	look	of	a	sage’s	project.	Each	of	the	various	flowers	is	named	
  in	beautiful	flowing	script,	and	each	flower’s	medicinal	uses	are	
  also	noted.	
  18. This	 tarnished,	 dull	 bronze	 letter	 opener	 is	 shaped	 like	 a	
  greatsword.	In	a	pinch,	it	could	be	used	as	a	dagger	by	a	child,	
  halfling	or	gnome.	
  19. Hanging	from	a	frayed	strap	this	faded	black	eye	patch	seems	
  unremarkable.	 Investigations	 reveal,	 however,	 a	 tiny	 map	
  drawn	into	its	reverse	side.	
  20. Missing	its	lid,	this	oak	coffer	holds	several	other	small	items	on	
  this	list.	
  	
   
  
  41	
  2 0  P I E C E S  O F  B R I C - A - B R A C ,  J U N K  &  D R O S S  
  Sometimes	 the	 PCs	 find	 hidden	 treasures	 among	 the	 knick-
  knacks,	 oddities	 and	 trinkets.	 Other	 times,	 they	 find	 what	 is—
  essentially—worthless	junk.		
  	
  Use	this	table,	to	determine	what	piece	of	useless	junk	they	
  uncover:	
  1. Spilling	from	a	cracked	and	suspiciously	stained	leather	folder	
  this	sheaf	of	song	sheets	records	a	score	or	so	bawdy	drinking	
  songs—or	they	would	do	if	they	hadn’t	suffered	extensive	water	
  (or	possibly	beer)	damage.		
  2. This	 pewter	 drinking	 stein	 has	 a	 wide	 crack	 in	 its	 base;	
  consequently,	liquid	quickly	leaks	out	rendering	it	useless	as	a	
  drinking	vessel.	
  3. This	slightly	charred	1,000	gp	letter	of	credit	lacks	the	crucial	
  section	
  setting	
  out	
  who	
  undertakes	
  to	
  extend	
  the	
  aforementioned	credit.	
  4. Bent	and	twisted,	this	iron	brooch	forged	in	the	shape	of	a	(now	
  squashed)	pinecone	has	lost	its	pin.		
  5. This	small	drum	has	a	rip	in	its	cover.		
  6. The	 jagged	 fragment	 of	 a	 leather	 armband	 etched	 with	 the	
  remains	of	a	heraldic	symbol—a	lion	rampant	clutching	a	battle-
  axe—lies	at	the	back	of	a	shelf.	
  7. Containing	slightly	wet	and	matted	multi-coloured	chalk	dust	
  this	pouch	may	have	once	belonged	to	a	wizard.		
  8. A	 pair	 of	 blunt	 oversized	 brass	 scissors—perhaps	 good	 for	
  shearing	sheep	if	sharpened.		
  9. Hanging	from	a	frayed	length	of	red-stained	leather	this	cracked	
  monocle	has	an	iron	frame.	
  10. This	small	violin—sized	for	a	halfling	or	a	human	child—has	no	
  strings	and	is	missing	its	bow.	
  11. Soot	covers	the	glass	of	this	magnifying	glass,	which	also	has	a	
  slightly	charred	handle.	Unless	the	soot	is	cleaned	away	it	is	not	
  immediate	obvious	the	glass	is	cracked.	
  12. Full	of	dry	soil	this	waterproof	leather	pouch	hides	five	large	
  acorns.	
  13. Several	 of	 the	 names	 listed	 on	 this	 framed	 ornately	 drawn	
  family	tree	have	been	scored	out	so	violently	there	are	holes	in	
  the	vellum.	
  14. A	matched	brush	and	comb	set.	The	comb	is	missing	half	its	
  teeth	 and	 the	 brush	 is	 matted	 with	 hair	 and	 what	 is—
  hopefully—mud.		
  15. These	four	tarnished	silver	spoons	each	has	an	identical	hole	
  burnt	through	the	middle.	
  16. A	ragged,	oversized	quill	crafted	from	the	bright	blue	feather	of	
  some	kind	of	exotic	bird	(or	perhaps	other	creature).	The	quill	is	
  missing	its	nib.	
  17. A	 worn	 and	 much-used	 backpack	 looks	 at	 first	 glance	 like	 a	
  serviceable	bargain	(as	it	is	only	half	price).	However,	a	close	
  look	reveals	one	of	the	straps	is	frayed.	If	the	pack	is	filled,	the	
  strap	breaks	during	its	owner’s	first	bout	of	strenuous	activity.	
  18. This	wrought	iron	holy	symbol	(of	a	locally	worshipped	deity)	
  has	 been	 poorly	 repaired;	 weld	 marks	 are	 obvious	 and	 the	
  whole	has	a	twisted—perhaps—warped	aspect.	(Perhaps	this	in	
  intentional	and	an	evil	cult	used	it	in	a	bastardisation	of	some	
  holy	ritual).	
  19. A	wide	crack	runs	around	the	mouth	of	this	bright	blue	urn.	The	
  urn	is	fragile;	any	rough	handling	causes	the	top	portion	to	slide	
  off	the	body.	
  20. Draped	in	a	stained	red	cloak,	this	life-size	stone	statue	depicts	
  a	muscular	man	standing	in	a	heroic	pose.	Removing	the	cloak	
  reveals	a	certain	part	of	the	man’s	anatomy	has	been	snapped	
  off.		
   
  6  W E A P O N S  
  Sometimes,	the	PCs	find	weapons	amid	the	clutter.	
  	
  Use	the	table	below,	to	determine	what	the	PCs	find:	
  1. The	 haft	 of	 this	 mace	 is	 of	 dull	 iron	 worn	 smooth	 through	
  countless	hours	of	use.	Similarly	the	head	is	dented	and	chipped	
  suggesting	it	has	seen	much	combat.	
  2. Strange	patterns	and	shapes—perhaps	reminiscent	of	flames	or	
  serpents—seem	to	writhe	in	this	dagger’s	blade	when	exposed	
  to	direct,	flickering	light	(such	as	from	a	torch	or	campfire).	
  3. The	hilt	of	this	longsword	is	engraved	with	several	esoteric	sigils	
  denoting	 victory	 and	 glory.	 The	 weapon’s	 haft	 is	 well	 worn	
  implying	it	has	seen	much	action;	however,	the	blade	itself	is	in	
  excellent	condition.	
  4. The	tip	of	this	dagger	has	snapped	off	and	all	that	remains	is	a	
  wickedly	jagged	stump.	The	dagger’s	hilt	and	haft	are	wrapped	
  in	blood-stained	worn	leather.	
  5. This	sword’s	pommel	is	carved	from	a	large	shard	of	onyx	to	
  represent	a	grinning	skull.	Additionally,	ash	has	been	worked	
  into	the	blade	and	haft	to	give	it	a	dull,	dark	grey	appearance	
  that	seems	to	drink	in	the	surrounding	light.	
  6. Atop	this	stout	haft	sits	a	grinning	iron	skull.	The	skull	has	been	
  painted	white	to	appear	more	“real”	but	the	paint	is	faded	and	
  chipped.	Thus,	the	skull	has	a	mottled—almost	diseased—look.	
  	
   
  
  42	
  2 0  T R I N K E T S ,  B A U B L E S  &  C U R I O S  
  Hidden	 among	 the	 tat	 and	 rubbish,	 diligent	 shoppers	 may	
  discover	items	of	value	and	interest.		
  	
  Use	the	table	below,	to	determine	what	baubles	the	PCs	find:	
  1. A	 silver	 hairpin	 (worth	 150	 gp)	 designed	 in	 the	 shape	 of	 a	
  lunging	 dragon.	 Tiny	 emeralds	 form	 the	 dragon’s	 eyes.	 The	
  hairpin	 is	 in	 need	 of	 a	 good	 polish.	 Unbeknownst	 to	 the	
  shopkeeper,	 the	 hairpin	 is	 the	 sigil	 of	 a	 minor	 dragon-
  worshipping	cult.	If	a	PC	wearing	the	hairpin	encounters	cultists	
  they	initially	believe	her	to	be	one	of	their	own.	
  2. Four	battered	pewter	cups	along	with	a	decanter	are	arrayed	on	
  a	silver	tray.	Each	is	stamped	with	the	heraldic	device	of	a	fallen	
  noble	house.	The	whole	can	be	purchased	for	100	gp.	
  3. A	worn	diary	relates	the	“adventures”	of	Ignar	the	Wizard.	He	
  spends	 much	 of	 the	 diary	 complaining	 about	 his	 master’s	
  conduct	and	obsession	with	certain	experiments	the	details	of	
  which	 Ignar	 dared	 not	 commit	 to	 paper.	 The	 diary	 stops	
  abruptly	in	mid	entry.	
  4. A	large	hooded	lantern	sits	on	a	table	in	one	corner.	It	is	wildly	
  oversized—the	owner	claimed	it	was	taken	from	a	giant	years	
  ago.	 Whatever	 the	 truth	 of	 the	 matter,	 the	 lantern’s	 oil	
  reservoir	is	double	normal	size	and	it	illuminates	an	area	twice	
  as	large	as	a	standard	lantern.	The	lantern	is	on	sale	for	20	gp	
  and	weighs	6	lbs.	empty.	
  5. A	black	oversized	leather	quiver—of	sorts—hangs	from	a	hook	
  on	 the	 wall.	 The	 “quiver”	 holds	 100	 ft.	 of	 black,	 knotted	 silk	
  rope.	The	whole	is	priced	at	25	gp,	but	the	quiver’s	design	allows	
  the	rope	to	be	deployed	quicker	than	normal.	
  6. An	old	tapestry	map	of	the	area	surrounding	the	town	hangs	
  from	one	wall.	The	map	is	dusty	and	worn	and	somewhat	out	of	
  date.	 However,	 eagle-eyed	 browsers	 spot	 a	 tower	 standing	
  deep	in	the	hills	or	other	inaccessible	location.	The	tower	does	
  not	appear	on	more	recent	maps.	
  7. A	collection	of	wine	bottles	fills	a	shelf.	Many	have	no	label.	One	
  seems	 different	 to	 the	 others—its	 design	 hints	 of	 elven	
  provenance	and	the	wine	it	contains	is	truly	exquisite.	The	wine	
  is	priced	liked	the	other	bottles—1	gp	(but	is	worth	30	gp).	
  8. This	tarnished	silver	choker	is	sized	for	a	slender	neck.	It	was	set	
  with	 three	 stones,	 but	 they	 have	 fallen	 out	 leaving	 only	 the	
  empty	mounts.	Close	examination	of	the	inside	of	the	chocker	
  reveals	the	inscription,	“Never	Forget,	You	Are	Mine.”	
  9. A	three-panel	privacy	screen	stands	folded	up	and	leant	against	
  a	wall.	The	screen	is	dusty,	but	when	opened	reveals	a	lavishly	
  painted	 ocean	 scene	 depicting	 an	 island	 with	 a	 distinctive	
  mountain	peak	at	its	centre.		
  10. Faded	and	worn,	this	red	velvet	pillow	has	seen	better	days	(and	
  much	use).	It’s	quite	lumpy,	which	could	lead	a	suspicious	(or	
  optimistic)	PC	to	decide	something	is	hidden	within.	
  11. Comically	oversized,	these	fine	leather	sandals	are	clearly	sized	
  for	 a	 giant	 of	 a	 man	 (or	 perhaps	 an	 ogre	 with	 a	 particularly	
  refined	taste	in	fashion).		
  12. This	battered	and	dented	silver	thimble	has	faint	faerie	runes	
  engraved	 all	 over	 its	 surface.	 Those	 who	 can	 read	 faerie	
  translate	the	runes	as	a	prayer	to	a	nature	goddess.	
  13. Tightly	rolled	up	and	shoved	under	a	shelf,	this	tapestry	depicts	
  a	 mighty	 castle	 standing	 atop	 cliffs	 plunging	 down	 to	 a	
  tumultuous	 sea.	 Close	 examination	 of	 the	 tapestry	 reveals	
  several	caves	at	the	base	of	the	cliffs.		
  14. Once	a	magical	item	akin	to	a	scroll	this	shattered	leg	bone	has	
  faint	etching	recording	a	fragment	of	a	powerful	necromantic	
  spell.	No	magic	remains	in	the	“scroll”.		
  15. Slender	and	riven	with	minute	cracks,	this	vase	decorated	with	
  swirling	wave	patterns	stands	in	splendid	isolation	atop	a	high	
  shelf.	
  16. Depicting	 a	 rearing	 warhorse	 clad	 in	 chain	 barding	 this	 iron	
  figurine	is	missing	its	rider.	
  17. Dust	 covers	 these	 four	 beaten	 copper	 dinner	 plates	 tied	
  together	with	faded	yellow	string.	
  18. Perhaps	sized	for	a	child,	this	tiny	brass	ring	is	engraved	with	
  musical	notes.	
  19. With	a	hood	edged	in	luxurious	white	fur	(from	a	polar	bear)	
  this	blue	cloak	would	be	valuable	were	it	not	for	the	jagged	rent	
  in	its	back.	
  20. Exquisitely	made,	but	worthless—assumable—as	a	weapon	this	
  miniature	 crystal	 dagger	 is	
  translucent	 and	 catches	
  the	 light	 in	 beguiling	
  ways.		
  	
  ure	 crystal	 dagger	 is	
  cent	 and	 catches	
  	
  ght	 in	 beguiling	
  
  43	
   
   
   
   
   
   
   
   
   
   
  DARK CAVERNS
   
   
  
  44	
  1 0  A T Y P I C A L  C A V E S  
  Not	 all	 caverns	 are	 stuffed	 full	 of	 monsters,	 traps	 and	 other	
  hazards.	In	a	prolonged	exploration	into	the	deep,	dark	places	of	
  the	 world,	 the	 PCs	 will	 discover	 and	 explore	 many	 caves	 and	
  caverns.	Some	will	be	unremarkable;	others	will	have	interesting	
  features	or	layouts.			
  	
  Use	the	cavern	descriptions	below	as	campsites,	encounter	
  areas	or	as	nothing	more	than	cavern	dressing.	The	descriptions	
  have	been	designed	to	read	aloud	to	your	players.	
  1. This	long,	thin	cave	is	barely	15-foot	wide,	but	at	least	30-foot	
  high.	 A	 narrow	 ledge	 slopes	 steeply	 upwards	 towards	 the	
  ceiling,	but	disappears	into	a	narrow	opening	in	the	wall.	A	light	
  covering	of	rubble	obscures	much	of	the	floor,	but	here	and	
  there	it	has	been	pushed	aside	into	small	piles.	Another	exit	at	
  the	far	end	of	the	cave	continues	onwards.	
  2. A	 dense	 field	 of	 lofty,	 slender	 stalagmites	 fills	 the	 cavern.	 A	
  narrow	trail	twists	and	turns	through	the	stone	forest;	in	several	
  places,	stalagmites	have	been	deliberately	smashed	to	forge	a	
  way	 through.	 Rubble	 lies	 heaped	 up	 against	 the	 pathway,	
  creating	the	illusion	of	a	sunken	lane	passing	through	a	forest.		
  3. The	sound	of	gentle	rain	fills	the	air.	A	pair	of	deep	pools	of	
  crystal	 clear	 water,	 separated	 by	 a	 low,	 narrow	 ledge	 of	
  polished	stone,	dominates	this	vast	cavern.	Water	drips	from	a	
  forest	of	stalactites	hanging	from	the	40-ft.	high	ceiling.	Some	
  of	the	stalactites	are	so	long	their	tips	nearly	brush	the	surface	
  of	the	water.		
  4. The	floor	of	this	cavern	descends	through	a	natural	set	of	three	
  wide	steps	covered	with	loose	rubble.	A	pool	of	clear,	still	water	
  fills	the	lowest	level	of	the	cavern.	Tiny	albino	fish	swim	through	
  the	pool’s	depths	and	small	insects	flit	about	its	surface.	Beyond	
  the	pool,	two	passages	lead	away	into	darkness.	
  5. A	chasm,	roughly	15-foot	wide	and	of	unknowable	depth,	cuts	
  across	the	cavern.	A	slender	stone	bridge	once	spanned	the	gap,	
  but	its	central	portion	has	crumbled	away.	The	bridge	has	no	
  railings	and	is	essentially	a	length	of	thin,	flat	stone	seemingly	
  grown	 from	 the	 chasm	 wall.	 (Perceptive	 PCs	 will	 no	 doubt	
  realise	the	stone	bridge	was	created	by	magic).	
  6. A	smooth,	glistening	stone	column	easily	ten-foot	in	diameter	
  rises	 from	 the	 cavern	 floor.	 Water	 oozes	 down	 the	 column,	
  which	 has	 almost	 reached	 the	 cavern	 ceiling	 20-foot	 above.	
  Rubble	covers	the	surrounding	ground.	Stone	stumps	thrusting	
  up	 from	 the	 floor	 suggest	 many	 smaller	 columns	 once	
  surrounded	the	remaining	giant,	but	someone—or	something—
  has	smashed	them	to	pieces.	
  7. The	 ceiling	 of	 this	 cavern	 is	 dangerously	 unstable.	 Dust	 sifts	
  down	from	above	and	rubble	covers	the	floor.	Occasionally,	the	
  ceiling	groans	as	the	stone	shifts	and	settles.	In	one	part	of	the	
  cavern—near	 another	 exit—part	 of	 the	 ceiling	 has	 already	
  collapsed.	 The	 fallen	 rubble	 has	 formed	 a	 high	 natural	
  breastwork	of	sorts	and	almost	blocks	the	exit.		
  8. The	muddy	floor	in	this	cavern	slopes	steeply	upwards	toward	
  three	exits	piercing	a	rough	wall	down	which	splashes	a	small	
  waterfall.	 Dirty	 water	 runs	 from	 the	 overfull	 pool	 at	 the	
  waterfall’s	base	down	the	sloped	floor.	The	mud	is	thickest	at	
  the	base	of	the	slope.	The	going	is	difficult	and	dirty.	
  9. Much	of	this	large	cavern’s	floor	has	collapsed	into	a	rubble-
  filled	pit.	Small	pinnacles	of	yet	stable	rock	thrust	up	from	the	
  rubble,	 providing	 determined	 adventurers	 a	 means	 of	
  continuing	their	exploration.	The	pit	is	deep;	a	fall	from	a	rocky	
  pinnacles	 results	 in	 a	 30-foot	 fall.	 Four	 obvious	 passageways	
  intersect	this	cavern	although	only	three	are	easily	accessible	
  via	 the	 stone	 pinnacles.	 Perceptive	 explorers	 spot	 a	 fifth,	
  rubble-choked	exit	in	the	pit.		
  10. Great	cracks	cut	through	this	cavern’s	ceiling.	A	faint	breeze	and	
  the	stench	of	rot	and	decay	emerges	from	these	cracks	along	
  with	long,	flaccid	roots.	The	roots	reach	all	the	way	down	to	a	
  network	of	small	streams	cutting	through	the	cavern	floor.	The	
  streams	are	sluggish;	mould	and	lichen	covers	their	steep	banks.		
  
  	
  45
  1 0  A T Y P I C A L  C A V E R N  E N C O U N T E R S   
  In	the	deep,	hidden	places	of	the	world	where	darkness	rules,	lurk	
  the	 depraved	 duergar,	 the	 insane	 derro	 and	 the	 spider-
  worshipping	 drow.	 Beyond	 these	 terrible	 threats	 lurk	 the	
  predators	of	the	wild	lands	chief	amongst	them	the	feared	purple	
  worm	and	the	implacable	roper.	Characters	exploring	the	lightless	
  depths	of	the	Ebon	Realms	will	no	doubt	often	come	across	the	
  denizens	of	the	place.	While	some	encounters	will	be	deliberate	
  on	the	PCs’	part,	some	will	be	wholly	random	and	unexpected.	
  Almost	all	will	end	in	battle.		
  	
  Running	 a	 campaign	 or	 extended	 adventure	 in	 the	 deep	
  places	of	the	world,	requires	extensive	preparation	and	planning	
  if	it	is	to	be	more	than	a	series	of	boring	random	encounters.			
  1. Beyond	Ruin:	The	boundaries	between	the	Material	Plane	and	
  the	decaying	expanses	of	the	Abyss	are	weak	within	this	cavern.	
  Leaching	through	the	walls	is	a	horrible	brown	sludge	made	up	
  of	rotting	souls	corrupted	by	a	fiendish	taint.	Revelling	in	this	
  chamber	is	a	daemon-touched	rust	monster	called	Blight’s	Kiss.	
  He	is	jealous	of	his	realm	and	defends	it	to	the	death.	
  2. Death	from	Below:	As	the	PCs	move	through	a	large	cavern,	a	
  hungry	purple	worm	senses	their	presence	and	swiftly	moves	to	
  attack.	 Characters	 succeeding	 on	 a	 DC	 25	 Perception	 check	
  sense	 something	 large	 burrowing	 beneath	 them,	 one	 round	
  before	the	purple	worm	bursts	forth.	
  3. Enemy	Within:	The	PCs	meet	the	svirfneblin	rogue,	Arumlen	
  Stoneheart.	Sadly,	this	benign	gnome	scout	has	recently	fallen	
  prey	to	Eirmurh	Alymm,	an	advanced	intellect	devourer.	The	
  intellect	devourer	is	in	search	of	a	new	body	and	the	arrival	of	
  the	PCs	provides	it	with	the	opportunity	it	has	been	seeking.	
  4. Mercenaries	 of	 the	 Ram:	 The	 PCs	 meet	 a	 small	 band	 of	
  mercenary	 minotaurs	 hunting	 for	 their	 hated	 enemies—
  troglodytes.	 The	 minotaurs	 are	 hunting	 the	 Black	 Spear	
  troglodyte	tribe.	The	two	groups	have	been	engaged	in	a	war	of	
  skirmish	and	ambush	for	many	years.	Recently,	the	troglodytes’	
  superior	numbers	proved	decisive,	resulting	in	the	slaughter	of	
  the	minotaurs’	women	and	their	destruction	of	their	home.	The	
  minotaurs	 are	 ferocious	 warriors	 happy	 to	 slaughter	 weak-
  looking	parties.	However,	their	goal	is	to	slay	troglodytes	and	
  thus	they	do	not	immediately	attack	numerous	or	obviously-
  strong	parties.	In	fact,	they	may	even	temporarily	ally	with	the	
  PCs,	if	they	are	also	fighting	troglodytes.	
  5. Pillar	of	Twisted	Glass:	Nearly	two	hundred	years	ago,	Safraz	
  Akram,	 a	 djinn	 noble,	 struggled	 with	 the	 efreet	 Shani-el-
  Sharnassa	across	the	planes.	In	a	final	gambit,	Safraz	ordered	
  his	sand	mephit	allies	to	envelop	the	blazing	efreet,	fusing	them	
  together	as	a	massive,	twisted	pillar	of	glass.	Unable	to	destroy	
  the	glass	obelisk	binding	Shani-el-Sharnassa,	Safraz	hid	his	rival	
  in	a	forgotten	cavern	deep	in	the	earth.	
  6. Strands	of	Terror:	The	PCs	stumble	into	the	lair	of	Deravnix	a	
  gigantic,	elder	roper.	This	old	and	canny	hunter	has	established	
  himself	in	a	cavern	featuring	a	wide,	deep	chasm	and	waits	for	
  prey	to	come	to	him.	Although	evil	and	depraved,	he	enjoys	
  speaking	with	those	that	have	fallen	into	his	grip 	
  7. Taken	for	a	Ride:	The	PCs	discover	a	small	mining	operation.	
  Abandoned	 by	 its	 duergar	 owners	 forty	 years	 ago,	 when	 an	
  insane	derro	animated	the	mining	equipment	on	a	whim	and	
  turned	 them	 against	 the	 duergar,	 the	 area	 still	 possesses	 a	
  threat	to	explorers.	As	the	PCs	explore	the	tunnels,	they	come	
  across	 a	 junction	 cavern	 used	 as	 a	 tools	 storage	 site	 and	
  switching	area	for	the	mine’s	ore	carts.	The	ore	cart	and	tools	
  are	animated	objects.	
  8. The	Bleeding	Lens:	This	cavern	houses	Kihsa,	a	woman	cursed	
  to	bear	the	form	of	a	medusa	after	she	destroyed	an	ancient	
  temple-library	dedicated	to	the	goddess	of	knowledge.	Kihsa	
  fled	underground,	chased	as	an	abomination	by	her	community,	
  and	 lairs	 here,	 researching	 methods	 of	 regaining	 her	 natural	
  form.	Kihsa’s	monstrous	visage	is	framed	by	writhing,	barbed	
  scorpion	 tails	 and	 her	 gaze	 transforms	 creatures	 to	 flawless	
  glass.	
  9. The	Last	Nail:	Last	Nail	is	the	blade	made	famous	by	Nornell	the	
  Havoctide	on	his	bloody	rampage	through	the	Ebon	Realm	and	
  the	Bleeding	Nights	of	slaughter	in	the	lands	above.	No	ordinary	
  weapon,	Last	Nail	is	a	vampiric	mimic	who	devoutly	worships	
  battle	and	blood.	His	obsession	holds	him	to	the	extent	that	he	
  takes	 the	 form	 of	 a	 rust-coloured	 weapon	 and	 yearns	 to	 be	
  wielded	in	sanguinary	battle-feasts. 	
  10. Whispers	in	the	Dark:	A	small	hunting	band	of	derro	lurk	in	this	
  cavern.	In	the	main,	the	cavern	is	quite	ordinary,	but	in	one	
  corner	phosphorescent	mould	has	grown	over	the	skeleton	of	a	
  fallen	minotaur	warrior.	The	leader	of	the	derro,	Jvix,	enjoys	
  using	his	powers	to	give	the	skeleton	a	semblance	of	life.	He	
  hopes	 this	 will	 draw	 travellers	 into	 the	 cavern	 so	 that	 his	
  minions	can	launch	their	ambush.		
  C A V E S  &  C A V E R N S  
  Need	these	encounters	quickly?	These	summaries	are	based	on	a	
  selection	 of	 those	 presented	 in	 Caves	 &	 Caverns	 published	 by	
  Raging	 Swan	 Press	 for	 the	 Pathfinder	 Roleplaying	 Game	 and	
  designed	 by	 Creighton	 Broadhurst	 and	 David	 Posener.	 Each	
  comes	ready	to	go	with	all	relevant	stat	blocks,	descriptions	of	the	
  caves	and	more.			
   
   
  
  	
  46
  1 0  L E G E N D A R Y  C A V E S  
  Caves	occupy	a	strange	place	on	the	border	between	civilization	
  and	 wilderness.	 Caves	 can	 offer	 shelter,	 safety	 and	 sometimes	
  even	resources,	but	at	the	same	time,	they	are	home	to	strange	
  and	wild	creatures	and	raving	hermits,	and	most	of	us	never	feel	
  truly	comfortable	in	their	dark	depths.		
  1. Cavern	 of	 Scaly	 Death:	 Named	 by	 nearby	 tribes	 of	 primitive	
  humanoids,	the	Cavern	of	Scaly	Death	is	a	winding	passage	in	
  the	base	of	a	volcano	which	leads	to	a	prehistoric	landscape	of	
  humid	jungles,	stalked	by	massive	dinosaurs.	Explorers’	stories	
  differ	on	whether	the	cave	leads	to	some	primordial	valley,	or	
  somehow	allows	passage	back	through	time,	but	either	way,	its	
  reptilian	inhabitants	have	been	known	to	wander	beyond	the	
  cavern. 	
  2. Saldonator:	 Referred	 to	 by	 the	 elves	 as	 Saldonator,	 the	 so-
  called	“wandering	cave”	is	the	subject	of	many	campfire	stories.	
  Believed	to	be	a	sort	of	extradimensional	cavern,	it	is	said	to	be	
  able	to	appear	on	practically	any	rocky	surface.	According	to	the	
  stories,	the	sudden	appearance	of	a	cave	where	there	was	none	
  before	prompts	locals	to	investigate	its	depths,	but	the	cave	
  vanishes	not	long	after,	taking	away	any	still	inside. 	
  3. Glittering	Hall:	No	gem	mine	can	command	as	much	awe	and	
  greed	as	the	Glittering	Hall,	a	cavern	hewn	from	a	single	massive	
  vein	of	emerald.	All	attempts	to	mine	the	cavern	end	in	tragedy:	
  often	when	others	seeking	the	mine’s	wealth	take	it	by	force,	
  but	 sometimes	 for	 mysterious	 reasons,	 leading	 some	 to	
  speculate	the	caverns	may	be	haunted. 	
  4. Twisting	Caves	of	Armallao:	The	Twisting	Caves	of	Armallao	are	
  considered	by	many	a	marvel	of	spellcraft.	Notoriously	maze-
  like,	 they	 defy	 the	 laws	 of	 physics,	 with	 multiple	 paths	 and	
  chambers	 seemingly	 occupying	 the	 same	 space,	 and	 paths	
  looping	around	to	places	they	could	never	actually	connect	to.	
  Some	believe	the	cavern	is	several	different	caves,	connected	
  by	undetectable	portals,	meaning	it	may	be	possible	to	use	the	
  caves	to	travel	vast	distances	quickly. 	
  5. Deephold:	Deephold	is	an	unusual	city,	built	inside	a	hollowed-
  out	 mountain	 of	 the	 same	 name,	 and	 accessible	 only	 by	 a	
  handful	of	different	cavernous	tunnels.	Built	by	dwarves,	but	
  now	 inhabited	 by	 a	 mix	 of	 races,	 it	 is	 all	 but	 impossible	 to	
  assault,	 and	 this	 safety	 is	 well	 worth	 adjusting	 to	 a	 sunless	
  existence,	in	the	minds	of	its	inhabitants. 	
  6. Kragomak:	 Kragomak,	 the	 Living	 Cavern,	 is	 a	 massive	 cave	
  structure	rumoured	to	not	only	be	alive	in	some	fashion,	but	
  also	sentient.	The	cave	doesn’t	appear	any	different	from	any	
  other	cavern,	but	tales	say	the	passageways	move	and	shift	on	
  their	 own,	 including	 highly-localized	 cave-ins	 and	 collapses	
  which	 are	 difficult	 to	 explain,	 and	 that	 certain	 chambers,	
  although	clearly	inorganic	in	nature,	seem	oddly	reminiscent	of	
  organs. 	
  7. Imperial	Underway:	The	Imperial	Underway	was	an	ambitious	
  attempt	 to	 carve	 a	 massive	 tunnel	 through	 an	 imposing	
  mountain	 range.	 Plagued	 by	 numerous	 setbacks,	 a	 tragic	
  collapse	in	one	of	its	support	tunnels	left	over	a	hundred	miners	
  trapped	and	unable	to	escape,	but	because	of	an	engineering	
  quirk,	their	voices	were	still	audible	in	the	main	tunnel.	For	days,	
  miners	in	the	main	tunnel	listened	to	the	voices	of	the	trapped	
  and	 dying,	 who	 they	 could	 not	 reach.	 Afterwards,	 persistent	
  rumours	 of	 ghostly	 voices	 eventually	 put	 an	 end	 to	
  construction,	leaving	the	tunnel	half-finished. 	
  8. Ice	Maze	of	Dar’lessi:	A	complex	and	dizzying	network	of	ice	
  tunnels	submerged	in	a	frozen	lake,	the	Ice	Maze	of	Dar’lessi	is	
  a	frigid	death	trap.	As	though	the	cold	and	the	water	weren’t	
  bad	enough,	the	ice	is	nearly	perfectly	transparent,	making	it	all	
  but	impossible	to	see	where	the	passageways	turn,	branch	or	
  come	to	a	dead	end. 	
  9. Ylanic	Puzzle	Stone:	Some	scholars	debate	whether	the	Ylanic	
  Puzzle	Stone	can	truly	be	called	a	cave	or	not,	considering	the	
  entire	 twisted	 network	 of	 stone	 tunnels	 floats,	 by	 some	
  unknown	magic,	nearly	a	mile	above	the	ground.	At	a	glance,	it	
  appears	to	be	a	flying	island,	but	closer	examination	reveals	the	
  entire	rock	structure	is	completely	made	up	of	what	appears	to	
  be	a	single	stone	tube,	roughly	20	feet	in	diameter,	which	was	
  somehow	rolled	up	onto	itself	like	a	ball	of	string.	Rumours	of	
  what	might	be	found	at	the	centre	of	the	Puzzle	Knot	are	wild	
  and	varied. 	
  10. The	 Pit:	 An	 opening	 in	 the	 ground	 that	 bears	 an	 unnerving	
  resemblance	to	a	grinning	demonic	face,	legends	say	The	Pit,	as	
  the	locals	call	it,	is	a	literal	tunnel	into	the	Abyss.	The	flickering	
  red	 light	 that	 is	 often	 reported	 from	 deep	 in	 the	 tunnel	 and	
  occasional	wailing	sounds	do	little	to	quell	these	rumours.	
  	
   
  
  47	
  1 2  N A T U R A L  C A V E R N  H A Z A R D S  
  Caverns	 can	 be	 dangerous	 places.	 As	 well	 as	 the	 ever-present	
  threat	of	ambush	from	the	various	fell	denizens	dwelling	within,	
  the	 very	 caverns	 themselves	 can	 be	 dangerous	 to	 unwary	
  travellers	and	explorers.			
  	
  The	features	below,	add	obstructions	and	realism	to	the	PCs’	
  explorations.	 Additionally,	 these	 features	 can	 be	 incorporated	
  into	 encounter	 areas	 to	 add	 an	 extra	 level	 of	 excitement	 and	
  challenge	(and	to	add	options	for	clever,	tactical	play).			
  1. Rubble:	Rubble	and	mud	obscure	the	floor,	making	it	uneven	
  and	 slippery	 and	 slowing	 movement.	 In	 places,	 the	 rubble	 is	
  precariously	balanced	and	characters	moving	through	the	area	
  without	due	caution	could	slip	and	fall.	
  2. Crumbing	Escarpment:	A	crumbling	escarpment	cuts	across	the	
  passageway,	 making	 further	 progress	 without	 climbing	
  impossible.	 Loose	 rocks	 and	 small	 boulders	 cover	 the	
  escarpment’s	face.		
  3. Crumbling	Sinkhole:	A	water-filled	sinkhole	pierces	the	ground.	
  The	floor	immediately	adjacent	is	crumbling	and	unsafe	(which	
  a	wary	or	perceptive	character	will	notice).		Characters	entering	
  an	 unsafe	 square	 may	 cause	 it	 to	 collapse.	 If	 it	 does,	 the	
  character	 is	 dumped	 into	 the	 frigid	 and	 turgid	 20-foot	 deep	
  water.		
  4. Fissure:	A	fissure	cuts	across	the	floor.	Between	5-	and	20-foot	
  wide,	 a	 faint,	 cold	 breeze	 emanates	 from	 its	 depths.	 The	
  fissure’s	rugged	walls	plunge	50	ft.	and	terminate	amid	a	field	
  of	jumbled	rubble.	
  5. Thick	Mud:	Thick	mud	coats	the	floor.	In	most	places	the	
  mud	is	little	more	than	a	few	inches	deep.	In	
  other	 places,	 however,	 it	 hides	
  holes	 into	 which	 an	 unwary	
  explorer	 could	 stumble.	 The	
  holes	 range	 from	 a	 half-foot	 to	
  two-foot	deep.		
  6. Long	
  Stalactites:	
  Glistening	
  stalactites	 hang	 down	 from	 the	
  ceiling.	In	places,	they	are	barely	
  five-foot	
  above	
  the	
  ground,	
  forcing	 most	 humans	 to	 duck.	
  Water	drips	down	the	stalactites,	
  making	the	floor	beneath	slick.		
  7. Geyser:	 Mud	 covers	 the	 ground	
  adjacent	to	a	narrow	hole	piercing	
  the	 floor.	 Every	 ten	 rounds,	 the	
  geyser	
  explodes	
  coating	
  everything	within	20	ft.	with	thick,	
  hot	 mud.	 The	 round	 before	 it	
  explodes,	perceptive	characters	hear	a	
  deep	rumbling	from	far	underground.		
  8. Stalagmites:	Thick	stands	of	stalagmites	cluster	about	the	area,	
  creating	areas	of	natural	cover	and	concealment.		
  9. Precarious	Boulder:	A	precariously	placed	boulder	atop	a	steep	
  slope	 looks	 like	 it	 could	 tumble	 downwards	 at	 any	 moment.	
  Only	 a	 few	 smaller	 stones	 wedged	 under	 it	 keep	 it	 in	 place.	
  Characters	 removing	 these	 stones	 cause	 the	 boulder	 to	 roll	
  down	the	slope,	crushing	anything	in	its	path.		
  10. Subterranean	Stream:	A	subterranean	stream	cuts	through	the	
  area.	Its	waters	are	cold	and	swift,	and	its	bank	steep.	In	most	
  places,	the	stream	is	only	about	10	ft.	wide,	but	in	one	spot	it	
  widens	 into	 an	 irregularly-shaped	 pool	 before	 continuing	 its	
  way.	
  11. Unstable	Ceiling:	Great	cracks	run	through	the	ceiling.	These	
  cracks	and	the	resultant	rubble	covering	the	floor	are	obvious	
  to	even	the	most	unperceptive	explorer.	Loud	noises,	explosive	
  spells	or	any	kind	of	mining	cause	the	entire	ceiling	to	collapse,	
  burying	anyone	caught	underneath.	
  12. Powerful	Wind:	Powerful	winds	periodically	rush	through	this	
  narrow	 cavern.	 The	 winds	 are	 so	 strong	 they	 extinguish	 all	
  unprotected	 flames	 and	 have	 a	 50%	 chance	 of	 extinguishing	
  protected	 flames	 such	 as	 lanterns.	 Three	 rounds	 before	 the	
  wind	fills	the	chamber,	perceptive	PCs	hear	a	moaning	sound	
  coming	rapidly	closer.	Everyone	hears	the	wind	approaching	on	
  the	round.		
  	
   
  	
  	
  	
  	
  	 oor.	In	most	places	the	
  	 	
  	
  	
  	 	
  	
  es	deep.	In	
  	
  	
  	
  	
  s	
  	
  	
  	
  	
  	 it	
  	
  	 ear	a	
  	
  	
  	
  	
  nd.
  
  	
  48
  2 0  P I E C E S  O F  C A V E R N  D R E S S I N G  
  Adventurers	 often	 find	 themselves	 investigating	 caves	 and	
  caverns.	 Within	 lurk	 degenerate	 troglodytes,	 strange	 aberrant	
  creatures	from	the	Ebon	Realm	and	even	worse	things.		
  1. The	rubble	from	a	broken	stalagmite	covers	the	floor,	nearby	to	
  its	stump	that	yet	juts	up	from	the	floor.	
  2. A	 single	 booted	 footprint	 on	 the	 muddy	 floor	 betrays	 the	
  passage	of	previous	explorers.	
  3. Rubble	 covers	 the	 floor	 throughout	 this	 area,	 except	 for	 an	
  obvious	path,	which	has	been	cleared.	Piles	of	rubble	flank	the	
  pathway,	creating	areas	difficult	to	move	through.	
  4. Mud	covers	the	floor	and	water	drips	from	the	ceiling	above.	
  The	mud	hides	several	deep	hollows	in	the	floor,	which	could	
  trip	unwary	explorers.	
  5. The	faint	scent	of	burnt	flesh	reaches	the	party's	nostrils.	
  6. A	 luminescent	 fungus	 grows	 high	 up	 one	 wall.	 Its	 faint	 glow	
  reveals	a	narrow	passageway	slanting	steeply	upwards.	
  7. A	narrow	fissure	little	more	than	one-foot	wide	splits	the	floor	
  in	twain.	A	faint	breeze	emanates	from	below.	
  8. Three	splintered	crossbow	bolts	lie	about	the	floor.	None	have	
  any	blood	on	their	points.	
  9. A	rocky	outcrop	on	one	wall	looks	a	little	like	a	melted	giant's	
  face	emerging	from	the	rock,	in	the	party's	flickering	lights.	
  10. Water	 drips	 from	 a	 crack	 in	 the	 ceiling.	 Explorers	 passing	
  through	the	area	discover	the	water	is	very	cold.	
  11. A	cracked	skull	yet	wearing	a	battered	iron	helm	sits	in	a	small	
  hole	in	one	wall.	Its	seems	to	watch	those	passing	by...	
  12. Stalagmites	and	stalactites	fill	a	low	grotto	to	one	side	of	the	
  passageway.	Shadows	cluster	thickly	within,	providing	a	perfect	
  spot	for	an	ambush.	
  13. A	 large,	 almost	 man-sized,	 mushroom	 once	 dominated	 this	
  area.	However,	someone	has	recently	hacked	the	mushroom	
  down	and	its	remains	now	lie	mouldering	near	its	low	stump.	
  14. The	sound	of	soft	laugher	followed	by	the	soft	clatter	of	shifting	
  rocks	comes	from	somewhere	ahead.	
  15. A	 wide	 stream	 of	 clear,	 fresh	 water	 runs	 through	 the	 area.	
  Several	stones	placed	several	feet	apart	provide	a	convenient	
  means	of	crossing	the	steam	while	keeping	one's	feet	dry.	
  16. As	15.,	but	one	of	the	stones	shifts	underfoot.	The	character	
  must	take	care	to	avoid	falling	in.	
  17. Bats	 nest	 in	 the	 ceiling.	 A	 party	 bringing	 lights	 into	 the	 area	
  disturbs	them.	They	flutter	about	until	the	light	source	leaves.	
  18. Thick	webs	fill	this	area.	A	faint	breeze	issues	from	cracks	in	the	
  rock	causing	the	webs	to	gently	undulate.	
  19. Thick	mud	covers	the	cavern	floor.	A	discarded	spade	lies	near	
  a	partially	dug	grave.	A	thick	brown	sludge	of	mud	and	water	
  fills	the	grave	about	one	foot	deep.	It	is	otherwise	empty.	
  20. Translucent	crystals	stud	the	cavern	walls.	Introducing	a	light	
  source	 into	 the	 cavern	 creates	 a	 riot	 of	 colour.	 Crystals	
  harvested	from	the	walls	shatter	and	are	valueless.	
  1 0  N O T A B L E  C A V E R N  F E A T U R E S  
  1. Water	 drips	 through	 cracks	 in	 the	 ceiling,	 creating	 a	 liquid	
  curtain.	This	provides	a	concealing	mist	that	makes	it	slightly	
  harder	to	notice	enemies	nearby.	
  2. Steep,	but	crude	stone	steps	have	been	cut	into	the	wall.	The	
  steps	lead	up	to	a	small	cavern	that	has	obviously	been	mined	
  at	 some	 point	 in	 the	 past.	 Perceptive	 characters	 notice	
  glimmering	flecks	of	unidentified	metal	in	the	walls.	Subsequent	
  examination	 by	 someone	 with	 mining	 experience	 reveals	
  the	flecks	to	be	platinum.	
  3. This	section	of	floor	is	unstable.	An	object	or	person	weighing	
  more	than	150	lbs.	causes	the	floor	to	collapse	into	a	water-
  filled	sinkhole	below.	The	80-ft.	deep	(and	cold)	water	breaks	
  the	falling	character’s	fall,	but	falling	rocks	may	prove	fatal.	The	
  fragile	 state	 of	 the	 remaining	 portions	 of	 the	 ceiling	 means	
  a	trapped	character	cannot	climb	out	without	assistance.	
  4. A	small	stand	of	heligmites—stalagmites	resembling	trees	with	
  “branches”	 growing	 off	 from	 the	 main	 body	 in	 erratic	 and	
  bizarre	directions—fills	the	area.	
  5. Thick,	cloying	mud	covers	the	cavern	floor.	The	mud	covers	and	
  fills	several	deep	pits	in	the	floor.	In	these	locations,	the	mud	
  acts	like	quicksand.	Unwary	travellers—or	combatants—could	
  easily	drown	in	such	places.	
  6. A	thin	sheet	of	dripstone	reaches	from	the	ceiling	to	the	floor.	
  In	several	places	near	the	floor,	someone—or	something—has	
  chipped	holes	in	the	dripstone.	The	holes	are	large	enough	to	fit	
  a	hand	(or	thrusting	weapon)	through.	
  7. A	field	of	gour	pools—pools	whose	rims	stand	about	three-foot	
  high—dot	the	chamber.	Within,	water	almost	completely	fills	
  the	pools.	Water	drips	down	from	the	ceiling	into	the	pools;	in	
  this	caverns	it	sounds	like	it	is	raining.	(This	makes	it	harder	to	
  hear	nearby	adversaries.)	
  8. Long	 ago	 an	 explorer	 died	 in	 this	 cavern.	 His	 calcified	 bones	
  remain,	transfixed	in	a	slowly	growing	stalagmite.	
  9. A	bubbling	pool	dominates	this	chamber.	A	vauclusian	spring	
  rises	from	the	rock	in	the	centre	of	the	pool	and	it	is	this	that	
  creates	the	bubbling	effect.	
  10. Detritus	and	rubble	obviously	deposited	by	flooding	covers	the	
  cavern	floor.	To	the	east,	a	trickle	of	water	dribbles	out	of	a	
  cavern	mouth	high	up	on	one	wall.	The	rock	below	the	cavern	
  mouth	is	notably	smoother	than	that	on	other	walls	and	glistens	
  in	the	party’s	lights.	
  	
  	
  
  	 49
  2 0  T H I N G S  T O  F I N D  I N  A  P U R P L E  W O R M ’ S  S T O M A C H  
  Few	predators	can	match	the	purple	worm	for	strength,	ferocity	
  and	might.	Even	powerful	adventurers	do	not	take	on	a	purple	
  worm	lightly	for	they	often	consume	their	prey	whole.	(Indeed,	
  stories	of	entire	adventuring	parties	consumed	by	a	purple	worm	
  are	not	uncommon…)		
  	
  Few	things	can	withstand	the	corrosive	acid	found	in	a	purple	
  worm’s	gullet,	but	those	that	do	are	invariably	valuable.	That’s	
  why	adventurers	often	cut	open	a	slain	purple	worm	to	see	what	
  treasures	might	lurk	inside.	(Well	that	and	a	need	to	recover	their	
  companions’	bodies).	While	a	GM	no	doubt	has	generated	a	list	
  of	treasure	found	in	the	purple	worm’s	stomach,	other	damaged	
  or	worthless	items	may	also	be	recovered.	Use	the	table	below,	
  to	generate	the	details	of	such	items:		
  1. Several	 large	 shards	 of	 seemingly	 tough	 rock.	 If	 they	 are	
  dumped	out	of	the	purple	worm’s	stomach,	they	disintegrate	
  into	soft	shards	when	they	hit	the	ground.	
  2. The	 hilt	 of	 a	 once	 fine	 longsword.	 A	 shard	 of	 blade	 is	 yet	
  attached	 to	 the	 hilt,	 which	 was	 once	 decorated	 with	 golden	
  runes;	now	only	scraps	of	the	gold	inlay	remain.	
  3. An	iron	potion	vial	without	its	stopper.	Filled	with	the	purple	
  worm’s	 digestive	 juices,	 the	 vial	 must	 be	 rigorously	 washed	
  before	being	used	for	its	original	purpose.	(And,	of	course,	a	
  news	stopper	must	be	procured.)	
  4. The	remains	of	an	iron-shod	rod,	now	much	damaged	by	its	time	
  in	the	worm’s	stomach.	The	rod’s	beaten	iron	tip	remains,	but	
  much	of	the	once	potent	magical	item	has	been	reduced	to	a	
  mass	of	sodden	wood.	
  5. Seven	pitted	iron	spikes.	If	hammered	into	a	tough	surface	such	
  as	stone,	each	as	a	25%	chance	of	bending	or	breaking.	
  6. This	purple	worm	consumed	a	duergar	rogue	several	weeks	ago	
  who	was	carrying	a	sack	of	coins.	The	duergar	has	long	since	
  been	all	completely	digested.	However,	some	of	the	coins	have	
  survived,	but	are	badly	damaged.	They	are	now	only	good	as	
  scrap	metal	but	if	melted	down	are	worth	a	total	of	75	gp.	
  7. The	 remains	 of	 six	 skeletons	 and	 remnants	 of	 several	 pitted	
  steel	weapons—pick	heads—fill	the	worm’s	stomach.	(This	was	
  once	a	party	of	svirfneblin	miners	who	the	worm	gobbled	up).	
  8. A	fine	cold	iron	(but	nonmagical)	dagger	pierces	the	back	of	the	
  purple	worm’s	throat—wedged	there	by	the	worm’s	last	victim	
  as	he	tried	to	climb	out.	The	dagger	is	unaffected	by	the	worm’s	
  strong	digestive	juices.	
  9. Nine	 small	 shards	 of	 iron	 ore.	 Individually,	 none	 are	 large	
  enough	 to	 forge	 a	 weapon,	 but	 together	 there	 is	 enough	 to	
  create	a	longsword	or	similar	weapon.	The	worm’s	stomach	acid	
  has	impregnated	the	ore	and	if	such	a	weapon	is	enchanted,	it	
  continues	to	ooze	the	worm's	deadly	on	every	hit.	
  10. A	partially	dissolved	iron	helmet	sized	for	an	ogre	or	similarly	
  large	creature.	However,	the	helmet	has	no	eye	holes.	(This	is	
  the	head	of	an	iron	golem	destroyed	by	the	worm	months	ago).	
  11. A	 six-foot	 long	 iron	 pole	 wholly	 unaffected	 by	 the	 worm’s	
  stomach	acid.	Once	the	personal	weapon	of	a	dwarven	monk,	
  the	iron	pole	is	in	fact	a	quarterstaff.	
  12. The	stone	in	the	worm’s	stomach	comprises	obviously	once	fine	
  stonework	 including	 intricate	 carvings	 of	 elves	 and	 demons.	
  (The	worm	recently	attacked	and	partially	destroyed	part	of	a	
  drow	 fortification	 before	 being	 driven	 away	 and	 this	 could	
  provide	a	clue	to	the	PCs	that	such	an	enclave	lies	somewhere	
  nearby).	
  13. The	 worm’s	 stomach	 contains	 a	 great	 mass	 of	 pitted	 and	
  decaying	 bones.	 Scraps	 of	 flesh	 hang	 here	 and	 there	 to	 the	
  bones,	but	they	are	generally	in	a	terrible	state.	They	appear	to	
  have	belonged	to	a	variety	of	creatures.	
  14. A	 careful	 search	 of	 the	 worm’s	 stomach	 reveals	 four	
  arrowheads	crafted	from	an	incredibly	hard	metal	(adamantine)	
  that	seem	untouched	by	the	worm’s	strong	digestive	juices.	
  15. A	 decaying	 skeletal	 hand	 yet	 clutching	 a	 wickedly	 curved	
  dagger.	The	dagger	is	chipped	and	worn,	and	the	blade	is	loose	
  in	the	hilt.	It	is	worthless.	
  16. Chunks	 of	 undigested	 stone	 fill	 the	 worm’s	 stomach.	 Some	
  pieces	are	as	large	as	a	halfling.	If	a	PC	cuts	open	the	worm’s	
  stomach	without	taking	care	the	stones	slide	out	and	crushes	
  the	PC’s	foot.	
  17. The	torso	of	a	dark	elf	wearing	the	remains	of	a	finely	crafted	
  chain	shirt.	The	chain	shirt	is	of	ordinary	make,	but	has	offered	
  some	 minor	 protection	 to	 the	 elf’s	 torso.	 Of	 the	 rest	 of	 the	
  drow,	only	bones	remain.	
  18. Several	chunks	of	stone	hold	glittering	flecks	that	at	first	glance	
  look	like	gold.	A	close	look,	however,	reveals	them	to	be	nothing	
  more	than	pyrite.	
  19. The	worm’s	stomach	contains	several	heavily	degraded	pieces	
  of	metal	whose	original	purpose	is	indecipherable.	
  20. This	 worm	 has	 recently	 consumed	 an	 adventuring	 party.	
  Although	most	of	the	party	is	no	more,	one	of	its	members	was	
  wearing	a	ring	that	can	regenerate	limbs	when	he	died.	The	ring	
  is	 heavily	 damaged	 by	 the	 worm’s	 stomach	 acid,	 but	 some	
  magic	 yet	 clings	 to	 its	 golden	 band	 (although	 its	 large	 green	
  sapphire	is	missing).	Due	to	its	damaged	state,	its	effects	are	
  diminished.	To	repair	the	ring,	its	large	green	sapphire	must	be	
  replaced	and	powerful	magic	must	be	cast	on	the	whole	thing	
  once	a	week	for	a	month.	
  	
  
  	
  50
  2 0  T H I N G S  T O  F I N D  I N  A  S U B T E R R A N E A N  R I V E R  
  Subterranean	 rivers	 often	 flow	 through	 natural	 caverns.	
  Sometimes,	they	even	intersect	with	dungeons.	As	a	source	of	
  water—and	therefore	life—rivers	and	streams	are	often	visiting	
  by	those	dwelling	nearby.	Thus,	there	is	almost	always	much	to	
  find	near	(or	in)	a	subterranean	river.			
  1. A	 monstrous	 skull	 of	 some	 large,	 undoubtedly	 ferocious	
  creature	lies	at	the	bottom	of	the	river,	partially	covered	in	silt.	
  It	lies	wedged	near	the	narrowest	part	of	the	water	course.	
  2. This	river	is	surprisingly	deep.	At	its	deepest	point,	perceptive	
  PCs	spot	what	looks	like	a	small	cairn.	Partially	covered	in	silt	it	
  is	completely	submerged	and	looks	like	its	been	there	for	a	long	
  time.		
  3. A	bedraggled,	ripped	brown	cloak	is	snagged	between	two	large	
  boulders.	The	sodden	cloak	is	half	in	and	half	out	of	the	water.	
  It	is	cut	for	a	halfling-sized	creature	(or	perhaps	a	human	child).	
  4. The	 rusty	 hilt	 of	 a	 notched	 two-handed	 sword	 juts	 from	 the	
  water.	 Any	 attempt	 to	 pull	 the	 sword	 from	 the	 water	 snaps	
  the	blade.	
  5. A	large	stone	has	been	dumped	in	the	middle	of	the	river	to	act	
  as	a	stepping	stone.	Unfortunately,	it	is	precariously	balanced—
  unwary	explorers	will	likely	be	dumped	into	the	frigid	water	as	
  the	stone	shifts	unexpectedly	underfoot.	
  6. A	school	of	tiny,	albino	fish	live	in	the	river.	Constantly	hungry,	
  they	swarm	any	potential	source	of	food	dumped	in	the	river.	
  7. Part	of	the	riverbank	has	collapsed,	partially	damming	the	water	
  course.	The	collapse	has	narrowed	the	river,	and	thus	this	is	an	
  easier	place	to	cross.	
  8. Several	 pieces	 of	 splintered	 wood—perhaps	 remnants	 of	 a	
  spear’s	haft—bob	in	the	water.	
  9. In	this	river,	a	stretch	of	water	is	discoloured	by	minerals	in	the	
  rock;	perceptive	explorers	spot	a	faint	pink	tint	to	the	water.	
  Paranoid	 explorers	 might	 suspect	 something—or	 someone—
  has	recently	bled	into	the	river.		
  10. A	 sunken	 rowboat,	 sodden	 rope	 still	 wrapped	 around	 a	
  prominent	rock	on	the	bank,	lies	at	the	bottom	of	the	river.	One	
  of	the	boat’s	oars	floats	nearby,	wedged	among	the	rocks.	
  11. Two	abandoned	crudely	crafted	wooden	buckets	stand	on	the	
  river	bank.	One	has	been	knocked	over,	but	the	other	is	full.		
  12. Someone—or	something—has	cut	a	crude	set	of	stone	steps	
  into	the	river	bank	where	the	river	widens—and	thus	the	water	
  slows.	A	metal	ring	sunk	into	the	wall	provides	evidence	that	
  once	a	boat	was	moored	here.	
  13. Crystals	embedded	in	the	river	bank	glimmer	invitingly	below	
  the	water	when	the	PCs’	lights	reach	the	area.	
  14. Here,	the	river	flows	over	a	roughly	man-high	rock	shelf	into	a	
  wide	pool	before	continuing	onwards.	The	sound	of	the	water	
  tumbling	into	the	pool	is	audible	from	quite	some	distance.	
  15. Fronds	growing	from	a	great	swath	of	lichen	on	the	cavern	roof	
  dip	down	to	the	river’s	surface,	creating	a	curtain	of	sorts	that	
  those	navigating	the	river	must	pass	through	to	continue.		
  16. The	corpse	of	a	bat	twice	the	size	of	a	normal	specimen	bobs	up	
  and	 down	 on	 the	 river	 as	 it	 is	 carried	 passed	 the	 party.	
  Perceptive	PCs	notice	the	bat’s	head	has	been	ripped	off.	
  17. The	cavern	roof	drops	down	almost	to	the	surface	of	the	water.	
  Those	in	boats	or	on	a	raft	must	lie	flat	to	proceed.	
  18. A	small	channel	blocked	by	a	rusted	portcullis	runs	away	from	
  the	 river’s	 main	 course.	 A	 profusion	 of	 branches	 and	 other	
  rubbish	bobs	in	the	water	before	the	portcullis.	
  19. A	line	of	rusting	iron	spikes	about	three-foot	a	part	has	been	
  hammered	into	the	river	bank.	There	are	sixty	spikes	in	total;	
  the	last	in	the	line	trails	a	ten-foot	long	length	of	sodden	rope.		
  20. A	thin	crack	in	the	ceiling	lets	a	solitary	beam	of	light	play	upon	
  the	river’s	surface.	The	shimmering	glimmer	is	noticeable	from	
  quite	 some	 distance.	 Perhaps	 subterranean	 predators	 have	
  learnt	 the	 light	 often	 attracts	 prey,	 and	 already	 lurk	 nearby	
  ready	to	pounce...	
  	
  
  51	
   
   
   
   
   
   
   
   
   
   
  FALLEN DWARVEN HOLD
   
   
  
  52	
  1 0  D W A R V E N  W O R K S H O P  F E A T U R E S  
  Dwarves	 are	 near-peerless	 crafters	 of	 metal	 and	 stone.	 Many	
  dwarves	make	their	living	creating	tough	and	beautiful	objects	for	
  use	 or	 trade.	 A	 fallen	 dwarven	 hold	 likely	 contains	 many	
  workshops	and	forges.		
  Use	the	table	below,	to	generate	details	of	the	objects	found	in	a	
  workshop	or	forge:	
  1. A	large	anvil	of	blackened	iron,	forged	in	the	shape	of	a	clenched	
  fist,	 stands	 in	 the	 middle	 of	 the	 floor.	 Bumps	 and	 dents—
  testimony	to	the	service	it	has	seen—cover	the	anvil’s	clenched	
  fingers.	
  2. Shelves	 cut	 into	 the	 living	 rock	 fill	 one	 wall.	 Choked	 and	
  cluttered	 with	 rubbish,	 broken	 tools	 and	 mouldering,	
  unidentifiable	 things	 they	 appear—at	 first	 glance—devoid	 of	
  loot.		
  3. A	broken	hammer	lies	on	the	floor	near	the	door.	Nearby	lies	a	
  skeletal	dwarf	his—or	her—head	caved	in	by	one	terrible	blow.		
  4. A	stone	workbench	juts	from	one	wall.	The	bench	is	almost	one-
  foot	 thick;	 cunningly	 fashioned	 drawers	 pierce	 its	 side.	 Most	
  have	been	pulled	out	and	
  ransacked,	
  but	
  one	
  remains	 tightly	 closed.	
  Chip	marks	on	the	drawer	
  front	
  show	
  where	
  someone	
  tried—and	
  failed—to	prise	it	open.	
  5. A	 fire	 pit	 topped	 by	 a	
  smoke-hood	
  fills	
  one	
  corner	 of	 the	 chamber.	
  Dusty	coals	fill	the	fire	pit.	
  Nearby,	 a	 stone	 bunker	
  holds	yet	more	coal	ready	
  to	 feed	 the	 long-dead	
  flames.		
  6. An	 overlooked	 curled-up	
  bloodstained	 parchment	
  lying	under	other	rubbish	
  and	 detritus	 bears	 plans	
  and	 sketches	 for	 the	
  dwarf’s	next	creation.	The	
  plans	 are	 intricate	 and	
  ambitious—almost	
  a	
  work	 of	 art	 in	 their	 own	
  right.	They	might	even	be	
  worth	something	to	someone	in	the	same	trade.	
  7. A	small	forge	stands	against	one	wall.	Next	to	it,	a	once	neatly	
  stacked	pile	of	seasoned	wood	is	scattered	across	the	floor.	The	
  wood	is	bone	dry	and	burns	fiercely.	Perceptive	PCs	notice	one	
  piece	of	wood	is	hollow	and	contains	a	slender	silver	necklace	
  (worth	50	gp)	wrapped	in	a	strip	of	brown	cloth.	
  8. Scattered	broken	tools	cover	the	floor.		
  9. A	wrought	iron	chandelier	wreathed	in	magic	light	illuminates	
  the	workshop.	Forged	in	the	shape	of	a	skeletal	dragon	in	flight	
  the	 chandelier	 is	 bulky	 and	 difficult	 to	 remove	 without	
  damaging	the	dragon’s	outstretched	wings.		
  10. The	 workshop’s	 stone	 door	 is	 heavy	 and	 cumbersome.	 The	
  workshop	owner	was	clearly	paranoid	as	the	door	has	slots	for	
  two	heavy	bars	on	the	inside.	Two	iron	bars	lean	against	the	wall	
  by	the	door.	(This	feature	can	make	the	workshop	a	safe	place	
  to	rest).		
  	
   
  
  53	
  1 0  D W A R V E N  S T A T U E S  
  Dwarves	love	working	in	stone,	and	their	holds	are	replete	with	
  many	finely	crafted	statues.	Some	depict	the	dwarves’	gods	or	
  leaders.	Other	could	represent	local	heroes	or	particular	enemies.		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 statues	 appearing	 in	
  your	fallen	dwarven	hold:	
  1. A	 plate-clad	 dwarven	 warrior	 of	 stern	 visage	 stands	 with	 a	
  warhammer	grounded	between	his	feet.		
  2. A	plate-clad	dwarf,	replete	with	an	impressive	beard	wearing	an	
  ornate	helmet,	stands	with	feet	powerfully	braced.	He	has	a	
  massive	battle-axe	raised	above	his	head.	
  3. A	dwarven	woman	stands	with	one	hand	outstretched	in	the	
  universal	gesture	for	“stop”,	but	a	slight	smile	plays	upon	her	
  face.	She	wears	voluminous	and	ornate	finely	carved	robes.	
  4. A	 dwarven	 man—clad	 in	 obvious	 clerical	 garb—kneels	 in	 a	
  penitent	pose.	He	holds	both	hands	outstretched	cupped	into	a	
  bowl.	
  5. This	 carven	 orc	 warrior	 falls	 backwards	 arms	 outstretched.	
  Eight	crossbow	bolts	protrude	from	his	chest.	A	grimace	of	pain	
  and	fear	twists	the	orc’s	hideously	ugly	face.	
  6. This	statue	once	depicted	a	dwarven	warrior	in	his	battle	finery.	
  However,	the	figure	has	fallen	from	its	plinth	at	some	point	and	
  lies	smashed	and	scattered	on	the	floor.	
  7. A	plate-clad	dwarf	warrior	stands	on	either	side	of	a	doorway.	
  The	warriors’	raised	spear	tips	meet	above	the	door’s	arch.	Both	
  warriors	wear	ridiculously	ornate	horned	helmets.		
  8. With	a	large	warhammer	raised	high	above	his	head	this	dwarf	
  warrior—his	 face	 dominated	 by	 a	 beaming	 smile—stands	
  seemingly	ready	to	strike	down	anyone	passing	below	his	plinth.		
  9. This	ten-foot-high	statue—carved	out	of	the	the	same	stone	as	
  the	floor—depicts	an	impossibly	large	and	ornately	crafted	two-
  headed	dwarven	axe.	
  10. An	abnormally	coloured	outcropping	of	rocky	high	up	on	one	
  wall	is	carved	to	depict	a	large	dragon	bursting	from	the	rock.	
  The	dragon’s	maw	gaps	wide	to	reveal	dozens	of	sharp	fangs.	A	
  crossbow	bolt	juts	from	one	eye.		
  	
  D W A R V E N  N A M E S  
  During	the	PCs’	exploration	they’ll	inevitably	discover	carvings,	writings	and	graffiti	referencing	certain	dwarven	in	habitants	of	the	hold.	
  Use	the	table	below,	to	generate	such	individual’s	names.	
  D20	
  MALE	
  FEMALE	
  FAMILY	
  1	
  Aldal	
  Aldrid	
  Anack	
  2	
  Arak	
  Ara	
  Belgak	
  3	
  Belgal	
  Balbryn	
  Dalnore	
  4	
  Daim	
  Baritia	
  Dargyth	
  5	
  Delthur	
  Delana	
  Dwojyr	
  6	
  Elgal	
  Durithar	
  Erdukr	
  7	
  Falgar	
  Elren	
  Farnoen	
  8	
  Garbere	
  Erserd	
  Garsten	
  9	
  Jarel	
  Gimhild	
  Glanhak	
  10	
  Kilbir	
  Harbo	
  Hargyth	
  11	
  Nalrid	
  Kilisi	
  Helmalk	
  12	
  Nurlon	
  Marili	
  Jarbek	
  13	
  Ovlon	
  Morion	
  Kilak	
  14	
  Reigen	
  Norren	
  Madann	
  15	
  Thoric	
  Ovdris	
  Nalmek	
  16	
  Thrent	
  Therani	
  Noratek	
  17	
  Valdin	
  Torippa	
  Olgyth	
  18	
  Valric	
  Valisi	
  Torevin	
  19	
  Whurel	
  Vonya	
  Urzak	
  20	
  Yurthic	
  Yurdis	
  Yurnoe	
  	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	
  n	
  
  54	
  1 0  D W A R V E N  T E M P L E  F E A T U R E S  
  Dwarves	are	religious	folk	and	often	carve	vast	temples	for	their	
  patrons	deep	into	the	rock	of	their	home.	
  	
  Use	the	table	below,	to	generate	features	of	interest	for	the	
  PCs	to	discover	in	a	fallen	dwarven	temple.	
  1. Ornate	 carvings	 on	 the	 walls	 depict	 a	 procession	 of	 dwarves	
  climbing	through	seemingly	endless	caverns.	They	show	many	
  women	and	children	among	the	throng—which	is	probably	a	
  migration	or	holy	pilgrimage.		
  2. Ornate,	 but	 lurid,	 carvings	 on	 the	 walls	 depict	 a	 great	 battle	
  between	dwarves	and	a	horde	of	savage	orcs.	Many	dead	orcs	
  lie	at	the	dwarves’	feet.		
  3. A	 statue	 of	 a	 powerfully	 built,	 stern-faced	 dwarven	 warrior	
  stands	 on	 a	 low	 plinth.	 He	 wears	 ornate	 plate	 armour	 and	
  carries	 an	 immense	 two-bladed	 waraxe	 across	 his	 chest.	 His	
  finely	plaited	beard	reaches	almost	to	his	waist.	
  4. Through	much	of	the	temple,	the	floor	is	flawlessly	smooth—
  clearly	 through	 the	 work	 of	 devoted	 stonemasons.	 A	 few	
  sections,	though,	are	slightly	worn—no	doubt	by	the	passage	of	
  countless	dwarves	over	the	long	centuries.	
  5. Pillars	 carved	 to	 depict	 massive	 bulbous-headed	 maces	 hold	
  aloft	the	roof.	The	head	of	each	weapon	blends	into	the	ceiling.	
  The	columns	are	broad	enough	to	obscure	sight	of	what	lies	
  beyond,	and	might	even	conceal	hidden	niches.		
  6. A	stone	coffin	rests	atop	an	ornate	stone	bier.	Upon	the	coffin’s	
  lid,	 carved	 in	 blissful	 slumber,	 lies	 a	 dwarven	 warrior	 clad	 in	
  beautiful	 plate	 armour.	 Dust	 lies	 thickly	 upon	 the	 coffin	 and	
  bier.	However,	perceptive	PCs	notice	the	warrior’s	hands	are	
  strangely	bereft	of	dust.		
  7. Dusty	tapestries	hang	from	the	walls.	Dust	lies	so	thickly	upon	
  them	 their	 designs	 are	 impossible	 to	 make	 out.	 Shaking	 the	
  tapestries	 releases	 billowing	 clouds	 of	 dust.	 Once	 the	 dust	
  clears,	the	PCs	can	see	lengthy	dwarven	prayers	decorate	the	
  tapestries.	The	glimmer	of	metal	reveals	some	of	the	lettering	
  is	picked	out	with	gold	and	silver	wire.	
  8. Orderly	rows	of	dusty	stone	pews	jut	from	the	floor.	The	skeletal	
  remains	of	several	dwarves	and	many	more	of	their	enemies	lie	
  scattered	among	the	pews.		
  9. Carved	into	the	living	rock	of	one	wall	the	pipes	of	an	enormous	
  bagpipe	easily	four	times	the	height	of	a	dwarf	now	stand	silent.	
  Of	 the	 bagpipes	 bladder	 and	 blow	 stick	 only	 tattered,	 and	
  scorched	remnants	remain.		
  10. Three	 immense	 and	 ornate	 iron	 braziers	 stand	 overturned	
  about	the	chamber.	Magical	light—that	throws	weird	shadows	
  across	the	chamber—still	dances	within.		
  	
  1 0  M I N O R  D W A R V E N  T R E A S U R E S  
  Dwarves	are	supremely	skilled	craftsmen	and	many	minor	things	
  of	value	lie	forgotten	and	unclaimed	in	a	fallen	dwarven	hold.		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 minor	
  treasures	the	party	recover.	Alternatively,	you	can	use	this	table	
  to	add	detail	and	depth	to	the	magical	items	the	party	find	during	
  their	adventure.		
  1. A	 plain	 golden	 band	 sized	 for	 a	 dwarf’s	 finger.	 On	 the	 ring’s	
  inner	surface,	carved	in	tiny	dwarven	runes,	is	the	name	Kilisi	
  Jarbek.	
  2. A	 bundle	 of	 almost	 impossibly	 thin	 silver	 wire	 rolled	 into	 a	
  bundle	snuggly	fills	a	mouldering,	nondescript	leather	pouch.	
  3. A	 set	 of	 four	 small	 perfectly	 smooth	 stone	 jars	 with	 tiny	
  gemstone	stoppers.	The	jars	are	sized	to	perhaps	hold	perfume	
  or	spices.	A	faint	sweet	scent	lingers	in	one	of	the	jars.	
  4. This	 heavy	 iron	 ring	 bears	 a	 crest	 depicting	 a	 crossed	
  warhammer	and	battle-axe.	Dried	blood	splatters	the	heavily	
  scratched	ring.		
  5. This	thin	sheet	of	stone,	measures	about	six	inches	to	a	side,	
  bears	an	intricately	carved	portrait	of	a	smiling	dwarven	man.	
  He	wears	large	hooped	earrings.	
  6. A	metal	cover	of	beaten	brass	yet	protects	the	scorched	and	
  slashed	pages	of	a	thick	tome.	Dwarven	runes—The	Passage	of	
  Days—are	stamped	into	the	brass.	
  7. This	 mouldering	 pair	 of	 dark	 brown	 thigh-high	 leather	 boots	
  have	metal	toecaps.	The	boots’	leather	is	worn	and	supple	and	
  sized	to	fit	a	male	dwarf.	
  8. A	 deep	 grove	 runs	 down	 this	 dagger’s	 blade	 to	 divert	 an	
  enemy’s	blood	away	from	the	wielder’s	hand.		
  9. A	 heavy	 pair	 of	 iron	 knuckledusters	 fill	 a	 dusty,	 moth-eaten	
  pouch.	The	knuckledusters	are	in	excellent	condition.	
  10. This	small	stone	bowl	comes	with	a	perfectly	sized	lid.	Magical,	
  heatless	fire	lurks	within	the	bowl.	Removing	the	lid	allows	it	to	
  shine	forth	with	the	radiance	of	a	blazing	torch.		
  	
   
  
  55	
  1 0  S I G N S  O F  P R E V I O U S  E X P L O R A T I O N  
  The	PCs	are	likely	not	the	first	to	explore	the	fallen	dwarven	hold.	
  Such	locales	draw	adventurers	to	their	dusty	halls	like	iron	filings	
  to	a	lodestone.		
  	
  Use	the	table	below,	to	generate	minor	evidence	of	previous	
  explorations:	
  1. A	smear	of	charcoal	on	the	wall	shows	where	someone	stubbed	
  out	a	torch.	Nearby,	lies	the	discarded	stub	of	said	torch.		
  2. A	shredded	backpack	rests	on	the	floor.	Dried	blood	coats	the	
  pack’s	back.	PCs	searching	the	pack’s	remains	find	a	single	dusty	
  gold	coin	caught	up	in	a	fold	of	the	fabric.	
  3. Footprints	 in	 the	 thick	 dust	 betray	 the	 presence	 of	 another	
  explorer.	A	skilled	tracker	can	interpret	the	tracks	and	realises	
  whoever	made	them	was	sprinting	at	the	time	he	or	she	made	
  them.		
  4. Lichen	and	mould	grow	over	a	few	scraps	of	mouldy	food	and	a	
  discarded	water	flask.	
  5. A	 glimmer	 of	 light	 from	 one	 wall	 catches	 a	 PC’s	 eye.	
  Investigating,	the	PC	discovers	a	bent	silver	coin	wedged	into	a	
  tiny	gap	between	two	stone	blocks.	
  6. A	splintered	javelin,	its	rusted	head	bent,	lies	against	a	wall.		
  7. Burnt	scraps	of	wood	arranged	in	a	rough	circle	show	where	
  someone	 built	 a	 campfire.	 The	 detritus	 of	 a	 quick	 camp—
  crumbs	of	food	and	so	on—are	also	in	evidence.	
  8. Shards	 of	 glass	 from	 a	 broken	 wine	 bottle	 lie	 on	 the	 floor.	
  Unwary	explorers	could	stand	on	a	large	shard	and	suffer	one	
  point	of	damage.		
  9. An	iron	spike	is	hammered	into	this	door’s	stone	frame.	The	
  piton	is	impressively	bent,	but	it’s	done	its	job—the	heavy	stone	
  door	still	stands	ajar.	
  10. A	 splintered	 pickaxe	 handle	 lies	 on	 the	 floor.	 Nearby,	 the	
  pickaxe’s	blade	juts	from	a	narrow	crack	in	one	wall	at	about	
  waist	height.	(Perhaps	the	previous	adventurers	discovered	a	
  secret	niche	but	were	disturbed	before	they	could	get	it	open).		
  	
  1 0  T R I G G E R E D  T R A P S  
  Doughty	warriors,	dwarves	often	find	themselves	outnumbered	
  by	 their	 racial	 enemies.	 Thus,	 the	 dwarves	 craft	 numerous	
  cunning	traps	to	aid	in	defending	their	homes.		
  	
  Adventurers	searching	a	fallen	dwarven	hold	will	doubtless	
  come	 across	 many	 triggered	 traps	 in	 the	 course	 of	 their	
  explorations.	Use	the	table	below,	to	generate	the	details	of	such	
  triggered	 traps.	 (Many	 of	 the	 entries	 include	 mention	 of	
  “intruders”;	 modify	 such	 entries	 as	 appropriate	 for	 your	
  campaign).		
  1. An	open	pit	pierces	the	floor.	Within,	impaled	on	slender	stone	
  spikes	carved	from	the	pit’s	floor,	lie	the	skeletal	remains	of	
  three	intruders.	One-foot-deep	brackish	water	fills	the	pit,	and	
  its	sides	are	slick	with	lichen.		
  2. A	perfectly	square	stone	block	fallen	from	the	ceiling	partially	
  blocks	the	corridor.	A	skeletal	hand	emerges	from	under	the	
  block—the	rest	of	the	unfortunate’s	remains	lie	crushed	to	dust	
  beneath	the	stone.	
  3. Fallen	 rocks	 and	 debris	 choke	 a	 side	 passage,	 from	 floor	 to	
  ceiling.	Gritty	dust	lies	thickly	on	the	floor	in	front	of	the	cave-
  in.	Unexplored	chambers	could	lie	beyond,	or	the	passageway	
  could	have	been	nothing	more	than	a	trap	for	the	unwary.		
  4. A	rusting	iron	ballista	bolt	as	thick	as	a	dwarf’s	forearm	is	buried	
  deeply	in	one	wall.	Of	what	shot	the	bolt	there	is	no	sign,	but	
  cracks	radiate	out	from	the	impact	point	for	some	considerable	
  distance.	
  5. An	 iron	 portcullis	 blocks	 further	 progress.	 Thousands	 of	 tiny	
  spikes	stud	the	portcullis’s	bars	in	all	directions	making	climbing	
  a	painful	business.		
  6. Rusting	iron	spikes	jut	up	from	the	floor	through	clever	hidden	
  holes.	 A	 reddish	 stain	 covers	 several	 of	 the	 spikes	 and	 the	
  surrounding	stone,	but	there	is	no	sign	of	whoever	triggered	the	
  trap.	
  7. A	cracked	stone	door—surrounded	by	a	dried	blood	stain—lies	
  flat	on	the	floor	in	front	of	a	false	doorway.	Nothing	but	a	small	
  niche,	empty	but	for	the	trap’s	mechanism,	lies	beyond.	
  8. A	swath	of	melted	floor—centred	on	a	tiny	niche	cut	into	the	
  ceiling—bears	mute	testimony	to	some	savage	acid-based	trap.	
  Fragile	shards	of	bone	and	other	detritus	lie	scattered	about	the	
  area.		
  9. A	wickedly	barbed	spear	protrudes	from	the	floor.	Transfixed	by	
  the	spear,	the	skeletal	remains	of	an	intruder	remain	(mostly)	
  standing	upright.	Pieces	of	bones	and	mouldering	equipment	lie	
  scattered	 around	 the	 unfortunate.	 If	 touched,	 the	 skeletal	
  remains	collapse	and	clatter	(loudly)	to	the	floor.	
  10. A	portion	of	the	floor—reaching	from	wall	to	wall—has	fallen	
  away	to	reveal	a	steep	smooth	stone	chute	leading	downwards	
  to	some	unthinkable	depth.	A	light	source	dropped	down	the	
  chute	quickly	slides	away	out	of	sight.	(The	chute	leads	to	an	
  isolated	level	from	which	there	is	no	escape	for	those	unable	to	
  climb	back	up).		
  	
   
  
  56	
  2 0  P I E C E S  O F  D W A R V E N  H O L D  D R E S S I N G  
  Dwarves	do	not	lightly	abandon	their	clan	homes.	Likely,	the	last	days	of	the	dwarves’	hegemony	were	marked	by	savage	battles	and	
  sorrow.	Such	terrible	events	leave	their	mark	on	a	fallen	dwarven	
  hold.		
  	
  Use	 the	 table	 below,	 to	 breathe	 life	 into	 a	 fallen	 dwarven	
  hold:	
  1. Dust	 and	 the	 bones	 of	 the	 fallen	 thickly	 cover	 the	 floor.	
  Obviously,	a	great	battle	raged	here.	Many	of	the	remains	show	
  signs	of	violent	death.	Nothing	of	value	remains.		
  2. Dried	rust-coloured	stains	cover	the	ornate	wall	carvings	here.	
  The	stains—dried	blood—obscure	much	of	the	cravings’	details,	
  which	depict	a	craggy	mountain	range	of	epic	proportions.	
  3. 	Deep,	dusty	cobwebs	obscure	the	arched	ceiling,	creating	areas	
  of	deep	shadow.	Disturbing	the	webs	creates	a	billowing	dust	
  cloud	that	lasts	for	several	minutes	before	the	dust	settles	on	
  the	ground—and	anything	else	(including	explorers)	in	the	area.	
  4. The	 shattered	 remains	 of	 a	 stout	 dwarven	 door	 choke	 the	
  entrance	to	this	area.	Something	impressively	strong	knocked	
  down	the	door.	Pieces	of	its	intricate	stone	hinges	yet	remain	
  attached	to	the	door	jam.		
  5. A	small	niche	low	down	near	the	floor	pierces	one	wall.	A	small	
  slab	of	stone	crafted	to	look	like	the	wall	lies	discarded	nearby.	
  Within	the	niche	lies	a	switch	which	is	in	the	down	position.	
  There	is	no	clue	as	to	what	the	switch	operates.		
  6. Nine	small	niches	about	the	size	of	a	man’s	fist	pierce	one	wall	
  at	about	a	dwarf’s	shoulder	height.	Stylised	carvings—depicting	
  rays	of	sunlight—radiate	from	each	niche.	
  7. The	once	beautiful	dwarven	carvings	decorating	the	walls	are	
  comprehensively	defaced.		
  8. Carved	into	one	wall,	the	words	of	a	dwarven	battle	prayer	
  speak	of	glory,	duty	and	implacable	hatred	toward	the	clan’s	
  enemies.	
  9. A	 pile	 of	 mouldering,	 dusty	 bones	 lie	 in	 a	 heap	 before	 a	
  doorway,	suggesting	someone	made	a	stand	within.	Perceptive	
  PCs	note	many	of	the	bones	are	crushed	or	broken—mute	
  testimony	to	the	savagery	of	the	struggle	once	fought	here.	
  10. The	stone	floor	is	chipped	and	damaged	as	if	someone	had	
  tried	to	dig	it	up.	
  11. Dust	covers	much	of	the	floor.	A	cracked	stone	basin	juts	from	
  one	wall	and	water	drips	from	within.	Under	the	basin,	the	
  water	has	turned	the	dust	into	a	thick,	grey	paste	that	glistens	
  in	the	party’s	lights.	
  12. A	 cast	 iron	 brazier	 lies	 on	 its	 side	 among	 the	 dust	 and	
  mouldering	detritus	of	the	dwarf’s	fallen	home.	Scattered	coal,	
  along	 with	 an	 over-sized	 wrought	 iron	 poker,	 lie	 about	 the	
  brazier.	
  13. A	dusty	pyramid	of	dwarven	skulls—perhaps	a	battle	trophy	or	
  warning	of	what	lies	beyond—dominates	this	chamber.	Of	the	
  rest	of	the	dwarves’	remains,	there	is	no	sign.		
  14. A	shallow	channel—that	once	guided	water	to	a	hidden	cistern	
  far	 below—cuts	 across	 the	 floor.	 Rubble	 and	 debris	 fill	 the	
  water’s	course;	consequently,	the	surrounding	floor	is	slick	with	
  moisture	(and	floods	after	rain).	
  15. The	clan’s	sigil	is	carved	into	the	rock	above	the	next	door	the	
  PCs	discover.	(Investigations	reveal	the	head-sized	carving	can	
  be	pushed	inwards	slightly;	doing	so	operates	the	door’s	lock).		
  16. A	small	handcart	lies	overturned	on	the	floor.	The	wood	is	soft;	
  mushrooms	 and	 fungus	 grow	 over	 the	 remains.	 Nearby,	 the	
  remnants	of	the	cart’s	contents—clothes,	food	and	so	on—have	
  mouldered	 away	 leaving	 nothing	 but	 a	 foul	 stain	 upon	 the	
  stone.	
  17. An	 intruder’s	 skeletal	 remains	 lie	 sprawled	 on	 the	 floor.	 No	
  valuables	 remain,	 but	 a	 crossbow	 bolt	 is	 yet	 buried	 in	 the	
  unfortunate’s	forehead.		
  18. A	 five-foot-wide	 hole	 pierces	 the	 floor.	 A	 chill	 breeze	 issues	
  from	the	hole,	which	seems	to	be	impossibly	deep.	Light	sources	
  dropped	within	quickly	disappear.		
  19. Thick	 red-brown	 mould	 grows	 across	 the	 walls	 and	 floor.	
  Observant	PCs	notice	an	indistinct	lump	in	the	middle	of	the	
  decay	has	the	same	general	shape	as	a	skeleton.		
  20. Rusty	and	grimy	iron	chains	running	down	one	wall	hang	from	a	
  hole	in	the	ceiling.	They	disappear	into	another	hole	in	the	floor.	
  The	chain	is	thick,	although	one	loop	at	floor	level	is	horribly	
  twisted,	which	has	stopped	it	running	into	the	hole.	
  	
   
  	
  	
  	
  	
  	
  	
  	
  	are	
  	
  	
  	
  	 	
  	
  	
  er	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  s	
  	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	 a	
  	
  	
  	
  	 	
  	
  	
  ve	
  	
  	
  	 	
  	
  	
  	
  	 	
  	 ad	
  	
  	
  	 	
  	
  	 	
  	
  	
  	
  	
  m	
  	
  	
  	
  	
  e	
  	
  	
  	
  	
  	
  	 	
  	
  	
  	
  	
  ns	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  nd	
  	
  	
  	
  	
  	
  	
  	
  	 oal,	
  	
  	
  	
  	
  	
  	 the	
  	 	
  	
  	or	
  	
  	
  	
  	the	
  
  57	
   
   
   
   
   
   
   
   
   
   
  FORT ON THE BORDERLAND
   
   
  
  58	
  1 0  M E N - A T - A R M S  W I T H  P E R S O N A L I T Y  
  Borderland	 forts	 are	 often	 dangerous	 places,	 and	 the	 wise	
  nobleman	 strongly	 garrisons	 it	 with	 redoubtable	 men-at-arms.	
  Such	soldiers	should	not	be	merely	carbon	copies	of	one	another.	
  Among	any	garrison	exceptional—or	interesting—	individuals	will	
  always	emerge.	
  	
  Use	the	table	below,	to	generate	the	details	of	particularly	
  interesting	or	exceptional	men-at-arms	the	party	encounters.		
  1. Aevar	(LG	male	human	fighter	1)	Overly	burly,	and	bald,	Aevar	
  cuts	a	menacing	image.	His	dangerous	mien	is	further	enhanced	
  by	a	badly	done	tattoo	of	a	skull	covering	his	entire	head	except	
  for	his	face.	For	all	that,	Aevar	is	loyal	to	his	lord,	if	not	a	little	
  bit	too	enthusiastic	in	combat.		
  2. Turkka	Hirvonen	(N	male	human	fighter	1)	Turkka	doesn’t	want	
  to	be	soldier;	he	only	become	one	to	escape	a	life	of	crushing	
  poverty	and	constant	hunger.	He	is	loyal—to	an	extent—to	his	
  lord,	but	is	always	on	the	lookout	for	a	way	to	turn	a	profit.	
  Turkka	is	always	hungry,	and	rarely	encountered	without	food	
  in	his	hand	(or	hidden	in	his	pouch).	
  3. Aila	 Leino	 (NG	 female	 human	 fighter	 3)	 Aila’s	 slender	 frame	
  belies	 a	 strength	 far	 greater	 than	 most	 men.	 Friendly	 and	
  gregarious,	Aila	is	popular	with	her	fellows,	although	secretly	
  she	hates	their	coarse,	unsubtle	humour.	She	is	a	skilled	warrior	
  and	braver	than	most	veterans.	With	dark	grey	eyes	and	short-
  cropped	red	hair,	Aila	stands	out	from	her	drab	fellows.	If	she	
  can	escape	this	backwater	fort,	a	great	destiny	lies	in	her	future	
  for	Aila	is	not	entirely	human...	
  4. Gar	Blood-Eye	(CN	male	half-orc	fighter	2)	A	renegade	from	an	
  orcish	 tribe	 lurking	 in	 the	 nearby	 wilderland,	 Gar	 is	 not	
  completely	trusted	by	his	fellows.	Half	of	them	see	the	tall	and	
  broad-shouldered	green-skinned	warrior	as	little	more	than	a	
  savage	 while	 most	 of	 the	 rest	 believe	 him	 to	 be	 a	 spy.	
  Consequently,	 Gar	 has	 few	 friends	 and	 has	 become	 used	 to	
  expecting	the	worst	from	those	he	meets.		
  5. Myev	Widow-maker	(NG	female	half-orc	fighter	2)	A	terror	on	
  the	 battlefield,	 Myers	 has	 a	 way	 of	 looking	 at	 people	 that	
  suggests	she	is	plotting	their	brutal	and	swift	evisceration.	She	
  uses	a	large	double-blade	axe—her	“Widow-maker”—in	lieu	of	
  any	other	weapon.	For	all	that,	she	is	popular	with	her	fellows	
  who	have	got	over	her	strange	ways.	She—in	turn—is	incredibly	
  protective	of	them.	
  6. Arnallae	Uthliavar	(CG	female	half-elf	fighter	3)	Arnallae	is	a	
  restless	soul	who	has	served	here	for	a	decade	or	so	because	
  she	wants	to	experience	the	borderland	and	its	perils.	She	is	
  erratic,	but	brave.	While	Arnallae	would	never	put	the	lives	of	
  her	fellows	in	jeopardy,	she	is	easily	distracted.		
  7. Eohric	Llitwin	(CN	old	male	human	fighter	2)	Stocky	and	grey-
  haired,	 Eohric	 is	 clearly	 older	 than	 his	 fellows—who	 jokingly	
  refer	to	him	as	“grandfather”.	Eohric	is	immensely	experienced,	
  but	now	tires	easily.	He	dreams	of	retiring	and	living	out	his	days	
  in	a	tavern,	but	Eohric	is	an	inveterate	gambler.	Disastrously,	he	
  is	also	gullible	and	heavily	in	debt	to	certain	individuals	who	
  want	access	to	his	lord’s	private	chambers.	Thus	far,	Eohric	has	
  resisted	their	advances	but	as	his	debts	mount	he	is	becoming	
  increasingly	desperate.	
  8. Valto	 Sianio	 (N	 male	 human	 fighter	 1)	 Valto	 suffers	 from	
  chronic	 toothache.	 With	 a	 perpetual	 grimace	 on	 his	 face,	 he	
  appears	miserable	much	of	the	time.	Valto’s	woes	started	when	
  he	was	punched	in	the	face	during	a	training	bout.	The	blow	
  shattered	his	front	teeth	and	infection	soon	set	in.	Now	all	that	
  remain	are	blackened	stumps.	
  9. Gerold	Corbie	(NE	male	human	thief	3)	Ostensibly	Gerold	is	a	
  new	recruit	to	the	garrison,	but	he	has	a	secret.	In	reality,	he	is	
  a	spy	for	a	rival	lord	(or	perhaps	a	band	of	humanoid	planning	
  to	attack	the	fort).	Unfortunately	for	Gerold,	one	of	the	PCs	fits	
  the	description	of	his	contact	(who	he	has	never	met	before)	
  and	he	tries	to	make	contact	one	night	in	the	tavern.	Confusion	
  ensures	and	if	he	can	talk	his	way	out	of	his	encounter	with	the	
  PCs,	he	abandons	his	mission	and	flees.		
  10. Frida	Gall	(NG	female	human	fighter	1)	Constantly	on	the	edge	
  of	exhaustion,	Frida	has	deep	bags	under	her	eyes.	Bedevilled	
  by	 nightmares,	 she	 rarely	 sleeps	 a	 whole	 night	 through	 and	
  often	 wakes	 up	 screaming.	 She	 is	 not	 a	 popular	 bunk	 mate,	
  consequently.	Desperate	for	sleep,	she	has	tried	all	manner	of	
  herbal	remedies	and	the	faint	smell	of	such	often	hang	in	the	air	
  around	her.		
  	
   
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  d	
  	
  	
  	
  	
  	
  	a	
  	
  	
  	
  	
  	
  	
  	
  .	
  	
  	
  	
  	
  	
  	
  	
  	
  	 o	
  	
  	
  	 	
  	 n	
  	
  	
  	
  	 	
  	
  	
  	
  	
  	
  t	
  	
  	 	
  	
  	
  	
  	
  	
  	
  e	
  	
  	 f	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	
  	
  s	
  	
  y	
  	
  	
  	
  	 	a	
  around	her.	
  
  	
  59
  1 0  T R A V E L L E R S  W I T H  P E R S O N A L I T Y  
  Borderland	forts	can	be	busy	places.	Adventurers	often	lurk	in	
  such	 places	 planning	 their	 forays	 into	 the	 wilderness.	 The	
  presence	of	such	folk—along	with	the	needs	of	a	garrison	and	its	
  attendant	 folk—can	 bring	 many	 people	 to	 the	 fort.	 Pedlars,	
  merchants,	thieves	and	even	other	adventurers	often	visit	such	
  places.	 (Note:	 Characters	 listed	 above	 without	 a	 class	 or	 level	
  should	be	viewed	as	a	normal	example	of	their	race.)	
  	
  Use	 the	 table	 below,	 to	 generate	 details	 of	 particularly	
  interesting	or	noteworthy	travellers	the	PCs	meet	at	the	fort.	
  1. Ahualhar	 Hafeltyrr	 (NG	 male	 elf	 fighter	 4)	 A	 bowyer	 and	
  fletcher	in	search	of	work,	Ahualhar	has	come	to	the	fort	after	
  hearing	rumours	the	lord	is	a	keen	archer.	This	tall,	slender	elf	
  carries	a	beautifully	crafted	longbow	and	leads	a	donkey	whose	
  saddlebags	are	stuffed	full	of	arrows	and	the	tools	of	his	trade.	
  Perhaps,	a	few	arrows	are	magical	or	otherwise	exceptional;	
  they	might	even	be	for	sale.	
  2. Jarani	 Darzak	 (LN	 female	 dwarf	 fighter	 2)	 A	 skilled	
  stonemason—and	equally	skilled	drinker—Jarani	is	at	the	fort	
  to	bid	on	some	repair	work.	While	waiting	to	see	the	lord,	she	
  spends	 her	 time	 either	 in	 the	 tavern	 or	 poking	 about	 the	
  fortifications.	She’s	got	into	several	blazing	rows	with	guards	
  who	have	stopped	her	accessing	certain	parts	of	the	fortress	
  and—as	a	result—is	in	a	foul	mood.	
  3. Ossi	Eskola	(CN	male	human	thief	2)	Fleeing	extensive	debts	in	
  his	home	town,	portly	Ossi	has	come	to	the	fort	to	lose	himself.	
  Still	 dressed	 in	 his	 finest—travel-stained—robes	 Ossi’s	 purse	
  grows	light	and	he	has	begun	to	belatedly	realise	he	has	no	long-
  term	plan.	Seeing	the	PCs	as	a	potential	source	of	wealth	he	
  tries	to	ingratiate	himself	with	the	party—offering	to	act	as	their	
  intermediary	in	trade	matters	and	so	forth.		
  4. Varma	Keto	(NG	female	human)	Varma	is	a	cook—a	good	one	
  by	 all	 accounts—without	 an	 employer.	 She	 has	 fled	 to	 the	
  borderlands	after	her	last	employer	and	his	whole	family	died	
  of	 food	 poisoning	 (or	 perhaps	 just	 poisoning	 as	 the	 rumours	
  suggest).	She	is	guiltless	of	any	foul	doings,	but	has	no	way	of	
  proving	her	innocence.	Coming	to	the	end	of	her	funds,	she	is	
  getting	desperate.		
  5. Marra	Sharpeye	(NG	middle-aged	female	halfling	fighter	1/thief	
  2)	Marra	is	a	mother	on	a	mission.	Her	son—Kallon	Sharpeye—
  was	last	heard	of	at	the	fort	with	a	band	of	adventurers.	They	
  disappeared	into	the	wilderness	six	months	ago	and	have	not	
  been	heard	of	since.	A	retired	adventurer	herself,	she	is	frantic	
  with	worry	and	is	only	a	few	sleepless	nights	away	from	striking	
  out	alone	in	search	of	her	son.		
  6. Alaric	(CN	young	male	human)	This	scrawny,	dirty	urchin	came	
  to	 the	 fort	 with	 a	 merchant	 caravan.	 The	 caravan	 moved	 on	
  without	him—Alaric	was	stealing	food	from	the	kitchens	at	the	
  time—and	 is	 now	 trapped	 here.	 With	 no	 friends	 and	 no	
  resources,	he	has	been	alternately	stealing	from,	or	relying	on	
  the	kindness	of,	strangers.		
  7. Pinafen	Barrick	(NE	male	gnome	thief	6)	Pinafen	might	look	like	
  a	kindly	scribe	for	hire,	but	he	isn’t.	Pinafen	is	a	serial	murderer	
  whose	 black,	 twisted	 heart	 knows	 neither	 mercy	 or	 pity.	 He	
  stalks	the	borderlands,	moving	from	community	to	community	
  and	leaves	a	trail	of	hideously	mutilated	bodies	in	his	wake.	If	
  the	PCs	are	leaving—but	not	plunging	into	the	wilderness—he	
  tries	to	travel	with	them	(for	“protection”).		
  8. Ishild	Salii	(N	female	human)	A	singer	of	minor	renown,	Ishild	
  cuts	a	striking	figure	in	her	costume.	Off	stage,	she	is	shy,	but	
  on	stage	she	has	a	captivating	presence.	Often	besieged	by	male	
  admirers	she	hates	the	attention	and	hates	even	more	asking	
  for	payment	for	her	singing.	Thus,	she	is	perpetually	in	need	of	
  funds.	Ideally,	she’d	like	a	wealthy	patron…	
  9. Jarel	Dellode	(N	male	dwarf)	Jarel	is	headstrong,	certain	of	his	
  own	brilliance—in	all	manner	of	professions	and	skills—	and	is	
  also	spectacularly	misplaced	in	his	confidence.	Nothing	is	ever	
  Jarel’s	fault	and	he	often	proves	he	is	right	by	shouting	louder	
  than	the	other	person.	He	has	come	to	the	fort	because	several	
  of	 the	 businesses	 here	 owe	 him	 money	 (as	 he	 sees	 it).	 The	
  aforementioned	businesses	see	it	another	way—everything	he	
  has	supplied	them	has	been	either	substandard	or	has	fallen	
  apart	almost	immediately.		
  10. Firatis	Rumnaleir	(LG	female	elf	magic-user	5)	Firatis	is	a	minor	
  wizard	and	skilled	teacher.	She	has	been	engaged	to	teach	the	
  children	of	the	wealthy	folk	at	the	fort.	She	spends	much	of	her	
  time	 teaching	 and	 much	 of	 the	 rest	 of	 the	 time	 resting	 or	
  reading	in	her	rooms	at	the	inn.	Sometimes—when	the	mood	
  takes	her—she	wanders	the	fort’s	surrounds.	Like	many	of	her	
  race,	she	can	move	stealthily	and	has	thus	far	avoided	contact	
  with	the	region’s	monstrous	denizens.		
  by	 all	 accounts—without	 an	 employer.	 She	 has	 fled	
  	
  
  60	
  1 0  B O R D E R L A N D  F O R T  W H I S P E R S  &  R U M O U R S  
  Like	 any	 small	 community,	 a	 borderland	 fort	 is	 often	 rife	 with	
  rumours.	Whether	its	folk	swap	stories	about	various	adventurers	
  passing	through,	the	dalliances	of	prominent	individuals	or	the	
  depredations	of	nearby	humanoids	news—both	true	and	false—
  circulates	wherever	people	gather.		
  	
  Use	 the	 table	 below,	 to	 determine	 the	 minor	 rumours	 the	
  party	hears	while	at	the	borderland	fort.	(Obviously,	some	of	the	
  rumours	might	require	minor	adjustment	to	better	fit	with	your	
  locale).		
  1. Strange	things	are	going	on	at	the	chapel.	A	hooded	figure	has	
  been	 seen	 entering	 the	 building	 late	 at	 night.	 (The	 priest	 is	
  having	an	affair	with	a	married	women).		
  2. The	fire	at	the	blacksmith’s	last	month	was	not	accidental.	Had	
  it	 not	 been	 for	 his	 apprentice’s	 quick	 thinking,	 the	 whole	
  building	would	have	gone	up	in	flames.	
  3. Bandits	have	once	again	been	seen	in	the	fort’s	vicinity.	Rumour	
  has	it	the	Captain	of	the	Guard	is	preparing	an	expedition	to	put	
  them	to	the	sword.		
  4. The	fort’s	lord	is	expecting	a	high-ranking	guest	in	the	next	few	
  days.	He	has	already	despatched	a	patrol	to	meet	his	guest	and	
  preparations	to	receive	a	person	of	note	have	kept	the	servants	
  busy	for	the	last	week.	Speculation	runs	rampant	as	to	exactly	
  who	is	coming	to	visit.		
  5. Someone	 has	 stolen	 an	 entire	 pig	 carcass	 from	 the	
  kitchens.	When	the	thief	is	found,	there	will	be	hell	to	
  pay.	
  6. The	 Company	 of	 the	
  Cloven	
  Shield—an	
  adventuring	 band	 of	
  minor	
  repute—visited	
  the	fort	last	month.	They	
  had	
  a	
  map	
  of	
  the	
  surrounding	
  wilderness	
  and	 one	 of	 them—
  while	deep	in	his	cups—boasted	the	map	showed	the	site	of	a	
  lost	treasure.	The	company	haven’t	been	seen	since	they	left	
  the	fort	three	weeks	ago.	Most	people	think	they	have	perished.		
  7. The	 castle	 is	 haunted.	 A	 couple	 of	 years	 ago,	 an	 evil	
  necromancer	was	burned	at	the	stake	in	the	courtyard.	With	his	
  dying	screams,	he	cursed	all	those	present	to	never	rest	easily	
  in	the	grave.	Since	then,	several	graves	have	been	disturbed	and	
  the	 corpses	 removed	 (or	 did	 they	 escape	 under	 their	 own	
  power?)	
  8. The	well	providing	drinking	water	for	the	fort	is	old—far	older	
  than	the	fort	itself.	Writings	attributed	to	the	original	settlers	of	
  the	 area	 speak	 of	 caverns	 accessible	 from	 the	 well	 shaft.	
  However,	no	such	access	now	exists;	one	of	the	previous	lords	
  had	the	whole	well	re-bricked	blocking	any	such	entrances.		
  9. Strange	tracks	have	been	found	by	hunters	in	the	surrounding	
  area.	Judging	by	the	size	of	the	tracks,	whatever	made	them	was	
  roughly	the	size	of	a	horse,	and—worryingly—it	has	claws!	
  10. The	tavern	is	infested	with	bedbugs—I	wouldn’t	stay	there	if	I	
  were	you!		
  	
   
  The	fort’s	lord	is	expecting	a	high-ranking	guest	in	the	next	few	
  days.	He	has	already	despatched	a	patrol	to	meet	his	guest	and	
  preparations	to	receive	a	person	of	note	have	kept	the	servants	
  busy	for	the	last	week.	Speculation runs	rampant	as	to	exactly	
  who	is	coming	to	visit.	
  Someone	 has	 stolen	 an	 entire	 pig	 carcass	 from	 the	
  kitchens.	When	the	thief	is	found,	there	will	be	hell	to	
  pay.
  The	 Company	 of	 the	
  Cloven	
  Shield—an	
  adventuring	 band	 of	
  minor	
  repute—visited	
  the	fort	last	month.	They	
  had	
  a	
  map	
  of	
  the	
  surrounding	
  wilderness	
  and	 one	 of	 them—
  
  61	
  2 0  B O R D E R L A N D  F O R T  D R E S S I N G S  
  A	borderland	fort	is	a	living,	breathing	locale.	Travellers,	peasants,	
  soldiers	and	adventurers	all	pass	through	such	a	place	and	leave	
  their	mark	on	its	buildings	and	fortifications.	
  	
  Thus,	such	places	should	not	be	a	sterile,	pristine	environment	
  devoid	 of	 minor	 points	 of	 interest.	 Use	 this	 table,	 to	 generate	
  features	 of	 minor	 interest	 the	 PCs	 note	 while	 visiting	 the	
  borderland	fort.		
  1. A	lewd	picture	daubed	on	a	wall	depicts	a	warrior	decapitating	
  a	goblin,	orc	or	some	other	kind	of	evil	humanoid.	The	blood	
  spurting	from	the	humanoid’s	neck	is	particularly	overdone.		
  2. Recent	rain	has	turned	the	churned	earth	of	the	courtyard	into	
  a	 muddy	 morass,	 through	 which	 travellers	 and	 men-at-arms	
  struggle.	A	single	boot	juts	forlornly	from	a	patch	of	particularly	
  thick,	cloying	mud.		
  3. A	section	of	scorched,	soot-blackened	stone	wall	along	with	a	
  newly	replaced	section	of	roof	bears	mute	testimony	to	a	bad	
  fire	that—perhaps—almost	got	out	of	control.		
  4. An	empty	gallows	atop	a	five-foot	high	wooden	platform	stands	
  in	the	middle	of	the	courtyard.	Two	servants	are	on	their	hands	
  and	knees	scrubbing	the	platform	clean.	A	bored	man-at-arms	
  stands	nearby	looking	on.		
  5. A	pile	of	barrels	and	crates	stands	against	one	wall.	A	large	black	
  and	 white	 cat	 lies	 curled	 atop	 one	 of	 the	 barrels,	 seemingly	
  snoozing	in	the	sun.	Nearby,	a	mangy	dog—practically	on	its	
  belly—creeps	toward	its	target.		
  6. One	section	of	wall	has	been	crudely	whitewashed.	Nails	have	
  been	 driven	 into	 the	 wall	 and	 from	 several	 flutter	 various	
  notices.	Most	are	weathered	stained	and	unreadable.	
  7. A	bedraggled	man	occupies	a	set	of	prominently	placed	stocks.	
  Several	wooden	buckets	stand	nearby	full	of	rotting	vegetables.	
  A	few	children	linger	near	the	buckets	daring	each	other	to	fling	
  the	vegetables	at	the	man.	As	one	of	the	children	edges	closer	
  to	a	bucket,	the	man	swears	and	curses	at	her.	
  8. A	 line	 of	 sparring	 dummies	 stands	 in	 the	 middle	 of	 the	
  courtyard.	Nearby,	a	small	group	of	trainee	men-at-arms	cluster	
  around	a	bin	holding	wooden	practise	swords.		
  9. A	few	stones	have	fallen	from	a	wall,	and	lie	scattered	on	the	
  ground.	Crumbled	mortar	also	dusts	the	ground	and	nearby	a	
  set	of	mason’s	tool	stand	propped	against	the	wall.		
  10. A	score	or	so	starlings	perch	atop	one	of	the	fort’s	towers.	If	
  disturbed,	they	take	to	the	air,	circle	the	fort	several	times	and	
  then	fly	off	singing	loudly.	
  11. Faint,	weatherworn	graffiti	mars	one	stone	at	the	base	of	the	
  wall.	Scratched	in	humanity’s	Common	tongue,	it	reads,	“For	his	
  Glory.”	It	looks	like	someone	has	subsequently	tried	to	scratch	
  out	the	words,	but	it	appears	they	gave	up	before	managing	to	
  efface	the	message.	
  12. An	 empty,	 unattended	 wagon	 pulled	 up	 outside	 a	 nearby	
  building	sits	lopsidedly	in	the	mud.	One	of	the	wagon’s	wheels	
  is	missing.	The	wheel	arch’s	wood	is	also	splintered	and	broken.	
  Clearly,	the	wagon	has	been	in	an	accident.	
  13. Smoke	rises	from	chimneys	in	several	of	the	fort’s	towers.	The	
  air	is	preternaturally	still	today;	the	smoke	lingers	over	the	fort	
  like	a	shroud	and	does	not	dissipate	until	the	wind	picks	up.		
  14. Enticing	smells	wafting	from	the	kitchen	fill	the	air.	Perhaps	the	
  lord	 plans	 a	 feast?	 Several	 small	 children	 and	 a	 few	 ragged	
  beggars	 cluster	 near	 the	 kitchen	 door	 in	 anticipation	 of	 the	
  scraps.		
  15. A	portion	of	the	outer	wall	near	the	front	gate	is	scorched	and	
  blackened	as	if	it	has	once	been	deluged	in	flaming	oil	or	the	
  like.	(Inquiries	reveal	a	roving	band	of	three	trolls	attacked	the	
  fort	 last	 year,	 but	 the	 flaming	 oil	 convinced	 them	 to	 go	
  elsewhere).	
  16. Wooden	scaffolding	encases	one	of	the	fort’s	towers;	several	
  workers—under	 a	 master	 mason’s	 direction—work	 to	 repair	
  pitted,	weather-worn	mortar.	At	the	tower’s	base	a	neat	pile	of	
  dressed	stone	suggests	the	work	will	be	extensive	and	last	a	
  considerable	time.	
  17. The	 inn’s	 windows	 are	 thrown	 wide	 to	 air	 out	 the	 interior.	
  Blankets	 and	 rugs	 hang	 over	 several	 of	 the	 window	 cills.	
  Periodically	a	servant	appears	at	a	window	and	vigorous	beats	
  the	blankets	and	rugs.		
  18. The	resounding	clang	of	metal	on	metal—likely	emanating	from	
  the	blacksmith’s	forge—echoes	through	the	air.	It	stops	for	a	
  few	 moments,	 before	 starting	 up	 again	 even	 louder	 than	
  before.	
  19. A	wanted	poster—depicting	a	head	and	shoulders	drawing	of	a	
  particularly	ugly	dwarf—is	nailed	to	several	doors	throughout	
  the	fort.	Apparently,	the	dwarf,	one	Durrim	Jarbek,	is	wanted	
  for	 crimes	 involving	 unwarranted	 groping	 and	 failure	 to	 pay	
  one’s	debt	at	the	local	tavern.	A	reward	of	10	gp	is	offered	for	
  his	capture.		
  20. Extra	guards	are	posted	at	the	front	gate.	Visitors	entering	the	
  fort	are	subjected	to	extensive	searches	and	questioning	before	
  being	granted	admittance.	No	one	seems	to	know	the	cause	for	
  the	increased	vigilance.		
  	
  	
  	
  	
  	
  	
  	
   
  
  62	
  2 0  B O R D E R L A N D  F O R T  S I G H T S  &  S O U N D S  
  One	of	the	quintessential	locales	for	adventurers	to	rest	between	
  adventures,	 a	 fort	 on	 the	 borderlands	 is	 a	 safe	 haven	 offering	
  many	of	civilisation’s	beguiling	comforts.	Here	adventurers	can	
  rest	and	recuperate	between	expeditions	into	the	wilderness.		
  	
  Use	the	table	below,	to	determine	what	minor	events	the	PCs	
  experience	as	they	move	about	within	the	fort’s	walls.	
  1. The	clamour	of	sword	striking	sword	and	the	grunts	of	warriors	
  fighting	foreshadows	the	sight	of	two	fighters	practising	their	
  craft.	
  2. A	particularly	large	raven	squats	on	a	tower’s	battlements	and	
  watches	folks’	coming	and	going	with	strange	intensity.	It	flies	
  off,	if	the	PCs	take	particular	note	of	its	presence.	
  3. Dark	clouds	scud	across	the	sky,	plunging	the	fort	into	shadow.		
  4. Several	 travellers—the	 mud	 of	 the	 road	 fresh	 upon	 their	
  boots—stagger	passed	the	party	in	search	of	fresh	ale,	warm	
  food	and	a	comfortable	bed	for	the	night.		
  5. A	 small	 boy—dirty	 and	 thin—darts	 through	 the	 crowd.	 He	
  clutches	 a	 scabbarded	 longsword	 to	 his	 chest.	 The	 weapon	
  appears	finely	made.	If	stopped,	the	boy—Arthal—explains	he	
  is	delivering	it	to	a	customer	of	his	father.	
  6. A	shout	of	alarm	from	one	of	the	fort’s	tower	has	several	men-
  at-arms	rushing	to	investigate	whatever	their	companion	has	
  spotted.		
  7. Two	off-duty	men-at-arms	wearing	naught	but	tunics	and	dirty	
  tabards	 stagger	 along	 arm	 in	 arm.	 One	 waves	 a	 wineskin	
  theatrically	while	singing	a	rather	lewd	song	in	a	rich,	baritone	
  voice.	The	other	seems	to	be	on	the	verge	of	being	sick.	
  8. A	pair	of	large	horses	pull	a	huge,	heavily	laden,	creaking	wagon	
  through	the	fort’s	gate.	The	wagon	barely	fits	through	the	gate	
  and	its	wheels	scour	deep	groves	in	the	muddy	courtyard.	A	
  single	man	clad	in	a	heavy	cloak	and	wide-brimmed	hat	steers	
  the	horses	with	deft	flicks	of	the	reins.	
  9. A	mailed	messenger	on	horseback	canters	passed	the	PCs	on	
  her	way	to	the	gate.	She	wears	a	sheathed	longsword	on	one	
  hip	and	has	a	haversack	full	of	scrolls	and	other	missives	slung	
  over	 her	 shoulder.	 Her	 saddlebags	 bulge	 with	 supplies,	
  suggesting	she	is	starting	a	long	journey.		
  10. A	 servant	 emerges	 from	 a	 tower	 carrying	 a	 chamber	 pot	 at	
  arm’s	length.	She	climbs	the	steps	to	the	outer	wall	and	then—
  surreptitiously—dumps	the	pot’s	contents	over	the	wall.	
  11. A	flag	flying	from	one	of	the	fort’s	towers	breaks	free	and	drifts	
  down	 to	 the	 ground.	 It	 lands	 in	 a	 particularly	 large	 patch	 of	
  horse	manure.	Is	this	an	omen	for	the	fort’s	fortunes?	
  12. A	mailed	warrior	walks	a	huge	hound.	The	dog	amiably	trots	
  along	behind	its	master…until	it	catches	the	scent	of	something	
  interesting	in	the	air.	Nearby,	a	cat	breaks	from	cover	and	darts	
  off.	A	few	seconds	later,	the	dog	bursts	into	action	and	gives	
  chase	 leaving	 the	 warrior—shouting	 loudly	 and	 impotently—
  alone.		
  13. A	 sudden	 gust	 of	 wind	 catches	 the	 fort’s	 various	 flags	 and	
  pennants—they	 stream	 out	 proudly	 before	 the	 wind	 drops	
  again.		
  14. Laughter	and	singing	float	through	an	open	window.	It	sounds	
  like	the	people	inside	are	in	excellent	spirits.		
  15. A	patrol	of	muddy,	tired	men-at-arms	returns	to	the	keep	after	
  spending	 three	 days	 patrolling	 the	 local	 roads.	 Led	 by	 a	
  mounted	 officer,	 the	 men	 make	 their	 way	 directly	 to	 the	
  barracks.	They	desire	food	and	ale;	anyone	who	gets	in	their	
  way—perhaps	an	adventurer	asking	irritating	questions	about	
  their	patrol—is	likely	to	get	short	shrift.	
  16. A	 cowled	 figure	 lurks	 in	 a	 shadowy	 doorway,	 seemingly	
  watching	the	PCs.	If	accosted,	the	man	protests	his	innocence	
  maintaining	he	was	merely	lost	in	thought.		
  17. 	A	 wagon	 stacked	 high	 with	 firewood	 harvested	 from	 the	
  surrounds	stands	near	the	fort’s	kitchens.	Three	servants	are	
  busy	 unpacking	 the	 wood	 and	 stacking	 it	 in	 a	 nearby	 crude	
  wood	store.		
  18. A	peasant	and	his	daughter	drive	a	half-dozen	sheep	into	the	
  courtyard;	two	barking	dogs	dart	about	the	small	flock	keeping	
  it	 together.	 If	 asked,	 the	 peasants	 explain	 the	 sheep	 are	
  destined	for	slaughter	and	then	the	kitchens.		
  19. It	is	time	for	the	changing	of	the	guard.	For	a	brief	period,	there	
  are	twice	as	many	men-at-arms	on	the	walls	and	at	the	front	
  gate	 as	 normal.	 Half	 an	 hour	
  after	 the	 watch	 changes,	 the	
  tavern	
  gets	
  unsurprisingly	
  busy.		
  20. A	
  young	
  child	
  of	
  indeterminate	 age	 and	 sex	
  chases	
  a	
  mangy	
  dog	
  grasping	 a	 short	 length	 of	
  rope	 in	 its	 mouth.	 Totally	
  engrossed	 in	 their	 chase	
  game,	 neither	 notice	 the	
  approach	 of	 a	 heavily	
  laden	wagon…	
  	
  gate	 as	 normal.	 Half	 an	 hour	
  after	 the	 watch	 changes,	 the	
  tavern	
  gets	
  unsurprisingly	
  busy.	
  20. A	
  young	
  child	
  of	
  indeterminate	 age	 and	 sex	
  chases	
  a	
  mangy	
  dog	
  grasping	 a	 short	 length	 of	
  rope	 in	 its	 mouth.	 Totally	
  engrossed	 in	 their	 chase	
  game,	 neither	 notice	 the	
  approach	 of	 a	 heavily	
  laden	wagon…
  
  63	
   
   
   
   
   
   
   
   
   
   
  GOBLIN LAIR
   
   
  
  64	
  1 0  G O B L I N S  W I T H  P E R S O N A L I T Y  
  Few	fantasy	foes	are	as	iconic	as	goblins.		
  1. Lipless	Rord:	His	lips	are	just	fine;	the	nickname	comes	from	the	
  jagged	scar	across	his	throat	that	prevents	him	from	speaking	
  louder	than	a	whisper.	
  2. Ghalga	 Many-Whelps:	 This	 matronly	 goblin	 is	 never	 seen	
  without	 at	 least	 four	 of	 her	 babes	 in	 tow;	 she	 teaches	 her	
  children	how	to	fight	by	throwing	them	at	enemies.	
  3. Purg	Pie	Rat:	Wearing	a	black	tai-corn	hat,	with	a	skull	hastily	
  drawn	on	in	chalk,	and	fighting	with	two	meat	hooks	he	holds	in	
  his	hands,	this	goblin	fancies	himself	a	pirate,	but	is	only	really	
  interested	in	plundering	pastries.	
  4. Fongoa	Stranglesgood:	This	goblin	has	over-long	arms	which	
  hang	down	to	her	knees,	and	oversized	hands.	She	kisses	her	
  victims	just	as	they	die,	attempting	to	steal	their	last	breath.	
  5. Lork:	Having	once	heard	the	saying	“if	you	can’t	see	me,	I	can’t	
  see	you,”	his	solution	to	danger	is	to	clap	his	hands	over	his	eyes	
  and	try	to	scuttle	off	in	a	random	direction.	
  6. Urbla	Stewmaker:	Her	ability	to	use	fire	to	cook	food	instead	of	
  burn	 it	 makes	 her	 a	 gourmet	 cook	 by	 goblin	 standards.	 She	
  chops	up	the	bodies	of	friend	and	foe	alike	after	battle	to	cook	
  in	her	“lovely”	stews.	
  7. Borgo	Dagger-Eye:	This	goblin	has	a	horrific	injury:	the	hilt	of	a	
  dagger	 protrudes	 from	 his	 right	 eye,	 the	 result	 of	 a	 horrific	
  knife-throwing	accident.	He	has	never	removed	the	dagger,	as	
  he	believes	doing	so	will	kill	him.	His	preferred	weapon	remains	
  throwing	knives.	
  8. Zingers	Mudlover:	Having	loved	wallowing	in	mud	since	she	was	
  a	little	whelp,	once	Zingers	learned	being	covered	head	to	toe	
  in	 the	 stuff	 makes	 her	 blend	 in	 better	 to	 her	 swampy	
  surroundings,	she	has	almost	never	been	without	the	stuff.	
  9. Kibzunk	the	Licker:	While	this	goblin	was	named	primarily	for	
  his	 love	 of	 licking	 random	 objects,	 he	 is	 also	 a	 metaphorical	
  bootlicker,	quick	to	provide	sycophantic	praise	to	the	strongest	
  person	in	sight.	
  10. Grout	Hobwitch:	This	grizzled,	ancient	goblin	is	renowned	for	
  her	knowledge	of	goblin	magic,	which	mostly	involves	dubious	
  curses	and	vague	parables.	She	wears	a	belt	of	shrunken	heads,	
  and	keeps	a	rat	in	a	cage	which	she	claims	is	her	familiar.	
   
  1 0  T H I N G S  T O  F I N D  I N  A  G O B L I N  C H I E F T A I N ’ S  Q U A R T E R S  
  Goblin	 chieftains	 are	 often	 the	 cleverest,	 most	 cunning	 and	
  violent	 members	 of	 the	 tribe.	 As	 such	 they	 have	 their	 own	
  chambers	 and	 here	 can	 be	 found	 the	 choicest,	 least	 tasteful	
  decorations	and	features.		
  1. This	 chieftain	 has	 a	 throne—well	 an	 ornate	 wooden	 chair—
  standing	 at	 the	 centre	 of	 a	 rickety	 wooden	 platform.	 The	
  "throne"	looks	like	the	kind	of	chair	you'd	find	at	a	noble's	dining	
  room	table,	but	it	has	seen	better	days.	A	faded	red	cushion	
  provides	a	modicum	of	comfort	for	the	chief.	
  2. Dirty,	 frayed	 rugs	 cover	 the	 floor.	 Arrayed	 in	 a	 haphazard	
  pattern,	 they	 comprehensively	 conceal	 what	 lies	 beneath.	
  Paranoid	PCs	might	suspect	pits	lurk	beneath.	Indeed,	the	rugs	
  directly	in	front	of	the	chief's	throne	have	several	suspiciously	
  large	dried	bloodstains.	
  3. A	 weapon	 rack—probably	 looted	 from	 some	 merchant's	
  wagon—stands	 against	 one	 wall.	 Most	 of	 the	 weapons	
  displayed	are	too	small	for	the	rack	and	have	fallen	through.	
  They	lean	against	the	wall	behind	or	lie	under	the	rack.		
  4. Dozens	of	small	niches	pierce	the	chamber's	walls.	They	contain	
  red	candle	stubs	and	macabre	bone	decorations.	Much	wax	has	
  dripped	down	the	walls	giving	the	impression	the	haphazardly	
  placed	niches	have	been	bleeding.	
  5. A	 curtain—comprising	 small	 bones	 threaded	 on	 thin	 metal	
  wire—divides	the	chamber	in	two.	Beyond	lies	the	chieftain's	
  bed	 chamber.	 It	 is	 virtually	 impossible	 to	 pass	 beyond	 the	
  curtain	without	making	noise.	
  6. Crude	paintings—little	more	than	stickmen—decorate	the	walls	
  in	simplistic	battle	scenes.	The	red	stickmen—who	have	large,	
  pointy	ears—seem	to	be	beating	the	others.		
  7. A	 crude	 painting	 of	 an	 oversized	 goblin	 standing	 in	 a	 heroic	
  stance	wearing	a	shiny	crown	decorates	one	wall.	Other	goblins	
  are	shown	bowing	down	before	the	crown-wearing	goblin.		
  8. A	large,	battered	chest,	with	its	lid	open,	stands	against	one	
  wall.	Filled	with	a	riot	of	different	clothes,	blankets	and	other	
  odds	and	ends,	it	serves	as	the	chief's	personal	wardrobe.	Many	
  of	the	items	were	obviously	made	for	human-sized	people	and	
  have	been	crudely	altered.	All	are	filthy	
  9. A	small	pen	comprising	four	empty,	battered	chests	with	their	
  lids	propped	open	fills	one	corner	of	the	chamber.	Therein,	the	
  chieftain	keeps	his	pets—a	family	of	five	giant	rats.	The	rats	are	
  feral,	but	recognise	their	master	and	do	not	attack	him.	
  10. A	battered	stone	statue	of	a	human	warrior	stands	against	one	
  wall.	 The	 statue	 is	 battered	 and	 chipped	 up	 to	 about	 chest	
  height—as	 if	 someone	 had	 used	 it	 as	 a	 target.	 The	 warrior's	
  nose	has	snapped	off,	but	otherwise	the	statue's	upper	portions	
  are	in	pristine	condition.	
  
  65	
  1 0  T H I N G S  T O  F I N D  I N  A  G O B L I N  C O M M O N  R O O M  
  Goblin	common	rooms	are	filthy,	disease	ridden	places.	Here	the	
  tribe	comes	together	to	eat,	celebrate	and—sometimes—live;	in	
  many	tribes,	the	lesser	goblins	live	together	in	a	state	bordering	
  on	anarchy.	It	stands	to	reason,	the	PCs	are	bound	to	search	any	
  goblin	common	room	they	discover.		
  1. This	 chamber	 is	 filthy.	 Rubbish	 overflows	 from	 niches	 in	 the	
  wall.	The	place	smells	of	sweat	and	rotting	food.	
  2. This	part	of	the	chamber	is	divided	off	from	the	rest	by	a	rickety	
  fence	held	together	with	twine.	Beyond	lies	a	sleeping	blanket	
  big	enough	for	three	goblins,	and	other	odds	and	ends.	
  3. A	 perceptive	 PC	 spots	 one	 of	 the	 piles	 of	 bedding	 heaped	
  against	the	wall	moving	slightly.	Investigation	reveals	a	terrified	
  goblin	child	buried	deeply	within.	It	offers	no	resistance	while	
  crying	(loudly)	for	its	mummy.		
  4. A	 blackened	 iron	 cauldron	 hangs	 over	 a	 crude	 fire	 pit.	 The	
  surrounding	floor	is	blackened	and	splattered	with	what	could	
  be	dried	stew	and	other	unsavoury	things.	A	large	ladle	hangs	
  from	a	hook	nearby.	Stew	of	some	unidentifiable	sort	bubbles	
  gently	in	the	cauldron.	
  5. Filthy,	 flea-infested	 woollen	 blankets	 hung	 from	 the	 ceiling	
  provide	a	modicum	of	privacy	in	this	small	part	of	the	common	
  room.	Within	lies	the	lair	of	a	tribal	champion.		
  6. A	crude	target	stuffed	with	rags	hangs	from	the	wall.	Scores	of	
  near	misses	pockmark	the	wall	nearby.	
  7. A	jumbled	skull	display	fills	a	shelf	high	up	on	one	wall.	Several	
  of	the	skulls	have	rolled	off	the	shelf	and	lie	on	the	floor.	Many	
  of	them	bear	signs	of	stabbing	and	slashing	wounds.		
  8. The	stench	from	one	corner	of	the	room	is	unbearable.	A	crude	
  wooden	 platform	 with	 a	 hole	 in	 it	 covers	 a	 small	 narrow	 pit	
  hacked	into	the	floor.	This	is	the	goblins'	latrine.	
  9. A	jumbled	mass	of	sacks,	battered	boxes	and	so-on	serves	as	
  the	tribe's	food	storage	area.	Many	of	the	bags	and	sack	contain	
  mouldering	 or	 stale	 food.	 Perceptive	 PCs	 searching	 the	 pile	
  discover	two	flasks	of	decent	red	wine	lost	in	its	depths.	
  10. Four	barrels	lined	up	surprisingly	neatly	against	one	wall	hold	
  the	tribe's	home-brewed	beer	and	hard	spirits.	The	drinks	are	
  uniformly	horrible	and	not	for	the	weak	of	stomach.	Any	PC	
  having	more	than	a	sip	is	liable	to	wake	up	the	next	morning	
  with	terrible	stomach	cramps	and	a	pounding	headache.		
  	
  1 0  T H I N G S  T O  F I N D  I N  A  G O B L I N  G U A R D  R O O M  
  Although	 seen	 by	 other	 races	 as	 little	 more	 than	 short,	 mad	
  homicidal	 maniacs,	 goblins	 are	 at	 least	 slightly	 organised.	
  Normally,	the	entrance	to	the	tribe's	lair,	or	the	approaches	to	the	
  chieftain's	chambers,	are	guarded.	
  1. A	battered	table	stands	in	roughly	the	centre	of	the	chamber.	
  Its	legs	have	been	haphazardly	hacked	off	to	suit	the	goblins'	
  size.	The	two	benches	have	been	treated	in	a	similar	fashion,	
  but	one	of	them	stands	at	a	distinct	angle.	The	remains	of	a	meal	
  and	several	wineskins	lie	scattered	across	the	table.	
  2. A	hung	woollen	blanket	hides	a	small	alcove.	The	alcove	within	
  stinks.	 The	 stench	 is	 overpowering	 near	 a	 small	 crack	 in	 the	
  floor.	The	goblin	guards	use	this	area	as	a	toilet.		
  3. A	faded,	frayed	rug	covers	the	floor	directly	in	front	of	the	door.	
  It	once	displayed	a	crude	pattern	of	blue	and	red	swirls,	but	time	
  and	the	goblins’	attentions	have	destroyed	its	details.	(A	cruel	
  GM	 may	 rule	 the	 carpet	 covers	 a	 hollow	 in	 the	 ground;	 the	
  goblins	have	used	a	mixture	of	loose	soil	and	caltrops	to	create	
  a	nasty	surprise	for	unsuspecting	intruders).		
  4. A	 complicated	 mass	 of	 taut	 tripwires	 fills	 the	 passageway	
  leading	 away	 from	 the	 guardroom.	 These	 tripwires	 are	 not	
  attached	to	anything,	but	are	designed	to	slow	down	cautious	
  intruders.	(Perceptive	PCs	notice	some	have	come	loose	and	
  just	lie	on	the	ground.)	
  5. A	large	pile	of	firewood	is	stacked	haphazardly	along	one	wall.	
  Nearby,	a	fire	pit	smoulders;	soot	blackens	the	stone	above,	but	
  a	crack	in	the	ceiling	draws	away	most	of	the	smoke.	
  6. As	#5,	but	the	pile	is	rigged	to	collapse	and	is	held	in	place	by	
  several	large	wooden	pegs	rammed	into	the	floor.	If	one	of	the	
  pegs	is	removed	the	pile	collapses—loudly—creating	an	area	of	
  difficult	terrain.	Characters	adjacent	to	the	front	of	the	pile	may	
  be	knocked	over	when	it	collapses.	
  7. Battered	chests,	earth-filled	sacks	and	other	rubbish	forms	a	
  three-foot	high	breastwork	running	across	the	chamber.		
  8. As	#1	above,	but	the	goblins	were	in	the	middle	of	a	simple	dice	
  game	 when	 interrupted.	 Three	 sets	 of	 bone	 dice	 and	 a	
  smattering	 of	 copper	 coins	 and	 other	 odds	 and	 ends	 lie	
  scattered	across	the	table.	
  9. Crude	 frescos	 of	 goblins	 butchering	 and	 dismembering	 their	
  enemies	decorate	the	chamber's	walls.		
  10. The	smell	of	sweat	and	something	sweeter	hangs	heavily	in	the	
  air.	 The	 goblins	 have	 got	 a	 small	 fire	 going	 and	 a	 pot	 of	
  something	 bubbles	 over	 it.	 Investigations	 reveal	 they	 were	
  boiling	a	pot	of	hallucinogenic	mushrooms.		
  	
   
  
  66	
  1 0  T H I N G S  T O  F I N D  O U T S I D E  A  G O B L I N  L A I R  
  Goblins	 are	 not	 the	 tidiest	 or	 most	 subtle	 of	 creatures.	 The	
  evidence	of	their	presence	litters	the	approaches	to	their	lairs.	
  1. Yellowing	 bones	 are	 tied	 to	 the	 branches	 of	 a	 stunted	 bush	
  growing	nearby	the	entrance	to	the	tribe’s	lair.	Tied	onto	the	
  bush	with	ribbons,	bits	of	twine	and	thin	strips	of	leather	the	
  bones	clack	together	in	the	breeze.	
  2. A	 gallimaufry	 of	 tracks	 mars	 the	 ground.	 Scraps	 of	 broken	
  equipment	lie	scattered	about.		
  3. Scorch	 marks	 mar	 several	 trees	 in	 the	 immediate	 vicinity	
  (showing	where	the	goblins	have	practised	with	fire).	
  4. A	deep,	wide	fire	pit	has	been	dug	into	the	ground	a	score	of	
  paces	from	the	entrance	tunnel.	Ash	and	fragments	of	burnt	
  wood	fill	the	hole	and	on	windy	days,	the	ash	fills	the	air	like	a	
  fine	 mist.	 Inquisitive	 PCs	 also	 find	 bones	 of	 several	 animals	
  (probably	horses	or	ponies	and	suchlike)	buried	amongst	the	
  ash.		
  5. A	fallen	tree	lies	across	the	obvious	trail	leading	to	the	goblin	
  lair.	Perceptive	PCs	can	spot	the	tell-tell	signs	of	tracks	behind	
  the	tree,	suggesting	the	goblins	sometimes	keep	watch	here	for	
  intruders.	
  6. A	rudimentary	campsite	lies	amid	a	small	stand	of	trees	filling	a	
  nearby	hollow.	The	slashed	and	bloody	remains	of	several	tents	
  still	flap	listlessly	in	the	breeze.	Nothing	of	value	remains	at	the	
  site,	which	appears	to	be	at	least	several	months	old.	
  7. Crude	 paintings	 of	 humanoids	 with	 big	 ears	 carrying	 wicked	
  knives	 and	 serrated	 swords	 decorate	 several	 boulders.	 The	
  artwork	is	simplistic	at	best.		
  8. About	100-foot	from	the	lair,	the	beginnings	of	a	pit	block	the	
  trail	where	it	passes	between	two	large	boulders.	Nearby	are	
  cut	 tree	 branches	 and	 a	 pile	 of	 leaves	 (or	 other	 suitable	
  camouflage)	destined	to	cover	the	pit	when	it	is	finished.	The	
  pit	is	only	about	three-foot	deep	when	discovered.	
  9. A	 mouldering	 goblin	 corpse	 lies	 on	 its	 front,	 partially	 hidden	
  from	view.	A	serrated	dagger	juts	from	its	back.	The	corpse	has	
  been	comprehensively	looted	of	all	valuables—even	its	shoes	
  have	been	stolen—but	the	killer	could	not	remove	the	dagger	
  as	it's	tightly	wedged	between	two	bones.		
  10. A	 large	 tree—much	 bigger	 than	 its	 companions—looms	 over	
  the	approaches	to	the	lair.	Perceptive	PCs	spot	a	knotted	rope	
  hanging	down	from	its	trunk	and	a	small	(currently	unoccupied)	
  observation	platform	built	high	up	amid	its	branches.	Is	it	the	
  breeze	making	the	knotted	rope	sway	gently	or	has	a	goblin	
  sentry	 recently	 rushed	 to	 warn	 the	 tribe	 of	 the	 party's	
  approach?	
   
  2 0  T H I N G S  T O  F I N D  I N  A  G O B L I N ’ S  P O U C H  
  Peerless	scavengers,	goblins	delight	in	searching	through	other	
  races’	leavings	to	uncover	lost	“treasures”.	In	truth,	such	trinkets	
  are	normally	nothing	but	rubbish.	To	the	goblins,	however,	they	
  have	great	value.	
  	
  Use	the	table	below,	to	determine	what	“treasures”	the	PCs	
  discover	in	a	goblin’s	pouch.	
  1. A	half-eaten	pickle	on	the	end	of	a	yellowed	piece	of	string.	
  2. A	 lump	 of	 heavily	 boiled	 grey	 meat	 shows	 no	 clue	 as	 which	
  animal	it	came	from.	
  3. A	damp	brown	bag	containing	three	fish	heads,	all	well	past	
  their	prime.	
  4. A	lightly	toasted	scorpion	on	the	end	of	a	stick;	its	tail	has	been	
  bitten	off.	
  5. Half	an	orange	has	had	the	majority	of	its	juices	squeezed	out.	
  6. A	small	red	brick,	still	bearing	flecks	of	off-white	mortar.	
  7. Teeth	pulled	from	a	shark	or	similar	carnivorous	creature.	
  8. A	leather	patch,	torn	from	the	elbow	of	a	jacket.	
  9. The	frame	of	a	pair	of	reading	glasses,	its	lenses	long	since	lost.	
  10. A	 dingy	 grey	 feather	 roughly	 three	 inches	 long,	 stuck	 into	 a	
  rotten	plum.	
  11. A	cheaply-made	magnifying	glass	with	a	large	crack.	
  12. A	small	bird	statuette	has	had	its	eyes	gouged	out	and	its	wings	
  broken.	
  13. A	battered	belt	buckle	displays	a	heavily	scratched	bull’s	head.	
  14. The	trigger	mechanism	from	a	heavy	crossbow;	though	intact,	
  it	is	seized	completely.	
  15. A	small	book	has	had	many	of	its	pages	torn	out	and	others	
  folded	 into	 various	 animal	 shapes,	 which	 have	 been	 crushed	
  between	the	covers.	
  16. This	 fragment	 of	 impressively-wrought,	 supple	 chainmail	 is	
  heavily	rusted	and	tattered	at	the	edges.	
  17. A	battered	tin	cup	has	been	crushed	out	of	shape.	Its	handle	is	
  crushed	flat	to	the	cup	itself	and	is	unusable.		
  18. A	small	bar	of	lead,	in	a	small	wooden	box.	
  19. A	vial	filled	with	a	bluish	liquid,	likely	a	potion	that	has	been	
  rendered	inert.	
  20. A	collection	of	well-polished	animal	and	bird	talons	made	into	a	
  bracelet.	
  	
  
  67	
  1 , 0 0 0  A B N O R M A L  G O B L I N S  
  Goblins	are	great!	However,	goblins	often	get	short-shrift	in	the	
  design	 department.	 That’s	 a	 shame	 as	 their	 appearance	 and	
  accoutrements	help	highlight	their	culture	and	tribal	habits.	Such	
  details	inject	more	flavour	and	verisimilitude	into	an	otherwise	
  standard	combat	encounter.		
  	
  A	standard	goblin	appears	thus:		
  This	 small	 three-foot	 high,	 scrawny	 humanoid	 has	 a	 wide,	
  ungainly	head,	red	eyes	and	ludicrously	over-sized	pointed	ears.		
  To	this	basic	description,	apply	one	of	the	entries	below:	
  1. One	of	the	goblin’s	ears	has	been	chewed	off;	only	a	bloody	
  stump	remains.	
  2. Clad	 in	 a	 mish-mash	 of	 gaudily-coloured	 clothes,	 this	 goblin	
  looks	like	a	court	jester	or	motley	fool.		
  3. This	goblin	wears	a	bone	necklace	threaded	with	many	finger	
  and	toe—bones.	They	clack	as	the	creature	moves	about.	
  4. Wearing	leather	armour,	this	goblin	is	festooned	with	belts	and	
  buckles.	 Many	 small	 pouches—all	 tightly	 cinched	 shut—hang	
  from	the	belts.		
  5. Clad	in	a	black	robe,	hacked	off	to	fit	and	cinched	at	the	waist	
  with	an	over-sized	belt,	this	goblin	has	the	air	of	the	macabre	
  about	it.	The	cloak	has	a	cowl	in	which	holes	have	been	cut	for	
  the	creature’s	oversized	ears.		
  6. Rotting	teeth	fill	this	pathetically	thin	goblin’s	mouth.		
  7. Oozing	lesions	cover	this	goblin’s	face.	
  8. Half	 of	 this	 goblin’s	 hair	 has	 been	 burnt	 away;	 streaks	 of	
  puckered	scars	cover	its	face.		
  9. This	 goblin	 wears	 a	 red	 patch	 over	 its	 left	 eye.	 Investigation	
  reveals	the	eyepatch	was	coloured	with	blood;	the	eye	beneath	
  has	been	gouged	out.		
  10. Naked	 save	 for	 a	 filthy	 loincloth,	 crude	 tattoos	 cover	 this	
  goblin’s	 scrawny	 body.	 The	 tattoos	 feature	 a	 series	 of	 basic	
  designs—an	elf’s	severed	head,	a	big	axe	and	so	on.		
  C O M B A T  &  T A C T I C S  
  In	battle,	some	goblins	fight	differently	to	their	brethren:	
  1. This	goblin	hurls	rocks	at	archer-types	and	spellcasters.	Every	
  time	she	hits,	she	screeches	“Boom!”	in	Goblin.		
  2. An	utter	coward,	this	goblin	screams	and	runs	away	as	soon	as	
  anyone	tries	to	attack	him.	
  3. Terrified	of	injury,	this	goblin	immediately	retreats,	if	injured.	
  4. Drunk,	this	goblin	is	practically	fearless.	It	charges	into	combat	
  screaming	in	a	high-pitched	voice.	
  5. This	goblin	suffers	from	delusions	of	grandeur.	At	the	start	of	
  combat,	it	hangs	back	and	shouts	commands	to	its	comrades	
  (which	they	ignore).		
  6. This	goblin	is	convinced	of	its	battle	prowess.	Before	battle,	it	
  challenges	 the	 toughest-looking	 enemy	 to	 single	 combat.	
  Honourable—for	a	goblin—	it	doesn’t	cheat	(that	much)	and	
  fights	to	the	death.	
  7. Obsessed	 with	 fire,	 this	 goblin	 loves	 to	 fight	 with	 blazing	
  weapons.	If	given	the	chance,	it	coats	its	weapons	in	oil	before	
  setting	 them	 aflame	 and	 charging.	 Scorch	 marks	 cover	 the	
  goblin’s	hands	and	forearms.	
  8. Charging	into	battle,	the	goblin	drops	its	weapon	and	tries	to	
  tackle	its	opponent	to	the	ground.	If	successful,	it	whips	out	a	
  dagger	and	starts	stabbing.	
  9. More	cunning	than	its	fellows,	this	goblin	tries	to	sneak	round	
  the	back	to	engage	weaker	targets.		
  10. Obsessed	with	shiny	treasure,	this	goblin	stops	fighting	to	loot	
  downed	opponents.		
  T R E A S U R E S  &  T R I N K E T S  
  Sometimes,	goblins	carry	small	trinkets	or	treasures.	Roll	on	the	
  table	below,	if	you	determine	the	creature	has	a	small	item	of	
  personal	treasure:		
  1. This	goblin	carries	a	small	pouch	crammed	full	of	smoked	meat.	
  Beyond	all	expectations,	the	meat	is	smoked	correctly,	tasty	and	
  safe.		
  2. A	 leather	 necklace	 hangs	 around	 the	 goblin’s	 neck.	 From	 it	
  hangs	an	iron	holy	symbol	of	a	well-known	good-aligned	god.	A	
  small	black	stone—an	onyx—set	in	the	symbol	is	worth	5	gp.	
  3. This	 goblin	 hides	 its	 greatest	 treasure	 in	 its	 left	 boot—a	
  tarnished	gold	piece	stolen	long	ago	from	the	chieftain.	Only	
  exhaustive	searching	reveals	this	hidden	treasure.	
  4. Three	 vials	 of	 oil,	 already	 set	 with	 small,	 makeshift	 wick	 of	
  ripped	cloth	fill	this	goblin’s	pouch.		
  5. The	goblin’s	belt	has	an	ornate,	but	tarnished,	iron	belt	buckle	
  depicting	a	dragon’s	maw.	It	is	worth	1	gp.		
  6. An	impressive	collection	of	smooth,	shiny	pebbles	fill	this	heavy	
  pouch.	The	pebbles	are	worthless,	but	hidden	among	them	is	a	
  small	chunk	of	quartz	worth	4	gp.	
  7. Carried	in	its	pack,	this	goblin	owns	a	short,	20-foot	long	strip	of	
  dirty	silk	rope.	Although	dirty,	the	rope	is	in	good	condition.	
  8. This	goblin	has	a	wolf-skin	hat.	Sized	for	a	small	creature,	it	is	
  warm	but	filthy.	If	cleaned,	it	is	worth	5	sp.	
  9. The	goblin’s	pouch	holds	a	battered	small	iron	box	containing	a	
  small	quantity	of	pungent,	but	soiled	snuff.	
  10. Jet	black	fur	edges	this	goblin’s	dirty	scarlet	cloak.	The	cloak	
  once	belonged	to	a	goblin	hero.	It	is	a	status	symbol	among	the	
  goblins.	If	given	the	chance	a	goblin	tries	to	buy—or	steal—the	
  cloak.	
  
  68	
  W H A T ’ S  T H E  G O B L I N  D O I N G ?  
  Goblins	don't	just	sit	about	in	their	lair	waiting	to	be	slaughtered	
  by	wandering	adventurers.	Like	any	other	sentient	beings	they	
  have	 needs	 and	 interests.	 Thus,	 when	 the	 party	 is	 exploring	 a	
  goblin	lair,	they	are	likely--at	least	until	the	alarm	is	raised--to	
  encounter	goblins	going	about	their	daily	life.	
  G E N E R A L  A C T I V I T I E S  
  When	 encountered,	 a	 wandering	 goblin	 (or	 goblins)	 could	 be	
  engaged	in	one	of	the	following	activities:		
  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,	leader	or	other	enemy	
  19. Nefariously	sneaking	about	
  20. Making	a	lot	of	noise—perhaps	shouting	or	singing	
  1 0  M I N O R  E N C O U N T E R S  
  Use	these	sample	minor	encounters,	to	breathe	life	into	the	
  PCs'	explorations:	
  1. The	PCs	hear	whistling	from	the	direction	they	are	heading.	A	
  few	moments	later,	a	goblin	female	carrying	an	empty	water	
  jug	 wanders	 around	 the	 corner.	 If	 she	 gets	 the	 chance,	 she	
  screams,	hurls	the	jug	at	the	nearest	intruder's	head	and	then	
  flees.	
  2. As	#1,	but	the	female	has	a	young	child	with	her.	She	screams	
  for	help	and	tries	to	hold	off	the	PCs	while	her	child	escapes	
  to	raise	the	alarm.	
  3. The	PCs	discover	a	goblin	scratching	some	graffiti	
  into	the	wall	with	a	sharp	stone.	The	goblin	has	not	
  noticed	 them.	 Investigations	 reveal,	 the	 goblin	 is	
  writing	derogatory	comments	about	the	tribe's	chief.	
  4. These	two	young	warriors	have	stolen	a	flask	of	wine	and	are	
  enjoying	it	somewhere	out	of	the	way.	They	are	drunk.	
  5. The	 PCs	 interrupt	 two	 goblins	 brawling.	 Totally	 caught	 up	 in	
  their	own	fight,	they	have	not	heard	the	PCs'	approach.		
  6. Suddenly	 the	 sound	 of	 many	 goblins	 chanting	 a	 battle	 song	
  reaches	the	party's	ears.	After	a	few	ragged	verses,	the	singing	
  fades	away.	
  7. Two	goblins	each	drag	a	sack	of	rubbish	toward	the	entrance.	
  At	sight	of	the	PCs,	they	drop	the	sacks	and	flee.	The	rubbish	
  spills	out	of	the	sacks	creating	an	area	of	difficult,	slippery	(and	
  smelly)	terrain.	
  8. Two	goblin	children	have	cornered	a	rat	and	are	poking	at	it	with	
  sharp	sticks.	Their	rapacious	cries	betray	their	presence	before	
  the	 PC	 stumble	 into	 view.	 If	 left	 to	 their	 own	 devices,	 they	
  quickly	kill	the	rat	and	beginning	skinning	it.	
  9. Two	goblins	have	sneaked	off	for	some	“quiet	time”	together.	
  Lost	in	each	other’s	company,	they	are	completely	oblivious	to	
  the	PCs.	
  10. This	goblin	is	lurking	in	the	hopes	of	catching	and	killing	his	rival.	
  The	arrival	of	the	PCs	gives	him	an	idea.	He	offers	to	give	them	
  information	on	the	layout	of	the	lair,	where	the	guards	are	etc.,	
  if	they	promise	to	kill	his	enemy	(a	particularly	large	goblin	who	
  always	 wears	 a	 black	 hood	 and	 carries	 a	 wickedly	 notched	
  sword).	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	drunk	etc.)
  	
  	
  	
  	
  	
  	
  	
  y
  	 nto	the	
  	
  	
  	
  	
  	
  	
  	
  	
  	 eading.	A	
  	
  	
  	 	
  	
  	
  	
  	
  pty	water	
  	
  	
  	
  	
  	 	
  	
  	
  	
  ance,	 she	
  	
  d	and	then	
  	
  	
  	
  	
  	
  	 	
  	
  	
  	
  	
  e	screams	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	 scapes	
  
  69	
   
   
   
   
   
   
   
   
   
   
  HAUNTED HOUSE
   
   
  
  70	
  1 0  T H I N G S  T O  S E E  I N  A  B U R N E D  O U T  H O U S E  
  Fire	is	a	potent	enemy	for	any	settlement.	Wooden	buildings	are	
  particularly	susceptible	to	flames	and	often	marauders	use	it	to	
  devastating	effect	on	the	borderland	settlements	they	raid.		
  1. The	building’s	blackened	chimney	rises	from	the	surrounding	
  piles	of	scorched	and	burnt	wood.	Debris	chokes	the	fireplace.	
  2. Bizarrely	 one	 section	 of	 soot-stained	 wall	 survived	 the	 fire	
  relatively	 undamaged.	 Someone	 has	 written	 graffiti—the	
  names	of	the	people	who	died	here—in	the	soot.	
  3. Part	of	a	bed’s	wooden	headboard	sticks	out	of	a	pile	of	burnt	
  and	scorched	debris.		
  4. The	fire	that	destroyed	this	building	was	clearly	powerful.	The	
  building’s	 stone	 foundation	 stones	 are	 scorched,	 and	 several	
  cracked	in	the	intense	heat.	Similarly,	the	branches	of	a	tree	
  nearest	to	the	building	are	blackened	and	burnt.		
  5. Pieces	 of	 partially	 melted	 iron	 lie	 amid	 the	 ruins.	 One	 is	
  reminiscent	 of	 a	 cauldron	 or	 pot,	 while	 others	 nearby	 might	
  have	once	been	utensils	of	some	sort.	
  6. Birds	now	nest	amid	the	scorched	rafters	of	this	once	fine	home.	
  The	rafters	rang	over	the	ruin	like	blackened	bones	reaching	up	
  into	the	sky.	If	disturbed,	the	birds	fly	up	out	of	the	building	into	
  the	 air;	 perhaps	 their	 sudden	 appearance	 could	 alert	 nearby	
  raiders	to	the	PCs’	presence.	
  7. Three	crude	grave	markers	of	blackened	wooden	planks	stick	
  out	of	the	muddy	earth	behind	the	house.	Bunches	of	dying	
  flowers	lie	upon	each	grave	suggesting	at	least	one	person	cares	
  about	the	people	who	once	lived	here.	
  8. Rubble	 and	 the	 scorched	 remains	 of	 two	 wooden	 beams	
  partially	cover	a	hole	in	the	ground.	Investigation	reveals,	the	
  hole	 leads	 down	 to	 a	 root	 cellar.	 The	 wooden	 stairs	 leading	
  downward	were	badly	damaged	in	the	fire	and	collapse	if	any	
  meaningful	weight	is	put	on	them.	
  9. Attempts	have	been	made	to	salvage	useable	materials	from	
  this	 ruin.	 Near	 what	 was	 once	 the	 front	 door,	 someone	 has	
  dumped	a	pile	of	wood	that	survived	the	fire	in	relatively	good	
  condition;	 another	 pile	 of	 scorched	 and	 burnt	 offcuts	 lies	
  nearby.	
  10. The	soot-wreathed	bones	of	one	of	the	building’s	unfortunate	
  residents	lies	pinned	beneath	an	unstable	pile	of	debris.	Trying	
  to	 reach	 the	 skeleton	 is	 dangerous;	 the	 pile	 could	 shift	 or	
  collapse	if	disturbed.	
  	
  1 0  T H I N G S  T O  S E E  I N  A  P L A G U E - I N F E S T E D  H O U S E  
  When	plague	comes	to	a	settlement,	death	and	suffering	travel	in	
  its	wake.	Inevitably,	houses	touched	by	plague	are	horrible	places;	
  here	evidence	of	the	its	savagery	is	writ	large.	Sane	individuals	do	
  not	willingly	enter	such	places,	but	sometimes	adventurers—or	
  looters—have	little	or	no	choice	in	the	matter.		
  1. A	bloody	blanket	lies	twisted	on	the	floor.	The	bloody	is	dried	
  and	from	the	pattern	of	the	stain	looks	like	it	was	coughed	up.	
  2. The	remains	of	a	meal—a	plate	holding	some	mouldy	bread	and	
  hard	cheese—stands	next	to	a	fallen	pewter	cup.		
  3. The	door	to	this	room	has	been	crudely	nailed	shut	from	the	
  outside.		
  4. A	terrible	smell	of	rot	pervades	the	house;	clearly	someone	died	
  here.	The	stench	gets	stronger	as	the	PCs	get	closer	to	the	body.		
  5. Much	of	the	furniture	lies	scattered	about	out	of	place.	Either	
  someone	 was	 enraged	 and	 took	 out	 his	 frustrations	 on	 the	
  furniture	or	someone	has	searched	everywhere	for	loot.		
  6. Dust	 and	 grime	 covers	 most	 surfaces	 in	 the	 house.	 Faint	
  footsteps	lead	toward	a	back	room.	A	PC	skilled	in	tracking	can	
  tell	the	person	making	the	tracks	was	shuffling.		
  7. The	rotting	corpses	of	three	rats	lie	on	the	ground	near	the	body	
  of	 one	 of	 the	 house’s	 occupant.	 The	 body	 lies	 with	 one	 arm	
  stretched;	many	small	bite	marks	on	the	arm	are	evident.	
  8. The	building’s	windows	are	all	boarded	over…from	the	outside.	
  Inside,	gloom	fills	the	house	and	dust	sifts	down	through	the	
  thin	cracks	of	sunlight	piercing	the	interior.	
  9. A	body—wrapped	in	sack	cloth—lies	in	state	on	a	long	table.	
  Burnt	down	candles	surround	the	suppurating	corpse	and	its	
  bloody,	grimy	wrappings.		
  10. A	 man	 hangs	 from	 a	 makeshift	 noose	 thrown	 over	 a	 rafter.	
  Clearly	 dead,	 his	 neck	 is	 broken	 and	 insects	 swarm	 over	 his	
  decomposing	 corpse.	 In	 a	 nearby	 room,	 the	 party	 find	 his	
  family’s	 rotting	 bodies	 laid	 out	 in	 state	 together,	 under	 a	
  blanket.	
  		
  	
  
  71	
  2 0  T H I N G S  T O  F I N D  I N  A N  A B A N D O N E D  H O U S E  
  Adventurers	 often	 seem	 to	 explore	 abandoned	 buildings.	
  Whether	it	be	a	(reputedly)	haunted	manor	house,	a	peasant’s	
  home	in	a	ruined	village	or	even	the	demesne	of	a	mysteriously	
  disappeared	wizard	such	places	make	excellent	adventure	sites.		
  1. 
  Cobwebs—heavy	with	cocooned	insects—fill	the	corners	of	
  this	dank,	gloomy	chamber;	a	veil	of	cobwebs	fills	a	doorway	
  leading	further	into	the	building.	
  2. 
  Rotting,	mould	shrouded	furniture	stands	against	the	walls	of	
  this	chamber.	A	heavy,	formal	chair	is	particularly	far-gone	
  and	one	leg	collapses	if	the	chair	is	disturbed.	
  3. 
  The	shattered	remains	of	several	pewter	mugs	lie	scattered	
  across	the	floor.	A	dented	and	bent	pewter	plate	lies	against	
  one	wall.	Dust	covers	everything.	
  4. 
  The	 sound	 of	 faint	 scrabbling	 comes	 from	 deeper	 in	 the	
  building.	If	a	PC	investigates,	a	squirrel	clutching	a	nut,	darts	
  out	of	the	darkness.	
  5. 
  A	mouldering	brown	blanket	lies	where	it	fell.	
  6. 
  A	 strange	 dark	 stain	 mars	 the	 floor	 of	 this	 chamber.	
  Investigation	reveals	the	stain	is	likely	old,	dried	blood.	
  7. 
  Someone	has	pried	up	the	floorboards	to	reveal	a	small	space	
  below.	Nothing	but	cobwebs	fills	the	niche.	A	faint	outline	in	
  the	dust	hints	a	small	box	or	coffer	was	once	stored	here.	
  8. 
  Black	mould	has	grown	over	one	wall	of	this	room	and	the	air	
  is	redolent	with	the	stench	of	decay.	
  9. 
  Part	of	the	wooden	wall	has	been	pried	loose	and	the	boards	
  tossed	casually	aside.	
  10. The	roof	of	this	chamber	is	partially	missing	and	the	rain	has	
  got	inside.	The	floor	is	damp	and	several	small	puddles	have	
  gathered.	
  11. The	 hinges	 of	 this	 door	 have	 failed	 and	 only	 the	 door	 jam	
  holds	it	in	place.	If	the	door	is	opened,	it	collapses	into	the	
  room	with	a	loud	thud.	
  12. The	floorboards	in	this	chamber	are	rotten.	They	collapse	if	
  subjected	to	a	weight	of	100	lbs.	or	more.	
  13. Someone	has	covered	one	wall	in	graffiti	daubed	in	charcoal.	
  To	 the	 untrained	 eye,	 the	 graffiti	 looks	 like	 nothing	 but	
  deranged	 scribbling.	 Scholars	 of	 the	 occult	 may	 realise,	
  however,	the	scribbles	look	a	little	like	the	sigil	of	a	certain	
  elder,	blasphemous	power...	
  14. A	forgotten	sack	stands	in	one	corner.	In	contains	blankets	
  and	old	clothes	sized	for	a	child.	All	are	now	mouldy.	
  15. A	 pile	 of	 mouldering	 planks—pulled	 from	 the	 walls	 and	
  floors—are	stacked	in	the	centre	of	the	room.	
  16. The	fireplace	in	this	room	has	obviously	been	used	relatively	
  recently.	The	ash	within	is	still	faintly	warm	and	marks	in	the	
  dust	show	where	someone	slept.	
  17. Thick	dust	coats	the	floor	of	this	room.	Nothing—except	the	
  tracks	of	small	insects—is	visible	in	the	dust.	
  18. Small	 droppings—probably	 from	 rats	 or	 mice—	 cover	 the	
  floor	by	one	wall.	Several	small	holes	gnawed	at	the	bottom	
  of	the	wall	show	where	the	rodents	probably	live.	
  19. Mottled	green	slime	coats	the	ceiling.	The	slime	is	harmless,	
  but	paranoid	adventurers	may	suspect	otherwise.	
  20. The	door	to	the	room	is	wedged	shut.	Either	debris	has	fallen	
  against	the	other	side	or	is	has	swollen	in	place	due	to	water	
  damage.	
  1 0  A B A N D O N E D  H O U S E  P E R I L S  
  Perils	lurk	in	abandoned	buildings.		
  1. The	 floorboards	 are	 weak—riddled	 with	 woodworm	 and	 rot.	
  When	 a	 character	 steps	 on	 such	 boards	 they	 break,	 possibly	
  dropping	the	explorer	into	a	lower	part	of	the	building.	
  2. Mould	 grows	 voraciously	 over	 a	 wall.	 Invisible	 spores	 fill	 the	
  surrounding	 air.	 Characters	 breathing	 in	 the	 spores	 could	
  develop	a	nasty	disease.	
  3. A	wooden	door	is	swollen	shut.	Characters	pulling	it	open	may	
  be	surprised	(and	injured)	when	they	wrench	it	from	its	hinges	
  and	it	topples	over…on	top	of	them.	
  4. Dripping	water	has	severely	damaged	the	ceiling.	As	the	party	
  passes	underneath,	pieces	of	it	collapse.	
  5. A	 ratty,	 mouldy	 rug	 covers	 the	 floor.	 Perceptive	 characters	
  notice	 the	 middle	 of	 the	 rug	 moving	 slightly—as	 if	 it	 is	
  breathing.	Removing	the	rug	reveals	a	hole	in	the	floor	through	
  which	issues	an	intermittent	breeze.	
  6. The	 floorboards	 are	 weak—riddled	 with	 woodworm	 and	 rot.	
  When	a	character	steps	on	the	board	they	break	and	trap	the	
  unfortunate’s	foot	in	place.	
  7. Shards	of	pottery	(or	glass)	and	chunks	of	wall	and	ceiling	litter	
  the	floor.	The	pottery	shards	lie	hidden	among	the	other	debris	
  and	act	as	caltrops.	
  8. A	 wooden	 door	 is	 swollen	 shut	 and	 tremendously	 rotten.	
  Characters	trying	to	yank	the	door	open	with	its	handle	instead	
  pull	it	off	in	their	hand—making	it	much	harder	to	open	the	door	
  with	subsequent	attempts.	
  9. A	 veritable	 field	 of	 small	 mushrooms	 and	 mould	 cover	 the	
  floor—thriving	in	the	damp,	gloomy	environment.	Water	drips	
  down	from	above	making	the	whole	rather	slippery	(particularly	
  for	those	moving	rapidly).	
  10. A	large	pile	of	rotting	furniture,	joists	from	the	ceiling	and	so	on	
  blocks	access	to	a	door	or	corridor.	The	pile	is	unstable;	if	taken	
  apart	without	care	and	caution,	it	collapses	onto	those	trying	to	
  clear	it.	
  	
  
  72	
  2 0  T H I N G S  T O  S E E  I N  A  H A U N T E D  H O U S E  
  Haunted	houses	are	classic	venues	for	adventures.	Such	places	
  are	 ripe	 with	 possibilities	 (and	 dangers).	 When	 designing	 a	
  haunted	 house,	 though,	 it’s	 easy	 to	 focus	 on	 the	 physical	
  challenges	of	the	place.	Atmosphere	in	such	a	locale	is	easily	as	
  important	as	the	things	the	PCs	will	actually	fight.		
  1. From	 the	 area	 the	 PCs	 just	 left	 comes	 the	 distinct	 creak	 of	
  floorboards—as	if	someone	heavy	is	walking	across	the	floor.	
  2. The	temperature	suddenly	plummets	to	freezing	point	in	the	
  area	surrounding	the	party.	Their	breath	mists	the	air	and	frost	
  forms	on	the	ground.	Within	a	few	minutes,	the	chill	passes.	
  3. Somewhere	up	ahead	a	door	rattles	in	its	jamb.	The	rattling	is	
  loud	and	sustained.	If	the	PCs	come	upon	the	door,	the	sound	
  suddenly	ceases.	
  4. The	indistinct	sound	of	whispering	or	muttering	comes	from	a	
  random	direction.	No	matter	how	hard	they	listen,	the	party	can	
  make	out	only	one	word…death.	
  5. A	 faint	 glow	 of	 light—as	 given	 off	 by	 a	 candle—comes	 from	
  behind	a	door	or	around	a	corner.	When	the	party	moves	to	
  investigate,	the	light	is	suddenly	extinguished.	
  6. As	#5	above,	but	the	light	dances	wildly	as	if	caught	in	a	strong	
  wind.	As	the	party	moves	to	investigate,	the	light	is	extinguished	
  and	a	strong	wind	momentarily	batters	the	party.	
  7. With	a	crash,	a	small	object	such	as	a	tankard	on	a	nearby	table	
  smashes	to	the	floor.	
  8. The	sound	of	scrabbling	comes	from	within	the	nearby	wall.	It	
  sounds	like	dozens—if	not	scores—of	some	small	animal	such	
  as	a	rat—are	trapped	within.	The	sound	reaches	a	crescendo—
  loud	 enough	 to	 drown	 out	 normal	 conversation—
  before	abruptly	ceasing.	
  9. A	 deeper	 shadow	 seems	
  to	 move	 in	 the	 dark	
  just	
  beyond	
  the	
  party’s	lights.	
  10. One	of	the	party	suddenly	feels	dizzy—as	if	he	had	been	spun	
  round	 and	 round—and	 sick.	 If	 the	 PC	 engages	 in	 strenuous	
  activity	within	the	next	five	minutes,	he	is	violently	sick.	
  11. One	of	the	PCs	suddenly	feels	a	stinging	pain	on	the	back	of	his	
  neck.	 Investigations	 reveal	 three	 deep	 slash	 marks—perhaps	
  made	 by	 ghostly	 fingernails.	 The	 PC	 takes	 minor	 damage,	
  though	it	requires	magic	aid	to	heal.	
  12. With	a	low	creaking	sound,	a	door	in	sight	of	the	party	slowly	
  opens.	When	they	approach,	it	slams	shut	in	their	faces!	
  13. One	 of	 the	 party	 discovers	 a	 minor	 weapon—perhaps	 a	
  dagger—is	missing.	If	they	retrace	their	steps	to	look	for	the	
  weapon,	they	find	it	stabbed	into	the	floor.	The	weapon’s	hilt	is	
  strangely	cold	to	the	touch.	
  14. The	cloying	scent	of	rotting	food	hangs	in	the	air.	If	the	party	
  spends	any	time	in	the	room	searching,	the	smell	gets	stronger	
  and	stronger.	
  15. The	PC	at	the	back	of	the	party	hears	the	sound	of	quiet	sobbing	
  from	the	room	they	just	exited.	
  16. One	 of	 the	 party	 suddenly	 experiences	 an	 overwhelmingly	
  powerful	hot	flush.	Sweat	breaks	out	on	his	face	and	he	must	
  rest	for	a	moment.	
  17. Wet	 footprints	 suddenly	 appear	 on	 the	 floor	 in	 front	 of	 the	
  party.	
  18. Strange	stains	running	down	the	walls	from	the	ceiling	make	it	
  seem	like	the	house	itself	were	bleeding.	The	stains	are	a	dried	
  rusty	brown	colour	and	give	off	a	faint,	indistinct	odour.	
  19. The	 atmosphere	 in	 this	 part	 of	 the	 house	 seems	 stale	 and	
  stagnant	no	matter	what	steps	are	taken	to	let	in	fresh	air.	
  20. A	 loud	 voice—with	 no	 obvious	 source—suddenly	 shouts	 the	
  name	of	one	of	the	party.	
  	
  	
  h	 to	 drown	 out	 normal	 conversation
  	
  ptly	ceasing.
  	
  	 hadow	 seems	
  	
  	 n	 the	 dark	
  	
  nd	
  the	
  	
  s.
  20. A	 loud	 voice—with	 no	 obvious	 sourc
  nam 	
  	
  	
  	
  	
  
  73	
  2 0  ( M O R E )  T H I N G S  T O  S E E  I N  A  H A U N T E D  H O U S E  
  There	is	no	shortage	or	frightening	or	strange	sights	to	see	in	a	
  haunted	house.		
  1. Living	creatures	hunger	and	thirst	twice	as	fast	as	normal	within	
  the	haunted	house. 	
  2. Disturbing	 an	 object	 in	 the	 haunted	 house	 causes	 it	 to	 ooze	
  sticky,	green	slime. 	
  3. Mirrors	 reflect	 their	 subjects’	 images,	 but	 endowed	 with	
  fiendish	qualities. 	
  4. Cobwebs	 as	 thick	 as	 curtains	 fill	 several	 rooms	 within	 the	
  haunted	house. 	
  5. Dusty	skeletons	sit	in	every	chair	and	upon	every	couch	within	
  the	haunted	house. 	
  6. Dirty,	white	sheets	cover	every	piece	of	furniture. 	
  7. Dust	that	has	settled	within	the	haunted	house	is	impossible	to	
  clean	 off,	 sticking	 to	 everything	 within	 the	 house	 and	
  resettling	moments	after	it	is	cleaned. 	
  8. All	 food	 discovered	 within	 the	 house	 appears	 edible,	 but	 is	
  actually	rotten	and	sickens	for	one	minute	anyone	who	eats	it.	
  9. Threats	 towards	 intruders	 are	 carved	 into	 the	 walls	 of	 1d4	
  rooms	within	the	haunted	house.	
  10. The	gaze	of	every	portrait	in	the	haunted	house	seems	to	follow	
  explorers’	progress.	
  11. 	 One	 room	 is	 filled	 with	 illusory	 people	 (as	 silent	 31	 image);	
  the	illusions	dance	in	a	ballroom,	eat	in	a	dining	room	etc.	
  12. Each	 time	 a	 PC	 exits	 a	 room,	 the	 furniture	 and	 decorations	
  rearrange	themselves.	
  13. Thunderstorms	and	a	strong	wind	(21	mph)	constantly	batter	
  the	haunted	house. 	
  14. A	 graveyard	 with	 freshly	 dug	 graves	 sits	 behind	 the	 haunted	
  house.	One	empty	grave	per	intruder	pierces	the	ground.	
  15. Choking	vines	cover	the	outside	of	the	haunted	house	and	seem	
  to	grow	rapidly	if	cut	down. 	
  16. The	haunted	house	includes	a	moat,	river,	or	pond	filled	with	
  spectral	(or	skeletal)	fish.	
  17. Every	tree	within	100	feet	of	the	haunted	house	is	twisted	into	
  the	shape	of	an	agonized	human.	
  18. Musical	 objects	 within	 the	 haunted	 house	 randomly	 play	
  themselves	 for	 any	 living	 audience	 that	 can	 hear	 them	
  perform. 	
  19. Objects	within	the	house	harmlessly	break	or	explode	when	a	
  living	creature	passes	nearby.	
  20. Heavy	footsteps	echo	throughout	the	haunted	house’s	rooms	
  at	 random	 intervals.	 This	 never	 occurs	 in	 the	 room	
  explorers	occupy.		
  1 0  R U M O U R S  A B O U T  T H E  H O U S E  
  1. The	house	has	a	deep	cellar.	Whenever	anyone	explores	the	
  cellar,	the	shadows	cluster	thickly	about	them	and	they	always	
  find	an	area	of	turned	earth—as	if	something	had	recently	been	
  buried.		
  2. One	of	the	family's	children	was	locked	in	the	attic	for	some—
  now	 forgotten	 but	 minor—transgression.	 The	 child	 was	
  headstrong	and	tried	to	escape;	he	fell	from	the	roof	and	was	
  killed.	His	spirit	still	lingers	in	the	attic,	yet	searching	for	a	means	
  of	escape.		
  3. Several	 servants	 in	 the	 house	 reported	 the	 feeling	 of	 being	
  watched	 whenever	 they	 went	 up	 to	 the	 second	 floor.	 Some	
  doors	refused	to	open	for	them,	no	matter	how	hard	they	tried	
  to	open	them.	Most	of	the	servants	left	the	family’s	employ	
  shortly	after	taking	up	service	but	more	than	one	completely	
  disappeared	never	to	be	seen	again.	
  4. A	secret	cellar	under	the	house	hides	a	deep	well	of	ancient	
  artifice	in	its	shadowy	recesses.	Surrounded	by	a	crumbling	wall	
  or	curious	design,	the	well	plumbs	some	unknown	water	source.	
  Those	drinking	from	the	well	invariably	fall	ill	and	are	never	the	
  same	again.		
  5. Rats	infest	the	house.	Before	it	was	abandoned	tales	told	of	a	
  servant	slain	by	a	horde	of	the	foul	creatures	when	he	was	sent	
  to	retrieve	a	bottle	from	the	wine	cellar.	
  6. Faint,	flickering	lights	of	unwholesome	hue	are	sometimes	seem	
  bobbing	about	the	house	after	dark.	These	are	the	souls	of	all	
  those	bound	to	that	accursed	place.	
  7. One	of	the	maids	working	in	the	house	was	an	adherent	of	a	
  demon!	She	lay	with	her	master	in	the	master’s	bed	and	when	
  her	child	was	born	the	clueless	family	allowed	her	to	stay	in	
  their	employ.	Soon	her	child	grew	big,	strong	and	malevolent.	
  Soon	thereafter,	a	series	of	tragic	accidents	claimed	the	lives	of	
  the	family’s	children.		
  8. A	malevolent	sentience	lurks	within	the	house.	Some	say	the	
  very	 essence	 of	 the	 Abyss	 imbues	 the	 house	 with	 a	 terrible	
  purpose—to	 carry	 away	 all	 those	 who	 linger	 within	 to	 an	
  eternity	of	torment	at	the	hands	of	a	terrible	demon	lord!	
  9. More	 than	 one	 resident	 of	 the	 house	 has	 been	 driven	 stark	
  raving	mad	by	something	lingering	under	that	accursed	roof.	
  Two	have	jumped	from	the	roof	and	one	died	under	the	wheels	
  of	his	own	carriage.	
  10. Ancient	tunnels	link	the	house	with	a	rambling	set	of	natural	
  caverns	that	emerge	far	from	town.	Smugglers,	kidnappers	and	
  worse	used	the	tunnels,	until	the	house	was	abandoned.	
  	
  	
   
  
  74	
  2 0  T R E A S U R E S  T O  F I N D  I N  A  H A U N T E D  H O U S E  
  Abandoned	 and	 decrepit,	 no	 city	 is	 complete	 without	 an	
  abandoned,	reportedly	haunted	building.	Truly	haunted	buildings	
  have	 an	 air	 of	 grim	 mystique	 about	 them,	 their	 supernatural	
  residents	setting	the	natural	world	on	edge.			
  1. Such	 sinister	 locales	 often	 have	 forgotten	 or	 lost	 treasures	
  within	their	walls.	Use	this	table	to	generate	details	of	minor	
  treasures	 the	 PCs	 find	 in	 the	 haunted	 house.	 Reroll	
  inappropriate	results.	
  2. A	grand	harp	carved	with	images	of	cavorting	satyrs	stands	near	
  the	 wall.	 Its	 strings	 emit	 an	 ear-piercing	 scream	 when	 first	
  plucked.	
  3. Two	heavy	silver	candlesticks	lie	on	the	floor.	One	of	them	is	
  stained	with	old	blood.	
  4. A	seven-headed	serpent	is	carved	into	the	walls	of	the	room.	Its	
  scales	are	covered	with	gold	leaf.	
  5. A	crystal	chandelier	fell	to	the	floor	and	shattered	here.	Many	
  of	the	crystal	pieces	are	still	large	enough	to	salvage.	
  6. Hanging	on	the	wall	is	an	oil	painting	depicting	a	demonic	doe	
  devouring	her	young.	The	frame	of	the	painting	is	studded	with	
  small	flecks	of	ruby.	
  7. Hidden	amidst	a	tangle	of	rotten	flowers	is	a	single	crystal	rose.	
  8. This	 beautiful	 wooden	 box	 is	 engraved	 with	 the	 image	 of	 a	
  rampant	unicorn.	Inside,	the	box	is	filled	with	expensive	cigars.	
  9. A	painting	of	an	old	woman	is	hidden	beneath	a	white	sheet.	
  Careful	 inspection	 reveals	 the	 lines	 and	 wrinkles	 on	 her	 face	
  spell	out	fiendish	runes.	
  10. A	 dinner	 table	 is	 neatly	 set	 with	 four	 places—each	 having	 a	
  silver	fork,	knife	and	drinking	cup.	All	four	cups	are	filled	with	
  wriggling	maggots.	
  11. Piles	of	holy	symbols	are	heaped	in	this	room.	They	are	covered	
  in	teeth	marks.	
  12. Discarded	chisels	and	stone	dust	cover	the	floor.	In	the	middle	
  of	the	room	stands	a	statue	of	one	of	the	PCs.	The	statue	holds	
  a	diamond-studded	key	in	its	left	hand.	
  13. A	 large	 golden	 serving	 platter	 perches	 atop	 a	 pile	 of	 refuse.	
  Hundreds	of	flies	cling	to	its	polished	surface.	
  14. An	intricately	engraved	locket	hangs	from	a	peg	on	the	wall.	
  One	half	of	the	locket	holds	a	painting	of	a	child.	The	other	half	
  holds	a	painting	of	a	hairy	spider.	
  15. This	oil	painting	depicts	a	horde	of	demons	pushing	humans	into	
  a	fiery	pit.	It	is	signed	by	the	famous	painter	Trornio.	
  16. An	ornate	set	of	carving	knives	rests	near	a	tray	of	spoiled	meat.	
  The	blades	are	freshly	sharpened.	
  17. A	wardrobe	contains	five	beautiful	ball	gowns.	Each	is	covered	
  in	thick	layers	of	spider	webs.	
  18. Every	piece	of	this	golden	chess	set	shows	the	piece	dying	in	a	
  different,	painful	way.	
  19. Each	of	the	coins	behind	the	glass	of	this	collector’s	display	is	
  engraved	with	the	face	of	a	different	PC.	
  20. At	first	glance,	the	subject	of	this	painting	is	a	clothed	skeleton,	
  but	when	examined	again	it	is	merely	on	old	man.	
  1 0  T H I N G S  T O  F I N D  I N  A  R A T S ’  N E S T  
  Giants	 rats	 infest	 the	 upper	 levels	 of	 many	 dungeons	 and	 the	
  recesses	of	countless	abandoned	buildings.	Often	their	nests	hold	
  nothing	but	gnawed	bones,	chewed	wood	and	other	leavings	of	
  their	voracious	hunger.	Other	times,	adventurers	may	find	objects	
  of	greater	interest	or	value.			
  1. A	mass	of	faeces	intermingled	with	ripped	pieces	of	cloth	and	
  shards	of	bone.	
  2. A	seven-foot	long	length	of	frayed	hemp	rope.	One	end	is	tied	
  around	a	rusty	piton.	
  3. A	mouldy	leather	boot	lying	on	its	side.	A	small	rat	skeleton	fills	
  the	boot.		
  4. These	ripped	and	shredded	wool	trousers	are	missing	one	leg	
  below	the	knee.	A	hidden	pocket	at	the	waist	holds	a	single	
  shiny	platinum	piece;	only	perceptive	PCs	find	the	coin.	
  5. A	great	mass	of	sawdust	and	gnawed	pieces	of	wood	hide	the	
  remains	of	a	now	ruined,	but	once	beautiful,	carved	wooden	
  deer.	
  6. The	bones	of	a	small	dog	(or	possibly	a	large	fox)	are	scattered	
  about	the	nest.	All	the	bones	show	signs	of	extensive	gnawing.	
  7. A	half-eaten,	now	rotting	rat	corpse.	A	small	arrow	protrudes	
  from	the	remains	of	its	back.	
  8. Strips	of	red	silk	are	intermingled	with	scraps	of	leather	and	
  wool.	A	strand	of	fine	silver	thread	(worth	5	gp)	runs	through	
  the	silk.	A	hasty	searcher	misses	the	thread.	
  9. What	was	once	a	fine	oaken	wand	lies	amid	the	detritus	of	the	
  nest.	Chewed	arcane	sigils	once	held	the	power	to	conjure	forth	
  mystical	 fire	 but	 the	 rats'	 attentions	 have	 destroyed	 their	
  power.	
  10. A	bizarrely	twisted	and	warped	rat	skeleton.	Strongly—perhaps	
  even	worryingly—the	rat	seemed	to	have	had	six	legs	and	two	
  heads!	
  	
  	
   
  ds!
  
  75	
  2 0  U N F O R T U N A T E  D I S C O V E R I E S  T O  M A K E  I N  A  H A U N T E D  H O U S E  
  At	the	best	of	times,	haunted	houses	are	sinister,	shunned	places.	
  However,	those	poking	about	inside	such	locales	are	bound	to	
  make	unfortunate—even	shocking—discoveries.	
  1. A	bloody	message	is	scrawled	across	the	mirror	here.	It	reads,	
  “One	of	you	has	been	taken.”	
  2. As	the	PCs	walk	passed	a	closed	door,	something	on	the	other	
  side	knocks	on	it.	
  3. A	horrific	squealing	fills	the	air	and	a	large	rat	crawls	into	view.	
  Although	it	has	no	discernible	wounds,	the	rat	contorts	in	agony	
  for	a	few	seconds	and	then	abruptly	dies.	
  4. A	thick	layer	of	dust	that	has	been	undisturbed	in	ages	covers	
  the	entire	room.	Mysteriously,	a	smouldering	cigar	rests	in	an	
  ashtray	near	the	wall.	
  5. No	one	can	remember	the	names	of	any	deities	while	they	are	
  in	this	house.	
  6. Coffins	 are	 stacked	 from	 the	 floor	 to	 the	 ceiling.	 A	 loud	
  thumping	and	groaning	noise	comes	from	somewhere	within	
  the	room.	
  7. After	 a	 lengthy	 discussion,	 the	 PCs	 suddenly	 realize	 none	 of	
  them	are	speaking	in	a	language	they	recognize.	
  8. A	flock	of	dead	ravens	forms	the	lines	of	a	summoning	circle	on	
  the	 floor.	 Judging	 by	 the	 smashed	 windows	 in	 this	 room,	 it	
  appears	the	birds	flew	into	this	position	on	their	own.	
  9. The	sound	of	laughing	children	echoes	through	the	house.	Thick	
  rivulets	of	rancid	chocolate	begin	dripping	through	cracks	in	the	
  walls	and	ceiling.	
  10. Footsteps	echo	behind	the	PCs	for	a	few	seconds	each	time	they	
  stop	moving.	
  11. When	 retracing	 their	 path	 through	 a	 dusty	 area,	 the	 PCs	
  discover	an	extra	pair	of	footprints	mixed	in	with	their	own.	
  12. Three	missing	people	sleep	in	this	room.	Although	slumbering,	
  they	are	standing	completely	upright	and	swaying	in	unison.	
  13. No	one	who	steps	inside	this	house	can	stop	smiling.	
  14. A	severed	head	constantly	whispers	and	looks	around	with	wide	
  eyes.	If	the	PCs	listen	to	it,	the	head	seems	to	be	warning	them	
  about	things	they	cannot	see.	
  15. Hellish	screams	suddenly	fill	the	air	as	the	room	spontaneously	
  bursts	into	flames.	
  16. Floorboards	creak	and	moan	under	the	weight	of	a	great	beast	
  no	one	can	see.	The	stench	of	its	hot	breath	is	overpowering.	
  17. Two	bloodshot	eyes	watch	the	PCs	through	cracks	and	holes	in	
  the	ceiling.	
  18. Thousands	of	crows	live	in	this	house.	At	random	intervals	they	
  grow	quiet	and	stare	at	the	PCs	intently.	
  19. Whenever	a	PC	falls	asleep	in	this	house,	he	wakes	with	his	arms	
  crossed	and	a	single	coin	over	each	eyelid.	
  20. PCs	leaving	this	house	have	paler	skin,	as	if	they	haven’t	seen	
  the	sun	for	months.	
  1 0  T H I N G S  T O  F I N D  I N  A  S P I D E R ’ S  W E B  
  A	 staple	 of	 low-level	 dungeons,	 giant	 spiders	 are	 fearsome	
  predators	well	able	to	take	on	and	slay	neophyte	adventurers.	In	
  turn,	once	brave	adventurers	slay	the	giant	spider	they	inevitably	
  search	 its	 web	 for	 treasures—normally	 plucked	 from	 the	
  decomposing	bodies	of	previous	victims.		
  1. A	thick	bundle	of	webs	holds	the	dried	and	desiccated	remains	
  of	a	gigantic	rat.	The	size	of	dog,	the	rat’s	corpse	bears	several	
  jagged	puncture	wounds.	
  2. Dust	 covers	 part	 of	 the	 web.	 When	 it	 is	 shaken—perhaps	 in	
  battle	or	while	being	searched—the	dust	cascades	to	the	floor	
  temporarily	obscuring	vision	and	causing	anyone	in	the	area	to	
  cough	as	it	fills	their	lungs.	
  3. A	pile	of	bones—obviously	from	a	human-sized	humanoid—lie	
  scattered	below	the	spider’s	web.	Investigation	reveals	the	skull	
  and	spinal	column	are	missing;	PCs	searching	the	web	find	them	
  suspended	in	a	ripped	cocoon.		
  4. Scores	of	small	spiders	scuttle	about	the	web,	busily	spinning	
  their	own	tiny	webs.	The	tiny	spiders	are	the	spawn	of	the	giant	
  spider,	but	there	are	not	enough	of	them	to	swarm.	Individually,	
  they	are	no	threat	to	explorers	although	perceptive	individuals	
  note	that	some	of	them	have	a	jagged	red	pattern	on	their	body.	
  5. One	 part	 of	 the	 spider’s	 web	 has	 been	 cut	 down.	 Wisps	 of	
  webbing	 hang	 from	 the	 surviving	 portions	 of	 the	 web	 and	
  several	 desiccated,	 partially	 eaten	 rat	 corpses	 lie	 scattered	
  about	the	floor.	
  6. Water	drips	through	the	ceiling	over	one	portion	of	the	web.	
  Consequently,	 that	 part	 of	 the	 web	 glistens	 in	 the	 party’s	
  lights—perhaps	enticingly	or	suspiciously	so.	
  7. Incongruously,	a	finely	wrought	dagger	with	a	discoloured	blade	
  hangs	in	the	webs	just	above	the	party’s	heads.	Retrieving	the	
  dagger	is	easy,	but	may	alert	whatever	lives	in	the	web	to	the	
  presence	of	intruders.	
  8. Thick	webs	fill	the	area.	In	one	particular	area,	the	webs	are	
  wrapped	 tightly	 around	 a	 yet	 moving	 humanoid	 form.	 The	
  humanoid	 is	 completely	 enmeshed	 but	 still	 struggles	 to	 free	
  itself.	If	the	party	free	the	trapped	individual,	they	discover	an	
  adventurer	recently	succumbed	to	ghoul	fever...	
  9. Part	of	this	web	has	a	strange	red	hue	to	it.	Investigations	reveal	
  a	 spray	 of	 dried	 arterial	 blood	 covers	 much	 of	 the	 webbing.	
  Clearly,	from	the	amount	of	blood	splattered	about	the	place,	
  whatever	lives	in	the	web	has	recently	dined	well.	
  10. The	 skeletal	 remains	 of	 a	 half-dozen	 individuals	 lie	 scattered	
  about	 the	 floor	 beneath	 this	 thick	 web.	 Casual	 examination	
  reveals	all	the	skulls	are	missing.	A	search	of	the	web	reveals	all	
  the	missing	skulls	still	embedded	in	the	webs.	
  
  76	
  	
   
  
  77	
   
   
   
   
   
   
   
   
   
   
  HILL GIANT STEADING
   
   
  
  78	
  1 0  M I N O R  H I L L  G I A N T  S T E A D I N G  E V E N T S  
  A	hill	giant	steading	is	a	living,	breathing	dynamic	dungeon.	Its	
  inhabitants—orc	slaves,	hill	giants	and	their	pets—all	move	about	
  the	place	going	about	their	business.		
  	
  PCs	 exploring	 a	 steading	 are	 bound	 to	 experience	 minor	
  events	 during	 their	 adventure.	 Roll	 on	 the	 table	 below,	 to	
  determine	what	minor	event	occurs.	(Wily	PCs	can	use	many	of	
  these	to	their	advantage).		
  1. The	 sound	 of	 deep	 voices	 and	 laughter,	 coming	 from	 some	
  unexplored	 part	 of	 the	 steading,	 fills	 the	 air.	 It	 seems	 a	
  celebration	is	in	progress.		
  2. The	party	encounter	an	orc	slave	carrying	several	large	bloody	
  wolf	pelts.	The	orc	is	distracted	and	does	not	notice	the	PCs,	
  unless	they	are	making	a	tremendous	amount	of	noise.	If	given	
  the	chance,	he	drops	the	pelts	and	flees	shouting.		
  3. A	 deep	 rumbling	 snore	 emanates	 from	 around	 the	 corner.	
  Investigations	reveal	a	hill	giant	slumped	against	the	wall	asleep	
  clutching	an	empty	wine	flask	in	one	massive	hand.	He	is	almost	
  impossible	to	wake.	
  4. The	smell	of	burning	meat	and	smoke	wafts	through	the	air.		
  5. Cold	water	drips	down	from	the	poorly	constructed	ceiling,	onto	
  a	PC’s	head.		
  6. Several	smoky,	burning	torches	provide	flickering	light	here.	As	
  the	 PCs	 enter	 the	 area,	 one	 of	 the	 torches	 gutters	 out;	 long	
  shadows	fill	one	corner.		
  7. The	 howling	 of	 wolves,	 quickly	 followed	 by	 deep,	 guttural	
  shouts	 break	 the	 relative	 silence.	 The	 wolves	 howl,	 and	 the	
  giants	shout,	for	a	minute	before	the	hubbub	subsides.	
  8. An	orc	slave,	Rel,	staggers	into	the	party.	Recently	beaten	by	his	
  master,	he	is	disorientated	and	taken	completely	by	surprise.	
  Rel	hates	his	master	and	burns	for	revenge.	If	the	PCs	treat	him	
  kindly,	and	offer	to	help	him	escape,	Rel	tells	them	much	about	
  the	 steading	 (although	 he	 does	 not	 know	 about	 any	 hidden	
  chambers	and	the	like).		
  9. A	loud	banging,	followed	by	the	sounds	of	fighting	reach	the	
  PCs’	ears.	Shouts	and	roars	continue	for	a	short	while	before	
  subsiding.	(Several	giants	were	playing	a	crude	gambling	game	
  and	one	was	caught	cheating).	Later,	the	PCs	may	discover	the	
  site	of	the	impromptu	game	in	a	hallway.	(See	#13	in	20	Pieces	
  of	Hill	Giant	Steading	Dressing).	
  10. A	 sudden	 blast	 of	 cold	 wind	 buffets	 the	 steading.	 the	 wind	
  whines	through	the	many	cracks	in	the	steading’s	walls	creating	
  an	eerie	whistling	sound.		
   
  1 0  T H I N G S  T O  F I N D  N E A R  A  H I L L  G I A N T  S T E A D I N G  
  The	land	around	a	hill	giant	steading	is	littered	with	the	signs	of	
  giantish	habitation.	Hill	giants	are	not	subtle—or	intelligent—and	
  make	no	attempt	to	hide	their	presence.		
  	
  Use	the	table	below,	to	generate	minor	points	of	interest	in	a	
  steading’s	vicinity:	
  1. A	vaguely	triangular	pile	of	rocks	looms	over	the	trail,	casting	a	
  long,	deep	shadow	across	the	ground.	The	huge	skull	of	some	
  kind	of	fantastical	beast—perhaps	a	wyvern—leers	down	from	
  atop	the	pile.	
  2. Deep,	booted	footprints	mar	the	ground,	in	a	confused	jumble.	
  Most,	however,	lead	in	the	direction	of	the	steading.		
  3. A	 tall,	 slender	 column	 of	 stones	 stands	 atop	 a	 small	 rise	
  overlooking	 the	 surrounding	 terrain.	 A	 small	 pile	 of	 skulls	 is	
  heaped	atop	it.	
  4. A	half-dozen	burial	cairns	of	tumbled,	moss-covered	stones	dot	
  the	hill	side.	All	are	large;	it	is	likely	a	giant	is	interred	within	
  each.	Ragged,	weatherworn	banners	flutter	in	the	breeze	over	
  several	of	the	cairns.	
  5. A	thick	tree	trunk	has	been	driven	deep	into	the	ground.	The	
  mouldering	corpse	of	a	muscular,	black-haired	humanoid	hangs	
  crucified	 from	 the	 trunk.	 Investigation	 reveals	 the	 crucified	
  individual	was	an	orc;	he	has	been	here	for	at	least	a	month.		
  6. The	smashed,	broken	and	rotting	remains	of	a	mountain	goat	
  lie	partially	crushed	beneath	a	large	boulder.	Scavengers	have	
  worried	the	bits	of	the	corpse	not	crushed	beneath	the	boulder.		
  7. A	hill	giant	has	snuck	away	from	his	fellows	to	enjoy	three	flasks	
  of	wine.	Drunk,	he	staggers	over	a	nearby	rise	singing	lustily.	
  Unless	the	PCs	are	particularly	obvious,	he	doesn’t	notice	them	
  and	goes	on	his	way.		
  8. A	 heap	 of	 throwing	 boulders	 is	 stacked	 on	 a	 low	 ridge	
  overlooking	 the	 trail.	 Investigation	 reveals	 many	 giant	
  footprints	and	a	few	discarded	wine	flasks,	animal	bones	and	
  the	like.	This	is	clearly	a	sentry	post,	but	no	giant	is	currently	in	
  attendance.	
  9. Bones,	rubbish	and	detritus	fill	a	narrow,	deep	chasm	piercing	
  the	 very	 bedrock	 of	 the	 hills.	 The	 narrow	 chasm	 is	 entirely	
  natural;	the	hill	giants	are	using	it	as	a	rubbish	dump.	The	smell	
  wafting	from	its	depths	betrays	its	presence	from	some	distance	
  away—particularly	if	the	PCs	are	downwind.		
  10. Claw	marks	mar	the	stone	here.	Nearby	lurk	several	large	piles	
  of	excrement.	A	PC	wise	in	the	ways	of	the	wild	can	identify	the	
  piles	as	wolf	excrement.		
  	
   
  
  79	
  2 0  T H I N G S  T O  F I N D  I N  A  H I L L  G I A N T ’ S  B A G  
  Fearsome	foe	of	epic	strength	and	prodigious	frame,	giants	carry	
  their	loot	and	possessions	in	great	bags	across	their	backs.			
  	
  Sadly,	most	giants	are	dim	witted,	lumbering	brutes	prone	to	
  collecting	that	which	piques	their	fancy.	While	they	likely	have	
  gathered	some	objects	of	true	worth	from	their	victims,	they	will	
  also	have	picked	up	other	odds	and	ends.		
  	
  Use	this	table,	to	determine	what	odds	and	ends	the	PCs	find	
  in	the	giant’s	bag.			
  1. A	freshly	killed	sheep,	its	wool	coat	covered	in	drying	blood.	Its	
  skull	has	been	shattered.		
  2. The	 giant	 has	 been	 busy	 carving	 a	 new	 club.	 Slightly	 more	
  artistic	than	his	fellows	he	is	carving	the	head	of	the	club	to	
  resemble	a	gigantic	fist.	Along	with	the	club,	the	bag	contains	
  wood	 shavings,	 off	 cuts,	 a	 battered	 battle-axe	 and	 a	 dulled	
  handaxe.	
  3. Three	throwing	stones	along	with	a	small	wrought	iron	coffer	fill	
  the	sack.	The	coffer	is	locked	and	dented.	It	contains	27	sp,	135	
  gp	 along	 with	 a	 broken	 potion	 vial.	 The	 inside	 of	 the	 coffer	
  smells	slightly	of	cinnamon.		
  4. Several	branches	ripped	from	a	bush	or	tree—destined	to	be	
  kindling	for	the	giant’s	next	fire.	One	of	the	largest	could	be	
  used	as	a	club,	in	a	pinch.	
  5. The	giant	has	been	hunting	wolves.	Its	bag	contains	four	bloody	
  wolf	pelts	and	a	rusty	longsword	that	once	belonged	to	a	human	
  warrior.	The	giant	uses	it	to	skin	his	kills.	
  6. The	bag	contains	a	half	empty,	battered	barrel	of	thin,	vinegary	
  red	wine.	The	cask	leaks	slightly	and	the	bottom	of	the	sack	is	
  damp.	 In	 extremis,	 the	 giant	 uses	 the	 barrel	 as	 a	 missile	
  weapon.		
  7. The	giant	recently	discovered	some	shards	of	rock	studded	with	
  a	glittering	ore.	Entranced,	he	collected	the	shards	and	they	are	
  now	his	treasured	possessions.	Sadly,	the	glittering	ore	is	fool’s	
  gold	and	worth	nothing.		
  8. This	giant	delights	in	harvesting	the	heads	of	those	he	has	slain.	
  He	keeps	his	trophies	in	a	bloodstained	bag	that	reeks	of	dried	
  blood	and	decomposing	flesh.	
  9. A	tremendously	varied	mix	of	ripped	and	torn	clothes	fills	this	
  bag.	The	clothes	are	of	a	variety	of	styles	and	sizes.	A	smaller	
  sack	 also	 contains	 a	 roasted	 haunch	 of	 some	 unidentifiable	
  meat.		
  10. The	remains	of	a	large	canvas	tent	and	a	long	length	of	rope	fills	
  this	bag.	A	crude	hole	has	been	cut	in	the	tent.	(The	giant	uses	
  the	stained	tent	as	a	poncho	of	sorts).	
  11. A	large	battered	brass	bowl—actually	a	small	cauldron—and	a	
  bent	ladle	which	the	giant	uses	as	a	spoon	half-fill	the	bag.	The	
  cauldron	was	once	of	fine	quality;	the	remains	of	carvings	and	
  etching	 run	 along	 the	 cauldron’s	 rim,	 but	 what	 they	 once	
  represented	is	impossible	to	determine.	
  12. A	 dozen	 crudely	 forged	 caltrops;	 several	 of	 them	 comprise	
  daggers	and	knives	wrapped	together	with	string—they	are	less	
  then	effective.	
  13. A	dirty	iron	cooking	pot;	the	grime	and	leavings	of	countless	
  meals	 coats	 the	 pot’s	 inside.	 A	 half-dozen	 bones	 of	
  indeterminate	origin	and	some	unidentifiable	sludge—perhaps	
  old	stew—fill	the	bottom	of	the	pot.		
  14. Four	 small	 boulders;	 two	 are	 riven	 with	 deep	 cracks.	 When	
  thrown	they	burst	apart	on	impact	and	shower	anyone	in	the	
  immediate	 vicinity	 with	 stone	 shards.	 The	 restaurant	 rubble	
  creates	a	small	area	of	difficult	terrain.	(The	giant	has	no	idea	of	
  these	boulders’	special	quality).		
  15. A	drinking	horn	smelling	vaguely	of	stale,	vinegary	wine	and	a	
  half-wheel	of	old,	mouldy	cheese.	Perceptive	PCs	notice	several	
  worn	 gold	 coins	 wedged	 into	 the	 cheese.	 (This	 is	 the	 giant’s	
  “genius”	hiding	place	for	his	treasured	loot).	
  16. A	small	bag	of	salt,	a	bundle	of	nondescript	bones	wrapped	in	
  an	 old,	 threadbare	 human-sized	 cloak	 and	 freshly	 skinned	
  brown	bear’s	pelt.	The	bear	pelt	is	missing	the	bear’s	head.	
  17. A	40-foot	long	coil	of	thick	rope	crafted	from	three	normal	ropes	
  braided	together.	The	whole	is	bulky	and	heavy,	but	incredibly	
  strong	 along	 with	 a	 drinking	 horn	 and	 a	 blunt	 battleaxe	 of	
  dwarf-craft.	
  18. A	 hunch	 of	 charred	 meat—perhaps	 bear	 or	 mountain	 lion	
  wrapped	 in	 a	 bloodstain	 cloth	 along	 with	 a	 half	 empty	 wine	
  flask.	The	red	wine	is	surprisingly	good.	and	full-bodied.	
  19. One	 blood-smeared	 boulder	 along	 with	 a	 drinking	 horn,	 a	
  smaller	bag	full	of	animal	teeth	and	a	broken	comb.	
  20. A	full	waterskin,	a	soiled	winter	blanket	once	dyed	blue	but	now	
  ingrained	 with	 mud	
  and	 dirty	 and	 a	
  haunch	of	meat.		
  	
   
  ned	 with	 mud	
  	 dirty	 and	 a	
  h	of	meat.	
  
  	
  80
  2 0  P I E C E S  O F  H I L L  G I A N T  S T E A D I N G  D R E S S I N G  
  Hill	giants	dwell	in	huge,	rough-hewn	timber	strongholds	hidden	
  deep	 within	 rugged	 hill	 and	 mountain	 ranges.	 Selfish,	 violent	
  raiders	they	constantly	hunt	and	forage	through	the	surrounding	
  territory.		
  	
  A	 hill	 giant	 steading	 is	 unlike	 any	 other	 dungeon.	
  Consequently,	the	steading’s	minor	features	of	note	or	interest	
  should	be	different	to	normal	dungeon	dressing.	The	giants,	their	
  pets	and	slaves	leave	a	mark	on	the	steading	and	the	clever	GM	
  uses	 such	 signs	 to	 breathe	 life	 and	 verisimilitude	 into	 the	 PCs’	
  explorations.	
  	
  Use	the	table	below,	to	generate	minor	points	of	interest	the	
  PCs	discover	during	their	exploration	of	a	hill	giant	steading.	
  1. The	ceiling	is	particularly	poorly	constructed;	water	drips	down	
  from	above	to	form	a	puddle	on	the	floor.	
  2. A	large	brown	bear	skin	is	nailed	to	the	wall.	Its	open	jaws	are	
  easily	ten-foot	above	the	ground	(and	make	a	good	place	for	a	
  giant	to	hide	some	small	trinket).		
  3. A	 discarded,	 frayed	 giant’s	 bag	 lies	 in	 one	 corner.	 It	 holds	 a	
  wheel	of	hard,	mouldy	cheese	and	a	mangy	(worthless)	wolf	
  pelt.	
  4. A	haphazardly	stacked	pile	of	firewood	stands	against	one	wall.	
  The	large	logs	are	the	thickness	of	a	human’s	torso	and	could	be	
  used	as	missiles	by	nearby	giants.	Rats	infest	the	pile.		
  5. A	faded	and	filthy	tapestry	covers	one	wall.	Clearly	not	of	giant	
  artifice	it	depicts	a	range	of	majestic,	jagged	hills	rising	into	the	
  distance.	 The	 tapestry	 is	 roughly	 ten-foot	 square	 and	 now	
  worthless.		
  6. Three	 torches—nothing	 more	 than	 hacked	 tree	 branches	
  wrapped	 with	 cloth—burn	 here.	 The	 atmosphere	 is	 foul	 and	
  overly	warm;	smoke	coils	about	the	ceiling.	
  7. Trophies—mainly	 comprising	 skulls	 and	 rotting	 heads	 of	
  humans,	 dwarves	 and	 bears—hang	 from	 pegs	 driven	 deeply	
  into	the	walls.	Perceptive	PCs	notice	one	of	the	rotting	heads	
  still	wears	a	small	silver	stud	earring	(worth	5	gp).		
  8. Splotches	along	with	a	thick	smear	of	dried	blood	decorate	the	
  ground.	They	lead	toward	the	giants’	kitchen.		
  9. A	large	crudely-crafted	bench	sized	for	giants	stands	against	one	
  wall.	Its	surface	is	pockmarked	with	many	gouge	marks	likely	
  made	by	bored	giants.	
  10. Here,	the	wood	of	one	wall	is	dripping	wet	and	rotten.	Water	
  runs	 down	 the	 wall	 from	
  above	 and	 the	 smell	 of	
  rot	hangs	heavily	in	the	
  air.		
  11. A	 gigantic	 longspear—perhaps	 20-foot	 long—leans	 in	 one	
  corner.	Examination	reveals	the	haft	is	particularly	thick	and	the	
  spear’s	point	comprises	a	short	sword	whose	handle	has	been	
  wedged	into	a	notch	cut	at	the	top	of	the	spear’s	haft.	
  12. Wolf,	bear	and	other	hides	of	more	exotic	nature	as	well	as	a	
  half-dozen	blue	wyvern	scales	decorate	the	walls.	One	of	the	
  larger	hides	obscures	a	small	(currently	unoccupied)	cubby	hole	
  or	guard	post.	
  13. A	set	of	knucklebones,	three	dice	and	four	empty	flagons	lie	
  abandoned	on	the	floor.	Nearby	a	large	(empty)	wineskin	hangs	
  from	a	badly	dressed	branch	protruding	from	the	wall.	It	seems	
  the	gamblers	have	now	departed—perhaps	in	search	of	more	
  booze!	
  14. The	 smell	 of	 wet	 wolf	 fur	 and	 excrement	 fills	 this	 area.	 An	
  impressively	 large	 pile	 of	 relatively	 fresh	 wolf	 droppings	
  decorate	the	floor	near	one	wall.	
  15. Shadows	and	cobwebs	heavy	with	dust	cluster	thickly	about	the	
  rafters	high	above	the	PCs’	heads.	The	walls	of	undressed	logs	
  make	 accessing	 this	 area	 relatively	 easy.	 PCs	 exploring	 the	
  rafters	 discover	 a	 carefully	 concealed	 route	 through	 the	
  cobwebs	which	leads	to	a	small	niche	cut	into	the	wall.	Two	
  empty	wine	flasks	lie	in	the	niche.		
  16. Pegs	 driven	 into	 the	 walls	 hold	 a	 variety	 of	 bags,	 cloaks	 and	
  other	soiled	pieces	of	giant-sized	clothing.	Several	cloaks	hangs	
  all	the	way	to	the	floor	and	could	make	excellent	impromptu	
  hiding	places.	Most	of	the	bags	are	empty,	but	one	holds	a	100-
  foot-long	coil	of	very	strong,	thick	hemp	rope.		
  17. A	rough	map	of	the	surrounding	area	hangs	on	one	wall.	The	
  crude	map	is	etched	into	the	back	of	a	gigantic	mouldering	bear	
  skin.	 The	 map	 shows	 the	 steading,	 several	 nearby	 human	
  settlements	and	a	cave	mouth	over	which	the	words,	“Cavern	
  of	Whispered	Death”	is	written.	
  18. The	smell	of	cooking	meat	wafts	through	the	air.		
  19. An	orc	slave	slumps	unconscious	in	a	shadowy	corner.	Beaten	
  near	to	death	by	its	hill	giant	master	for	some	transgression,	the	
  orc	will	die	unless	healed.	If	healed,	the	orc—Bargesh—is	wary,	
  but	if	offered	his	freedom	happily	tells	the	PCs	anything	they	
  want	 to	 know	 about	 the	 hated	 giants.	 Bargesh	 isn’t	 suicidal,	
  however,	and	has	no	interest	in	fighting	giants.	
  20. A	large	brass	gong	hangs	from	its	stand	in	the	centre	of	this	area.	
  The	gong	is	battered	and	dented—it	has	clearly	seen	much	use.	
  A	warhammer	sized	for	a	human	or	dwarf	lies	on	the	floor	under	
  the	gong.		
  	
  	 down	 the	 wall	 from	
  	 and	 the	 smell	 of	
  	
  ngs	heavily	in	the	
  The	gong	is	battered	and	dented
  it	has	clearly	seen	m
  	
  	
  A	warhammer	sized	for	a	human	or	dwarf	lies	on	the	fl
  	
  	
  the	gong.	
  
  81	
  1 0 0  H I L L  G I A N T  P E T S  
  Ferocious	raiders	and	fighters,	hill	giants	prefer	pets	that	mirror	
  their	own	proclivities.	Not	for	them	is	the	humble	wolf.	Rather,	
  hill	giants	keep	monstrously	huge	dire	wolves	as	pets	like	humans	
  keep	dogs.	
  	
  Use	the	table	below,	to	generate	the	details	of	an	atypical	dire	
  wolf.		
  	
  A	normal	dire	wolf	appears	thusly:	
  This	 immense,	 black-furred	 wolf	 is	 the	 size	 of	 a	 horse.	 Its	 long	
  fangs	are	as	sharp	as	knives	and	its	red	eye	blaze	ferociously.	
  A P P E A R A N C E  
  To	the	basic	description	above,	apply	one	of	the	entries	below:	
  1. This	huge	wolf’s	fur	is	mottled	grey	and	black.	Bizarrely,	white	
  fur	covers	its	muzzle.	
  2. This	wolf	has	clearly	survived	a	horrific	injury;	it	has	only	one	ear	
  and	its	left	eye	is	nothing	but	an	ugly	mass	of	swollen	scar	tissue.	
  3. A	 wrought	 iron	 spiked	 collar	 hangs	 around	 this	 wolf’s	 neck;	
  dried	blood	coats	the	spikes.		
  4. Covered	 in	 shaggy	 fur,	 this	 wolf	 looks	 even	 bulkier	 than	 its	
  brethren.	
  5. Clumps	of	this	wolf’s	fur	have	fallen	out,	giving	the	creature	a	
  forlorn,	diseased	appearance…until	it	bares	its	teeth.	
  6. Clad	in	a	patchwork	of	studded	leather	armour,	at	first	glance	
  this	wolf	looks	a	little	like	a	warhorse!		
  7. This	wolf	wears	a	thick	collar	of	woven	rope.	The	rope	is	blood-	
  and	dirt-stained.	
  8. A	crude	bandage	is	wrapped	around	one	of	the	wolf’s	legs.	The	
  dirty	bandage	is	yellowed	with	puss,	and	the	filthy	wound	
  smells	infected.	
  9. With	 particularly	 red-rimmed	 eyes	 and	 a	 snout	 drawn	
  back	 in	 a	 snarl	 this	 hoary	 old	 wolf	 appears	 almost	
  demonic.	
  10. This	wolf’s	glossy	fur	is	so	black	it	seems	to	drink	in	
  the	surrounding	light.		
  B A T T L E  T A C T I C S  
  In	battle,	some	dire	wolves	fight	differently	to	their	
  brethren:	
  1. Before	 darting	 into	 battle,	 the	 wolf	 throws	 its	
  head	back	and	spends	an	entire	round	howling.		
  2. Fixated	on	the	smallest	visible	foe,	this	wolf	slinks	
  toward	its	target.	If	the	wolf	downs	its	target,	it	
  carries	away	the	body	for	a	feast.	
  3. Fire	terrifies	this	wolf.	It	avoids	anyone	carrying	or	
  wielding	flame	and	immediately	flees	if	it	suffers	fire	
  damage.	
  4. A	scavenger,	this	wolf	darts	behind	opponents	to	take	down	a	
  vulnerable	target.	
  5. Starving	 hungry,	 this	 wolf	 charges	 into	 battle	 with	 only	 one	
  thing	on	its	mind:	food.		
  6. At	heart	a	bully	and	coward,	if	reduced	to	half	hit	points	this	
  wolf	flees	battle	yelping	with	its	tail	between	its	legs.		
  7. This	wolf	darts	in	and	out	of	combat	and	tries	to	draw	its	target	
  away	from	the	safety	of	its	allies.		
  8. Once	 the	 companion	 of	 a	 hill	 giant	 priest,	 this	 wolf	 makes	
  straight	for	the	first	enemy	to	cast	a	spell.		
  9. This	wolf	hangs	back	from	battle	until	one	of	its	enemies	is	on	
  the	ground	(either	because	it	is	unconscious,	dead	or	has	been	
  tripped	 by	 another	 wolf).	 It	 then	 charges	 in	 to	 savage	 the	
  downed	foe.	
  10. A	 bully	 and	 opportunist,	 this	 wolf	 chases	 down	 any	 enemy	
  fleeing	battle;	until	a	foe	flees	it	stays	on	the	periphery	of	the	
  battle.	
  	
  	
  	
  	
  	 	
  	
  	
  	
  	
  	 	 wollen	scar	tissue.
  	
  	
  	
  	
  	
  	
  	 this	 wolf’s	 neck;	
  	
  	
  	
  	
  	
  	
  	
  	 bulkier	 than	 its	
  	
  	
  	
  	
  	
  	
  	
  	
  ng	the	creature	a	
  	
  	
  	 	
  	 s	teeth.
  	
  	 	
  	
  	
  	
  	
  ur,	at	first	glance	
  	
  	
  	
  	
  	The	rope	is	blood-
  	
  	
  	 	
  	
  	
  	
  	
  e	wolf’s	legs.	The	
  	
  	 	
  	
  	
  	
  	
  e	filthy	wound	
  	
  	
  	 	 nout	 drawn	
  	
  	
  	
  	
  	
  	
  	
  	
  ars	 almost	
  	
  	
  	
  	 	
  	
  	 	
  	
  	drink	in	
  	
  	
  	
  	
  	
  	
  	
  	 heir	
  	 its	
  	
  	
  	
  	
  	
  	
  	
  g.	
  	
  	
  	
  	
  	
  	
  	
  	
  nks	
  	
  	
  	 	
  	
  	
  	
  	
  t,	it	
  	
  	
  	
  	 	
  	
  	
  ing	or	
  	
  	
  	
  	
  	 	 	
  ffers	fire	
  
  82	
  1 , 0 0 0  A B N O R M A L  H I L L  G I A N T S  
  Brutish	and	nomadic,	hill	giants	wander	their	upland	homes	in	
  search	of	food	and	treasure.	They	are	selfish,	rapacious	raiders	
  and	only	seek	battle	against	the	little	people	when	they	believe	
  they’ll	 win.	 The	 hill	 giant’s	 roving	 nature	 make	 them	 relatively	
  common	foes	for	adventurers	travelling	through	hilly	borderland	
  regions.	A	single	giant	can	be	a	real	threat	for	even	a	mid-level	
  party	and	an	entire	tribe	on	the	move	is	a	terrifying	sight.		
  	
  A	standard	hill	giant	appears	thusly:		
  This	hunched	but	muscular	brutish	giant	wears	filthy	furs	and	torn	
  clothes.		
  A P P E A R A N C E  
  To	the	basic	description	above,	apply	one	of	the	entries	below:	
  1. Balding	with	a	single,	bushy	eyebrow,	this	giant’s	face	is	fixed	in	
  a	perpetual	snarl.		
  2. A	simplistic	tattoo—perhaps	of	an	eagle—decorates	the	giant’s	
  forehead.	The	tattoo	is	so	bad,	though,	in	truth	it	is	hard	to	
  determine	exactly	what	it	really	depicts.	
  3. The	smell	of	sweat	and	other	noxious	stenches	precedes	this	
  giant	by	a	good	ten	feet.		
  4. This	giant	wears	a	crudely	made	wolfskin	cloak	that	isn’t	really	
  long	enough.	If	the	party	includes	any	wolf	or	dog	companions,	
  the	giant	goes	for	the	animal	in	preference	to	other	targets.	
  5. Although	bald,	this	giant	has	a	full	beard	and	thick	sideburns.	
  6. This	giant’s	clothes	smell	of	smoke,	and	other	foul	things.		
  7. Missing	an	eye,	this	giant	wears	a	furry	eyepatch.	She	has	an	
  impressive	head	of	elaborately	braided	hair.	
  8. A	 berserk,	 this	 giant	 prefers	 to	 battle	 in	 the	 nude,	 to	 better	
  terrify	 his	 enemies.	 He	 spends	 the	 first	 round	 of	 combat	
  screaming	insults	at	his	enemies…and	stripping.	
  9. Massively	fat,	and	swathed	in	layers	of	animal	fur,	this	giant	
  waddles	into	combat.	
  10. Something	of	a	tribal	champion,	this	giant	wears	the	bleached	
  skull	of	a	large	draconic	creature	(a	wyvern)	as	a	helmet.		
  B A T T L E  T A C T I C S  
  In	battle,	some	hill	giants	fight	differently	to	their	brethren:	
  1. Particularly	stupid—even	for	a	giant—this	giant	gets	so	excited	
  he	throws	his	club	at	an	enemy,	disarming	himself.	If	he	can’t	
  retrieve	his	club,	he	wrestles	the	weakest-looking	enemy.	
  2. This	 giant	 shouts	 and	 screams	 terrible,	 but	 colourful,	 threats	
  before	charging	into	battle	to	intimidate	his	foes.	
  3. A	bully,	this	giant	goes	for	the	smallest	available	target.	
  4. This	giant	is	scared	of	dwarves,	and	avoids	fighting	them	if	at	all	
  possible.		
  5. A	keen	“slinger”	this	giant	prefers	to	hang	back	from	battle	and	
  throw	stuff—anything—at	his	enemies.	He	targets	spellcasters	
  and	archers.	
  6. Shortsighted,	this	giant	gets	very	close	to	her	enemies	before	
  rolling	stones	at	her	target	as	if	she	was	playing	marbles.		
  7. Terrified	by	fire,	this	giant	flees	battle	if	an	enemy	demonstrates	
  command	over	magical	fire.	
  8. This	giant	has	just	captured	a	live	goat	he	plans	to	eat	later.	With	
  his	hands	full,	and	without	any	stones,	he	uses	it	as	a	missile	
  weapon.		
  9. This	 giant	 has	 a	 comically	 high-pitched	 voice,	 and	 uses	 it—
  badly—to	inspire	his	comrades	in	battle.	
  10. Violent	even	for	a	giant,	this	warrior	loves	to	bite	his	enemies.	
  He	savages	any	unconscious	or	helpless	opponent.	
  T R I N K E T S  &  T R E A S U R E S  
  Sometimes,	hill	giants	carry	small	trinkets	or	treasures	in	their	
  bags.	Roll	on	the	table	below,	if	you	determine	the	creature	has	
  an	item	of	treasure	or	interest:		
  1. A	mangled	sheep’s	corpse	fills	this	giant’s	bag.	
  2. This	 giant	 wears	 a	 wyvern’s	 skull	 as	 a	 helmet	 (see	 #10	 in	
  Appearance).	He	has	wedged	a	pair	of	large	onyxs	into	its	eye	
  sockets.	Each	is	worth	150	gp.	
  3. This	 giant’s	 cloak,	 is	 cut	 from	 the	 fur	 of	 a	 single	 gigantic	
  mountain	lion.	Its	head	comprises	the	cloak’s	hood.	Such	a	large	
  and	impressive	example—if	cleaned—is	worth	50	gp.		
  4. A	haunch	of	burnt	meat	fills	this	giant’s	pouch	along	with	some	
  small	(for	the	giant)	shiny	stones	he	thought	were	pretty.	
  5. A	 necklace	 of	 fangs—from	 wolves,	 bears	 and	 so	 on—hangs	
  around	the	giant’s	neck	on	a	leather	thong.	Many	of	the	teeth	
  are	worn	and	yellowed	with	age.	
  6. The	giant	keeps	a	bent	longsword	in	its	bag	to	use	as	a	knife.	
  The	blade	is	ruined,	but	tentacle	etchings	on	its	pommel	are	
  picked	out	with	wound	silver	wire.	The	pommel	is	worth	50	gp.		
  7. Something	of	a	thinker	among	her	fellows,	this	giant	keeps	a	
  bloodstained,	 faded	 and	 weather-worn	 book	 in	 her	 bag.	 It	
  seems	to	be	an	ancient	treatise	on	the	surrounding	hills	and	
  depicts	several	(now	ruined)	fortresses	unknown	to	the	PCs.	
  8. This	 giant	 uses	 a	 backpack	 sized	 for	 a	 human	 as	 a	 pouch.	 It	
  contains	50	ft.	of	rope,	a	flask	of	brandy	(which	the	giant	hasn’t	
  found)	and	a	thick	winter	blanket.	
  9. This	giant	is	unlucky.	His	bag	has	a	hole	in	it,	and	his	treasures	
  have	been	falling	out	for	weeks.	All	that	remains	are	3	gp	caught	
  in	a	fold,	a	small	boulder	and	a	battered	and	empty	bone	scroll	
  case.	
  10. This	giant’s	(oversized)	bag	is	actually	a	mimic	that	had	recently	
  attached	itself	to	the	giant…
  
  83	
   
   
   
   
   
   
   
   
   
   
  KOBOLD WARREN
   
   
  
  84	
  1 0  E V E N T S  T O  O C C U R  I N  A  K O B O L D  W A R R E N  
  Kobolds	 are	 cunning	 little	 devils;	 adventurers	 brave	 enough	 to	
  invade	their	lair	will	be	shocked	to	discover	the	kobolds	won’t	just	
  sit	around	waiting	to	be	slaughtered.		
  	
  Rather,	 they’ll	 attack	 and	 retreat,	 luring	 intruders	 into	 the	
  many	 tricks	 and	 traps	 protecting	 their	 lair.	 Use	 the	 following	
  events,	to	add	to	the	sense	of	a	dynamic	defence.	
  1. From	around	a	corner,	out	of	sight	of	the	party,	comes	the	quiet,	
  furtive	scrabbling	sound	of	claw	on	stone.		
  2. A	crossbow	bolt	whizzes	out	of	the	darkness	toward	the	party.	
  The	bolt	misses	and	skids	down	the	corridor	before	splintering	
  against	the	far	wall.		
  3. The	faint	murmur	of	conversation	suddenly	cut	short	reaches	
  the	most	perceptive—or	perhaps	most	paranoid—PC’s	ears.	It	
  seemed	the	conversation	came	from	behind	the	party.	
  4. A	sudden	gust	of	wind	fills	the	area,	threatening	to	extinguish	
  any	 nonmagical	 unprotected	 flames	 such	 as	 candles	 and	
  torches.	
  5. The	 distinctive	 rattling	 of	 a	 chain	 breaks	 the	 relative	 quiet.	
  Moments	later,	the	party	hear	a	distinctive	thud	of	something	
  heavy	hitting	the	ground.	
  6. The	faint	smell	of	wet	fur	reaches	the	party’s	scout’s	nostrils.	It	
  grows	stronger	as	the	party	proceed	toward	the	next	lurking	
  defenders—perhaps	providing	a	hint	of	imminent,	impending	
  danger.	
  7. A	faint	piping	sound	reaches	the	party’s	ears.	It	might	be	just	
  the	wind	or	it	could	be	the	kobolds	communicating	with	each	
  other.	This	latter	theory	seems	much	more	likely	as	after	a	few	
  moments,	 the	 piping	 begins	 from	 another,	 unexplored	
  direction.		
  8. A	clatter—like	someone	dropping	a	shield	or	weapon—echoes	
  through	the	air.		
  9. A	nearby,	but	hidden,	kobold	begins	to	taunt	the	PCs.	He	starts	
  in	the	language	of	the	kobolds,	but	if	no-one	understands	him	
  he	switches	to	broken,	high-pitched	Common.	He	questions	the	
  PCs’	skills	and	bravery,	and	dares	them	to	“come	and	get	me”.		
  10. A	sudden	breeze	carries	the	scent	of	smoke	and	fire	over	the	
  party.	 Perceptive	 PCs	 hear	 the	 crackle	 of	 flames	 from	
  somewhere	up	ahead.	
  	
  1 0  E X T R A  T H I N G S  T O  S A Y  W H E N  T H E  P C S  F A I L  T O  F I N D  A  T R A P  
  Sometimes,	a	PC	will	search	for	traps	and	find	nothing.	Use	the	
  table	 below,	 to	 add	 depth,	 flavour	 (and	 paranoia)	 to	 an	
  unsuccessful	search.		
  1. You	see	nothing	out	of	the	ordinary,	and	hear	nothing	but	the	
  laboured	breathing	of	your	companions	and	the	creak	of	their	
  equipment.	
  2. A	slight	breeze	plays	across	your	face,	but	you	can’t	make	out	
  where	it	comes	from.	
  3. Some	of	the	nearby	shadows	seem	slightly	deeper	than	they	
  should	be.	
  4. For	just	a	moment,	you	thought	you	heard	a	faint	whispered	
  conversation,	but	it	is	gone	now.	
  5. As	 you	 search	 the	 area,	 a	 shiver	 runs	 down	 your	 spine.	 Is	
  someone	watching	you?	
  6. You	 suddenly	 feel	 warm,	 as	 if	 you	 had	 exerted	 yourself	 for	
  sometime.	Perhaps	it’s	just	the	stress	of	the	adventure?	
  7. Dust—illuminated	by	the	light—swirls	and	shimmers	in	the	air	
  creating	intricate	patterns	that	form	and	reform.	
  8. A	faint	odour—perhaps	sweat	or	damp—hangs	in	the	air,	but	
  you	cannot	identify	its	source.	
  9. Your	heart	pounds	loudly	in	your	chest	and	the	roar	of	blood	
  fills	 your	 ears.	 However,	 in	 the	 area	 you	 detect	 nothing	
  seemingly	of	interest.	
  10. You	 detect	 nothing	 of	 interest,	 but	 something	 just	 feels	
  “wrong.”	Perhaps	its	paranoia	or	perhaps	its	your	sixth	sense	
  warning	of	a	lurking	danger…	
  	
   
  
  	
  85
  1 0  K O B O L D  T R A P S  
  Kobolds	have	a	reputation	to	maintain	when	it	comes	to	traps!	
  But	limited	access	to	magic	and	a…less	than	stellar	engineering	
  acumen	means	these	little	guys	need	to	be	cunning	indeed	to	get	
  the	drop	on	wily	adventurers.	
  	
  Let’s	face	it:	there	can	only	be	so	many	pits	before	the	ten-
  foot	poles	are	out	all	the	time.	Use	the	table	below,	to	mix	things	
  up	a	bit	and	keep	the	PCs	guessing:	
  1. A	 jar	 filled	 with	 green	 slime	 is	 embedded	 into	 the	 ceiling.	 A	
  metal	rod	fixed	with	wax	in	the	jar’s	mouth	keeps	the	slime	in	
  place	(until	an	unsuspecting	adventurer	fiddles	with	the	strange	
  rod	hanging	down	from	the	ceiling).	
  2. A	tin	box	filled	with	spiders	is	hidden	away	where	floor	meets	
  wall.	Tripping	over	a	simple	wire	strung	through	eyelets	pulls	
  back	the	box's	lid	releasing	a	tiny	swarm	of	hungry	spiders.	
  3. The	top	of	a	bellows	is	set	in	the	floor	and	disguised	as	stone.	A	
  hidden	tube	connected	to	the	bellows	filled	with	flour	erupts	in	
  a	blinding	cloud	when	anyone	step	on	it.	
  4. A	 small	 clay	 bowl	 filled	 with	 acid	 rests	 atop	 a	 high	
  rotting	shelf	next	to	a	small	stack	of	copper	coins.	
  Disturbing	 the	 shelf	 causes	 it	 to	 collapse	
  soaking	whoever	is	under	it.	
  5. A	 seemingly	 shallow	 puddle	 hides	 a	
  deeper	 section	 set	 with	 rusty	
  broken	
  knives	
  pointing	
  upwards.	
  6. A	
  narrow	
  shelf	
  mounted	
  on	
  the	 opposite	
  side	
  of	
  a	
  door	holds	a	
  jar	 of	 angry	
  bees.	 When	
  the	 door	 is	
  opened,	the	
  jar	falls	and	
  shatters.	
  7. This	door	is	barred	from	this	side	as	if	to	contain	something	
  within.	 Hidden	 in	 a	 hollowed-out	 portion	 of	 the	 bar	 is	 a	
  venomous	snake.	Removing	the	bar	releases	the	snake.	
  8. A	small,	rickety	ladder	leans	on	the	wall	just	below	an	obvious	
  trapdoor	 in	 the	 ceiling.	 The	 trapdoor	 opens	 to	 a	 small	
  compartment	holding	an	angry,	hungry	skunk.	
  9. Set	in	a	small	alcove	just	around	a	bend	in	the	hall	(or	tunnel)	is	
  a	chalkboard.	Rigged	to	a	tripwire	is	a	pliable	slat	of	wood	with	
  nails	in	it	set	to	drag	a	screeching	track	across	the	chalkboard	
  when	triggered.	
  10. A	large,	hollow	brass	knob	is	set	into	a	door.	Pushed	into	the	
  hollow	of	the	knob	from	an	opening	on	the	other	side	is	a	hot	
  coal.	The	knob	is	searingly	hot.	
  	
   
  	
  pp g	
  	 	
  p 	
  	
  g	
  g 	 y
  	p
  	
  	 he	box's	lid	releasing	a	tiny	swarm	of	hungry	spiders.
  	
  p	of	a	bellows	is	set	in	the	floor	and	disguised	as	stone. A	
  n	tube	connected	to	the	bellows	filled	with	flour	erupts	in	
  	
  ing	cloud	when	anyone	step	on	it.
  	
  ll	 clay	 bowl	 filled	 with	 acid	 rests	 atop	 a	 high	
  g	shelf	next	to	a	small	stack	of	copper	coins.	
  bing	 the	 shelf	 causes	 it	 to	 collapse	
  g	whoever	is	under	it.
  	
  mingly	 shallow	 puddle	 hides	 a	
  r	 section	 set	 with	 rusty	
  n	
  knives	
  pointing	
  ds.
  	
  arrow	
  shelf	
  ted	
  on	
  	 pposite	
  	
  of	
  a	
  	holds	a	
  	
  	 angry	
  	 When	
  	
  oor	 is	
  d,	the	
  	
  s	and	
  rs.
  
  86	
  1 0  M O R E  K O B O L D  T R A P S  
  Kobolds	have	a	reputation	to	maintain	when	it	comes	to	traps!	
  But	limited	access	to	magic	and	a…less	than	stellar	engineering	
  acumen	means	they	need	to	be	cunning	indeed	to	get	the	drop	
  on	wily	adventurers.	
  	
  Let’s	face	it:	there	can	only	be	so	many	pits	before	the	ten-
  foot	poles	are	out	all	the	time.	Here	are	another	10	devious	traps	
  to	bedevil	adventurers.	Use	the	table	below,	to	mix	things	up	a	bit	
  and	keep	the	PCs	guessing:	
  1. In	the	bottom	of	a	covered	pit	are	rows	of	sharpened	stakes	
  coated	 with	 snake	 poison.	 Someone	 falling	 into	 the	 pit	 is	
  impaled	on	the	stakes.	
  2. Among	rubble	and	several	wooden	posts	ostensibly	holding	up	
  the	ceiling	lies	a	rucksack.	Pulling	the	rucksack	snaps	two	rigged	
  posts.	 Large	 boulders	 fall	 where	 the	 rucksack	 lay	 crushing	
  whoever	disturbed	that	pack	(and	everyone	else	within	a	five-
  foot	radius).	
  3. A	 net	 of	 Cavern	 Orb	 Spider	 silk	 is	 set	 beneath	 tripwires	
  connected	 to	 counterweights.	 When	 triggered,	 the	 net	 pulls	
  victims	upwards.	A	swarm	of	spiders	living	in	the	net	then	attack	
  the	ensnared	intruders.	
  4. Earthenware	jugs	containing	fermented	troll	excrement,	pitch	
  and	honey	are	stacked	up	against	the	wall.	The	kobolds	light	a	
  twine	 fuse	 as	 the	 party	 approach	 which	 shortly	 thereafter	
  causes	the	jars	to	explode.	
  5. Mouldering	meat	fills	a	sack.	If	the	sack	is	opened	everything	
  within	 five-foot	 is	 covered	 in	 virulent	 spores	 of	 the	 Cursed	
  Miner’s	Cap	fungus.	The	spores	cause	confusion	among	those	
  infected.	
  6. The	kobolds	have	put	two	starved	snakes	in	upturned	baskets	
  and	buried	them	in	dust	and	light	rubble	before	tying	a	tripwire	
  between	 both	 baskets.	 When	 the	 tripwire	 is	 pulled,	 the	
  upturned	 baskets	 release	 the	 snakes.	 They	 slither	 forth	 to	
  assuage	their	hunger.	
  7. Ropes	dangle	down	from	a	cliff	or	escarpment.	Climbing	them	
  dislodges	the	boulders	anchoring	them,	which	tumble	down	to	
  crush	the	falling	climbers.	
  8. Crossing	a	narrow	causeway	causes	an	uneven	boulder	beneath	
  to	shift	which	releases	a	rope	connected	to	a	stone	pillar.	This	
  pendulum	swings	down	along	the	causeway	sweeping	aside	all	
  in	its	way.	
  9. A	rickety	bridge	with	phosphorous	stones	fastened	beneath	the	
  walkway	crosses	low	over	a	pit	of	water	and	pitch.	The	party’s	
  weight	causes	the	stones	to	touch	the	water.	The	water	reacts	
  with	the	sulphur	in	the	stones	igniting	the	pitch	and	setting	all	
  it	touches	alight.	
  10. A	rope	bridge	traversing	a	chasm	ends	at	a	gate.	Once	opened,	
  the	gate	releases	the	bridge’s	tension	ropes.	This	causes	the	
  bridge	to	collapse	into	the	chasm	below.	
  	
   
  1 0  P I E C E S  O F  K O B O L D  W A R R E N  D R E S S I N G  
  A	 kobold	 warren	 should	 be	 a	 flavoursome	 dungeon	 locale	 rife	
  with	unique	details	that	speaks	to	the	kobolds’	presence	and	their	
  activities.	
  	
  Use	the	table	below,	to	add	some	minor	points	of	interest	to	
  your	kobolds’	warren.	
  1. A	few	scraps	of	mottled	blue	and	brown	scales	lie	on	the	floor	
  below	a	rocky	protrusion	in	the	wall.		
  2. Strange	runes	scrawled	on	the	wall	in	the	language	of	dragons	
  speak	 of	 the	 kobolds’	 destiny	 to	 rule	 the	 world	 and	 their	
  inevitable	triumph	over	the	“big	folk”.		
  3. Crude	drawings	of	a	gigantic	dragon	surrounded	by	bowing	and	
  scrapping	 kobolds	 decorate	 the	 whole	 wall.	 The	 dragon	 is	
  depicted	 as	 munching	 on	 something.	 Careful	 observation	
  because	reveals	a	tiny	pair	of	legs	sticking	out	of	its	mouth.		
  4. A	coil	of	thin	string	lies	neatly	against	one	wall.	One	end	is	tied	
  to	a	small	iron	peg	hammered	into	the	ground.	 The	peg	has	
  been	 painted	 to	 blend	 in	 with	 its	 surrounds.	 A	 discarded	
  hammer	and	another	peg	lie	against	the	opposite	wall.	
  5. A	small	pile	of	rubble—more	the	start	of	a	breastwork—about	
  three-foot	high	partially	blocks	access	to	the	area	beyond.	A	
  broken	spear	sized	for	a	kobold	lies	discarded	on	the	floor.	The	
  spear	is	missing	its	tip,	and	dried	blood	coats	the	shaft’s	upper	
  portion.		
  6. A	small	carven	niche	in	the	wall	holds	a	large	horned	skull	that	
  glowers	down	at	all	who	pass.	Investigation	reveal	the	skull	to	
  be	that	of	a	minotaur.		
  7. A	pile	of	rotting	wood	lies	against	one	wall.	It	is	riddled	with	
  centipedes	 and	 seems	 to	 almost	 writhe	 like	 some	 kind	 of	
  sentient	worm	creature.		
  8. A	 ragged,	 filthy	 half-curtain	 hangs	 from	 the	 ceiling	 to	 about	
  four-foot	above	the	floor.	the	kobolds	can	easily	move	and	see	
  under	the	curtain	but	it	obscures	taller	creatures’	vision.	
  9. The	heavy	stench	of	wet	dog	and	the	faint	smell	of	smoke	hang	
  in	the	air.	The	smell	is	stronger	closer	to	the	floor.	
  10. 	Water	oozes	down	one	wall	into	a	small	pool	of	scummy	water.	
  A	ring	of	mould	surrounds	the	pool,	which	is	really	nothing	more	
  than	a	large	puddle.		
  
  87	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  K O B O L D  
  Kobolds.	Getting	killed	by	kobolds	is	tremendously	embarrassing.	
  The	best	way	to	avoid	this	embarrassment	is	to	kill	the	kobolds	
  first	(and	then	of	course	loot	their	bodies)!	
  	
  Use	the	table	below,	to	determine	what	the	PCs	find	when	
  they	loot	a	kobold’s	corpse.	Of	course,	kobolds	are	not	particularly	
  powerful	creatures	and	so	they	rarely	carry	much	of	worth.	
  1. A	half-eaten	rat	wrapped	in	a	scrap	of	dirty	gore	stained	cloth.	
  2. A	 tangle	 of	 strings—of	 varying	 colours	 and	 lengths—fill	 this	
  small	 pouch.	 Hidden	 deep	 within	 the	 ball	 lurks	 a	 shiny	 black	
  pebble.	
  3. This	kobold	has	hoarded	much	wealth;	in	his	pouch	the	PCs	find	
  four	silver	coins—tarnished	and	bent—a	dozen	coppers	and	a	
  single	gold	piece	bent	almost	in	half.	
  4. This	 kobold	 carries	 a	 rudimentary	 tripwire—a	 length	 of	 thin	
  string	wrapped	around	two	small	wooden	pegs—in	his	pouch	
  along	with	a	length	of	tiny	copper	bells	that	can	be	wrapped	
  around	the	tripwire.	
  5. Four	half-burnt	candles	along	with	a	much-used	flint	and	steel	
  wrapped	carefully	in	a	strip	of	sack	cloth.	
  6. A	broken	dagger—sized	for	a	human—whose	blade	ends	in	a	
  jagged	stump.	The	shard	of	the	blade—covered	in	dried	blood—
  is	also	in	the	pouch.	
  7. The	kobold	wore	a	crude	necklace	crafted	from	finger	bones;	
  some	still	have	fingernails	attached.	
  8. The	 kobold	 wore	 comically	 oversized	 boots—obviously	 once	
  worn	by	a	human.	To	make	them	fit,	he	has	padded	them	out	
  with	rags.	Hidden	in	the	rags	are	three	worn	silver	coins.	
  9. The	 kobold	 wore	 a	 bandolier	 from	 which	 hang	 many	 small	
  securely	 stoppered	 flasks.	 Each	 is	 filled	 with	 a	 noxious	
  substance—excrement,	rank	water,	vomit	and	so	on.	The	flasks	
  are	 flimsy	 and	 designed	 to	 break	 apart	 when	 they	 hit	
  something	solid.	
  10. An	almost	empty	wine	flask	along	with	the	bodies	of	
  several	large	spiders	fills	the	kobold’s	pouch.	Each	of	
  the	spiders	has	had	their	legs	removed	and	one	of	
  the	bodies	is	half	eaten.	
  11. A	 small	 pouch	 worn	 around	 the	 kobold’s	 neck	
  contains	 four	 teeth—one	 broken—a	 selection	 of	
  smooth	pebbles	and	a	dirty	grey	feather.	
  12. The	 kobold	 wore	 the	 remnants	 of	 a	 white	 silk	
  undershirt.	The	undershirt	has	been	cut	off	at	the	
  waist	 and	 arms	 to	 fit	 the	 kobold	 and	 is	 filthy	
  (and	 odorous).	 It	 is	 valueless	 to	 the	 PCs,	 but	
  several	 other	 members	 of	 the	 tribe	 have	 had	
  their	eye	on	the	garment	for	some	time.	The	PCs	
  could	 use	 it	 as	 a	 bribe	 or	 may	 even	 see	 several	
  warriors	fighting	over	the	shirt	if	they	return	to	the	scene	
  of	this	battle	without	looting	the	shirt.	
  13. Hidden	 in	 a	 bulging	 pouch,	 the	 PC	 finds	 many	 rags	 wrapped	
  around	a	broken	mirror.	Half	of	the	glass	is	missing	and	if	the	PC	
  searches	 without	 being	 careful	 he	 could	 cut	 himself	 on	 the	
  remaining	glass	shards.	
  14. The	kobold	carried	the	remains	of	a	tattooing	kit	in	a	well-made	
  leather	 pouch.	 Clearly	 over-sized	 for	 the	 kobold,	 the	 pouch	
  contains	two	(bloody)	needles,	three	small	vials	of	ink—black,	
  blue	and	red—and	several	crude	doodles	of	the	kobolds’	tribal	
  sigil.	
  15. A	ripped	section	of	damp	fishing	net	woven	about	three	short	
  lengths	of	rope,	fills	a	sack	hanging	from	the	kobold’s	belt.	
  16. The	kobold	wore	a	tarnished	silver-plated	signal	whistle	(worth	
  2	gp)	on	a	short	length	of	leather	twine	around	its	neck.	
  17. An	empty	flask	smelling	of	strong	spirits	and	several	sheets	of	
  stained	parchment	fill	the	kobold’s	pouch.	
  18. A	mummified,	but	rank,	rat	paw	stuck	transfixed	on	a	piton.	
  Dried	blood	covers	the	rat’s	claws,	which	has	stained	the	pouch	
  holding	the	gruesome	trophy.	
  19. A	ragged	belt	pouch	holds	the	ornate	silvered	hilt	of	a	dagger.	
  The	blade	is	missing,	but	the	hilt	is	worth	15	gp.	
  20. This	kobold	has	amassed	a	small	collection	of	smooth	shells.	
  Each	has	been	pierced	through	its	centre	and	a	threaded	silver	
  wire	holds	them	all	together.	The	wire	is	worth	2	gp,	and	the	
  whole	thing	can	be	worn	as	a	necklace	(if	one	is	Small	sized).	
  	
  	
  bviously	 once	
  	
  	 	
  	
  	
  	
  	
  	
  	
  	
  ded	them	out	
  	
  	
  	 	
  	
  	
  	
  	
  	
  	coins.
  	
  	
  	 	
  	
  	
  	
  g	 many	 small	
  	
  	
  	
  	
  	
  	
  h	 a	 noxious	
  	
  	
  	
  	
  	on.	The	flasks	
  	
  	
  	
  	
  	
  	
  	
  en	 they	 hit	
  	
  	
  	
  	
  	
  	
  	
  	
  es	of	
  	
  	
  	
  	
  	
  	
  	
  ch	of	
  	
  	of	
  	
  	 of	
  	
  	
  	
  	
  	
  	 	
  	
  k	
  	
  	
  	
  	 	
  	
  	
  	
  	
  	
  ral	
  	
  	
  	
  	 	
  	
  	
  	
  e	scene	
  
  88	
  1 , 0 0 0  A B N O R M A L  K O B O L D S  
  Creatures	 of	 the	 dark	 and	 the	 underworld,	 while	 physically	
  unassuming	 kobolds	 proclaim	 themselves	 scions	 of	 the	 mighty	
  dragons	and	as	such	destined	to	rule	the	earth.		
  	
  Tribal	 creatures,	 they	 hate	 gnomes	 and	 bright	 light.	 While	
  they	attack	the	former	on	sight,	they	shy	away	from	the	latter	
  whenever	possible.	Kobolds	are	often	derided	by	players	as	no	
  threat	and	given	little	or	no	design	time	by	GMs.	However,	they	
  can	be	so	much	more!	
  	
  Use	the	tables	below,	to	add	depth	and	flavour	to	the	kobolds	
  encountered	by	the	PCs.	A	standard	kobold	appears	thusly:		
  Short	and	scaly,	this	long-tailed	humanoid	has	a	teeth-filled	snout.		
  A P P E A R A N C E  
  To	the	basic	description	above,	apply	one	of	the	entries	below:	
  1. This	kobold’s	scales	are	a	deep	rusty	black,	making	it	hard	to	
  spot	when	it	lurks	among	the	shadows.	
  2. While	 this	 kobold’s	 scales	 are	 mainly	 a	 dark,	 rusty	 brown	 a	
  swath	of	scales	on	its	back	have	a	deep,	crimson	hue.		
  3. A	crude,	dirty	bandage	encrusted	with	dried	blood	is	wrapped	
  around	this	kobold’s	right	upper	arm.		
  4. Both	 this	 kobold’s	 ears	 have	 multiple	 piercings,	 with	 tiny	
  bones—perhaps	kobold	finger	bones—threaded	through	them.	
  5. Scars	criss-cross	this	kobold’s	chest.	Around	each	scar,	its	scales	
  are	discoloured	and	sickly-looking.		
  6. This	kobold	wears	an	over-sized	patchwork	poncho	made	up	of	
  small	 pieces	 of	 many	 different	 garments.	 Red,	 orange	 and	
  yellow	colours	predominate.		
  7. With	baleful,	pale	yellow	eyes	this	kobold	has	the	faint	whiff	of	
  the	demonic	about	it.	
  8. While	its	fellow	all	have	long	tails,	this	kobold’s	has	been	hacked	
  off.	Only	a	ragged	stump	remains.	
  9. This	 warrior	 has	 previously	 suffered	 a	 head	 wound.	 A	 dirty,	
  bloody	bandage	is	wrapped	around	its	head.	Blood	oozes	down	
  its	forehead	and	onto	its	left	cheek.	
  10. Carrying	 a	 comically	 oversized	 axe,	 this	 kobold	 grunts	 and	
  strains	 under	 the	 weight	 of	 its	 weapon.	 The	 battle	 axe	 is	 of	
  dwarven	 manufacture,	 and	 the	 kobold	 struggles	 to	 wield	 it	
  effectively	in	battle.	
  B A T T L E  T A C T I C S  
  In	 battle,	 some	 kobolds	 fight	 differently	 to	 their	 brethren	
  (although	none	of	them	fight	fair):	
  1. Even	more	cowardly	than	normal,	this	kobold	is	terrified	of	the	
  sight	of	blood.	As	soon	as	one	of	its	fellows	is	injured,	it	flees.	
  2. This	 kobold	 knows	 how	 dangerous	 spellcasters	 can	 be;	 he	
  targets	them	with	missile	weapons.	
  3. A	bloodthirsty	maniac,	and	a	wanna-be	hero,	this	kobold	seeks	
  out	the	largest	enemy…and	tries	to	stab	him	in	the	back.	
  4. Striking	from	hiding,	this	kobold	is	silent	while	he	fights.	Even	
  when	 injured,	 he	 doesn’t	 utter	 a	 sound—he	 has	 learnt	 that	
  noise	often	brings	death.		
  5. Initially,	this	warrior	hangs	back	from	battle.	He	waits	for	an	
  enemy	to	fall	before	rushing	in	to	administer	a	coup	de	grace.		
  6. A	thief	at	heart,	this	kobold	stops	fighting	to	loot	the	bodies	of	
  the	fallen,	as	soon	as	it	is	safe	to	do	so.		
  7. Wearing	 a	 bandolier	 festooned	 with	 throwing	 daggers,	 this	
  warrior	 hangs	 back	 from	 combat	 and	 hurls	 his	 weapons	 at	
  isolated	targets.	
  8. Confident	 of	 his	 own	 skills,	 this	 warrior	 attempts	 to	 goad	
  enemies	into	making	foolish	attacks	by	yipping	insults	at	them	
  in	his	high-pitched	voice.	
  9. Partly	 mad,	 this	 kobold	 can’t	 stop	 laughing	 in	 battle—even	
  when	injured.	He	is	fearless	and	fights	to	the	death,	even	if	the	
  situation	is	hopeless.		
  10. This	kobold	bears	a	grudge	against	one	of	this	fellows.	If	he	gets	
  the	chance,	he	surreptitiously	stabs	his	enemy	in	the	back.	
  T R I N K E T S  &  T R E A S U R E S  
  Sometimes,	kobolds	carry	small	trinkets	or	treasures.	Sadly,	for	
  the	 PCs,	 such	 “special	 treasures”	 are	 often	 nothing	 more	 than	
  junk.	Roll	on	the	table	below:		
  1. A	few	rat	bones,	pieces	of	fluff	and	three	short	lengths	of	frayed	
  rope.	
  2. A	small	blunt	knife,	a	set	of	partially	carved	bone	dice	and	3	cp.	
  3. A	partially	eaten,	mouldering	rat	corpse	and	a	thin,	broken	gold	
  ring	(worth	5	gp	if	repaired).	
  4. This	bloodstained	pouch	contains	a	bent	iron	spike	and	a	dirty	
  steel	mirror.	
  5. Several	small	mushrooms	wrapped	in	fungus	along	with	6	cp.	
  6. Four	 sling	 bullets	 of	 dwarven	 craft,	 flint	 and	 steel	 and	 a	
  shredded	water	flask.	
  7. The	rusted	hilt	of	a	dagger,	three	sharp	rock	shards	and	the	
  mouldering	remains	of	a	rat	corpse.	
  8. A	necklace	of	rat	skulls	decorated	with	flakes	of	rock.	
  9. A	heavy	iron	key,	the	stub	of	a	small	candle	and	1	sp.	
  10. Four	pieces	of	chalk,	three	fishhooks	and	a	length	of	twine	
  	
  	
  	
   
  
  89	
   
   
   
   
   
   
   
   
   
   
  LOOTING THE BODY
   
   
  
  90	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  A D V E N T U R E R  
  Adventuring	is	a	dangerous	business,	and	not	every	adventurer	
  lives	to	return	to	the	local	tavern	and	spend	their	hard-earned	
  coin.	 While	 these	 fallen	 adventurers	 aren’t	 to	 be	 emulated,	
  sometimes	 treasures—or	 at	 least	 items	 of	 interest—are	 found	
  among	their	remains.	Hopefully	the	PCs	can	put	these	items	to	
  better	use	than	their	former	owners,	avoid	whatever	faults	might	
  be	 hidden	 within	 them	 and	 maybe	 even	 finish	 what	 their	
  predecessors	started.		
  1. A	map	of	the	local	area	and/or	dungeon,	apparently	drawn	by	
  the	 adventurer.	 Much	 of	 it	 is	 stained	 in	 blood,	 but	 some	
  portions	show	areas	the	party	has	not	yet	found.			
  2. A	 once-fine	 cloak,	 maroon	 coloured	 with	 a	 gold	 trim,	 now	
  somewhat	torn	and	worn	from	age.	Careful	examination	reveals	
  a	hidden	pocket	containing	3	pp	and	a	signet	ring	with	a	gold	
  wyvern	crest	worth	45	gp.	
  3. Clutched	in	the	slain	adventurer's	hand	is	an	unopened	potion	
  of	cure	light	wounds	which	has	a	light	blue	colour	and	smells	
  faintly	 of	 mint	 when	 opened.	 Two	 empty	 vials	 lie	 in	 a	 fine	
  leather	 satchel	 at	 his	 waist,	 one	 of	 which	 instead	 smells	 of	
  sulphur.	 Also	 in	 the	 satchel	 are	 some	 dried	 herbs	 and	 other	
  ingredients	that,	although	musty,	may	produce	more	potions.	
  4. A	small	collection	of	letters	carefully	folded	and	tucked	away.	
  The	 letters	 are	 from	 the	 adventurer’s	 loved	 ones,	 and	 have	
  clearly	all	been	read	multiple	times.	The	last	page	is	actually	a	
  note	meant	for	whoever	finds	the	fallen	adventurer,	begging	
  that	her	loved	ones	are	informed	of	her	fate.	
  5. A	pack	containing	thieves’	tools,	along	with	a	grappling	hook	
  and	fifty	feet	of	rope.	At	the	bottom	of	the	pack	in	a	supple	
  leather	pouch	are	10	gp	and	7	sp.		
  6. A	map	leading	to	local	caches	of	treasure	that	also	shows	where	
  the	traps	protecting	them	are	located.	In	reality	the	opposite	is	
  true:	the	locations	marked	with	traps	contain	treasure,	and	the	
  locations	marked	with	treasure	contain	horrible	death-traps.	
  7. A	string	necklace	made	up	of	various	bits	of	bone	and	teeth,	
  presumably	trophies	from	the	adventurer’s	travels.	Most	are	
  from	kobolds,	goblins	and	the	like,	but	the	centrepiece	tooth	
  appears	to	be	from	a	young	dragon.		
  8. A	compass	that	appears	to	be	in	remarkably	good	condition.	
  However,	it	seems	someone	played	a	cruel	joke	on	the	fallen	
  adventurer;	the	compass	spins	wildly	at	random,	for	random	
  periods	of	time,	hampering	any	attempt	at	navigation.	
  9. A	metal	flask,	decorated	with	engravings	of	a	paladin	fighting	a	
  dragon,	worth	10	gp.	Although	it	is	still	sealed	whatever	liquid	
  was	inside	has	gone	sour	and	tastes	foul.	
  10. A	tattered	journal,	written	in	Dwarven	and	recording	the	former	
  owner’s	 travels	 and	 experiences.	 The	 most	 recent	 entries	
  include	information	about	the	local	area	including	known	traps,	
  monsters	and	the	fallen	adventurer’s	suspicion	about	a	nearby	
  hidden	chamber.	
  11. The	fallen	adventurer	is	at	the	bottom	of	a	10	ft.	wooden	ladder,	
  which	can	be	folded	up	for	easier	transportation.		It	appears	the	
  adventurer’s	neck	was	broken	in	a	fall.	
  12. A	pickaxe,	shovel	and	crowbar	of	surprisingly	fine	craftsmanship	
  but	obvious	heavy	use.	The	pickaxe	is	lodged	in	a	nearby	wall,	
  marred	by	several	other	gouges	(made	by	the	pickaxe).	
  13. A	small	leather	pouch	full	of	various	items,	most	of	which	are	
  shiny	to	some	degree.	Most	are	bits	of	odd	rock	or	metal,	but	
  mixed	in	among	them	are	3	sp,	7	cp	and	a	small	pearl	worth	50	
  gp.	
  14. A	large	sack	full	of	various	sets	of	clothing,	including	common	
  peasant	clothing,	a	military	uniform	from	the	region,	a	jester’s	
  outfit	and	fine	clothing	fit	for	a	minor	noble.	
  15. A	holy	symbol	of	a	good-aligned	deity	still	hangs	around	the	
  fallen	 adventurer’s	 neck.	 The	 unfortunate	 yet	 clutches	 the	
  symbol	with	one	hand.	While	not	magical,	it	is	of	fine	enough	
  make	to	be	worth	5	gp.	
  16. A	wooden	scroll	case	full	of	maps	of	various	dungeons.	Notes	
  added	to	the	maps	suggest	the	fallen	adventurer	was	visiting	
  the	 dungeons	 in	 some	 sort	 of	 order.	 Several	 maps	 are	
  unmarked;	presumably	ones	yet	to	have	been	visited,	but	the	
  map	for	the	current	dungeon	is	missing.	
  17. A	small	mirror	on	the	end	of	a	rod,	the	kind	used	to	peer	around	
  corners.	It	appears	the	fallen	adventurer	was	using	it	for	this	
  purpose	when	he	was	attacked	from	behind.	It	lies	near	her	out-
  stretched	hand.	
  18. A	letter	from	a	local	ruler,	which	appears	to	detail	the	job	the	
  fallen	 adventurer	 was	 pursuing	 when	 he	 died.	 It	 includes	 a	
  detailed	description	of	a	jewelled	dagger	believed	lost	in	the	
  dungeon,	 along	 with	 details	 of	 the	 100	 gp	 reward	 the	
  adventurer	 would	 have	 received	 for	 its	 recovery.	 The	 letter	
  concludes	with	directions	to	a	representative	of	the	ruler	in	a	
  nearby	town	who	will	provide	the	reward	upon	receipt	of	the	
  dagger.	
  19. A	trapmaker’s	kit,	including	caltrops	and	the	materials	needed	
  to	make	a	series	of	tripwires,	snares	and	jaw-traps.	
  20. A	 pack	 containing	 everything	 needed	 to	 care	 for	 weaponry,	
  including	 whetstones,	 oil	 and	 assorted	 tools.	 They	 seem	
  virtually	 new;	 a	 shattered	 sword	 lies	 near	 the	 fallen	
  adventurer’s	body.	
  	
   
  
  91	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  B A R D  
  Some	bards	meet	violent	ends	either	because	they	travel	where	
  they	shouldn’t	or	someone	objects	(violently)	to	their	music.		In	
  their	 extraordinary	 lives,	 bards	 amass	 a	 variety	 of	 trinkets,	
  souvenirs	and	keepsakes	in	their	travels.		Rummaging	through	a	
  bard’s	pockets	and	pack,	one	could	discover	the	bard’s	entire	life	
  story	or	just	a	handful	of	trash.		
  1. A	 care-worn	 love	 letter	 the	 bearer	 has	 read	 and	 refolded	 so	
  many	 times	 it	 is	 starting	 to	 fall	 apart.	 	 The	 signature	 at	 the	
  bottom	is	smeared	and	impossible	to	read.	The	letter	explains	
  the	parting	of	a	human—most	likely	the	bard—and	their	elven	
  lover.	The	elf	believed	the	relationship	was	doomed	because	of	
  the	tragically	short	life	span	of	humans	and	refused	to	commit	
  to	such	a	short	relationship.	
  2. Ten	hexagonal	gold	coins	of	unknown	origin.		They	have	a	hole	
  cut	through	the	centre	and	are	strung	together	on	a	thin	leather	
  cord.		A	collector	of	ancient	or	exotic	coins	may	offer	up	to	10	
  gp	per	coin. 	
  3. A	small	vial	labelled	“Bottled	Love”	with	the	instructions	“One	
  drop	per	draught	of	ale”	written	in	looping	script	on	the	side.	
  The	smell	of	the	liquid	inside	is	sweet	and	tempting	but	quickly	
  overpowering.	When	administered	to	someone’s	drink	as	per	
  the	instructions,	the	liquid	acts	as	an	aphrodisiac. 	
  4. Several	pages	of	sheet	music	for	a	haunting	melody	that	sticks	
  in	the	listener’s	head	if	played.	
  5. A	pair	of	chapbooks,	The	Wizard’s	Luck	and	The	Game	of	Pawns,	
  which	feature	the	love	affair	and	adventures	of	Shara	and	Jaxak,	
  a	pair	of	wizards	who	meet	at	an	arcane	academy,	fall	in	love	
  and	save	the	world	from	the	forces	of	evil. 	
  6. A	blue	rose	that	never	wilts	but	is	cold	to	the	touch. 	
  7. A	 travelogue	 detailing	 the	 bard’s	 journey.	 The	 badly	 written	
  stories	 must	 be	 exaggerated,	 especially	 the	 story	 about	 the	
  elven	queen	falling	in	love	with	the	bard. 	
  8. An	ornamental	rapier	with	a	silver	pommel	and	silver	filigree	on	
  the	 guard.	 With	 gold	 filigree	 and	 jewels	 set	 in	 the	 hilt,	 the	
  weapon	was	built	for	show,	not	use.	Because	of	the	exquisite	
  craftsmanship,	the	weapon	would	likely	fetch	triple	the	value	of	
  a	typical	rapier.	
  9. An	 old	 rapier	 that	 has	 been	 used	 in	 many	 battles,	 but	 the	
  previous	owner	took	very	good	care	of	it.	Twisting	the	pommel	
  reveals	 a	 small	 compartment	 where	 one	 might	 hide	 a	 short	
  document	or	other	small	item.	
  10. A	small,	slightly	worn,	silver	broach	in	the	shape	of	a	dove	with	
  an	inscription	on	the	back	that	reads,	“To	my	dearest,	Lorael,	on	
  the	400th	anniversary	of	your	birth.” 	
  11. A	 flamboyant,	 wide-brimmed	 blue	 hat	 with	 a	 giant	 golden	
  eagle’s	feather	stuck	in	the	band.	
  12. A	tiny	mimic	shaped	like	an	ornate	wooden	box.	The	bard	had	
  befriended	it,	and	it	now	plots	revenge	on	those	who	murdered	
  its	friend. 	
  13. A	repair	kit	for	the	bard’s	lute	including	replacement	strings	and	
  a	cloth	to	clean	the	instrument. 	
  14. Scraps	of	paper	that	when	ordered	properly	become	the	outline	
  for	an	epic	poem.	Based	on	the	outline	and	the	few	incomplete	
  verses,	this	would	have	been	the	bard’s	masterpiece. 	
  15. An	 annotated	 copy	 of	 The	 Tragedy	 of	 T’Kor,	 a	 play	 about	 a	
  gnome	wizard	who	summons	and	falls	in	love	with	an	incubus.	
  From	 the	 notes	 in	 the	 play,	 the	 bard	 was	 portraying	 the	
  incubus. 	
  16. A	novelty	magic	trick	comprising	a	simple	wooden	box	with	a	
  velvet	lining	that	makes	coins	disappear	when	the	top	is	shut	
  and	a	button	depressed. 	
  17. A	tiny	longsword—no	longer	than	a	little	finger—made	from	a	
  magnetic	metal. 	
  18. A	map	of	the	region	with	notes	beside	each	town	that	details	
  the	reception	the	bard	received	as	well	as	which	taverns	have	
  the	best	ale	and	wine. 	
  19. A	 quiver	 of	 17	 poorly	 crafted	 arrows	 with	 wicked	 barbed	
  arrowheads	most	likely	made	by	goblins	or	orcs. 	
  20. A	golden	signet	ring	bearing	the	emblem	of	an	ancient	elven	
  noble	house.	The	party	might	be	rewarded	if	they	return	it	(or	
  they	might	be	accused	of	murder!)	
  8  O U T L A N D I S H  C O S T U M E S  
  1. A	tattered	shoulder	cape,	faded	crimson	in	colour,	with	frayed	
  edges.	Remnants	of	an	unidentifiable,	deeper	crimson	coloured	
  fur	runs	along	the	hem.	
  2. A	pair	of	light	brown,	suede	evening	gloves	with	a	braided	cord	
  stitched	along	their	entire	length	in	black	thread.	
  3. Moderately	 worn	 hip	 boots	 made	 of	 overlapping	 light	 grey	
  scales.	The	outer	edges	of	each	boot	have	dagger-sized	sheaths	
  sewn	into	both	the	calf	and	thigh	sections.	
  4. A	yellow	tabard,	heavily	stained	and	soiled,	depicting	a	large	
  white	skeleton	key	aligned	vertically.	
  5. A	black,	gothic	tail	coat	with	silver	buttons	and	embroidered	
  with	necromantic	imagery	along	the	sleeves.	
  6. A	deep	blue,	high	collared	formal	shirt.	Embroidered	nautical	
  imagery	in	silver	thread	decorates	the	collar	and	cuffs.	
  7. An	off-white,	dire	wolf	fur	shoulder	wrap	in	excellent	condition.	
  The	fringe	is	decorated	with	the	wolf’s	teeth	hanging	from	short	
  leather	strips.	
  8. A	thick,	charcoal-coloured	infinity	scarf	smelling	of	wood	smoke	
  large	 enough	 to	 envelop	 the	 upper	 body	 of	 a	 human-sized	
  creature.	
  	
  
  92	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  C L E R I C  
  Brave,	noble	and	just	adventurers	often	do	battle	with	evil	cults	
  and	their	sinister	masters—servants	of	dark,	forbidden	powers.	
  Such	clerics	can	call	upon	the	powers	of	their	patrons	and	are	
  often	equipped	with	items	of	foul	origin	or	uncertain	purpose.			
  1. A	necklace	of	human	ears.	
  2. A	 veil	 of	 purple	 designed	 to	 be	 placed	 over	 the	 head	 of	 a	
  sacrifice.	
  3. Hemlock,	mistletoe	and	nightshade	bound	together	with	a	red	
  ribbon.	
  4. An	amulet	of	the	unholy	star.	In	rituals	it	is	heated	until	glowing	
  and	then	placed	around	a	sacrifice’s	neck.	
  5. A	bag	of	charcoal	made	from	a	church’s	burnt	rafters.	
  6. A	glass	vial	containing	the	severed	finger	of	a	fallen	saint.	
  7. Blessed	chalk	in	a	variety	of	lurid	colours	including	red,	purple,	
  yellow	and	red.	
  8. An	incense	burner	made	from	a	skull	covered	in	silver.	
  9. White	clay	prayer	beads	stained	with	blood.	
  10. A	bottle	of	blessed	alcohol,	spiked	with	a	mild	poison.	
  11. A	 symbol	 drawing	 kit	 with	 string,	 chalk,	 compasses	 and	 a	
  notebook	with	detailed	notes	and	diagrams.	
  12. A	dozen	vials	of	snake	venom.	
  13. A	 collection	 of	 silver	 needles	 designed	 to	 prevent	 the	
  resurrection	of	a	corpse.	
  14. A	preserved	dead	raven.	
  15. A	broken	spyglass	with	a	personalized	inscription	engraved	on	
  the	case.	
  16. A	full	yellow	cloak	with	large	silver	clasps	and	a	holy	symbol	
  boldly	presented	in	dark	green.	
  17. A	brass	and	copper	chainmail	shirt	with	a	ring	pattern	too	open	
  and	loose	to	provide	actual	protection.	The	mail	is	worn	over	a	
  white	linen	shirt.	
  18. A	bright	pink	vest	covered	in	tentacle	designs.	
  19. A	pair	of	light	green	dancing	shoes	made	of	silk	completed	with	
  black	laces.	
  20. A	pauldron	worn	on	the	right	shoulder	made	of	white	stained	
  leather.	 A	 symbol	 on	 it	 denotes	 the	 priest’s	 position	 in	 the	
  church’s	hierarchy.	
  1 0  U N H O L Y  S Y M B O L S  
  The	exact	appearance	of	an	unholy	symbol	depends	on	the	cleric’s	
  faith.	However,	some	unholy	symbols	are	more	than	they	first	
  appear.	
  1. This	 unholy	 symbol	 has	 a	 secret	 compartment;	 it	 contains	 a	
  single	platinum	piece	wrapped	in	scraps	of	cloth	so	that	it	does	
  not	rattle.	
  2. This	 unholy	 symbol	 has	 a	 secret	 compartment;	 it	 contains	
  scraps	of	bone	and	hair—remnants	of	a	great	hero	of	the	faith.	
  The	owner	believed	they	imbue	the	symbol	with	extra	power.	
  3. This	steel	unholy	symbol	has	one	particularly	sharp	edge;	close	
  examination	reveals	dried	blood	smeared	over	the	metal	edge.	
  4. This	holy	symbol	has	several	spikes.	Close	examination	reveals	
  a	hidden	compartment	inside	designed	to	hold	poison	which	
  affects	 anyone	 stabbed	 or	 cut	 with	 the	 spikes.	 The	
  compartment	can	hold	two	doses	of	poison.	
  5. This	 unholy	 symbol	 at	 first	 appears	 to	 be	 made	 of	 silver;	
  however,	it	is	obviously	too	light	to	be	solid	silver;	it	is	actually	
  a	wooden	covered	in	silver	paint	and	is	essentially	worthless.	
  6. This	unholy	symbol	is	very	old;	the	finer	details	have	been	worn	
  smooth	by	time	and	the	symbol	is	in	poor	repair.	
  7. This	large,	heavy	symbol	is	made	of	some	kind	of	dense,	dark	
  grey	metal;	it	resists	damage	but	has	a	long	crack	down	one	
  edge.	The	symbol	was	once	the	phylactery	of	a	power	lich	in	the	
  service	of	the	same	dark	power;	if	it	was	to	be	repaired,	it	is	
  possible	the	lich	could	return	to	unlife.	
  8. This	metal	unholy	symbol	comprises	the	melted	down	remains	
  of	 several	 holy	 symbols;	 some	 of	 their	 details	 yet	 remain.	
  Observant	 PCs	 can	 make	 out	 different	 good-aligned	 defaced	
  symbols	on	its	surface.		
  9. Large	and	unwieldy,	this	unholy	symbol	is	sized	for	a	giant.	Clips	
  allow	the	symbol	to	be	“opened”	and	the	whole	to	be	worn	as	
  a	necklace	(or	collar).		
  10. This	unholy	symbol	hangs	from	a	particularly	long	chain	that	
  allows	it	to	be	worn	at	navel	height.	Some	of	the	chain’s	links	
  are	particularly	worn.		
  6  U N H O L Y  W A T E R  F L A S K S  
  1. Crafted	from	human	skin,	this	flask	is	soft	and	pliable	to	the	
  touch—perhaps	disturbingly	so.		
  2. Forged	of	iron,	and	decorated	with	an	unholy	symbol	of	evil,	this	
  flask	always	seems	slightly	warm	to	the	touch.	When	it	is	full,	
  the	unholy	water	with	roils	as	if	it	is	about	to	come	to	the	boil.	
  3. This	leather	flask	is	rigid	and	has	been	decorated	with	faded	
  tattoos	depicting	acts	of	great	evil	and	perversity.		
  4. Painted	jet	black,	this	flask	is	unsettling	to	look	at.	To	the	casual	
  observer,	some	parts	of	the	flask	are	darker	than	others	and	lazy	
  or	paranoid	observers	may	fancy	the	darker	patches	are	slightly	
  mobile.		
  5. This	simple	fired	clay	pot	has	a	bone	stopper	carved	from	the	
  finger	bone	of	some	human-sized	unfortunate.	
  6. 	This	 long	 and	 slender	 flask	 has	 a	 wickedly	 pointed	 stopper,	
  which	could	be	used	as	an	improvised	weapon	in	extremis.	
  
  93	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  R O G U E  
  Heroic	adventurers	always	seem	to	be	battling	thieves,	rogues,	
  bandits,	footpads	and	other	near-do-wells.	Such	folk	often	have	
  lots	of	interesting	odds	and	ends	in	their	pockets	and	pouches.	
  While	these	objects	might	not	be	valuable	they	may	be	of	interest	
  to	the	party.	Perhaps,	the	PCs	decide	to	return	the	items	to	their	
  rightful	 owner	 or—later—get	 accused	 of	 being	 the	 thieves	
  themselves	when	they	use	or	sell	the	items	in	question.		
  1. A	small,	soft	black	pouch	containing	a	half-dozen	lock	picks.	One	
  is	horribly	bent	and	all	but	useless.	
  2. A	heavy,	well-worn	leather	sap.	Some	of	its	stitching	is	frayed.	
  Perceptive	 PCs	 notice	 the	 sap	 is	 heavier	 than	 it	 should	 be.	
  Further	investigations	uncover	5	pp	hidden	within.	
  3. The	 rogue’s	 belt	 has	 a	 hidden	 compartment	 sewn	 into	 the	
  lining.	It	holds	three	lock	picks,	one	gold	coin,	one	platinum	coin	
  and	a	small	knife	made	for	a	creature	two	sizes	smaller	than	the	
  rogue.	
  4. Hidden	in	each	of	the	rogue’s	boots	lurks	a	slender	dagger.	The	
  two	 are	 a	 pair	 and	 if	 sold	 together	 fetch	 triple	 the	 normal	
  amount.	
  5. The	 rogue	 wore	 an	 oversized	 earring	 in	 his	 left	 ear.	 At	 first	
  glance	it	is	a	piece	of	cheap,	brass	costume	jewellery.	However,	
  cunningly	hidden	within	is	a	secret	compartment	that	holds	a	
  potion	that	turns	the	imbiber	to	gas.	
  6. The	 rogue	 wears	 a	 black	 cloak	 with	 a	 voluminous	 hood.	
  Strangely,	the	cloak	has	a	belt	so	it	can	be	pulled	tight	around	
  the	wearer’s	waist.	Each	of	the	arm’s	cuffs	have	small	pouches	
  sized	perfectly	for	a	potion	(or	poison)	vial.	
  7. A	disorganised	jumble	of	jewellery	fills	one	pouch.	Sadly,	most	
  of	it	is	costume	jewellery	and	virtually	worthless.	However,	a	
  perceptive	 searcher	 finds	 one	 plain	 gold	 ring	 sized	 for	 a	 fat	
  finger	worth	50	gp.	
  8. A	small	half-sized	flask	of	oil	wrapped	in	an	oil-stained	rag.	Also	
  present	is	a	very	small	brush	sized	for	fitting	into	locks	and	other	
  hard-to-reach	places.	
  9. A	crude	red	hood	with	holes	for	two	eyeholes	and	a	mouth.	
  10. The	 rogue’s	 boots	 each	 have	 a	 hidden	 compartment	 in	 their	
  heel.	The	compartments	are	large	enough	to	hold	several	coins	
  or	similar	sized	objects.	One	holds	three	platinum	coins	while	
  the	other	has	a	coiled	up	lock	pick.	
  11. One	of	the	rogue’s	pouches	holds	nothing	but	a	neatly	folded	
  hemp	sack.	The	sack,	however,	has	several	different	internal	
  compartments	making	it	much	easier	to	organise	one’s	loot.	
  12. The	rogue	has	a	well-equipped	thieves’	kit.	He	also	owned	a	
  small	pry	bar	sized	perfectly	for	coffers,	desk	draws	and	so	on.	
  The	pry	bar	makes	opening	such	compartments	slightly	easier.	
  13. A	 small	 bag	 of	 finely	 ground	 flour	 tied	 shut	 with	 a	 length	 of	
  yellow	twine.	If	thrown	or	scattered,	the	flour	can	cover	a	5	ft.	
  square	area.	
  14. The	rogue’s	dagger	has	a	hollow	hilt	accessed	by	unscrewing	its	
  bulbous	 pommel.	 Hidden	 inside	 are	 two	 tindertwigs	 and	 a	
  ragged	cloth	for	kindling.	
  15. A	tarnished	copper	signal	whistle	hangs	around	the	rogue’s	neck	
  on	a	leather	thong.	The	whistle’s	mouthpiece	is	shaped	liked	a	
  pair	of	pouting	lips.	
  16. The	rogue’s	cloak	is	double	lined.	The	outside	is	black	while	the	
  inside	is	a	gaudy	gold	colour.	The	cloak	can	be	worn	either	way	
  round.	
  17. The	rogue’s	pouches	are	seemingly	normal,	but	they	have	small	
  loops	sown	inside	them	making	it	easier	to	store	gear	(and	to	
  get	at	that	gear	in	a	hurry).	Two	such	pouches	carry	a	very	well	
  organised	thieves’	tool	kit.	
  18. A	 wineskin	 filled	 with	 cheap	 wine	 (used	 by	 the	 thief	 as	 a	
  distraction	or	bribe).	The	wine	has	also	been	doctored	with	a	
  sleep	poison.	
  19. This	 reinforced	 pouch	 contains	 nothing	 but	 sharp	 shards	 of	
  pottery.	If	scattered,	they	act	as	caltrops	and	fill	a	10	ft.	by	10	
  ft.	square.	
  20. A	well-made	wig	with	long,	black	hair	and	several	pieces	of	fake	
  jewellery	fill	this	pouch.	
  	
  
  94	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  W A R R I O R  
  Adventurers	are	always	looting	fallen	enemy	warriors.	Often	they	
  seem	to	have	nothing	but	weapons,	armour,	a	few	magic	items	
  and	a	smattering	of	coinage.	
  1. A	partially	carved	piece	of	wood	that	might	represent	a	small	
  dog…or	it	might	not;	the	carving	is	so	bad,	it’s	hard	to	tell.	
  2. Three	worn	and	bent	silver	coins	of	obviously	ancient	origin.	The	
  details	on	the	coins’	faces	cannot	be	made	out,	but	one	has	a	
  small	chip	missing.	
  3. Two	keys	tied	together	with	a	short	length	of	fraying	twine.	
  4. A	blood-stained	cloth	along	with	a	tightly	wound	bandage	and	
  a	half-empty	flask	of	oil.	
  5. A	small	wooden	box	containing	a	fine	white	powder—snuff—
  that	smells	strongly	of	cinnamon.	
  6. A	list	of	names	on	a	scrap	of	parchment.	Only	the	last	two	have	
  not	had	a	line	drawn	through	them.	
  7. A	well-worn	flint	and	steel	along	with	some	scraps	of	dried	and	
  frayed	cloth	all	bundled	together	in	a	small,	waterproof	pouch.	
  8. A	handful	of	dried	meat	and	an	all	but	empty	tiny	jar	of	honey.	
  9. An	empty	bone	scroll	tube	missing	both	its	stoppers.	The	bone	
  is	yellowed	and	obviously	old.	
  10. A	 tarnished	 and	 broken	 golden	 chain	 missing	 several	 links.	
  Several	of	the	links	are	very	worn	and	the	whole	thing	is	worth	
  no	more	than	10	gp—as	scrap	metal.	
  11. A	small,	mud-stained	book.	Its	pages	are	in	better	condition,	
  although	not	particularly	well	written	or	illustrated.	The	work	is	
  an	overview	of	a	nearby	kingdom	and	details	major	settlements	
  and	geographical	features.	
  12. Several	long	pieces	of	string	all	hopelessly	tangled	together.	
  13. A	dozen	gold	coins	(seemingly).	In	reality,	these	heavy	coins	are	
  of	lead	and	have	been	covered	with	a	golden	wash.	The	job	is	
  good	enough	to	stand	a	cursory	glance.	
  14. A	whetstone,	an	oily	rag	and	a	small	flask	of	oil	all	contained	
  within	a	stained,	slightly	smelly	belt	pouch.	
  15. A	 scrap	 of	 parchment	 with	 the	 message,	 “Midnight	 on	 the	
  Street	of	Smoke."	
  16. A	scrap	of	parchment	depicting	a	crude	treasure	map.	Named	
  features	include,	“Big	Tree”,	“Pond”,	and	“Bone	Pile”.	However,	
  there	are	no	other	features	to	enable	anyone	to	actually	follow	
  the	map	(or	details	of	the	actual	treasure).	
  17. Several	sheaves	of	parchment	depicting	scantily	clad	elven	men	
  in	odd	poses—the	pictures	are	surprisingly	detailed.	
  18. A	golden	ring—perhaps	a	wedding	band.	The	engraving	inside	
  spells	out	“Beloved”	in	Dwarven	runes.	The	ring	is	worth	50	gp.	
  19. A	pouch	containing	several	bunches	of	dried	herbs.	Each	bunch	
  is	tied	with	a	different	colour	twine.	
  20. Several	small	chunks	of	local	rock.	Each	chunk	has	fleck	of	gold	
  embedded	within	that	glimmers	in	the	light—a	tantalising	clue	
  (perhaps)	to	a	nearby	as	yet	undiscovered	deposit	of	gold.	
  
  95	
  2 0  T H I N G S  T O  L O O T  F R O M  A  D E A D  W I Z A R D  
  During	the	course	of	their	adventures,	our	heroes	are	likely	to	slay	
  many	 evil	 wizards	 (and	 loot	 their	 bodies).	 Sadly,	 most	 such	
  individuals	 seem	 to	 never	 carry	 anything	 beyond	 a	 spell	
  component	pouch,	a	few	magic	items	and	some	loose	coinage.		
  1. An	 amulet	 comprising	 a	 single,	 yellowed	 dragon’s	 tooth	
  suspended	from	a	leather	thong.	A	rune	for	protection	is	carved	
  into	the	tooth.	
  2. A	small	flask	of	powered	silver	(worth	50	gp).	The	leather	flask	
  itself	 has	 a	 small	 strap	 allowing	 it	 to	 be	 carried	 over	 the	
  shoulder.	
  3. A	silver	dagger	concealed	is	concealed	in	one	of	the	wizard’s	
  boots.	 The	 dagger	 is	 clearly	 unused—its	 blade	 is	 sharp	 and	
  polished	to	a	high	sheen.	
  4. A	 silver	 bracelet	 from	 which	 hang	 several	 charms.	 Each	 is	
  decorated	with	a	single	rune—fire,	water,	air,	earth,	dragon,	
  devil,	demon—among	them.	The	whole	thing	is	worth	75	gp.	
  5. A	leather	scroll	tube	crudely	painted	bright	blue.	It	is	stoppered	
  with	a	leather	bung	that	clips	into	the	place.	The	bung	has	been	
  painted	red.	
  6. These	fine	leather	boots	have	four	small,	unobtrusive	pockets	
  hidden	 inside.	 Most	 of	 the	 pockets	 hold	 commonly	 available	
  spell	components,	but	two	hold	a	single	platinum	coin.	
  7. This	plain	scroll	tube	contains	several	pieces	of	parchment	the	
  wizard	used	to	make	observations	of	the	stars.	These	comprise	
  several	 complicated	 diagrams	 of	 various	 constellations	 and	
  cryptic	notes	regarding	“the	wanderer."	
  8. The	 torn	 and	 scorched	 cover	 of	 Agananzar’s	 Workbook	 is	
  wrapped	in	cloth	and	hidden	in	the	wizard’s	pack.	Sadly,	nothing	
  else	of	the	book’s	contents	remains.	
  9. A	 pouch	 contains	 a	 variety	 of	 small	 bones—probably	 finger	
  bones—clearly	 “harvested”	 from	 a	 variety	 of	 different	
  creatures.	Each	is	in	pristine	condition—all	the	skin	having	been	
  boiled	away.	
  10. Three	empty	potion	vials;	one	is	marked	“invisibility”	while	the	
  other	two	smell	slightly	of	cinnamon.	
  11. A	locket	holding	a	lock	of	coarse	black	hair.	It	is	evident	from	the	
  hair’s	texture—and	the	slight	smell	of	rotten	eggs—the	hair	is	
  not	from	a	natural	source.	
  12. A	dozen	small	semi-circular	stones	worn	perfectly	smooth.	An	
  esoteric	rune—depicting	various	types	of	magic—adorns	each	
  stone.	
  13. A	slender	belt	pouch	specially	treated	to	be	waterproof.	Inside	
  the	 pouch,	 the	 wizard	 stored	 a	 variety	 of	 dried	 herbs.	 Each	
  bunch	is	tied	together	with	twine.	
  14. The	shattered	stub	of	a	wooden	stake.	Black	blood	covers	the	
  stake’s	tip.	Barely	visible	under	the	blood	is	some	kind	of	rune,	
  but	 its	 meaning	 is	 impossible	 to	 determine	 as	 part	 of	 it	 is	
  missing.	
  15. Three	quills	wrapped	in	an	ink-stained	cloth	and	two	small	vials	
  of	ink—red	and	black—all	carried	in	a	small	pouch	along	with	
  several	scraps	of	crumpled	parchment.	
  16. A	 bent	 iron	 spike,	 the	 head	 of	 a	 hammer	 and	 a	 shard	 of	
  incredibly	tough	stone.	
  17. A	black	velvet	cloth	inlaid	with	golden	thread	wrapped	around	
  a	dried	and	perfectly	preserved	red	rose.	The	rose’s	thorns	are	
  yet	sharp	and	its	flower	emits	a	particular	heady	scent.	
  18. A	small	treatise	depicting	the	various	protective	circles—against	
  good,	evil	and	so	on—along	with	notes	on	how	to	quickly	create	
  such	 protective	 barriers.	 A	 perceptive	 reader	 skilled	 in	 the	
  arcane	arts	may	note	that	several	of	the	diagrams	are	fatally	
  flawed.	
  19. A	flask	of	holy	water	and	a	flask	of	unholy	water—both	clearly	
  labelled	 in	 Elven—along	 with	 a	 fine	 painter’s	 brush,	 two	
  owlbear	feathers	and	one	gigantic	feather	(perhaps	from	a	roc	
  or	other	huge	bird).	
  20. A	small	red	velvet	pouch.	The	pouch	is	all	but	empty—however	
  a	determined	examination	reveals	a	few	flecks	of	diamond	dust	
  stuck	to	the	pouch’s	lining.	
  6  R E M A R K A B L E  S P E L L B O O K S  
  1. The	Abominable	Encyclopaedia:	This	book’s	title	is	embossed	
  on	the	wyvern	hide	cover,	which	is	also	marred	by	several	small	
  burn	 marks.	 The	 book’s	 parchment	 pages	 have	 gold-gilded	
  edges.	
  2. Codex	Eternal:	Double	the	length	of	a	normal	book,	the	codex	
  is	in	terrible	condition.	Its	purple-worm	hide	cover	is	worn	and	
  tattered	and	many	of	its	pages—vellum	seemingly	crafted	from	
  stirge	wings—are	loose.	The	cover	is	scratched	as	if	some	huge	
  creature	had	drawn	its	claw	across	the	book.	
  3. Rascorim’s	 Workbook:	 A	 plain,	 unassuming	 book,	 Raxorim’s	
  Workbook’s	cover	is	unadorned.	Its	thin	pages	smell	faintly	of	
  chemicals	and	other	unknowable	odours.	As	well	as	his	spells,	
  Rascorim	 used	 the	 book	 to	 record	 his	 various	 alchemical	
  experiments.	 Such	 notes	 begin	 on	 the	 last	 page	 and	 work	
  backwards	through	the	book.	
  4. Cosmic	Musings:	As	well	as	serving	as	a	spellbook,	this	weighty	
  tome	 deals	 with	 the	 planes	 and	 their	 denizens.	 Intricate	
  geometric	patterns	adorn	the	cover	and	clasp	of	silver	hold	the	
  whole	thing	closed.		
  5. Compendium	Arcane:	Decorated	with	a	single	silver-embossed	
  pentagram	on	its	cover,	each	page	of	this	book	is	embossed	
  with	the	ancient	elven	symbol	denoting	magic.	
  6. Unnamed:	This	book	is	missing	its	front	cover	and	half	of	its	
  pages	have	been	partially	ripped	from	its	spine.	The	pages—ink	
  faded	and		water	damaged—are	barely	legible.	
  
  96	 
   
  
  97	
   
   
   
   
   
   
   
   
   
   
  NECROMANCER’S LAIR
   
   
  
  98	
  8  B L A S P H E M O U S  T O M E S  O F  F O R B I D D E N  L O R E  
  Hidden	in	the	rotten	corners	of	the	world	are	grimoires	potent	
  enough	to	drive	a	reader	mad.	Great	power	seeps	from	the	pages,	
  and	 even	 the	 most	 stalwart	 monk,	 sagacious	 wizard	 or	 noble	
  knight	risks	his	very	sanity	with	the	turn	of	every	page.		
  Here	are	eight	of	the	foulest	tomes	every	transcribed,	ready	to	be	
  found	in	the	necromancer’s	library:	
  1. Libermorbus:	This	seemingly	innocuous	book	acts	as	a	virus,	
  piercing	 other	 tomes	 with	 tendrils	 of	 ink	 and	 replacing	 their	
  stories	with	its	own	disturbed	utterings.	A	creature	who	reads	
  the	 text	 gains	 a	 knowledge	 of	 infectious	 madness,	 but	 also	
  becomes	a	vector	for	its	linguistic	plague.		
  2. The Putrid Tome:	The	Putrid	Tome	reeks	of	human	waste	and	
  rotting	flesh.	Its	curdled	green	pages	rot	flesh	and	putrefy	the	
  eyes,	so	it	must	be	handled	with	the	greatest	care.	A	creature	
  able	to	withstand	its	fetid	words	gains	power	over	decay	and	
  disease.	
  3. The Rat’s Nest:	The	Rat’s	Nest	was	written	into	the	very	fabric	
  of	the	world,	and	cannot	be	unwritten.	No	matter	how	many	
  copies	 are	 burned,	 the	 text	 continues	 to	 appears	 through	
  arcane	symbols	in	the	filth	of	the	world.	A	passing	mage	may	
  notice	 patterns	 in	 grey	 mould	 spores	 or	 rat	 nests,	 and,	
  fascinated	 by	 the	 strange	 runes,	 translate	 the	 scripture	 into	
  legible	 text	 before	 succumbing	 to	 insanity.	 A	 creature	 who	
  reads	The	Rat’s	Nest	learns	the	secret	of	eternal	life	through	the	
  sacrifice	of	humanity.	
  4. The Sable Flame:	The	Sable	Flame	is	at	all	times	consumed	by	
  a	black	fire	that	burns	all	but	its	own	pages.	Souls	devoured	by	
  the	flame	scream	for	release.	A	reader	gains	mastery	over	the	
  creation	of	burning	skeletons	and	other	fiery	undead.	
  5. Sacralexicon:	 The	 secrets	 within	 this	 book	 are	 enough	 to	
  shatter	the	piety	of	even	the	most	devout	holy	man.	Each	god	
  listed	 in	 its	 infinite	 index	 is	 implicated	 on	 a	 single	 page	 of	
  undeniable	truths.	A	creature	able	to	withstand	its	secrets	and	
  see	past	the	rotten	falsehoods	at	the	core	of	every	deity	gains	
  divine	power	beyond	that	of	mere	mortals.	
  6. The Sanguine Resurrection:	The	text	in	this	apparently	blank	
  book	only	appears	with	a	healthy	dose	of	blood.	Each	of	the	
  thirteen	chapters	requires	an	entire	human’s	worth	of	blood	
  and	gore.	It	lists	the	process	and	ingredients	needed	for	the	
  resurrection	of	vampires	and	their	ilk.	
  7. The Skin Tome:	The	words	of	this	tome	can	only	be	tattooed	
  on	 a	 living	 human’s	 flesh—they	 disappear	 if	 written	 on	 any	
  other	surface.	As	a	result,	the	“book”	is	often	chained	down	and	
  gagged	 for	 study.	 While	 reading	 the	 text	 itself	 does	 not	
  necessarily	induce	insanity,	the	steps	necessary	to	acquire	and	
  study	 the	 human	 subject	 might.	 A	 reader	 gains	 insight	 into	
  arcane	suffering.	
  8. Vivomoira:	Once	read,	Vivomoira	is	never	silent.	It	whispers	of	
  betrayal,	filling	the	reader	with	such	paranoia	that	he	eventually	
  suspects	his	own	skin	and	flesh.	Suicide	in	self-defence	is	the	
  most	common	cause	of	death.	A	reader	gains	knowledge	into	
  the	raising	of	ghosts	and	incorporeal	undead.		
  6  B L A S P H E M O U S  B O O K M A R K S  
  Terrible	 tome	 of	 forbidden	 lore	 often	 contain	 blasphemous,	
  terrible	 bookmarks.	 Use	 the	 table	 below,	 to	 determine	 what	
  bookmarks	the	PCs	find	in	the	book.	
  1. This	dried	and	cured	tongue	smells	slightly	of	rot	and	decay.	A	
  rune	of	death	is	inscribed	into	the	tongue.		
  2. A	slender	wafer-thin	sliver	of	bone—perhaps	harvested	from	
  some	 unfortunate’s	 leg—has	 intricate	 images	 of	 torture	 and	
  death	carved	into	both	sides.		
  3. A	mouldering	finger	complete	with	chipped,	blackened	nail.		
  4. A	 thick	 strip	 of	 woven	 hair	 comprising	 contributions	 from	 a	
  mixture	of	redheads	and	blondes.		
  5. A	single	softly	glowing	white	feather	of	almost	unearthly	beauty	
  splattered	with	dried	blood.	Perceptive	PCs	may	suspect	this	
  feather	was	plucked	from	some	kind	of	celestial	being—perhaps	
  even	an	angel!	
  6. A	thin	silver	chain	affixed	to	a	tarnished	iron	locket.	The	locket	
  holds	a	minute	portion	of	fine	grey	dust.		
  
  	
  99
  1 0  H O R R I B L E  S E N S A T I O N S  
  A	necromancer’s	lair	is	a	fell	place	full	of	horrific,	blasphemous	
  sights	and	sounds.		
  	
  Use	 the	 table	 below,	 to	 generate	 details	 of	 the	 horrible	
  sensations	the	PCs	experience	while	exploring	the	necromancer’s	
  lair.	
  1. The	air	suddenly	becomes	preternaturally	cold.	The	PCs	can	see	
  their	breath	and	frost	begins	to	form	on	any	exposed	pieces	of	
  metal.	
  2. One	of	the	PCs	begins	to	shiver	uncontrollably,	although	the	
  surrounding	 air	 temperature	 has	 not	 changed.	 The	 shakes	
  continue	for	a	few	minutes	before	subsiding.		
  3. Suddenly,	one	of	the	PCs	suffers	an	out-of-body	experience.	Up	
  by	the	ceiling	the	PC	has	the	strange	sensation	of	looking	down	
  at	the	party.	After	a	few	minutes,	the	feeling	ends	and	the	PCs	
  is	“sucked”	back	into	his	own	body.	
  4. A	thin	opaque	mist	blankets	the	floor.	As	the	PCs	move	through	
  it,	cold	and	clammy	tendrils	rise	up	from	the	mist	to	clutch	at	
  the	explorers’	legs.	
  5. A	deep	throbbing	passes	through	the	nearby	floor	and	walls.	
  Several	of	the	party	feel	somewhat	dizzy.	The	feeling	subsides,	
  after	a	few	moments.	
  6. The	least	perceptive	hero	gets	the	strong	feeling	they	are	being	
  watched	by	some	nearby,	hidden	observer.	
  7. Something	invisible	bumps	into	the	rear-most	PC	causing	her	to	
  stumble.	Nothing	is	obviously	present	and	the	event	does	not	
  repeat	itself.	
  8. One	of	the	party	feels	the	hot	breath	of	some	unseen	creature	
  on	the	back	of	his	neck.	
  9. The	 sensation	 of	 a	 thick	 miasma	 of	 hopelessness	 and	 death	
  hangs	heavily	in	the	air.	In	this	area,	things	seem	glummer	and	
  the	situation	more	hopeless.		
  10. The	air	moves	more	vigorously	than	in	surrounding	areas.	Faint,	
  but	sporadic	gusts	of	wind	stir	the	PCs’	hair.	From	the	corner	of	
  their	eyes	several	PCs	glimpse	snatches	of	translucent	faces—
  their	expressions	fixed	with	hopelessness	and	despair—drifting	
  through	the	air.		
  	
  1 0  H O R R I B L E  S O U N D S  
  A	necromancer’s	lair	is	a	fell	place	full	of	horrific,	blasphemous	
  sights	and	sounds.		
  	
  Use	 the	 table	 below,	 to	 generate	 details	 of	 the	 horrible	
  sounds	the	PCs	hear	while	exploring	the	necromancer’s	lair.	
  1. Uncontrollable	screaming	suddenly	rends	the	air.	It	continues	
  for	several	seconds	before	abruptly	ceasing.		
  2. A	 soft	 sobbing,	 from	 an	 undeterminable	 source,	 reaches	 the	
  PCs’	ears.		
  3. The	clanking	of	chains	and	the	thud	of	something	falling	sunders	
  the	quiet.		
  4. A	soft	cackling	comes	from	the	room	the	party	just	left.		
  5. Moaning—perhaps	the	wind	or	the	damned	spirits	of	those	the	
  necromancer	 has	 transformed	 into	 the	 undead—echoes	
  through	the	area.	The	moaning	rises	and	falls	in	intensity	for	
  several	minutes,	before	dying	away.	
  6. A	 loud	 clatter—perhaps	 that	 of	 falling	 stones	 or	 a	 collapsing	
  skeleton—reaches	the	party’s	ears.	Moments	later,	a	skull	rolls	
  into	 view	 around	 the	 corner.	 Investigations	 reveals	 a	 pile	 of	
  mouldering	bones.		
  7. Everyone	in	the	party	hears	several	loud	thuds	emanating	from	
  an	unexplored	direction.	Only	perceptive	PCs	hear	the	ensuing	
  cackling	 and	 low	 whining	 sounds	 coming	 from	 the	 same	
  direction.		
  8. The	distant	clacking	on	bone	on	stone	suggests	that	somewhere	
  out	of	sight,	an	animate	skeleton—or	two—patrols	the	halls.	
  9. Loud	maniacal	laughter	sounds	from	somewhere	deeper	into	
  the	complex.	
  10. A	loud	thunderclap	rends	the	stillness	of	the	air.	As	it	echoes	
  through	 the	 complex,	 the	 hair	 on	 the	 back	 of	 the	 PCs’	 neck	
  suddenly	 rises	 as	 if	 some	 electrical	 charge—or	 other	 fell	
  energy—fills	the	air.		
  	
   
  
  100	
  2 0  B L A S P H E M O U S  S P E L L  C O M P O N E N T S  
  Necromancers	 uses	 many	 unwholesome,	 even	 blasphemous,	
  objects	 to	 conjure	 forth	 their	 dark	 powers.	 Such	 objects—
  repugnant	to	right-minded	folk—serve	as	a	connection	to	Death’s	
  black	realm.	
  	
  Like	all	other	wizards,	necromancers	are	rarely	found	without	
  pouches	full	of	spell	components	and	arcane	foci.	Use	the	table	
  below,	 to	 determine	 what	 horrific	 spell	 component	 the	 PCs	
  discover:		
  1. A	 small	 pouch	 contains	 the	 jumbled	 finger	 bones	 of	 a	 mass	
  murderer.	 Each	 bone	 has	 a	 different	 sigil	 carved	 into	 it;	 the	
  necromancer	uses	these	bones	to	divine	the	future.		
  2. A	shrivelled,	desiccated	heart	fills	this	small	silken	drawstring	
  sack.	If	someone	touches	the	heart	with	their	bare	skin,	it	seems	
  to	shiver	slightly.	If	burnt,	it	gives	off	a	noxious,	cloying	stench.	
  3. The	necromancer	places	this	pair	of	thin	bone	counters	over	the	
  eyes	of	corpses	during	his	gruesome	experiments	and	rituals.	
  One	side	of	each	counter	is	etched	with	symbols	of	death	and	
  decay.		
  4. This	parchment	of	flayed	skin	displays	an	anatomical	diagram	of	
  a	 human,	 with	 all	 the	 major	 organs	 prominently	 depicted.	
  Notations	 around	 the	 diagram	 explain	 the	 best	 methods	 of	
  removing	the	various	organs	while	keeping	the	subject	alive	as	
  long	as	possible.		
  5. This	waterskin	holds	a	black,	turgid	liquid.	Investigation	reveals	
  the	liquid	to	be	water	mixed	with	ash.		
  6. Dried	blood	coats	the	blade	of	this	small	ceremonial	wrought	
  iron	knife.		
  7. Carved	from	a	single	piece	of	bone,	this	sacrificial	dagger	has	a	
  crude,	uncomfortable	handle.	Clearly	not	designed	for	combat,	
  it	has	a	more	sinister	purpose.	
  8. A	small	sealed	earthen	pot	holds	a	dully	glimmering	crimson	
  paste.	Investigation	reveals	it	to	be	blood	mixed	with	powdered	
  gemstones.		
  9. A	 fine	 mix	 of	 powdered	 silver	 and	 bone	 fills	 several	 small	
  packets	nestled	in	a	tightly-wrapped	waterproof	pouch.		
  10. This	horribly	misshapen	rat	or	mouse	skull	is	wrapped	in	a	
  square	of	red	silk.	The	skull	has	the	base	of	a	single	horn	
  growing	 from	 its	 forehead.	 Shadows	 cluster	 thickly—
  perhaps	even	disturbingly—inside	the	skull’s	eye	sockets.		
  11. Carved	 from	 some	 kind	 of	 hard	 black	 rock,	 this	 rough	
  figurine	 depicts	 a	 skeletal	 man	 sitting	 cross-legged.	 The	
  top	of	the	figurine’s	skull	is	shiny	and	smooth—as	if	it	has	
  been	caressed	by	countless	hands.	
  12. This	partially	burnt	crimson	candle	stands	about	six-inches	
  high.	Its	wick	comprises	tightly	bound	strands	of	blonde	hair	
  treated	with	some	kind	of	slow-burning	oil.	The	candle	gives	off	
  a	pungent	smell	reminiscent	of	burning	flesh,	when	burnt.	
  13. A	wired	four-foot	long	snake	skeleton	lies	coiled	in	this	pouch.	
  The	snake’s	skull	still	has	its	fangs.	Close	inspection	reveals	dried	
  blood	on	the	fangs	and	splatters	of	blood	inside	the	skeleton.	
  14. Crumbling	clumps	of	dried,	noisome	lifeless	earth	fill	this	small	
  pouch.		
  15. This	over-sized	glass	vial	holds	a	turgid,	cloudy	liquid.	The	liquid	
  holds	three	eye	balls	in	suspension.	Anyone	shaking	the	vial	may	
  be	in	for	a	shock.		
  16. Six	small	onyx	gems	individually	wrapped	in	bloody	sackcloth.	
  Each	 gem	 has	 the	 arcane	 symbol	 of	 death	 carved	 into	 its	
  surface.	(A	PC	skilled	in	spellcasting	may	determine	these	are	
  components	 designed	 to	 increase	 the	 efficacy	 of	 animate 
  dead	and	similar	spells).	
  17. A	 single	 long	 fang	 attached	 to	 a	 shard	 of	 bone.	 This	 is	 a	
  vampire’s	fang—it	might	be	the	only	surviving	fragment	of	the	
  legendary	 vampire	 Gallowburn,	 and	 could	 even	 imprison	 a	
  fragment	of	his	soul.		
  18. A	fine	grey	dust	fills	this	small	silver	box	to	the	brim.	The	box	
  has	a	tiny	lock;	the	necromancer	has	hidden	the	key	in	a	secret	
  compartment	in	his	belt	suggesting	the	dust	is	valuable	in	some	
  way.	Only	perceptive	PCs	find	the	key.		
  19. A	strip	of	dirty,	tightly	woven	bandages	faintly	inscribed	with	
  various	 ancient	 runes	 dealing	 with	 death,	 the	 afterlife	 and	
  guardianship.	PCs	wise	in	the	ways	of	the	undead	identify	these	
  as	a	fragment	of	a	mummy’s	wrapping.	
  20. A	badly	repaired	plain	cast	iron	amulet,	sundered	by	a	single	
  sword	blow	or	the	like	hangs	around	the	necromancer’s	neck	on	
  a	silver	chain.	The	amulet	had	a	(now	empty)	small	hidden	niche	
  within.	 This	 was	 a	 lich’s	 phylactery	 the	 necromancer	 has	
  recovered	to	aid	his	own	diabolical	research	into	the	afterlife.		
  	
   
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	 mall	
  
  101	
  2 0  T H I N G S  T O  F I N D  I N  A  N E C R O M A N C E R ’ S  S A N C T U M  
  In	their	forbidden	corpse-filled	laboratories	necromancers	pursue	
  their	 unspeakable,	 blasphemous	 experiments.	 Such	 horrible	
  labours	 require	 terrible	 components	 and	 depraved	 research	
  materials	of	the	very	worst	kinds.	Often,	though,	such	details	are	
  overlooked	as	the	party	merely	loots	the	chamber	for	items	of	
  obvious	value.	Use	this	table	to	generate	such	items	of	interest.	It	
  is	up	to	the	GM	to	determine	the	value	of	any	particular	piece	on	
  the	 table	 below,	 however	 most	 good-aligned	 PCs	 will	 be	
  uncomfortable	(at	best)	owning	such	items.	
  1. A	 wooden	 box	 contains	 a	 dozen	 thin,	 long	 black	 candles.	
  When	 burnt,	 they	 give	 off	 an	 indescribable	 smell	 akin	 to	
  burning	flesh.	
  2. Seven	 skulls	 fill	 a	 shelf	 above	 the	 desk.	 A	 strange	 rune	
  decorates	each	skull’s	forehead.	
  3. A	coffer	near	one	wall	holds	a	jumble	of	horribly	misshapen	
  bones.	Most	are	of	humanoid	origin,	but	surely	no	creature	
  could	have	survived	long	with	such	deformities.	
  4. An	ornate	display	of	bones	decorates	the	ceiling.	Leg	and	arm	
  bones	form	the	perimeter	of	the	“sculpture”	while	a	circle	of	
  skulls	fills	the	centre.	The	bones	are	yellowing	and	old	and	
  have	been	stuck	in	place	with	strong	glue.	One	of	the	skulls	
  contains	 a	 bead	 from	 a	 necklace	 of	 fireballs.	 If	 the	 skull	 is	
  disturbed,	the	bead	falls	out	and	explodes	when	it	hits	the	
  floor.	
  5. A	 fireplace	 pierces	 one	 wall.	 Deep	 soot	 and	 ash	 lie	 within.	
  Even	a	cursory	examination	of	the	pile	turns	up	fragments	of	
  bone.	
  6. A	 small	 red	 velvet	 pouch	 contains	 a	 single	 braid	 of	 long	
  impossibly	red	hair.	The	braid	is	carefully	curled	up	and	has	
  been	dusted	with	some	kind	of	fine	black	dust.	
  7. A	 skull—with	 its	 top	 removed—serves	 as	 a	 mixing	 bowl	 of	
  sorts.	A	nearby	worn	leg	bone	hints	at	its	use	as	a	pestle.	
  8. A	small	sack	of	salt	lies	on	one	corner.	It	is	half	empty	and	the	
  remaining	discoloured	salt	looks	contaminated.	
  9. A	large	earthen	jar	of	honey	contains	the	preserved	head	of	
  an	old	man.	His	face	is	contorted	as	if	in	indescribable	agony.	
  10. Three	small	glass	jars	hold	an	array	of	different	coloured	dust.	
  Each	 is	 the	 ash	 of	 a	 different	 cremated	 creature,	 used	 for	
  some	 ineffable	 purpose.	 A	 different	 esoteric	 sigil	 has	 been	
  carefully	written	on	each	jar.	
  11. A	chandelier	crafted	of	bones	hangs	down	from	the	ceiling	in	
  the	centre	of	the	room.	The	bones	are	blackened	with	soot	
  and	covered	in	dried	wax.	
  12. A	 small	 cauldron	 blackened	 with	 use	 and	 pitted	 with	 age	
  stands	near	the	necromancer’s	worktable.	Dark,	unnaturally	
  cold	water	fills	the	cauldron	almost	to	the	lip.	Within	lies	the	
  sludge	and	detritus	of	many	experiments—shattered	bones,	
  decaying	flesh	and	the	like.	
  13. A	sagging	bookshelf	holds	the	remains	of	ancient	tomes	long	
  since	succumbed	to	the	ravages	of	extreme	age.	
  14. A	small	box	contains	four	long	quills	carved	from	bone.	Their	
  tips	are	exquisitely	sharp	and	blackened	with	red	“ink".	
  15. A	partially	dissected	body	lies	on	the	table.	The	body	is	that	is	
  a	long	dead	human.	The	unfortunate’s	chest	cavity	has	been	
  opened	and	the	organs	removed.	
  16. An	ornate	pentagram	carving	on	the	floor	provides	a	zone	of	
  protection	 around	 the	 necromancer’s	 workbench.	 The	
  carvings	have	been	picked	out	with	blood.	
  17. Several	beakers	stand	on	a	shelf	above	the	table.	Each	is	full	
  of	a	different	kind	of	dark,	sticky	and	noxious	fluid.	
  18. An	 oversized	 leather	 wallet	 holds	 a	 dissection	 kit.	
  Incongruously,	the	leather	wallet	is	of	the	finest	quality	and	is	
  even	monogrammed	with	the	necromancer’s	initials.	
  19. A	 small	 cage	 hanging	 from	 the	 ceiling	 holds	 the	 skeletal	
  remains	of	several	songbirds	amid	a	small	heap	of	discoloured	
  feathers.	Hideously,	the	birds'	remains	yet	stir	and	judder.	A	
  close	examination	reveals	they	appear	to	still	be	trying	to	sing.	
  20. The	room	seems	unnaturally	cold	and	the	party’s	nonmagical	
  lights	do	not	dispel	the	darkness	lingering	in	the	room’s	nooks	
  and	 crannies.	 Anyone	 spending	 much	 time	 here	 gets	 the	
  feeling	that	unseen	presences	lurk	in	the	chamber.	
  6  P I C K L E D  &  P R E S E R V E D  T H I N G S  
  1. A	large	jar	of	cloudy	vinegar	is	full	of	severed	ears	cut	from	a	
  variety	of	races.	
  2. An	orc's	disembodied	head	steeped	in	crystallised	honey	fills	an	
  earthen	jar.	Its	face	is	frozen	in	a	snarl.	
  3. A	faerie	or	sprite’s	tiny	body	is	pinned	to	a	large	slab	of	wood	
  cut	 from	 the	 heartwood	 of	 a	 dryad’s	 tree.	 The	 body	 yet	
  occasionally	quivers.	
  4. A	box	crafted	from	carefully	joined	finger	and	toe	bones	holds	a	
  suspiciously	well	preserved	heart	along	with	several	glistening	
  strands	of	platinum	blond	hair	(which	are	carefully	draped	over	
  the	heart).	
  5. A	large	box	holds	a	dry	paste	of	powder	bones	mixed	with	blood	
  and	other	bodily	fluids.	
  6. A	wooden	frame	holds	a	stretched	and	drying	ragged	patch	of	
  skin	roughly	a	foot	square.	(The	necromancer	is	turning	the	skin	
  into	a	scroll).	Part	of	a	faded	tattoo	is	visible	on	one	edge	of	the	
  “scroll”.	
  	
   
  
  102	
  1 , 0 0 0  A B N O R M A L  S K E L E T O N S  
  It	often	seems	skeletons	end	up	as	nothing	more	than	generic,	
  bland	 enemies.	 That’s	 a	 shame	 as	 their	 appearance	 and	
  accoutrements	 could	 provide	 clues	 as	 to	 their	 fate	 and	 inject	
  more	 flavour	 and	 detail	 into	 an	 otherwise	 standard	 combat	
  encounter.	A	standard	skeleton	appears	thusly:		
  This	 animate	 skeleton	 staggers	 toward	 you,	 its	 bony,	 claw-like	
  fingers	reaching	for	your	throat.	
  To	this	basic	description,	apply	one	of	the	entries	below:	
  1. Scraps	 of	 hair	 grow	 from	 patches	 of	 decomposing	 flesh	 yet	
  clinging	to	the	skeleton’s	skull.	
  2. Several	bones	are	missing	from	the	creature’s	rib	cage.		
  3. The	 entire	 left	 side	 of	 the	 skeleton’s	 skull	 is	 crushed	 and	
  broken—no	doubt	the	result	of	a	massively	heavy	blow.	
  4. Dirty,	torn	rags	cling	to	the	skeleton’s	frame.	Covered	in	matted	
  dirt	and	dried	blood	they	reek	of	death	and	the	grave.	
  5. Ending	in	a	jagged	stump,	the	skeleton’s	right	arm	is	missing	
  below	the	elbow.	
  6. Incongruously,	this	skeleton’s	skull—minus	its	jaw—is	wedged	
  inside	the	creature’s	ribcage.	
  7. Clad	in	faded	but	serviceable	clothes	this	skeleton	seems	more	
  recent	 animated	 than	 its	 brethren.	 Its	 bones	 are	 clean—
  perhaps	 even	 polished—and	 lumps	 of	 ebon	 coal	 fill	 its	 eye	
  sockets.	
  8. One	of	the	skeleton’s	legs	is	horribly	smashed;	the	lower	leg	
  hangs	from	the	undead’s	kneecap.	
  9. This	skeleton’s	bones	are	stained	a	mottled	black.	(The	skeleton	
  was	immersed	in	oil	long	ago,	which	impregnated	the	bones;	it	
  burns	easily—and	brightly!)	
  10. This	 tall	 skeleton’s	 body	 is	 tightly	 wrapped	 in	 strips	 of	
  mouldering	cloth;	however,	its	skull	has	not	been	so	wrapped.	
  To	the	uninitiated,	the	skeleton	could	appear	to	be	a	mummy	of	
  some	sort.	
  B A T T L E  T A C T I C S  
  In	battle,	some	skeletons	fight	differently	to	their	brethren:	
  1. This	skeleton	is	slower	than	its	companions;	reduce	its	speed	by	
  half.	
  2. This	undead	is	faster	than	its	companions;	increase	its	speed	by	
  half.	
  3. Every	 time,	 the	 skeleton	 lands	 a	 successful	 hit,	 a	 few	 small	
  bones	fall	away	from	its	body.	
  4. This	skeleton	walks	particularly	loudly	and	the	click	click	of	its	
  bony	feet	on	the	floor	are	audible	from	a	goodly	distance.	
  5. After	the	first	time	it	misses	in	melee,	the	skeleton	drops	its	
  weapon	and	reaches	toward	its	foes	with	claw-like	fingers.	
  6. Every	time	it	strikes	a	foe	in	battle,	the	skeleton	throws	back	its	
  head	in	silent	exultation.	
  7. With	 one	 leg	 badly	 damaged	 this	 skeleton	 literally	 hops	 into	
  battle.	
  8. With	no	legs,	this	badly	damaged	skeleton	crawls	into	battle.	It	
  doesn’t	use	a	weapon,	instead	trying	to	rip	its	target’s	feet	and	
  lower	legs	to	shreds.	
  9. This	 skeleton	 has	 no	 proper	 weapon.	 Instead,	 it	 beats	 its	
  enemies	to	death	with	a	mouldy	arm	ripped	from	a	previous	
  victim.	
  10. A	glimmer	of	sentience	remains	to	this	skeleton.	A	thief	in	life,	
  it	 dimly	 remembers	 the	 worth	 of	 striking	 from	 behind	 and	
  manoeuvres	accordingly.	
  T R E A S U R E  
  Sometimes,	 skeletons	 yet	 have	 some	 small	 trinket	 or	 treasure	
  about	their	person.	Roll	on	the	table	below,	if	you	determine	the	
  creature	has	a	small	item	of	personal	treasure:	
  1. The	skeleton	wears	a	worn	and	stained	broad	leather	belt	which	
  holds	up	the	remains	of	a	ragged	pair	of	trousers.	The	belt	has	
  a	 secret	 compartment,	 which	 holds	 3	 platinum	 coins.	 (Only	
  perceptive	PCs	find	the	secret	compartment).	
  2. In	life,	this	skeleton	was	a	rich	person;	several	of	its	teeth	have	
  gold	fillings.	Extracting	the	gold	yields	1	gp	worth	of	scrap	metal.	
  3. The	hilt	of	the	skeleton’s	weapon	has	a	small	black	gem	(an	
  onyx)	in	its	handle.	The	gem	is	worth	15	gp.	
  4. The	skeleton	yet	wears	a	leather	necklace	around	its	neck.	The	
  beaten	copper	and	bronze	locket	hanging	from	the	necklace	is	
  hopelessly	wrapped	around	the	skeleton’s	rib	bones.	
  5. Worn	gold	coins	are	wedged	into	the	skeleton’s	eye	sockets.	
  6. Eldritch	symbols	are	etched	into	one	of	the	skeleton’s	leg	bones.	
  The	fell	writings	are	a	curse	on	the	living,	and	are	worth	2	gp	to	
  a	collector	of	such	macabre	things.	
  7. An	arrow	is	wedged	in	the	skeleton’s	ribcage;	it	has	a	silver	tip.	
  8. The	 skeleton	 wears	 a	 small	 silver	 ring	 on	 its	 left-hand	 little	
  finger.	The	ring	has	the	stylised	image	of	a	spread	fisherman’s	
  net.	The	ring	is	worth	2	gp,	but	might	belong	to	a	well-to-do	
  local	family	(and	therefore	be	worth	more	to	them).	
  9. Bizarrely,	this	skeleton	wears	a	ludicrously	over-sized	fur	hat	
  sporting	 a	 wide	 brim.	 The	 hat	 is	 worn,	 blood-splattered	 and	
  essentially	worthless;	however,	a	secret	pocket	in	the	hat	holds	
  a	tightly	folded	scroll	of	cure	light	wounds.	
  10. This	skeleton’s	skull	contains	a	largish	iron	key	wedged	into	its	
  brain	cavity.	The	key	unlocks	a	nearby	door.	
  	
   
  
  103	
  1 , 0 0 0  A B N O R M A L  Z O M B I E S  
  Zombies	 are	 classic	 monsters.	 They	 appear	 in	 practically	 every	
  role-playing	game	in	every	genre.	However,	zombies	often	end	up	
  as	nothing	more	than	generic,	bland	enemies.	That’s	a	shame	as	
  their	appearance	and	accoutrements	could	provide	clues	as	to	
  their	fate	and	inject	more	flavour	and	detail	into	an	otherwise	
  standard	combat	encounter.		A	standard	zombie	appears	thusly:		
  This	 rotting,	 walking	 corpse	 wears	 only	 a	 few	 soiled	 rags.	 It	
  stumbles	forward,	arms	outstretched.	
  To	this	basic	description,	apply	one	of	the	entries	below:	
  1. One	 side	 of	 the	 creature’s	 face	 is	 nothing	 more	 than	 a	
  suppurating,	bloody	mess;	one	of	its	eyes	is	missing.		
  2. The	zombie’s	left	arm	is	unnaturally	bent	at	the	elbow.	As	the	
  zombie	shuffles	forward,	shards	of	white	bone	break	through	its	
  rotten	flesh.		
  3. Clad	 in	 blood-soaked	 peasant’s	 clothes,	 this	 person	 clearly	
  suffered	horrendous	wounds	before	death.		
  4. A	huge	chunk	of	this	zombie’s	stomach	is	missing;	a	few	strands	
  of	 entrails	 droop	 from	 the	 gaping	 wound,	 creating	 a	 skirt	 of	
  sorts	hanging	down	toward	the	zombie’s	knees.	
  5. This	 zombie’s	 head	 lolls	 from	 side	 to	 side	 in	 a	 disturbing,	
  unnatural	fashion;	its	neck	is	clearly	broken.		
  6. This	zombie	has	no	legs	below	the	knee.	Consequently,	it	crawls	
  forward	reaching	its	prey	much	slower	than	its	companions.		
  7. This	zombie’s	neck	is	partially	severed;	muscles	and	bone	are	
  clearly	visible	through	the	gore.	
  8. This	 corpulent	 zombie	 is	 completely	 naked,	 and	 filled	 with	 a	
  build	up	of	noxious	gases.	If	struck	with	a	sharp	melee	weapon,	
  it	 explodes	 coating	 adjacent	 creatures	 with	 blood,	 bone	 and	
  viscera.	
  9. This	zombie’s	jaw	is	missing.	Blood	and	gore	cover	its	chest.		
  10. A	gaping	wound	pierces	this	creature’s	rib	cage,	exposing	the	
  badly	damaged	and	desiccated	organs	within.		
  B A T T L E  T A C T I C S  
  In	battle,	some	zombies	fight	differently	to	their	brethren:	
  1. This	zombie	is	much	slower	than	its	companions	due	to	a	broken	
  leg.	It	moves	at	half	speed.	
  2. As	it	advances,	this	zombie	stumbles	and	falls.	The	next	round,	
  it	struggles	back	to	its	feet	before	continuing	its	advance.		
  3. This	zombie	carries	a	one-handed	melee	weapon—perhaps	a	
  longsword	or	axe—but	has	forgotten	how	to	use	it.	Every	round,	
  there	is	a	50%	chance	it	accidentally	uses	the	weapon.	
  4. This	zombie	has	a	shield	strapped	to	its	arm.	Thus,	its	armour	
  class	is	slightly	better	than	its	brethren.		
  5. This	 zombie	 fixes	 its	 dead,	 baleful	 gaze	 on	 one	 target	 and	
  focuses	on	that	individual	above	all	others.		
  6. This	zombie	moans	and	groans	as	it	approaches	its	prey.	
  7. Freshly	dead,	this	zombie	leaves	a	wide	trail	of	slippery	blood	
  and	viscera	behind	it;	incautious	combatants	could	slip	and	fall	
  in	the	gore.	
  8. This	 zombie	 tries	 to	 grapple	 opponents	 instead	 of	 simply	
  beating	them	to	death.	If	successful,	it	begins	biting.	
  9. This	fast	zombie	outpaces	its	brethren	in	its	bloodlust.	
  10. This	zombie	has	a	smashed	voice	box.	It	yips	and	cackles	in	a	
  similar	way	to	a	hunting	jackal,	as	it	approaches.		
  T R E A S U R E  
  Sometimes,	zombies	have	some	small	trinket	or	treasure	about	
  their	 person.	 Roll	 on	 the	 table	 below,	 if	 you	 determine	 the	
  creature	has	a	small	item	of	personal	treasure:		
  1. This	zombie	yet	wears	a	wide	leather	belt.	Stained	with	blood	
  and	 other	 unwholesome	 liquids,	 at	 first	 glance	 it	 seems	
  worthless.	If	cleaned,	however,	a	complex	pattern	of	stitches	
  emerges	 depicting	 what	 seems	 to	 be	 a	 section	 of	 sewer	
  complete	with	a	secret	room!	
  2. One	 golden	 hoop	 earring	 hangs	 from	 one	 of	 the	 zombie’s	
  decomposing	ears.	The	plain	band	is	worth	2	gp.		
  3. This	zombie	wears	fine,	knee-high	leather	boots	(worth	3	gp)	
  that	create	an	audible	clacking	sound	on	stone	flooring.	
  4. A	 woven	 leather	 necklace	 hangs	 around	 the	 zombie’s	 neck.	
  Perceptive	PCs	spot,	hidden	within	its	strands,	four	thin	golden	
  threads.	Each	is	worth	5	gp.		
  5. This	zombie’s	previous	victim	was	rich.	It	has	a	slender	finger	
  wedged	in	its	mouth	which	wears	a	thin	golden	band	decorated	
  with	beautifully	etched	leaves	and	vines.	The	ring	is	worth	25	
  gp,	but	covered	in	foul-smelling	saliva.	
  6. A	slender	silver	chain	encircles	one	of	the	zombie’s	ankles.	Four	
  small	charms—each	representing	one	of	the	four	elements—
  hangs	from	the	anklet.	It	is	worth	10	gp.		
  7. A	gore-coated	dagger	juts	from	the	zombie’s	chest.	Its	wickedly	
  sharp	silver	blade	is	wedged	between	two	rib	bones.	It	is	worth	
  90	gp.		
  8. This	zombie	wears	the	slashed	and	stained	remnants	of	a	silk	
  doublet.	Unless	magically	repaired,	it	is	essentially	worthless	as	
  an	 item	 of	 clothing,	 but	 a	 skilled	 seamstress	 could	 harvest	
  enough	silk	for	several	hankies	and	the	like.		
  9. Slipped	within	its	knee-high	leather	boots,	this	zombie	carries	a	
  small,	sharp	dagger.	Its	pommel	has	a	clenched	fist	design.	
  10. This	zombie	wears	a	voluminous	cloak	sporting	a	deep	cowl.	The	
  previous	owner	hid	two	platinum	coins	sown	into	the	cloak’s	
  hem.	Only	perceptive	characters	discover	the	coins.	
  
  104	
  	
   
  
  105	
   
   
   
   
   
   
   
   
   
   
  NOISOME SEWER
   
   
  
  106	
  1 0  F O L K  T O  E N C O U N T E R  I N  A  S E W E R  
  Sewers	are	rarely	devoid	of	intelligent	denizens.	The	homeless	
  often	congregate	amid	the	gloom	and	filth,	while	thieves,	rogues	
  and	 assassins	 use	 the	 tunnel	 network	 to	 move	 around	
  undetected.		
  	
  While	exploring	the	sewers,	the	PCs	are	likely	to	come	across	
  individuals	going	about	their	own	business.	Use	the	table	below,	
  to	generate	the	details	of	such	folk.		
  1. Scrawny	and	clad	in	rags,	Sakari	is	homeless	and	lives	in	the	
  sewers.	He	scavenges	amid	the	muck	and	the	murk	for	things	to	
  sell	 to	 the	 scrap	 collectors	 and	 more	 desperate	 traders.	 A	
  decent	 man,	 Sakari	 was	 once	 a	 man	 of	 note,	 but	 disastrous	
  business	decisions	and	a	malevolent	wife	have	consigned	him	
  to	this	horrible	place.	Pathetically	grateful	for	any	kindness	the	
  PCs	offer	him,	Sakari	is	a	useful	ally—he	has	contacts	among	
  many	of	the	beggars	and	sewermen.	
  2. Recently	beaten	by	two	off-duty	soldiers,	Ergoth	has	retreated	
  to	the	sewers	to	nurse	his	wounds	and	plot	his	revenge.	A	half-
  orc,	 he	 is	 at	 home	 in	 the	 dark	 and	 knows	 the	 surrounding	
  tunnels	well.	Now	an	old	man,	hate	consumes	Ergoth.	He	takes	
  what	he	can	get	and	gives	little—if	anything—in	return.	
  3. A	 skilled	 cat	 burglar,	 Elena	 has	 taken	 to	 hiding	 her	 ill-gotten	
  gains	in	the	sewer	until	the	heat	does	down.	Blessed	with	no	
  sense	of	smell,	she	doesn’t	notice	the	stench.	She	wears	dirty	
  leather	armour	and	keeps	her	hair	tightly	wound	under	a	soft	
  leather	cap.	She	prefers	to	avoid	combat	and	watches	the	PCs	
  from	afar.	If	they	get	close	to	one	of	her	caches	she	emerges	
  from	the	gloom	to	distract	them.	
  4. Morcaer	 hates	 his	 new	 job;	 however,	 trouble	 with	 a	 local	
  merchant	has	meant	this	is	the	only	position	he	could	find.	Clad	
  in	thick	leather	trousers	and	wearing	a	scarf	drenched	in	cheap	
  perfume	wound	around	his	face,	to	keep	the	stench	at	bay,	he	
  suddenly	 emerges	 from	 the	 gloom.	 Muttering	 to	 himself,	 he	
  doesn’t	notice	the	PCs	until	he	literally	bumps	into	them.		
  5. An	 old-hand	 at	 working	 in	 the	 sewer,	 Ordgar	 knows	 the	
  surrounding	tunnels	well	and	even	knows	where	thieves	and	
  other	 undesirables	 congregate.	 Unshaven	 and	 grimy,	
  Ordgar	 cuts	 an	 uncouth	 figure.	 A	 borderline	 alcoholic,	
  drink	features	heavily	in	any	conversation	he	has	with	the	
  PCs.		
  6. Saewyn	doesn’t	yet	know	she	is	a	wererat.	Last	night	she	
  remembers	staggering	home	from	the	tavern,	but	has	no	
  idea	 how	 she	 ended	 up	 in	 the	 sewers.	 She’s	 lost	 her	
  favourite	cloak	and	reeks	of	the	sewer	(clearly	she	fell	in	
  something	 while	 drunk).	 She	 has	 a	 dried	 cut	 on	 her	
  forehead,	and	blood	matts	her	short	black	hair.	She	has	a	
  pounding	headache.	Saewyn	would	love	help	getting	out	
  of	the	sewer	and	could	become	a	reoccurring,	but	perhaps	
  problematic,	ally.	
  7. Viljo	suffers	from	leprosy	and	has	retreated	to	the	sewers	to	
  escape	the	abuse	of	the	citizens.	The	disease	has	ravaged	his	
  body,	and	his	face	has	particularly	suffered;	much	of	his	nose	
  has	wasted	away.	Viljo	is	in	tremendous	pain	and	hasn’t	eaten	
  for	two	days.	He	is	miserable	and	accepts	any	help	offered.	He	
  knows	the	sewers	well	and	will	exchange	his	knowledge	for	food	
  or	healing.		
  8. When	 the	 PCs	 encounter,	 Heimo—a	 weasel-faced,	 balding	
  man—he	is	on	the	way	to	a	secret	rendezvous	to	discuss	his	next	
  burglary.	He	is	cagey	about	his	reasons	for	being	in	the	sewer	
  and	can’t	wait	to	take	his	leave.	If	the	PCs	persist	in	questioning	
  him,	 his	 persistent	 stutter	 manifests	 itself,	 making	 him	 look	
  even	more	guilty	of	some	nefarious	doing.	
  9. Saull	has	survived	on—and	under—the	streets	for	five	years,	
  after	his	parents	died	in	a	horrible	carting	accident.	Surviving	on	
  the	charity	of	others	and	his	wits,	he	has	grown	up	cold	and	
  hard.	Immediately	sizing	up	the	PCs,	his	goal	is	to	get	as	much	
  out	 of	 them	 as	 possible	 while	 giving	 as	 little	 as	 possible	 in	
  return.	He	hams	up	his	horrible	circumstances	and	plays	on	the	
  emotions	of	anyone	who	seems	even	vaguely	sympathetic.	
  10. In	 Kaari	 Ojanen	 the	 PCs	 have	 encountered	 one	 of	 the	 most	
  dangerous	sewer	denizens.	A	vampire	newly	arrived	in	town,	
  Kaari	 is	 scouting	 the	 sewers	 as	 both	 a	 hunting	 ground	 and	
  means	of	escape	should	the	sun’s	accursed	rays	trap	her	away	
  from	home.	She	is	not	interested	in	fighting	the	PCs	and	instead	
  masquerades	as	a	servant	sent	into	the	sewer	to	search	for	her	
  lady’s	lost	trinket.	She	spins	a	fanciful	tale	of	her	evil	mistress,	
  but	flees	if	the	PCs	become	suspicious.	Unless	given	no	choice,	
  she	does	not	use	her	vampiric	powers	in	front	of	the	PCs;	she	
  has	only	just	arrived	in	town	
  after	
  fleeing	
  her	
  last	
  home—she	 has	 no	 desire	
  to	move	on	again	just	yet.		
  	
  	
  	
  	
  	 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	 	
  ap	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	he	
  	
  	
  	
  	
  	
  	 he	
  	
  	
  	
  	
  	
  	
  	
  	 he	
  	
  	
  	
  	
  	
  	
  	
  	 nd	
  has	only	just	arrived	in	town	
  after	
  fleeing	
  her	
  last	
  home—she	 has	 no	 desire	
  to	move	on	again	just	yet.	
  
  107	
  1 0  M I N O R  L O C A L E S  O F  I N T E R E S T  I N  A  S E W E R  
  Sewers	are	dank,	dismal	places	rife	with	muck,	slime	and	disease.	
  Like	a	traditional	dungeon,	they	have	passageways	and	chambers,	
  but	such	locations	are	markedly	different	to	those	in	a	normal	
  dungeon.	
  	
  Of	course,	not	all	locations	in	a	sewer	host	monsters	and	their	
  treasure.	Some	are	empty,	but	interesting	nonetheless	by	dint	of	
  their	features.	Such	locales	give	the	GM	the	opportunity	to	set	the	
  scene	and	to	build	the	sewer’s	flavour.	Use	the	table	below,	to	
  describe	such	locations:		
  1. Here,	 several	 sewer	 passageways	 come	 together	 in	 a	 rough	
  cross.	The	flow	of	so	much	turgid	water	has	eroded	the	bottom	
  of	 the	 intersection,	 and	 now	 a	 lazy	 but	 powerful	 whirlpool	
  draws	the	waters	into	yet	deeper	caverns.	
  2. An	 iron-bound	 door	 pierces	 one	 wall.	 The	 door	 is	 old,	
  swollen	and	hard	to	open.	It	is	also	barred	from	the	inside—
  clearly	someone	values	their	privacy.	
  3. This	sewer	passageway	is	old	and	decayed.	Part	of	one	wall	has	
  fallen	 away	 creating	 a	 rubble	 field.	 Characters	 exploring	 the	
  collapsed	wall	discover	a	small,	dry	natural	space	beyond.	The	
  foundations	of	a	large	building	intersect	the	area.	
  4. A	 great	 mass	 of	 rubbish	 and	 detritus	 has	 formed	 a	 veritable	
  island	almost	completely	blocking	the	flow	of	water	through	this	
  sewer	channel.	Tracks	of	small	creatures—probably	rats—are	
  easily	visible	in	the	island’s	“mud”.	
  5. The	PCs	hear	tumbling	water	from	quite	some	distance,	before	
  they	reach	this	area.	Here,	the	sewer	channel	drops	five-foot	
  over	a	weir.	Crude	steps	cut	into	both	walkways	drop	the,	down	
  a	similar	height.		
  6. In	 several	 places,	 the	 walkway	 in	 this	 section	 of	 sewer	 has	
  crumbled	 away.	 Long,	 slippery—and	 possibly	 rotten—boards	
  bridge	the	resulting	gaps.		
  7. The	sewer	channel	flows	through	the	middle	of	a	natural	cave	
  discovered	 when	 the	 sewer	 was	 dug.	 Most	 of	 the	 cave	 is	
  unworked	and	in	its	natural	state;	however,	some	 effort	has	
  been	made	to	smooth	the	floor	adjacent	to	the	channel.		
  8. For	a	30	ft.	stretch	of	channel,	the	ceiling	is	twice	the	normal	
  height	 (50%	 chance)	 or	 so	 low	 the	 PCs—except	 gnomes	 and	
  halflings—must	crouch	or	bash	their	heads	on	the	brickwork	
  (50%	chance).	
  9. The	water	flow	noticeably	increases	as	it	approached	this	area.	
  Here,	the	sewer	was	dug	over	a	natural	cavern	network.	The	
  remorseless	flow	of	water	has	finally	broken	through	into	the	
  caverns	below,	flooding	them.	A	waterfall	drops	into	the	cavern	
  below;	only	a	trickle	of	water	makes	it	passed	the	waterfall	into	
  the	sewer	beyond.	
  10. A	shallow	ramp—wide	enough	for	a	cart—leads	up	from	this	
  section	of	sewer.	It	leads	to	a	grimy,	iron-bound	double	door.	
  Beyond	lies	the	redolent	basement	of	a	tanner.	Tracks	in	the	
  sludge	show	a	cart	has	traversed	the	slope	relatively	recently.		
  	
   
  
  108	
  2 0  D I S C A R D E D  O R  L O S T  T H I N G S  T O  F I N D  I N  A  S E W E R  
  Sewers	are	designed	to	carrying	away	civilisation’s	detritus	and	
  leavings.	 Thus,	 explorers	 are	 likely	 to	 find	 many	 things—most	
  utterly	 without	 value—in	 the	 sewer.	 Sometimes,	 though,	
  explorers	come	across	items	of	value	(or	interest)	unintentionally	
  lost	amid	the	muck.	Use	the	table	below,	to	determine	what	items	
  the	PCs	find	amid	the	sewer’s	filth:	
  1. Incongruously,	a	fine	red	cloak	with	a	fox	fur	collar	is	carefully	
  folded	and	wedged	into	a	small	niche	in	the	wall.	Its	hem	is	dirty,	
  but	otherwise	it	is	in	good	repair	(and	worth	3	gp).		
  2. A	 small	 niche	 in	 the	 wall	 holds	 a	 small	 parcel	 wrapped	 in	
  sailcloth.	The	parcel	contains	three	torches,	flint	and	steel	and	
  a	 dagger.	 The	 sailcloth	 has	 protected	 the	 objects	 from	 the	
  environment;	they	are	all	dry	and	in	good	condition.		
  3. The	tip	of	a	rusting,	bent	dagger	is	wedged	between	two	bricks	
  comprising	the	sewer	wall.	The	dagger	has	clearly	been	here	for	
  some	considerable	time.	
  4. A	partially	sunken	sack	floats	amongst	the	effluent,	in	the	centre	
  of	the	channel.	The	sack	still	holds	3	sp	and	1	gp	wrapped	in	its	
  sodden,	noisome	folds.	
  5. A	 shuttered	 lantern,	 with	 about	 one	 hour’s	 fuel	 left	 inside,	
  stands	wedged	against	the	wall	on	the	opposite	walkway.	Its	
  shutter	is	closed;	only	a	faint	glow	radiates	from	the	lantern.	
  6. A	 long	 wooden	 rake	 is	 lent	 against	 one	 wall.	 Its	 well-worn	
  handle	is	wrapped	with	leather	strips.		
  7. A	pile	of	fresh	bricks	stands	neatly	stacked	next	to	a	section	of	
  crumbled	wall.	A	trowel,	chisels	and	other	mason’s	equipment	
  sits	nearby	ready	for	use.	
  8. An	empty	wine	flask	hangs	by	a	leather	strap	from	a	protruding	
  brick	in	the	wall.	When	the	PCs	arrive,	a	rat	has	climbed	the	wall	
  and	is	sniffing	at	the	pouch.	When	it	sees	the	PCs,	it	leaps	down	
  and	flees.		
  9. A	slimy	short	sword—its	tip	stained	with	dried	blood—lies	on	
  the	floor.		
  10. A	bloody,	sodden	bandage	hangs	off	the	edge	of	the	walkway.		
  11. A	 haphazard	 pile	 of	 items	 pulled	 from	 the	 sewer—including	
  sodden,	ragged	clothes,	bits	of	wood	and	other	things—blocks	
  the	walkway.	A	rake	leans	against	the	wall,	nearby.	
  12. The	 mouldering	 skeleton	 of	 a	 long	 reptile—a	 constrictor	
  snake—lies	stretched	out	on	the	walkway.	A	spear	has	been	
  driven	through	its	skull,	pinning	it	to	the	ground.		
  13. A	 tiny	 burial	 cairn	 comprising	 bricks	 pulled	 from	 the	 wall	
  partially	blocks	the	walkway.	Explorers	taking	the	cairn	apart	
  discover	the	corpse	of	a	monstrous	rat	buried	within.		
  14. Incongruously,	a	pile	of	neatly	folded	clothing	perches	next	to	
  the	noisome	sewerage	channel.	It	looks	for	all	the	world	like	
  someone	has	gone	swimming!	The	clothes	comprise	fine	black	
  trousers,	a	silk	shirt	and	a	short	cape	along	with	a	pair	of	knee-
  high	gentleman’s	boots.		
  15. A	 10-foot-long	 pole	 with	 a	 curved	 hook	 on	 one	 end	 lies	
  discarded	on	the	floor.	The	inner	surface	of	the	hook	is	worn,	
  suggesting	it	has	seen	much	use.	
  16. A	small,	leafless	tree	branch	lies	entangled	amid	the	effluent.	
  Perceptive	 PCs	 notice	 the	 glimmer	 of	 silver	 from	 around	 the	
  wood—a	small	silver	necklace	(worth	50	gp)	is	entwined	around	
  the	branch.	While	retrieving	the	necklace,	a	careless	PC	could	
  tumble	into	the	sewer.	
  17. A	 small	 sodden	 pouch	 lies	 on	 the	 floor	 in	 the	 shadows.	 The	
  pouch	contains	5	gp	and	a	crude	map	of	the	surrounding	tunnels	
  showing	two	exits	to	the	streets	above.		
  18. A	 small	 bundle	 of	 possessions	 lies	 on	 the	 floor.	 Splatters	 of	
  blood	 decorate	 the	 surrounding	 brickwork.	 The	 possessions	
  comprise	a	small	sack,	a	change	of	(dirty)	clothes	and	a	bedroll	
  along	with	some	scraps	of	mouldering	food.	
  19. A	rope	dangles	down	from	a	spike	hammered	into	the	ceiling	
  over	the	sewer	channel.	The	spike	pierces	the	ceiling	near	the	
  underside	of	a	steel	trap	door.	The	rope	reaches	down	to	just	
  above	the	current	“water”	level.	
  20. A	 12-foot-long,	 three-foot	 wide	 raft—comprising	 two	 doors	
  nailed	together	is	tied	to	a	shard	of	stone	protruding	from	the	
  side	of	the	walkway.	The	raft	is	sturdy	enough—unless	more	
  than	200	lbs.	is	piled	on	top.	However,	there	are	no	paddles.	
  evident.		
  
  109	
  2 0  P I E C E S  O F  D U N G E O N  D R E S S I N G  T O  F I N D  I N  A  S E W E R  
  Sewers	 are	 noisome,	 dank	 places	 full	 of	 civilisation’s	 leavings.	
  Such	places	are	wholly	different	to	a	normal	dungeon.	Thus,	it	
  stands	to	reason,	the	dungeon	dressing	should	also	be	markedly	
  different.	Use	the	table	below,	to	determine	what	minor	piece	of	
  dungeon	dressing	the	PCs	discover:	
  1. Ahead,	the	bricks	lining	the	sewer	wall	have	fallen,	creating	a	
  tumbled	 pile	 of	 slippery	 rubble	 blocking	 the	 walkway.	 (The	
  rubble	is	unstable;	unwary	PCs	will	likely	slip	and	fall	into	the	
  sewer	channel).		
  2. Here	 the	 sewer	 channel	 narrows,	 and	 the	 walkway	
  correspondingly	widens.	Someone	has	bridged	the	channel	with	
  a	thick,	but	rotten,	wooden	plank.	A	rusting	iron	spike	is	driven	
  into	each	end,	nailing	it	in	place.		
  3. The	stench	of	excrement,	urine	and	rot	is	particularly	strong	in	
  this	area.		
  4. A	 wooden	 lantern	 lies	 on	 its	 side	 amid	 the	 filth	 coating	 the	
  walkway.	Its	oil	has	leaked	out,	creating	a	particularly	slippery	
  area.	The	lantern	is	still	vaguely	warm	to	the	touch,	suggesting	
  someone	passed	this	way	recently.		
  5. This	section	of	walkway	has	crumbled	away	leaving	a	five-foot	
  wide	gap	explorers	must	traverse	to	continue.	The	rubble	from	
  the	walkway	fills	the	sewer	channel	creating	a	dam	of	sorts.	
  After	 excessively	 heavy	 rain,	 the	 water	 level	 rises	 here	
  inundating	this	section	of	walkway.	
  6. A	single,	mouldy	knee-high	leather	boot	stands	incongruously	
  amid	 the	 muck.	 The	 white	 glint	 of	 bone	 and	 the	 smell	 of	
  moulding	flesh	emerges	from	within.	Investigations	reveal	the	
  unfortunate	boot	wearer’s	leg	was	severed	just	below	the	knee.	
  Of	the	rest	of	the	body,	there	is	no	sign.		
  7. A	crudely	scratched	sigil	decorates	one	wall.	It	comprises	three	
  pips	with	an	arrow	over	the	last	pip.	(The	sigil	is	a	code	used	by	
  the	local	thieves’	guild;	it	tells	members	that	a	secret	exit	to	the	
  streets	is	hidden	in	the	third	passageway	ahead).		
  8. The	mouldering	remains	of	a	dead	cat	lie	on	the	walkway.	By	
  the	looks	of	things,	its	back	is	broken.		
  9. The	 murmur	 of	 voices	 is	 discernible	 to	 sharp-eared	 PCs.	
  Investigation	reveal	the	voices	come	from	behind	the	wall,	but	
  here	is	no	obvious	secret	door	here.	(The	sewer	channel	shares	
  a	wall	with	the	cellar	of	the	building	above).		
  10. Part	of	the	ceiling	has	collapsed,	dumping	bricks	and	rubble	
  into	the	sewer	channel.	The	blockage	has	formed	a	dam,	and	
  the	 “water”	 level	 is	 higher	 behind	 it.	 Dextrous	
  explorers	can	use	the	dam	to	cross	the	channel.	
  Those	slipping	and	falling	dislodge	a	crucial	
  stone	in	the	dam,	causing	the	entire	
  thing	to	collapse.	
  11. Greenish/brown	slime	coats	the	walkway.	Footsteps	are	clearly	
  visible	 in	 the	 muck	 heading	 in	 the	 opposite	 direction	 to	 the	
  party’s	direction	of	travel.		
  12. A	 niche	 carved	 into	 the	 sewer	 wall	 holds	 a	 broken,	 rusting	
  lantern.	
  13. A	rusting	metal	grill	protects	a	narrow	chute	joining	the	main	
  channel	at	a	steep	downward	angle.	The	dry	passage	beyond	
  the	chute	is	barely	three-foot	wide.		
  14. Water	oozes	through	the	crumbling	bricks	in	the	ceiling	before	
  dripping	into	the	sewer.	From	a	distance,	the	water’s	soft	pitter	
  patter	sounds	like	rain.	The	walkways	here	are	particularly	slick.	
  15. A	broken	grate	hangs	from	one	wall,	attached	by	only	a	few	
  thick	rusting	pins	driven	deep	into	the	wall.	The	gate	is	wide	
  enough	to	block	the	walkway,	but	is	not	strong	enough	to	stop	
  any	 vaguely	 determined	 explorer.	 Its	 twin	 on	 the	 opposite	
  walkway	is	in	much	better	condition.		
  16. A	strange,	wide	track	in	the	muck	suggests	something	large,	like	
  a	snake,	slithered	through	here	recently.		
  17. A	mouldering,	slime-covered	rat	corpse	lies	on	a	ledge.	Its	eyes	
  are	missing	and	its	tail	has	been	partially	chewed	off.	
  18. A	slimy	island	of	excrement	and	mud	partially	blocks	the	sewer	
  channel.	Anyone	standing	on	the	island	discovers—rapidly—its	
  consistency	is	that	of	quicksand.	
  19. Faded	and	smeared	chalk	sigils	decorate	this	wall;	they	are	now	
  illegible.	
  20. A	 glimmer	 of	 light	 comes	 from	 up	 ahead.	 When	 the	 party	
  reaches	 the	 light,	 they	 discover	 a	 narrow	 hole	 in	 the	 ceiling	
  enables	a	thin	beam	of	sunlight	to	reach	into	the	sewers.	The	air	
  here	is	a	little	clearer	and	sounds	of	the	street	clearly	filter	down	
  into	the	gloom.	
  	
  	
  	
  	
  	
  	
  red	just	below	the	knee.	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	
  	
  	
  	
  	
  	
  	wall.	It	comprises	three	
  	
  	
  	
  	
  	
  	
  	
  	
  he	sigil	is	a	code	used by	
  	
  	
  	
  	 	
  	
  	that	a	secret	exit	to	the	
  	 	
  	 	
  	
  	
  y	ahead).	
  	
  	
  	
  	 	
  	
  	lie	on	the	walkway.	By	
  e	 to	 sharp-eared	 PCs.	
  	
  	
  	
  	
  	 om	behind	the	wall,	but	
  	 	
  	
  	
  	
  	
  	
  e	sewer	channel	shares	
  	
  	
  	
  	
  	
  	
  	
  	
  ove).	
  	
  	
  	
  	
  	
  	
  ping	bricks	and	rubble	
  	
  	
  	
  	
  	
  	 as	formed	a	dam,	and	
  	
  	
  	
  	
  	
  	 it.	 Dextrous	
  	
  	
  	
  	
  	
  	
  	
  	channel.	
  	
  	
  	
  	
  	 	
  ucial	
  here	is	a	little	clearer and	sounds	of	the	street	clearly	filter	down	
  into	the	gloom.
  
  110	
  2 0  M I N O R  E V E N T S  T O  E X P E R I E N C E  I N  A  S E W E R  
  Sewers	 are	 noisome,	 dank	 places	 full	 of	 civilisation’s	 leavings.	
  Such	places	are	different	to	a	normal	dungeon.	Thus,	it	stands	to	
  reason,	 the	 minor	 events	 the	 PCs	 experience	 while	 exploring	
  should	 also	 be	 markedly	 different.	 Use	 the	 table	 below,	 to	
  determine	which	minor	event	the	PCs	experience:	
  1. A	 loud	 rumbling	 from	 above	 the	 ceiling	 breaks	 the	 quiet.	 It	
  seems	to	head	along	the	sewer	before	fading	away.	(A	heavily	
  laden	cart	has	just	passed	along	the	street	above).	
  2. A	 muted	 splash	 of	 something—or	 perhaps	 someone—falling	
  into	the	water	sounds	from	a	random	direction.		
  3. A	loud	splash	caused	by	something	falling	into	the	sewer	from	a	
  random	direction	breaks	the	quiet.	A	minute	later,	ripples	reach	
  the	party’s	position.	
  4. The	air	grows	rank	with	the	stench	of	decay	and	excrement.	
  Weak-stomached	 explorers	 may	 become	 violently	 sick	 as	 a	
  result.		
  5. Splinters	of	wood—perhaps	the	remains	of	a	makeshift	raft—
  float	passed	the	party,	spinning	gently	in	the	current.	
  6. The	mouldering	remains	of	a	decomposing	dog	float	passed	the	
  party,	before	gently	coming	to	rest	against	the	walkway	slightly	
  further	down	the	passageway.	
  7. A	thick	glob	of	slime—dislodged	by	the	party’s	passage—falls	
  from	the	ceiling	onto	one	of	the	PCs’	heads.	The	slime	is	nothing	
  more	 than	 slime,	 but	 its	 greenish	 colour	 could	 cause	 minor	
  panic…	
  8. The	indistinct	sound	of	singing	reaches	the	PCs’	ears.	The	faint	
  sound	echoes	through	the	sewer	making	determining	where	it	
  came	from	impossible.				
  9. A	foaming	wave	of	excrement	flows	down	the	sewer.	Powerful	
  ripples	precede	the	wave,	giving	explorers	almost	a	minute’s	
  warning.		
  10. A	thick	miasma	hangs	in	the	air.	Tendrils	of	a	fog-like	vapour	rise	
  from	 the	 fetid	 waters	 and	 provide	 concealment	 to	 anything	
  more	than	20	ft.	away.	The	smell	here	is	terrible.		
  11. If	the	party	possesses	any	mundane	light	sources,	their	flames	
  suddenly	 turn	 blue	 as	 they	 encounter	 a	 pocket	 of	
  flammable	gas.	If	the	PCs	do	not	quickly	retreat	or	extinguish	
  their	naked	flames,	there	is	a	loud	explosion.		
  12. Bats	nest	on	the	ceiling.	Bright	lights	disturb	them	and	they	flap	
  about	screeching	until	the	intruders	leave.	In	the	confusion,	the	
  bats	might	extinguish	one	or	more	of	the	party’s	lights	or	knock	
  an	explorer	into	the	filth	of	the	sewer’s	channel.	
  13. The	squeaking	of	many	rats	emerges	from	the	darkness	ahead.	
  Rats	infest	this	stretch	of	the	sewers	and	the	party	are	about	to	
  invade	 their	 home.	 The	 rats—normal	 rats,	 not	 their	 more	
  dangerous	 giant	 brethren—are	 scared	 of	 the	 PCs	 and	 avoid	
  them	 if	 given	 the	 chance.	 Signs	 of	 their	 presence:	 gnawed	
  bones,	piles	of	droppings	and	so	on—are	everywhere.	
  14. A	distant	scream	echoes	through	the	sewer.	It	is	suddenly	cut	
  off	and	is	not	repeated.	
  15. The	 party	 catches	 the	 faint	 flicker	 of	 torchlight	 from	 a	 side	
  tunnel.	Investigations	reveal	a	pair	of	filthy	sewer	men	cleaning	
  a	blockage.	They	haven’t	seen	anyone	else	since	starting	work.	
  16. A	congealed	floating	island	of	muck	and	debris	floats	passed	the	
  PCs.	A	large	rat,	its	glimmering	eyes	glaring	at	the	party,	perches	
  atop	the	island.	If	attacked,	the	rat	dives	into	the	water.		
  17. A	fragment	of	the	walkway	suddenly	gives	way	under	a	PC’s	
  feet.	Only	quick	reactions	save	the	PC	from	tumbling	into	the	
  sewer’s	fetid	water.	
  18. The	pungent	stench	of	rotting	vegetables	foreshadows	the	PCs’	
  discovery	of	a	heaped	pile	of	rotting	vegetables.		
  19. A	sudden	wind	issues	through	the	sewer,	blowing	the	stench	of	
  excrement	and	urine	into	the	PCs’	faces.		
  20. If	 the	 PCs	 have	 a	 mundane	 light	 source	 it	 suddenly—and	
  inexplicably—goes	out.		
   
  	
  
  111	
   
   
   
   
   
   
   
   
   
   
  OCEAN VOYAGE
   
   
  
  112	
  6  S T O W A W A Y S  W I T H  P E R S O N A L I T Y  
  Sometimes	not	everyone	aboard	ship	should	actually	be	on	it.	Folk	
  stowaway	 for	 any	 number	 of	 reasons	 and	 such	 illicit	 travellers	
  always	have	a	good	story.		
  	
  Use	the	table	below,	to	determine	who	is	stowing	away	on	the	
  PCs’	ship:	
  1. Baelulam	Koehelvar	(CN	female	half-elf	fighter	1):	Hiding	deep	
  in	the	cargo	hold,	Baelulam	only	emerges	at	night	to	scavenge	
  for	 food.	 Several	 people	 have	 seen	 her,	 but	 in	 the	 dim	 light	
  below	 decks,	 none	 have	 realised	 she	 is	 not	 meant	 to	 be	 on-
  board.	 Cleverly,	 she	 has	 cut	 her	 hair	 short	 to	 ape	 the	
  appearance	of	a	typical	crewman	and	wears	rough	leathers	of	a	
  sort	 sailors	 wear.	 Her	 success	 thus	 far	 has	 bolstered	 her	
  confidence;	 soon	 she	 plans	 to	 raid	 the	 galley	 for	 a	 feast!	 If	
  caught,	she	refuses	to	divulge	why	she	has	stowed	away.	
  2. Erfael	Neblor	(N	male	gnome	illusionist	2):	Erfael	is	on	a	Grand	
  Adventure.	While	he	has	a	decent	amount	of	coin,	he	thought	it	
  would	be	more	fun	to	hide	in	the	hold	and	see	if	he	can	remain	
  hidden	for	the	entire	voyage.	Of	course,	he	has	got	bored	of	late	
  and	is	using	his	illusions	to	break	the	monotony.	Thus,	while	he	
  is	 around	 things	 literally	 go	 bump	 in	 the	 night	 and	 strange	
  shadows	linger	in	certain	parts	of	the	ship.	Cloaked	in	invisibility,	
  he	emerges	at	night	to	take	the	evening	air	and	to	scavenge	
  food	and	drink.	The	crew	have	noticed	several	things	have	gone	
  missing,	 and	 the	 strange	 sounds	 have	 given	 rise	 among	 the	
  sailors	to	muttering	of	spectral	beings	haunting	the	ship.	
  3. Konal	(N	young	male	human):	Konal	is	on-board	because	of	one	
  of	 the	 PCs.	 He’s	 hero-worshipped	 the	 PC	 from	 afar	 since	 he	
  heard	 of	 the	 group’s	 exploits	 and	 dreams	 of	 becoming	 a	
  powerful	and	famous	adventurer.	Before	stowing	aboard,	he	
  equipped	himself	for	“adventure”	with	a	backpack	containing	
  spare	clothes	along	with	other	odds	and	ends,	a	buckler	and	two	
  daggers.	He’s	decided	to	pledge	his	allegiance	to	his	hero	once	
  the	ship	is	far	enough	away	from	land.	Unfortunately,	although	
  he	is	thin	and	wiry	Konal	has	a	prodigious	appetite	and	has	run	
  out	of	food.	Consequently,	hunger	will	force	him	from	hiding	
  sooner	than	he	would	like.	
  4. Anhuri	Buto	(CN	young	female	human):	Wild	and	capricious,	
  this	16-year-old	ran	away	from	home	after	a	blazing	row	with	
  her	 parents.	 Anhuri	 hasn’t	 thought	 things	 through	 and	 while	
  furious	with	her	parents	has	just	realised	she	has	no	idea	where	
  this	 ship	 is	 going.	 Although	 well-dressed	 she	 has	 very	 little	
  money.		
  5. Giso	(NG	female	human	thief	1):	A	petty	thief,	Giso	is	fleeing	a	
  powerful	 enemy.	 She	 recently	 picked	 the	 pocket	 of	 an	
  important	individual	and	has	in	her	possession	a	scroll	which	its	
  owner	would	kill	to	retrieve.	(Before	she	stowed	aboard	she	
  survived	 one	 “accident”	 and	 one	 mugging	 that	 turned	 into	
  attempted	murder).	Giso	has	short	dark	hair	and	a	lively	smile.	
  She	 tries	 to	 hide	 her	 troubles	 behind	 laughs	 and	 jokes,	 but	
  perceptive	 PCs	 may	 notice	 she	 isn’t	 telling	 them	 the	 whole	
  truth.	
  6. Jamir	Keenear	(NE	male	halfling	fighter	1/thief	1):	Jamir	was	a	
  pirate	until	recently.	The	only	survivor	of	a	vicious	sea	battle,	he	
  had	 been	 in	 the	 water	 for	 several	 days	 clinging	 to	 wreckage	
  when	he	spotted	the	PCs’	ship.	He	climbed	aboard	during	the	
  night	and	has	been	hiding	ever	since.	His	friendly	dark	brown	
  eyes	and	guileless	face	hide	a	malevolence	that	would	shock	an	
  orc.	If	caught,	he	plays	on	his	race’s	reputation	for	hospitality	
  while	plotting	theft	and	murder.	When	the	ship	reaches	port,	
  he	steals	whatever	he	can	before	fleeing.	
  
  	
  113
  1 0  P A S S E N G E R S  W I T H  P E R S O N A L I T Y  
  Most	ship’s	masters	are	keen	to	make	as	much	money	as	possible	
  from	their	voyage.	Thus,	most	ships	carry	a	few	extra	passengers,	
  and	 the	 PCs	 might	 not	 be	 the	 only	 such	 folk	 on-board.	 Other	
  passengers	could	be	nothing	more	than	“window	dressing”	for	
  the	 voyage	 or	 could	 spark	 memorable	 role-playing	 moments.	
  They	could	also	serve	as	hooks	for	minor	adventures	or	side	treks	
  or	even	become	reoccurring	characters	in	the	campaign.		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 notable	
  passengers:	
  1. Hild	 Eddols	 (N	 female	 human):	 Loud	 and	 large,	 Hild	 speaks	
  precisely	and	at	great	length	if	given	a	chance.	That,	combined	
  with	 a	 large	 head	 of	 curly	 brown	 hair,	 makes	 her	 easily	
  identifiable	 even	 at	 a	 decent	 distance.	 She	 habitually	 wears	
  black	 clothing.	 Deep	 down	 she	 is	 lonely	 and	 grabs	 any	
  opportunity	to	make	a	friend.	
  2. Praen	Osmer	(NE	middle-aged	male	human):	Slender	and	well	
  dressed,	Praen	cares	only	for	himself.	Always	seemingly	with	his	
  head	 buried	 in	 a	 book,	 he	 is	 a	 voracious	 reader.	 During	 the	
  voyage,	he’ll	approach	the	PCs	to	see	if	he	can	borrow	a	book	
  (or	two).	Unless	the	PCs	remind	him,	he’ll	“forget”	to	return	it	
  before	he	disembarks.	
  3. Panu	Ahokas	(CN	old	male	human):	Old,	scruffily	dressed	and	
  seemingly	 perpetually	 slightly	 confused,	 Panu	 creates	 chaos	
  and	 confusion	 wherever	 he	 goes.	 He	 is	 also	 hard	 of	 hearing	
  which	adds	to	the	frustration	many	people	feel	when	dealing	
  with	him.	Panu	has	a	habit	of	wandering	the	deck	muttering	to	
  himself.	 Sometimes	 he	 tries	 to	 coax	 seabirds	 to	 land	 on	 his	
  outstretched	arm.		
  4. Kadal	(NE	middle-aged	male	human	thief	2)	Kadal	looks	older	
  than	he	should;	worries	lines	crease	his	face,	and	his	red	nose	
  seems	almost	comically	oversized.	Rarely	seen	without	a	drink	
  in	his	hand,	Kadal	is	an	alcoholic	thief	whose	luck	has	finally	
  changed.	He’s	just	pulled	off	the	heist	of	his	life	and	is	fleeing	to	
  a	 distant	 land	 with	 200	 gp	 in	 his	 baggage	 to	 live	 out	 his	
  retirement.	During	the	voyage,	he	celebrates	his	good	fortune.	
  A	lot.		
  5. Aelliah	Cyelrae	(LG	female	half-elf):	This	middle-aged	woman	
  wears	her	long	black	hair	tied	back	in	a	bun.	Although	she	seems	
  cheerful,	the	lines	on	her	face	radiate	fatigue.	The	reason	for	
  her	exhaustion	is	evident;	she	carries	a	baby	in	a	sling	across	her	
  chest.	The	baby	is	restless	and	spends	a	lot	of	time	crying,	which	
  causes	mounting	tension	as	the	voyage	drags	on—particularly	
  during	the	night	when	other	passengers	are	trying	to	sleep.		
  6. Haefoc	Isgar	(N	male	human	fighter	5):	This	young	man	sports	
  an	 impressively	 rakish	 moustache	 which	 is	 his	 pride	 and	 joy.	
  Never	seen	without	it	waxed	and	styled,	Haefoc	is	wildly	vain.	
  Well-to-do	 and	 slightly	 full	 of	 himself,	 he	 deems	 almost	
  everyone	to	be	his	social	inferior.	He	is	not	a	popular	man	and	
  can	take	offence	at	the	smallest	thing.	Unfortunately,	Haefoc	is	
  a	skilled	duellist,	and	if	he	feels	his	honour	is	besmirched,	he’ll	
  challenge	the	offending	character	to	a	duel	(to	first	blood).	Most	
  of	the	sailors	avoid	him.		
  7. Fardulf	Chellas	(CG	male	human	fighter	2):	Although	otherwise	
  fit	 and	 healthy,	 Fardulf	 needs	 the	 use	 of	 a	 walking	 stick	 to	
  hobble	about	on	account	of	his	deformed	left	leg.	He	maintains	
  he	was	born	with	the	deformity,	but	perceptive	PCs	may	suspect	
  he	is	lying.	In	reality,	he	is	suffering	the	debilitating	effects	of	a	
  pernicious	 curse	 put	 upon	 him	 by	 a	 spurned	 lover.	 Fardulf	
  believes	if	he	gets	far	enough	away	from	her	the	curse	will	fade.		
  8. Otgar	Nihiel	(N	male	human	cleric	3):	With	a	beard	as	wild	and	
  unruly	 as	 an	 untended	 rhododendron	 bush,	 at	 first	 glance,	
  Otgar	looks	to	be	a	freakishly	tall	dwarf.	A	devotee	of	the	sea	
  god,	Otgar	is	always	voyaging	on	one	ship	or	another.	Captains	
  offer	him	free	passage	in	exchange	for	his	prayers	for	calm	seas	
  and	a	good	wind.	He	leads	a	service	every	morning	to	his	lord;	
  all	are	welcome	to	attend.	
  9. Duluali	 Aldarrae	 (CG	 female	 elf	 magic-user	 3):	 Swathed	 in	 a	
  thick	cloak	and	with	a	hat	pulled	down	low	over	her	face,	Duluali	
  is	 deeply	 uncomfortable	 at	 sea.	 The	 constant	 motion	 of	 the	
  waves	and	the	utter	lack	of	any	vegetation	deeply	disturbs	her,	
  and	she	is	miserable.	However,	this	voyage	is	necessary	for	her	
  research;	a	sage	in	a	distant	land	has	a	copy	of	a	particularly	rare	
  book	she	wishes	to	study.	Of	the	book’s	identity,	she	will	not	
  speak.	
  10. Semni	Edfu	(LE	male	human	fighter	3):	A	mercenary	bodyguard,	
  Semni	is	once	again	searching	for	a	new	employer	after	a	series	
  of	misunderstandings	over	the	exact	wording	of	his	most	recent	
  contract.	He	tells	anyone	listening,	at	great	length,	it	is	not	his	
  fault	his	employer	didn’t	understand	the	agreement	and	goes	
  on	and	on	about	his	personal	honour	and	how	his	word	is	his	
  bond.	Ruggedly	handsome	with	short	black	hair	and	brooding	
  eyes	he	is	a	bit	of	a	lady’s	man.	He	prides	himself	on	never	lying,	
  but	sometimes	what	he	does	not	say	is	as	eloquent	as	what	he	
  does	say.		
  	
  	
   
  
  114	
  1 0  S A I L O R S  W I T H  P E R S O N A L I T Y  
  During	a	voyage,	the	vast	majority	of	a	ship’s	crew	fade	into	the	
  background—nothing	 more	 than	 faceless	 NPCs	 or	 window	
  dressing.	Usually,	an	adventure	details	the	ship’s	captain,	but	few	
  other	crew	members.		
  	
  That’s	a	shame	as	a	ship’s	complement	can	be	a	handy	source	
  of	role-playing	opportunities.	Of	course,	not	all	the	crew	will	be	
  notable—most	are	just	sailors	with	nothing	to	differentiate	them	
  from	their	fellows.	A	few,	though,	are	remarkable	for	one	reason	
  or	another.	
  	
  Use	the	table	below,	to	determine	the	details	of	notable	crew	
  on	the	PCs’	vessel:	
  1. Azthur	Kildann	(NG	male	dwarf	fighter	2):	Azthur	never	seems	
  to	feel	the	cold;	he	rarely	wears	any	more	than	a	ragged	pair	of	
  cut-off	trousers.	His	chest	is	impressively	furry—secretly	he	is	
  proud	 of	 this	 as	 it	 showcases	 his	 “boundless	 virility”—and	
  sometimes	it	seems	his	beard	and	chest	hair	are	one	and	the	
  same.	An	oddity	for	a	dwarf,	Azthur	loves	the	sea.	He	is	a	skilled	
  carpenter.		
  2. Agler	(LN	male	human	fighter	1):	Agler	has	a	pet	mongrel	dog,	
  “hilariously”	 called	 Dogon.	 They	 are	 devoted	 to	 one	 another	
  and	the	dog	goes	everywhere	(except	into	the	rigging)	with	his	
  master.	The	rest	of	the	crew	also	love	Dogon,	who	has	grown	
  fat	 on	 their	 titbits.	 Agler	 himself	 is	 a	 cheery,	 happy-go-lucky	
  fellow.	He	does	not	realise	that	Dogon’s	name	is	blasphemy	to	
  the	 mad	 cultists	 of	 Dagon,	 Shadow	 in	 the	 Sea.	 Even	 more	
  worryingly,	one	of	the	newly	recruited	crew,	Sangasu,	worships	
  that	fell	power	and	is	plotting	to	hurl	the	dog	overboard	as	a	
  sacrifice	once	he	can	get	the	accursed	beast	alone.		
  3. Sangasu	Girsu	(CE	male	human	fighter	1/thief	2):	A	devotee	of	
  Dagon,	Sangasu	has	come	aboard	specifically	to	sacrifice	Dogon	
  to	his	insane	master.	A	competent	sailor,	he	has	yet	to	fit	in	with	
  the	 crew—who	 find	 his	 humour	 off-putting.	 Perceptive	 PCs	
  might	 notice	 Sangasu’s	 appearance	 is	 a	 little	 strange—
  essentially	hairless	he	is	extremely	sensitive	to	bright	light.	He	
  is	happiest	in	the	bilges,	pumping	out	the	water.	In	a	shadowy	
  corner	of	the	bilge,	he	has	set	up	a	small	shrine	to	his	demonic	
  master.	If	confronted	with	proof	of	his	vile	practises	he	jumps	
  into	the	sea,	confident	his	master	will	save	him.		
  4. Meania	Apisala	(NG	female	human	fighter	1):	Meania	loves	the	
  sea.	Enraptured	by	its	beauty	she	composes	long	poems	and	
  songs	about	life	on	the	ocean	waves.	She	has	a	beautiful	singing	
  voice,	but	her	compositions	are	not	as	polished	as	she	would	
  like.	If	the	party	includes	a	bard,	she	badgers	him	or	her	for	
  songwriting	tips.	
  5. Egino	Chali	(NG	middle-aged	male	human	fighter	1):	Beset	with	
  a	seemingly	permanent	squint,	Egino	looks	to	be	in	constant	
  pain.	Almost	blind,	he	tries	to	hide	his	impairment	from	the	rest	
  of	 the	 crew,	 although	 they	 all	 well-know	 his	 inability	 to	 see	
  anything	beyond	arm’s	length.	A	friendly	chap,	Egino	believes	
  he	is	too	old	to	be	scampering	about	the	rigging	anymore	and	
  wants	to	become	first	mate.		
  6. Heva	Dol	(N	female	human	fighter	1):	Strong,	but	slightly	plump,	
  Heva	is	a	skilled	sailor	and	navigator.		Fascinated	by	the	stars	
  she	 often	 volunteers	 for	 the	 night	 watch	 (which	 makes	 her	
  popular	with	the	rest	of	the	crew).	Diligent	in	her	duties,	at	night	
  she	both	keeps	watch	and	draws	detailed	sketches	of	the	night	
  sky.	She	is	a	skilled	artist	and	has	a	book	filled	with	her	drawings.	
  Recently,	 a	 slight	 change	 in	 one	 of	 the	 constellations	 has	
  intrigued	(and	worried)	her.		
  7. Hardrad	Omer	(LN	old	male	human):	Hardrad	is	far	too	old	to	
  be	a	sailor.	He’s	been	at	sea	man	and	boy	and	doesn’t	know	any	
  other	 life.	 He	 clings	 to	 his	 position	 on-board	 due	 to	 his	
  prodigious	 skill	 in	 splicing	 ropes,	 mending	 sails	 and	 tying	 all	
  manner	of	knots.	He’s	found	on	deck	puttering	through	his	day’s	
  tasks	and	never	ventures	into	the	rigging.	Hardrad	is	virtually	
  bald	and	his	skin	is	weatherworn	and	wrinkled.		
  8. Ima	Ubi	(CN	female	human	thief	1):	Obsessed	with	tales	of	the	
  sea	 and	 the	 many	 creatures	 lurking	 in	 its	 depth,	 Ima	 is	
  superstitious	and	often	on	edge.	She	permanently	worries	some	
  vast	underwater	creature	will	emerge	to	drag	the	ship	down	to	
  a	watery	grave.	Recently,	she’s	been	dreaming	dark	dreams	of	
  glistening,	 coiled	 tentacles	 stirring	 in	 the	 depths.	 Ima	 is	
  incredibly	impressionable	and	has	been	subliminally	affected	by	
  Sangasu’s	(see	#3)	prayers	to	Dagon.	
  9. Gislin	Taetel	(CN	male	human	thief	2):	Rail	thin,	Gislin	has	a	
  prodigious	appetite	and	can	often	be	found	trying	to	wrangle	
  extra	food	from	the	galley.	While	not	lurking	below	decks,	he	
  does	as	little	work	as	possible	and	has	a	reputation	among	the	
  crew	 as	 a	 work-shy	 skiver.	 When	 the	 ship	 reaches	 port,	 the	
  captain	plans	to	dismiss	him.		
  10. Myvainir	Shakirae	(CG	male	elf	fighter	2/magic-user	1):	A	rarity	
  among	the	crew,	Myvainir	fell	in	love	with	the	sea	when	he	saw	
  it	for	the	first	time	a	decade	ago.	Since	then,	he’s	worked	on	a	
  variety	of	ships.	His	goal	is	to	sail	every	sea	and	ocean	and	to	
  explore	as	much	of	the	world	as	possible.	Like	many	of	his	kind,	
  he	has	almost	unending	patience	and	plans	to	spend	the	next	
  50-100	years	doing	just	that.	If	the	party	are	planning	future	
  voyages	to	far-off	places	he	might	well	join	them!	
  
  115	
  2 0  P I E C E S  O F  S H I P  D R E S S I N G  
  Typically,	 when	 the	 PCs	 take	 an	 ocean	 voyage,	 the	 GM	 hand	
  waves	most	of	the	details.	Even	if	something	occurs	during	the	
  journey,	the	focus	is	on	the	encounter,	not	the	actual	vessel	the	
  PCs	are	on.		
  	
  A	 ship	 is	 an	 excellent	 place	 to	 build	 verisimilitude	 into	 a	
  campaign	world.	Essentially,	the	PCs	are	a	captive	audience,	and	
  the	 ship	 can	 become	 a	 detailed	 backdrop	 to	 roleplaying	
  encounters	and	more.	
  	
  Use	the	table	below,	to	add	minor	points	of	interest	and	detail	
  to	the	vessel;	some	can	be	nothing	more	than	a	trivial	feature	
  while	others	could	spark	an	encounter	or	even	side	quest.	
  1. A	 sailor	 has	 left	 a	 tangled	 mass	 of	 wet	 rope	 dangerously	
  uncoiled	on	the	deck.	Unwary	passengers	could	trip	and	fall.		
  2. Wet	footprints	mar	the	deck.	They	lead	from	the	rail	toward	the	
  ship’s	stern	and	to	one	of	the	hatches	leading	below	decks.	A	
  close	look	at	the	footprints	suggests	that	whoever	made	them	
  was	probably	not	human.	
  3. A	bucket,	half	full	of	seawater,	stands	on	the	deck	against	the	
  rail.	A	wet	rag	lies	nearby.	There	is	no	sign,	of	the	sailor	meant	
  to	be	washing	the	deck.		
  4. A	 perceptive	 PC	 spots	 strange	 scratches	 in	 the	 deck	 partially	
  hidden	 by	 a	 barrel.	 Investigations	 reveal	 what	 looks	 like	 a	
  treasure	 map	 carved	 into	 the	 wood.	 Maddeningly,	 the	 map	
  bears	no	names,	but	a	skilled	sailor	might	recognise	a	certain	
  cluster	of	oddly-shaped	islands.		
  5. The	ship’s	deck	is	in	excellent	condition.	Spotlessly	clean,	it	is	
  washed	down	every	morning	by	the	crew.		
  6. The	 ship’s	 sails	 have	 seen	 better	 days;	 they	 are	 patched	 in	
  several	places	and	show	signs	of	many	repairs.		
  7. During	 the	 night,	 the	 hull	 springs	 a	 minor	 leak.	 The	 next	
  morning,	several	crew	members	are	hung	over	the	side	to	aid	in	
  effecting	repairs.	The	work	takes	much	of	the	day,	and	while	it	
  is	completed	the	captain	orders	the	ship’s	sails	furled	to	lessen	
  stress	on	the	hull.	
  8. Several	pennants	fly	from	the	ship’s	mast.	Perceptive	PCs	notice	
  the	flags	change	design	most	days.	It	transpires	the	captain	is	
  superstitious	and	commands	the	pennants	adjusted	based	on	
  the	weather,	the	ship’s	location,	direction	of	travel	and	which	
  oceanic	power	he	is	trying	to	appease.	He	has	a	complicated	
  system	that	not	even	the	first	mate	understands.	
  9. During	the	voyage,	the	captain	has	the	crew	start	on	a	program	
  of	maintenance.	The	first	thing	they	do	is	paint	the	ship’s	rail	a	
  bright,	jaunty	yellow	colour.		
  10. The	crew	has	a	strange	tradition;	every	new	member	must	carve	
  his	name	into	the	ship’s	mast.	Deceased	or	lost	hands	have	their	
  named	 effaced	 to	 avoid	 bad	 luck	 falling	 on	 the	 vessel.	 A	
  surprising	number	of	names	have	been	scratched	out,	and	the	
  remaining	names	ascend	the	mast	for	a	quite	some	distance.	
  11. Sawdust	 and	 wood	 shavings	 litter	 one	 part	 of	 the	 deck.	
  Scattered	among	them	lie	the	ship’s	carpenter’s	tools.	
  12. A	perceptive	PC	discovers	an	empty	wineskin	stuffed	behind	a	
  badly	coiled	rope	on	deck.	If	the	PC	uncorks	the	wineskin,	he	
  detects	the	scent	of	wine;	clearly,	it	has	been	drunk	recently—
  perhaps	during	last	night’s	watch!	
  13. Beautiful	 carvings	 of	 dense	 underwater	 forests	 teaming	 with	
  fish	decorate	the	doors	leading	to	the	captain’s	and	passengers’	
  cabins.	 Perceptive	 observers	 detect	 the	 hint	 of	 long,	 sinuous	
  tentacles	in	several	of	the	carvings.	
  14. The	 vessel’s	 portholes	 feature	 double	 shutters	 akin	 to	 storm	
  shutters.	If	questioned	about	this,	the	crew	relate	the	captain	
  had	them	installed	after	the	ship	nearly	sunk	in	a	particularly	
  heavy	sea	which	saw	some	of	the	cabins	flooded.	
  15. Pirate	 attack	 is	 a	 particular	 nightmare	 of	 the	 ship’s	 captain.	
  Thus,	he	has	installed	weapon	lockers	in	several	places	on	deck	
  containing	 heavy	 crossbows	 plentifully	 supplied	 with	 bolts.	
  Similarly,	he	requires	every	member	of	the	crew	be	armed	at	all	
  times.	
  16. The	 vessel	 has	 two	 rowboats	 securely	 lashed	 down	 on	 deck	
  protected	with	storm	covers.	Each	is	supplied	with	a	small	barrel	
  of	 water	 and	 a	 week’s	 hard	 tack	 biscuits	 for	 six	 passengers.	
  Sometimes	amorous	crew	members	or	passengers	sneak	into	
  the	rowboats	for	some	privacy.	
  17. Three	empty	barrels	are	lined	up	on	deck	ready	for	cleaning.	The	
  crewman	 overseeing	 the	 work	 has	 forgotten	 to	 secure	 the	
  barrels;	they	might	fall	over,	roll	about	the	deck	and	injure	an	
  unsuspecting	passenger.	
  18. The	ship’s	mascot—a	ragged	parrot—has	got	a	taste	for	wine.	
  Often	grumpy	and	hungover	in	the	mornings—the	crew	think	it	
  is	funny	to	get	him	drunk—he	perches	on	a	rat	line	looking	glum	
  and	tired.	
  19. Barnacles	coat	the	hull,	below	the	waterline.	The	growths	are	
  visible	from	time	to	time,	as	the	ship	breaks	through	the	waves.	
  When	 the	 ship	 encounters	 calm	 weather,	 the	 captain	 sends	
  crew	members	down	on	nets	to	scrape	them	off.	
  20. 	The	 ladders	 linking	 the	 ship’s	 various	 decks	 are	 particularly	
  steep.	Unwary	passengers	or	those	using	the	ladders	in	high	
  seas	have	a	greater	than	normal	chance	of	slipping	and	falling.		
  	
   
  
  116	
  2 0  S H I P B O A R D  S I G H T S  &  S O U N D S  
  Long	voyages	can	be	deathly	boring,	and	sometimes	the	GM	just	
  glosses	over	the	journey.	Occasionally,	pirates,	sea	monsters	or	
  worse	intercept	the	ship,	which	relieves	the	boredom!		
  	
  Other	times,	minor	events	of	interest	may	punctuate	the	day,	
  providing	some	light	relief	for	the	PCs	and	the	GM	with	a	way	to	
  add	detail	and	verisimilitude	to	the	session.	
  	
  Use	the	table	below,	to	generate	details	of	minor	events	of	
  interest	to	enliven	a	day	at	sea:	
  1. The	 insistent	 cawing	 of	 the	 seabirds	 wheeling	 and	 diving	
  overhead	fills	the	air.	Anyone	eating	on	deck	is	constantly	dive-
  bombed	by	hungry	birds.		
  2. A	 huge	 bird—perhaps	 an	 albatross	 or	 something	 more	
  “exotic”—soars	high	overhead.	It	takes	no	note	of	the	vessel	as	
  it	continues	on	its	lonely	course.	
  3. A	smudge	of	dark	clouds	hangs	over	the	horizon	for	much	of	the	
  day.	 When	 he	 descends,	 the	 lookout	 from	 the	 crow’s-nest	
  speaks	of	gloomy	shadows	on	the	surface	of	the	ocean.	The	next	
  day,	the	clouds	have	disappeared.	
  4. A	sudden	loud	thud	speaks	of	something	large	and	heavy	hitting	
  the	ship’s	hull	below	the	waterline.	Of	what	struck	the	vessel	
  there	 is	 no	 sign,	 but	 the	 event	 puts	 some	 of	 the	 sailors—a	
  superstitious	lot—on	edge	for	the	rest	of	the	day.		
  5. Rats	infest	the	ship’s	bilges.	Driven	forth	by	hunger,	several	of	
  the	 creatures	 scamper	 about	 the	 deck	 in	 search	 of	 food.	 If	
  chased,	 they	 flee	 seeking	 hiding	 places	 in	 one	 of	 the	 ship’s	
  uncountable	nooks	and	crannies.	
  6. A	 ship	 under	 full	 sail	 appears	 on	 the	 horizon	 late	 in	 the	
  afternoon.	In	the	morning,	it	is	no	longer	visible.		
  7. Sailors	 clamber	 about	 the	 rigging.	 One	 starts	 singing	 a	 sea	
  shanty	telling	of	the	epic	tale	of	Vilimzair	Aralivar’s	legendary	
  voyages.	(Vilimzair	was	a	bard	of	puissant	skill	who	fell	into	the	
  clutches	 of	 pirates.	 He	 endured	 many	 hardships	 before	 he	
  wrested	control	of	the	vessel	from	the	pirate	captain).		
  8. Some	of	the	other	passengers	get	into	a	loud	argument	about	
  sleeping	 arrangements—some	 want	 to	 swap	 berths,	 but	 the	
  others	decline.	Investigations	reveals	they	all	believe	the	berths	
  of	the	first	group	to	be	haunted!	
  9. Loud	 voices	 from	 below	 decks	 speak	 of	 a	 sudden,	 angry	
  argument.	PCs	eavesdropping	discover	one	of	the	sailors	has	
  just	surprised	and	captured	a	stowaway!	(See	6	Stowaways	with	
  Personality).	
  10. A	sudden	wind	picks	up,	filling	the	ship’s	sails.	The	ship	runs	
  before	 the	 wind,	 making	 good	 time,	 but	 several	 of	 the	
  passengers	fall	seasick,	much	to	the	crew’s	amusement.	
  11. Several	passengers	stroll	about	the	deck	around	midday	to	both	
  take	the	air	and	to	gossip.	One	blunders	into	the	way	of	the	
  sailors	going	about	their	business,	causing	a	minor	accident.	
  12. A	few	off-duty	members	of	the	crew	sit	by	the	rail	idly	fishing	
  and	chatting.	They	are	doing	quite	well—they	have	already	half	
  filled	their	bucket	with	fish	destined	for	the	galley.		
  13. Off-duty	crewmen	sit	about	playing	a	simple	dice	game,	to	pass	
  the	time.	They	are	gambling	for	a	combination	of	small	stakes	
  and	 choice	 jobs	 in	 the	 upcoming	 days.	 They	 welcome	 the	
  chance	to	take	money	from	a	passenger,	but	cannot	afford	to	
  lose	the	kind	of	money	an	adventurer	could	throw	around.	
  14. The	ship	sails	through	a	heavy	swell.	Waves	break	over	the	bow;	
  quickly	the	spray	soaks	everyone	on	deck.	The	wind	picks	up,	
  and	for	the	rest	of	the	day	the	weather	is	best	described	as	
  inclement.		
  15. A	scream	from	above	presages	a	sailor	falling	from	the	rigging.	
  The	unfortunate	man	misses	the	hard	deck,	but	falls	into	the	
  water.	The	rest	of	the	crew	rushes	to	help	him	before	he	is	lost	
  to	a	watery	grave.	
  16. The	 ship	 sails	 through	 a	 small	 patch	 of	 debris:	 broken	 spars,	
  pieces	of	decking	and	a	sodden	mass	of	sail	floats	seemingly	
  serenely	on	the	gentle	swell.	What	caused	the	ship	to	sink	is	a	
  mystery.	
  17. A	shout	from	the	rigging	and	a	sailor	pointing	insistently	off	to	
  starboard	warns	the	ship’s	company	of	something	in	the	water.	
  Perceptive	PCs	spot	a	huge	black	shadow	gliding	beneath	the	
  waves.	It	passes	below	the	ship	without	incident.	
  18. Three	sailors	sit	about	the	deck	repairing	a	torn	sail.	As	they	do	
  so,	they	talk	among	themselves	and	occasionally	break	into	a	
  sea	shanty.	They	are	bored,	and	welcome	any	diversion.	
  19. A	sailor	comes	up	from	the	galley	with	a	bucket	of	rubbish.	She	
  unceremoniously	 hurls	 the	 contents	 over	 the	 side,	 before	
  returning	below	decks.	
  20. The	sound	of	someone	playing	a	jaunty	tune	on	a	flute	wafts	up	
  from	 below	 decks.	 The	 tune	 continues	 for	
  several	
  minutes	
  before	
  tailing	
  off.	
  	
  	
  	 below	 decks.	 The	 tune	 continues	 for	
  ral	
  minutes	
  re	
  g	
  
  117	
   
   
   
   
   
   
   
   
   
   
  SEEDY TAVERN
   
   
  
  118	
  2 0  S E E D Y  T A V E R N  P A T R O N S  
  There	are	many	reasons	to	visit	a	seedy	tavern:	detective	work,	
  rumourmongering,	looking	for	work	or	simply	to	soothe	a	parched	
  throat.	But	a	tavern	without	denizens	is	hardly	a	bar	at	all.	
  1. Quobbis	 Quibble	 (LN	 male	 gnome):	 A	 fat	 gnome	 with	 buck	
  teeth	 fidgets	 in	 supreme	 discomfort	 as	 he	 looks	 around	 the	
  room.	 Judging	 by	 his	 fine	 clothes,	 he	 shouldn’t	 be	 within	 a	
  hundred	yards	of	this	establishment.	
  2. Sibolen	Itali	(N	male	elf):	A	drunk	elf	with	long	black	hair	crawls	
  on	the	floor,	searching	for	something	he	has	lost	(his	wedding	
  band).	
  3. Ginger	 Greybeard	 (CN	 male	 dwarf):	 A	 deeply	 tanned	 and	
  extremely	 boisterous	 dwarf	 mocks	 his	 opponent,	 then	 swigs	
  another	mug	of	beer	in	a	drinking	contest.	The	amber	liquid	
  bubbles	in	his	beard.	
  4. Urul	(NE	female	orc):	Two	sharp	tusks	protrude	from	the	hood	
  of	 a	 figure	 in	 a	 shadowy	 corner;	 investigations	 reveal	 the	
  individual	to	be	an	orc!	
  5. Cham	(CE	female	halfling	rogue	3):	A	young	halfling	relieves	a	
  very	drunk	patron	of	his	coin	purse	before	retreating	under	a	
  table	to	inspect	his	prize.	
  6. Petrera	 Malice	 (LE	 female	 human):	 A	 tall	 woman	 in	 black	
  leather	armour	sits	at	attention.	She	refuses	a	drink	from	the	
  server,	and	keeps	a	hand	on	her	longsword.	
  7. Gullun	(CN	male	halfling):	A	halfing	at	the	counter	
  produces	acrid	smoke	from	a	yellow	pipe.	His	eyes	
  are	 haunted	 and	 distant,	 his	 body	 paralyzed	 in	
  remembrance.	
  8. Kayvan	 Lorrick	 (CG	 male	 half-elf	 wizard	 2):	 A	
  drunk	 half-elf	 summons	 and	 dispels	 light	
  morosely	 at	 his	 table.	 Every	 few	 moments,	 his	
  hand	goes	to	a	bruise	on	his	face.	
  9. Gerard	Burnheap	(CE	male	half-orc	fighter	3):	A	half-orc	downs	
  mug	after	mug	in	angry	determination.	His	muscles	are	alive	
  with	malcontent,	and	he	looks	around	the	room	for	someone	to	
  fight.	
  10. Yorik	 Greygal	 (CN	 male	 dwarf):	 A	 very	 short	 dwarf	 slumps	
  passed	out	on	his	table	amongst	a	dozen	mugs.	The	look	
  of	serene	content	upon	his	face	is	enviable.	
  11. Bayran	Lorrick	(CN	male	half-elf):	An	animated	half-elf	
  flirts	with	the	female	patrons	of	the	bar.	His	green	eyes	
  sparkle	with	every	laugh	he	procures,	though	the	other	
  customers	look	annoyed.	
  12. Grom	(NG	male	human):	A	man	at	least	eight	feet	tall	
  hunches	over	a	table,	beer	stein	clutched	awkwardly	in	
  massive	hands.	
  13. Davian	 Derrows	 (N	 male	 human	 cleric	 2):	 A	 cleric	 of	 the	
  predominate	local	faith	reviews	paperwork	by	candlelight.	He	
  smiles	graciously	at	the	server	and	accepts	another	drink	before	
  returning	to	work.	
  14. Sacha	 Devree	 (NE	 female	 gnome):	 A	 thin	 gnome	 with	
  heterochromia	 has	 lost	 her	 left	 hand	 to	 a	 skin	 disease.	 She	
  winces	in	pain	through	every	mouthful	of	mead.	
  15. Horne	(LN	male	elf):	A	white	haired	young	elf	speaks	quietly	to	
  a	shrouded	confidant.	The	barkeep	brings	out	expensive	liquor	
  for	the	pair	and	refuses	payment.	
  16. Velia	 Omrick	 (CN	 female	 human):	 The	 barkeep	 brings	 out	 a	
  whole	roasted	chicken	to	a	child	of	eight	or	nine,	who	pays	with	
  a	strange	gold	coin.	The	girl	devours	the	chicken	within	minutes.	
  17. Hodrin	 Bleakfire	 (CN	 male	 dwarf):	 A	 bald	 dwarf	 regales	 an	
  inattentive	crowd	with	his	dragon	slaying	exploits.	Judging	by	
  his	seared	armour,	there	may	actually	be	truth	to	this	story.	
  18. Hurdle	Belch	(NE	female	halfling):	A	morbidly	obese	halfling	
  slips	 in	 and	 out	 of	 consciousness	 as	 she	 totters	 in	 her	 chair,	
  mumbling	nonsense	to	herself.	
  19. Filth	(CN	male	gnome):	An	ancient	gnome	begs	coppers	from	
  other	customers.	His	pleas	are	answered	with	laughs,	grunts	or	
  swats.	
  20. Petrar	Mane	(LG	male	human	paladin	1):	A	bright	eyed	young	
  human	in	shining	full	plate	looks	incredibly	out	of	place	here.	
  He	listens	attentively	to	the	conversations	around	him	and	
  seems	eager—but	hesitant—to	join	in.	
  	
  	 	
  	 	
  	
  ter	
  	
  	
  	
  	 	
  	
  	
  	 yes	
  	
  	
  	
  	
  	
  	
  	 in	
  	 A	
  	
  	
  	
  	
  ght	
  	
  	
  	
  	
  	
  	
  	 his	
  	A	half-orc	downs	
  	
  	
  	
  	
  	
  	
  	muscles	are	alive	
  	
  	
  	
  	
  	
  	
  	
  m	for	someone	to	
  	 	
  	
  t	 dwarf slumps	
  	
  	
  	
  	
  	
  	 	
  	
  .	The	look	
  	
  	
  ed	half-elf	
  	
  	
  	
  	
  	
  	
  	
  	
  	green	eyes	
  	
  	the	other	
  	 	
  	
  	
  	
  t	feet	tall	
  	
  	 	
  	
  	
  	
  	
  wardly	in	
  	
  	(
  	
  	
  	p
  	 ) 	 	
  g
  	 y
  	y
  g	
  human	in	shining	full	plate	looks	incredibly	out	of	place	here.	
  He	listens	attentively	to	the	conversations	around	him	and	
  seems	eager—but	hesitant—to	join	in.
  
  119	
  2 0  S E E D Y  T A V E R N  S T A F F  
  The	 employees	 of	 a	 seedy	 tavern	 are	 often	 as	 bad	 as	 the	
  customers.	While	they	are	at	least	sane	enough	to	keep	a	job,	
  many	take	advantage	of	their	drunk	patrons	or	indulge	in	their	
  own	vices	while	working.	
  1. Eelred	 Vine	 (CE	 male	 elf):	 The	 green-eyed,	 yellow	 haired	 elf	
  behind	 the	 counter	 is	 handsome,	 smiling	 and	 totally	 self-
  absorbed.	 He	 steals	 glances	 at	 his	 own	 reflection	 whenever	
  possible.	
  2. Gerey	 Tere	 (N	 male	 human):	 The	 man	 who	 serves	 drinks	 is	
  mute.	His	tongue	has	been	cut	out	and	cruel	scarring	mars	his	
  cheeks.	
  3. Rida	 (N	 female	 half-elf):	 The	 dexterity	 of	 this	 one-handed	
  server	 is	 impressive,	 though	 why	 someone	 so	 skilled	 would	
  work	in	a	dump	like	this	is	a	mystery.	
  4. Thori	Ghoststone	(CG	female	dwarf):	This	dwarf	bartender	is	
  totally	bald,	with	large	stone	earrings	and	heavy	makeup.	She	
  speaks	in	a	thick	difficult-to-place	accent	.	
  5. Gyles	and	Gunder	Keson	(CN	male	gnome):	The	two	gnome	
  servers	are	identical	twins,	though	one	suffers	from	a	severe	
  limp	in	his	left	leg.	
  6. Berter	Crimson	(NG	female	half-orc):	Intricate	tattoos	run	up	
  the	arms	of	this	half-orc	server,	spilling	into	black	fractals	on	her	
  stern	face.	
  7. Willom	
  (CE	
  male	
  half-orc):	
  This	
  half-orc	
  bartender	
  surreptitiously	 spits	 into	 the	 drinks	 of	 those	 he	 doesn’t	
  like.	Regulars	know	this	and	are	not	taken	in	by	his	
  innocent	smile,	full	of	sharpened	teeth.	
  8. Aldwulf	(LE	male	human):	Some	rough	blade	
  removed	the	bartender’s	nose	many	years	ago.	
  The	nasal	cavity	drips	grey	mucus.	
  9. Renda	Hurn	(NE	female	human):	An	eyepatch	hangs	
  loosely	across	the	bartender’s	gaunt	face.	Peeling	skin	
  and	exposed	bone	indicate	some	sort	of	burn	wound.	
  10. Charder	 Whancey	 (CN	 male	 halfling):	 The	 halfing	
  bartender	is	a	jovial	fellow	who	stands	out	from	the	crowd	
  in	his	dirty	pink	suit.	He	stands	on	a	stool	to	speak	to	his	
  customers,	then	descends	to	the	floor	to	retrieve	drinks.	
  11. Gery	Blank	(LN	male	human):	The	portly	man	behind	the	
  counter	 looks	 more	 like	 a	 monk	 than	 a	 bartender.	 He	
  extols	the	virtues	of	beer	and	brewing	to	a	customer	who	
  is	quite	obviously	asleep.	
  12. Jin	(LG	male	half-elf):	A	half-elf	child	of	no	more	than	10	
  serves	behind	the	bar.	He	cleans	and	distributes	mugs	
  expertly,	and	the	patrons	treat	him	with	great	respect.	
  13. Maco	Mills	(CG	male	gnome):	The	gnome	behind	the	counter	
  does	the	work	of	two	men,	expertly	using	magic	to	clean	dishes	
  and	grab	dirty	mugs	from	afar.	
  14. Hamse	 Gamen	 (CE	 male	 halfling):	 The	 halfling	 bartender	 is	
  more	inebriated	than	the	patrons.	Instead	of	the	house	swill,	he	
  takes	long	swigs	from	a	silver	flask	at	his	breast	pocket.	
  15. Gnome	(CN	female	human):	The	scars	across	the	face	of	this	
  gnome	server	seem	intentional,	almost	ritualistic	in	nature.	
  16. Roguy	Mulk	(CN	male	halfling):	The	halfing	server	runs	around	
  the	 room,	 struggling	 to	 refill	 glasses	 and	 take	 orders.	 Even	
  during	lulls,	he	is	always	behind.	
  17. Gileon	Hoptt	(CG	male	human):	The	serving	boy,	a	handsome	
  teenage	boy	with	a	ponytail,	constantly	eavesdrops	on	patrons	
  and	offers	his	own	advice	on	private	affairs.	
  18. Bari	 Brokenrock	 (CN	 male	 dwarf):	 The	 overweight	 dwarf	
  bartender	won’t	stop	talking.	Since	nobody	is	listening	he	talks	
  to	himself,	gesticulating	wildly	as	he	cleans	a	mug.	
  19. Anzi	(CE	female	human):	The	server	has	one	false	eye,	a	black	
  marble	which	twitches	with	a	life	of	its	own.	
  20. Reyna	Evergreen	(CG	female	human):	The	serving	girl	tosses	
  and	order	on	the	table	carelessly,	then	returns	to	cleaning	her	
  nails	with	a	knife.	
  	
   
  	
  	
  	
  	
  	fractals	on	her	
  rc	
  bartender	
  	
  	
  	
  	
  	
  	
  	 e	 doesn’t	
  	
  	
  	
  	
  	
  	
  	
  	
  	 y	his	
  	
  	
  	
  ngs	
  	
  	
  	
  	
  	
  	
  ng	skin	
  	
  	
  	
  	
  	
  	
  	
  	
  und.
  	
  	 halfing	
  	 he	crowd	
  	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	
  ak	to	his	
  	
  	
  	
  	
  	
  	
  	
  e	drinks.
  	
  	
  	
  	
  hind	the	
  	
  	
  	
  	 	
  	
  	 	
  der.	 He	
  	 	
  	
  	
  	
  	 	
  mer	who	
  	
  	
  	
  	
  	 han	10	
  	
  	
  	
  	
  	
  	
  	
  s	mugs	
  	
  	
  	
  	
  	
  	
  	
  	
  spect.
  
  120	
  1 0  S T R A N G E  T H I N G S  T O  S E E  B E H I N D  T H E  B A R  
  Most	adventuring	parties	spend	a	lot	of	time	in	bars,	pubs,	inns	
  and	 taverns.	 Often	 such	 places	 are	 a	 party’s	 home	 away	 from	
  home.	Occasionally,	the	party	will	spot	one	or	more	strange	items	
  behind	the	bar.	Often,	such	items	have	a	history	and	reason	for	
  being	there.	They	could	have	great	significance	to	the	tavern’s	
  owner	or	to	one	or	more	of	its	regular	patrons.	Alternatively,	they	
  could	serve	no	purpose	but	decoration.			
  1. An	oversized	dagger—more	the	size	of	a	short	sword—with	a	
  wickedly	serrated	blade	hangs	behind	the	bar.	The	tip	of	the	
  weapon	is	missing.	The	weapon	once	belonged	to	a	hill	giant	
  and	is	poorly	made;	a	local	claimed	to	have	slain	the	giant	and	
  swapped	the	dagger	for	a	month	of	free	drinking.	
  2. A	 dusty	 glass	 bottle	 stands	 on	 a	 pedestal	 in	 a	 niche	 high	 up	
  behind	the	bar.	Cobwebs	cover	the	bottle	and	the	label	is	faded	
  and	 unreadable.	 Local	 lore	 has	 it	 that	 as	 long	 as	 the	 bottle	
  remains	full,	good	fortune	will	befall	the	tavern	and	its	owner.	
  3. A	battered	hat	of	strange	design	and	appearance	rests	on	one	
  of	the	ale	barrels	behind	the	bar.	The	hat	has	a	red	brim	and	a	
  covering	 of	 yellow	 felt.	 A	 ragged	 hole—where	 the	 wearer’s	
  forehead	would	be—pierces	the	fabric.	
  4. A	cage	stands	on	the	counter	behind	the	bar.	A	single,	obviously	
  malnourished	and	agitated,	stirge	lurks	in	the	cage.	Anyone	who	
  tries	to	leave	without	paying,	or	who	molests	one	of	the	servers,	
  is	forced	to	thrust	a	hand	through	the	bars	to	feed	the	creature.	
  Shockingly,	there	is	little	violence	and	few	disturbances	in	this	
  tavern.		
  5. An	array	of	battered	and	hacked	shields	decorate	the	back	wall	
  of	the	bar.	They	hang	from	wooden	pegs	and	sometimes	the	
  staff	 rearrange	 them	 (for	 no	 apparent	 reason).	 A	 few	 of	 the	
  shields	are	plain	wooden	affairs,	but	most	bear	heraldic	devices.	
  Present	 are	 the	 symbols	 of	 several	 nearby	 humanoid	 tribes	
  along	with	the	devices	of	five	adventuring	bands	(two	of	which	
  were	wiped	out	during	their	adventures).	
  6. A	collection	of	fine	and	delicate	goblets	and	wine	glasses	cluster	
  thickly	upon	a	narrow	shelf	lined	with	faded	yellow	cloth.	The	
  innkeeper	never	lets	anyone	use	the	glasses—saying	they	are	
  for	“quality”	customers	only.	What	he	means	by	this	is	anyone’s	
  guess.	When	the	inn	is	quiet	he	often	takes	the	various	glasses	
  down	and	polishes	them	carefully.	
  7. Copper	coins	fill	a	metal	bucket	behind	the	bar.	Customers	are	
  encouraged	to	throw	their	spare	coppers	into	the	bucket.	At	the	
  end	of	the	month,	the	owner	distributes	the	coins	to	his	staff	
  (or	 perhaps	 local	 needy	 children).	 He	 may—or	 may	 not—be	
  skimming	some	off	the	top	for	himself.	
  8. A	yellowing	giant’s	skull	hangs	from	the	ceiling	over	the	bar.	
  Burning	candles	set	in	the	eye	sockets	give	the	whole	thing	an	
  eerie	appearance.	
  9. A	portrait	of	the	current	king	or	other	local	ruler	stares	down	
  haughtily	over	the	bar.	The	barkeep	is	particularly	patriotic	and	
  does	 brook	 any	 unkind	 words	 about	 the	 portrait’s	 subject.	
  People	uttering	such	are	refused	service.	
  10. A	tapestry	hangs	down	behind	the	bar	completely	obscuring	the	
  wall.	The	tapestry	is	one	of	several	the	tavern	possesses	and	
  every	now	and	then	the	barkeep	replaces	it	with	another.	Some	
  of	the	tapestries	are	worn	and	faded	while	others	are	almost	
  brand	new.	The	owner	will	pay	good	gold	for	new	additions	to	
  his	collection.	(Unbeknownst	to	the	customers—and	most	of	
  the	staff—the	tapestry	covers	several	secret	viewports	in	the	
  wall	the	owner	uses	to	spy	on	his	customers;	each	new	tapestry	
  has	small	holes	cut	in	it	over	these	holes).		
  2 0  D R I N K S  T O  O R D E R  
  D20	
  POOR	DRINKS	(2	CP	EACH)	
  1	
  Water	(cold)	
  2	
  Buttermilk	
  3	
  Whey	
  4	
  Mint	tea	
  5	
  Nettle	tea	
  6	
  Dandelion	coffee	
  7	
  Small	ale	
  8	
  Small	beer	
  9	
  Sour	wine	
  10	
  Sage	tea	
  11	
  Chamomile	tea	
  12	
  Plain	barley	water	
  13	
  Lavender	verbena	tea	
  14	
  Water	(hot)	
  15	
  Rosemary	tea	
  16	
  Watered	cider	
  17	
  Watered	perry	
  18	
  Fennel	tea	
  19	
  Raspberry	leaf	tea	
  20	
  Birch	sap	tea	
  	
  PRICES	
  	
  Ale	(gallon)	
  2	sp	
  Ale	(mug)	
  4	cp	
  Wine	(common;	pitcher)	
  2	sp	
  Wine	(fine;	bottle)	
  10	gp	
  	
  	
  
  121	
  2 0  T H I N G S  L E F T  I N  A  T A V E R N ’ S  B E D C H A M B E R  
  Inveterate	 wanderers,	 adventurers	 spend	 much	 of	 their	
  downtime	 patronising	 inns	 and	 taverns.	 Staying	 in	 such	 an	
  establishment	overnight	is	almost	always	preferable	to	a	night	
  under	the	stars.			
  	
  After	all,	a	tavern’s	probably	got	a	roof,	four	walls,	hot	food	
  and	alcohol.	Those	resting	may	suffer	rain,	wind,	insects	and	the	
  ever-present	 threat	 of	 a	 wondering	 predator	 disturbing	 the	
  party’s	sleep.		
  	
  Inns	 are	 an	 excellent	 place	 to	 seed	 adventure	 hooks	 and	
  suchlike.	 Almost	 every	 GM	 on	 the	 planet	 this	 in	 the	 tavern’s	
  taproom,	but	what	about	its	bedrooms?	Use	the	table	below,	to	
  generate	things	of	minor	interest	left	in	an	inn’s	bedroom.	These	
  things	could	be	nothing	more	than	a	minor	distraction;	they	could	
  also	serve	as	a	plot	hook	for	the	next	adventure.		
  1. A	small,	half	full	vial	of	woman’s	perfume	is	wedged	between	
  the	bed	and	the	wall.	The	glass	vial	is	intricately	made	and	worth	
  10	gp.	The	perfume	is	worth	an	additional	5	gp	and	smells	of	
  lilac	and	roses.	
  2. Several	pieces	of	rubbish	have	been	pushed	under	the	bed.	A	
  tray	 holding	 a	 plate	 of	 mouldering	 food	 covers	 a	 piece	 of	
  smudged	parchment.	It	looks	like	the	parchment	once	depicted	
  a	map,	but	a	great	smear	has	rendered	it	unreadable.	
  3. A	muted	red	cloak	hangs	on	a	hook	on	the	back	of	the	door.	
  Dried	mud	clings	to	the	cloak’s	hem	and	a	large	rip	pierces	its	
  back.		
  4. The	previous	occupant	of	this	room	was	paranoid	and	slept	with	
  a	(normal)	dagger	under	his	pillow.	Sadly,	he	forgot	it	when	he	
  left.	The	dagger	is	small,	light	and	wickedly	sharp.		
  5. The	 initials	 CB	 and	 CRB	 are	 deeply	 carved	 into	 the	 bed’s	
  headboard.	
  6. A	large	bloodstain	mars	the	bed	sheets.	A	blanket	covers	the	
  stain	from	casual	view,	but	a	character	getting	into	bed	without	
  checking	first	could	be	in	for	a	shock.	
  7. An	empty	wine	flask	lies	on	the	floor	by	the	bed.	A	perceptive	
  PC	smelling	the	flask	might	detect	a	subtle,	but	definitely	out	of	
  place,	odour.	
  8. A	wooden	shield	leans	against	one	wall;	it’s	in	poor	condition,	
  with	several	gouges	hacked	out	of	its	surface.	The	shield’s	strap	
  is	 worn	 and	 frayed.	 If	 used	 in	 combat,	 the	 strap	 snaps	 after	
  three	rounds.	
  9. A	 rat—its	 back	 broken—lies	 on	 the	 floor,	 squeaking	 pitifully.	
  The	rat’s	injuries	look	like	someone	has	intentionally	stamped	
  on	it	before	leaving	it	to	suffer	and	die.	If	a	PC	heals	the	rat,	it	
  becomes	a	loyal	pet	(or	it	could	be	so	much	more—perhaps	a	
  wizard’s	familiar,	a	polymorphed	adventurer	and	so	on).	
  10. A	wine-stained,	frayed	tunic	rolled	up	in	a	ball	lies	in	one	corner	
  where	 it	 was	 tossed.	 The	 garment	 stinks	 and	 is	 sized	 for	 an	
  obviously	overweight	human	(or	perhaps	a	half-orc).	
  11. A	single	frayed	sock	lies	under	the	bed.	
  12. A	pile	of	folded	blankets	stands	on	a	sideboard	against	one	wall.	
  A	letter—a	love	letter	speaking	of	forbidden	love—has	fallen	
  behind	the	pile.	One	of	the	lovers—a	prominent	member	of	the	
  community—is	mentioned	in	the	letter;	apparently	she	must	
  never	find	out	about	this	relationship...	
  13. A	small	soft	leather	pouch	containing	three	small	black	stones	
  (onyx	 worth	 10	 gp	 each)	 has	 been	 stuffed	 into	 a	 pillow.	The	
  pouch	is	embroidered	with	initials,	“J.P.L”	and	is	of	fine	quality.	
  14. A	 blood-stained	 scrap	 of	 fabric	 lies	 in	 the	 shadows	 under	 a	
  sideboard.	 It	 looks	 like	 it	 was	 used	 to	 clean	 off	 a	 dagger	 or	
  similar	weapon.		
  15. A	note	pinned	to	the	back	of	the	door	reminds	the	occupant	to	
  lock	 the	 door	 when	 retiring	 for	 the	 night	 because	 of	 “the	
  regrettable	incident	last	month.”		
  16. Small	 flakes	 of	 metal	 lie	 under	 the	 room’s	 door.	 Careful	
  investigation	of	the	lock	reveals	it’s	been	tampered	with.	Even	
  if	the	key	is	turned	in	the	lock,	the	lock	doesn’t	actually	engage;	
  thus	the	door	is	not	locked	(even	though	the	occupant	believes	
  it	to	be	secured	properly).	
  17. A	 dreary	 watercolour	 hanging	 from	 the	 wall	 depicts	 a	 local	
  landmark	 on	 a	 particularly	 bleak	 day.	 A	 waterproof	 pouch	
  tacked	 to	 the	 back	 of	 the	 painting	 holds	 a	 map	 of	 a	 cellar.	
  Although	 the	 location	 of	 the	 cellar	 is	 not	 shown,	 a	 link	 to	 a	
  nearby	sewer	is	clearly	visible.	
  18. A	small	wardrobe	in	one	corner	of	the	room	holds	a	hooded	
  cloak	 forgotten	 by	 the	 previous	 occupant.	 The	 cloak	 is	
  voluminous	and	fur-lined	and	worth	20	gp.	Unfortunately,	it	is	a	
  distinctive	light	blue	in	colour	and	its	owner	is	actively	looking	
  for	it.		
  19. While	 in	 bed,	 a	 perceptive	 character	 may	 notice	 strange	
  etchings	on	the	ceiling	directly	overhead.	When	a	light	source	is	
  placed	at	the	end	of	the	bed	on	a	small	occasional	table,	the	
  flickering	shadows	create	a	map	on	the	ceiling.		
  20. Graffiti	scratched	into	the	wall	by	the	door	holds	the	following,	
  unsettling	 message,	 “Curse	 the	 unending	 scrabbling.	 Beware	
  the	rats	in	the	walls."	
  8  H O U S E  S P E C I A L T I E S  T O  O R D E R  
  D8	
  POOR	MEALS	(2	SP	EACH)	
  1	
  Fishcakes	with	cabbage	
  2	
  Black	pudding	with	turnip	and	bread	
  3	
  Marrow	stuffed	with	barley	and	herbs	
  4	
  Spiced	beets	with	onion	and	potato	
  5	
  Roast	chickpeas	with	laver	bread	
  6	
  Mushroom	porridge	
  7	
  Turnip	and	pea	pie	
  8	
  Onion	flan	
   
   
  
  122	
  2 0  T H I N G S  T O  S E E  I N  A  S E E D Y  T A V E R N  
  Adventurers	 often	 seem	 to	 be	 found	 in	 seedy	 dives	 and	 other	
  disreputable	drinking	establishments.		
  Whether	they	are	hunting	a	thief	or	looking	for	their	next	job,	
  an	adventurer’s	visit	to	such	an	establishment	is	almost	certain	to	
  be	eventful.	Use	the	table	below,	to	generate	minor	events	of	
  interest	to	flesh	out	such	a	visit.		
  1. Two	men	sit	at	a	table	drinking.	As	the	evening	progresses	their	
  conversation	gets	more	and	more	heated.	Eventually,	one	of	
  the	men	slams	his	empty	flagon	down	on	the	table	and	storms	
  out	of	the	tavern.	
  2. A	 drunk	 half-orc	 totters	 through	 the	 crowd	 in	 search	 of	 the	
  privy.	He	suddenly	stops	and	throws	up	on	the	floor.	Cheers	and	
  laughter	greet	this	event.	
  3. A	scantily	clad	woman	leaps	to	her	feet	and	throws	a	drink	into	
  the	face	of	the	man	with	which	she	was	sitting.	With	a	splutter	
  and	roar	he	staggers	to	his	feet,	but	the	woman	is	faster—and	
  darts	off	through	the	common	room.	
  4. A	half-dozen	drinkers	sit	around	a	table	playing	a	complicated	
  dice-based	gambling	game.	Many	empty	flagon	stand	upon	the	
  table;	 as	 the	 evening	 progresses	 the	 drinkers	 gets	 more	 and	
  more	raucous.		
  5. A	single	near	destitute	man	(if	his	garb	is	anything	to	go	by)	sits	
  morosely	at	a	table	nursing	his	drink.	At	his	feet	lies	a	miserable-
  looking,	scrawny	dog	of	indeterminate	breed.	
  6. A	small	gang	of	rough	and	ready	men	and	women	enter	the	
  common	room	and	all	surge	toward	the	bar	at	the	same	time.	
  All	of	them	are	armed,	and	all	seem	slightly	worse	for	wear.	
  7. An	old	man	dressed	in	rags	moves	from	table	to	table	offering	
  to	tell	fortunes	for	only	one	silver	coin.	The	man	has	a	modicum	
  of	 power	 and	 offers	 a	 surprisingly	 prescient—if	 garbled—
  description	of	an	important	event	or	encounter	in	the	party’s	
  near	future.	
  8. A	drunk	man	sitting	alone	at	a	table	roars	for	another	flagon	of	
  wine.	When	one	appears,	he	tries	to	fondle	the	serving	wench	
  bring	it	to	him.	She	slaps	him	across	the	face	before	flouncing	
  away.	
  9. A	wide	and	impressively	muscled	dwarf	sits	alone	at	a	table	by	
  the	 wall.	 He	 seems	 to	 be	 drinking,	 but	 a	 perceptive	 watcher	
  realises	he	is	actually	stone	cold	sober…and	watching	the	other	
  patrons	intensely.		
  10. A	 small	 group	 of	 patrons	 suddenly	 break	 into	 a	 rowdy	 (and	
  obscene)	drinking	song.	The	song	ends	with	roars	and	drunken	
  cheering.	
  11. A	well-dressed	man	is	in	deep,	intense	conversation	with	two	
  heavily	armed	women.	They,	however,	seem	bored	and	keen	to	
  leave.	 The	 man	 is	 oblivious	 and	 continues	 talking,	 becoming	
  more	and	more	animated	as	they	get	more	and	more	bored.	
  12. A	small	child	wanders	into	the	tavern	and	slowly	looks	around	
  the	common	room	before	leaving.	
  13. After	a	short	conversation,	an	attractive,	scantily	clad	woman	
  leads	a	drunken	merchant	from	the	tavern.	Neither	returns.	(In	
  fact,	the	woman	is	a	thief	and	is	leading	the	besotted	merchant	
  outside	to	be	mugged).		
  14. Shouting	from	the	bar	draws	everyone’s	attention	to	a	heavily	
  scarred	warrior—hand	on	sword	hilt—demanding	credit.	The	
  landlord	stands	behind	the	bar	shaking	his	head	from	side	to	
  side.		
  15. Two	 men	 arm	 wrestle	 at	 a	 table	 surrounded	 by	 a	 crowd	 of	
  onlookers.	Eventually,	one	man	loses	and	much	silver	changes	
  hands	among	the	watching	crowd.		
  16. As	the	PCs	sit	drinking	a	man	totters	up	to	their	table	and	asks—
  surprisingly	politely—if	they	would	lend	him	some	money.	His	
  clothes	proclaim	him	a	manual	worker	of	sorts,	and	he	seems	
  rather	desperate	for	the	money.		
  17. Raised	voices	at	the	bar,	herald	an	argument	quickly	spirally	out	
  of	control.	Before	it	can	come	to	(proper)	blows	several	regulars	
  step	in	and	bundle	the	two	arguers	outside.	
  18. A	man	sits	alone—his	head	on	the	table	surrounded	by	several	
  empty	 wine	 flagons.	 Perceptive	 watchers	 notice	 one	 of	 the	
  serving	wenches	relieve	the	man	of	his	coin	pouch.	
  19. A	 tall,	 muscular	 man	 enters	 the	 bar,	 and	 suddenly	 everyone	
  stops	talking.	He	surveys	the	crowd	before	picking	an	empty	
  table	and	calling	for	wine.	Gradually,	the	mood	in	the	common	
  room	returns	to	normal.		
  20. A	hooded	figure	sits	alone	in	a	shadowy	corner.	If	approached,	
  he	spins	a	clever	tail	of	needing	adventurers	to	carry	a	certain	
  parcel	to	an	associate	who	waits	just	outside	town.	This	is—of	
  course—a	trap;	the	man	only	talks	to	the	PCs	once	they’ve	been	
  drinking	for	several	hours	and	his	associates	wait	outside	for	the	
  marks	to	stumble	into	their	ambush.	
  1 2  M E A L S  T O  O R D E R  
  D12	
  POOR	MEALS	(1	SP	EACH)	
  1	
  Carrot	and	acorn	soup	with	bread	
  2	
  Vegetable	stew	
  3	
  Pease	pudding	
  4	
  Chickpea	stew	with	kale	
  5	
  Beans	and	greens	soup	with	rye	bread	
  6	
  Pea	and	carrot	soup	with	oatcakes	
  7	
  Vegetable	soup	with	laver	bread	
  8	
  Pea	soup	on	baked	potato	
  9	
  Potato	soup	with	mixed	greens	
  10	
  Pea	and	beet	stew	
  11	
  Acorn	cakes	with	beet	soup	
  12	
  Oat	gruel	with	turnips	
   
   
  
  123	
  2 0  T H I N G S  T O  S E E  I N  A  T A V E R N  B R A W L  
  Barroom	 brawls	 are	 chaotic	 affairs	 and	 during	 them	 the	 most	
  bizarre	events	can	occur.	Some	are	to	be	expected,	the	innkeeper	
  calling	 for	 the	 watch	 or	 opportunistic	 thieves	 trying	 to	 steal	
  unattended	 wagers,	 while	 others	 are	 completely	 unexpected:	
  tables	collapse,	kegs	of	beer	spring	leaks	and	chandeliers	fall.	In	
  the	 deadliest	 brawls,	 fires	 can	 accidentally	 start	 that	 if	 left	
  unchecked	can	destroy	the	tavern.	
  1. A	brawler	tips	over	a	table.	Atop	the	table	lies	a	small	pile	of	
  coins—the	pot	of	some	game	now	unattended.	2d20	cp	and	
  2d10	sp	clatter	to	the	floor.	Nearby	brawlers	dive	for	the	coins	
  and	try	to	gather	up	as	many	as	possible.	
  2. A	brawler	kicks	over	a	bench,	chair	or	table.	The	next	person	
  who	isn’t	a	PC,	to	move	through	the	square	trips	over	it	and	falls	
  prone.	
  3. A	brawler	tries	to	punch	a	target,	misses	and	smashes	a	beer	
  keg.	Beer	gushes	out,	creating	a	15	ft.	cone	of	slick	floor	(DC	10	
  Acrobatics	check	to	move	at	half-speed	through	the	area;	failure	
  by	5	or	more	and	the	character	falls	prone).	The	innkeeper	wails	
  at	this	unfortunate	event.	
  4. A	random	brawler	hurls	a	flagon	or	chair	at	a	PC.	
  5. A	small	contingent	of	the	Watch	arrives	to	break	up	the	brawl.	
  They	 use	 nonlethal	 attacks	 to	 subdue	 the	 brawlers,	 beating	
  them	with	the	ends	of	their	spears.	Brawlers	fight	to	get	away	
  from	the	Watch	as	no	one	wants	to	get	arrested.	
  6. A	brawler	leaps	onto	the	bar	and	starts	to	kick	half-full	flagons	
  of	beer	into	the	melee.	Every	time	he	scores	a	hit	he	shouts	in	
  triumph.	
  7. Someone	shouts	that	the	Watch	is	coming.	At	that,	many	of	the	
  combatants	make	a	break	for	the	nearest	exit.	The	area	around	
  the	front	and	back	doors	of	the	tavern	get	congested	as	patrons	
  fight	each	other	to	get	away.	
  8. One	brawler	throws	another	1d2	x	5	ft.	onto	a	chair	or	table.	
  The	piece	of	furniture	collapses	and	the	thrown	brawler	lands	
  prone.	
  9. Somehow,	high-strength	alcohol	(such	as	brandy)	lands	in	the	
  fire.	All	combatants	within	5	ft.	suffer	1	fire	damage	as	the	fire	
  sparks	and	spits.	
  10. The	 innkeeper	 (or	 other	 staff	 member)	 gets	 attacked	 by	 a	
  brawler.	The	innkeeper	shouts	for	help;	if	a	PC	assists	him,	he	
  gets	free	board	and	lodgings	for	one	week.	
  11. Three	brawlers	gang	up	on	another	patron	and	quickly	kick	him	
  to	the	floor.	They	beat	him	unconscious	in	two	rounds	before	
  moving	onto	another	target.	
  12. Desperate	to	escape	the	violence,	a	patron	dives	under	a	table	
  and	 screams	 for	 help.	 The	 man	 is	 well-dressed	 and	 gives	 his	
  rescuer	a	reward	of	2	gp.	
  13. Skirting	 the	 violence,	 a	 patron	 moves	 from	 table	 to	 table	
  stealing	coins,	downing	drinks	and	so	on.	After	three	rounds	of	
  this,	he	is	spotted	and	attacked	by	irate	patrons.	
  14. A	large	brawler	picks	up	a	bench	and	belts	nearby	targets	with	
  it.	Once	he	has	knocked	unconscious	a	few	other	brawlers,	the	
  rest	 avoid	 him	 and	 so	 he	 goes	 in	 search	 of	 new	 targets.	 He	
  settles	on	the	nearest	PC.	
  15. A	female	patron	jumps	onto	the	back	of	a	brawler	and	starts	
  hitting	him	over	the	head	with	a	flagon.	It	smashes,	blinding	him	
  for	one	round	with	ale.	In	the	next	round,	he	pulls	her	off	and	
  throws	her	to	the	floor.	
  16. A	table	collapses	dumping	the	patron	on	it	onto	the	floor.	The	
  patron	falls	prone.	
  17. A	 patron	 dives	 behind	 the	 bar	 and	 grabs	 several	 bottles	 or	
  brandy	 or	 other	 expensive	 beverage.	 On	 the	 next	 round,	 he	
  makes	a	break	for	the	door	clutching	his	prizes.	
  18. The	 fight	 spills	 out	 into	 the	 street	 as	 several	 brawlers	 fall	
  through	the	tavern’s	door.	
  19. A	brawler	is	thrown	through	a	window	or	door	into	the	street.	
  Three	rounds	later,	the	Watch	arrives.	
  20. Amid	the	chaos,	a	thief	rifles	the	pouch	of	a	fallen	brawler.	If	no	
  one	stops	him,	he	moves	onto	his	next	mark.	If	accosted,	he	
  flees.	
  6  B R A W L  T R I G G E R S  
  1. A	drunk	staggers	against	a	table	sending	drinks	flying.	Those	
  around	the	table	attack	the	drunk,	furious	at	his	clumsiness.	The	
  drunk’s	friends	leap	to	his	aid...	
  2. An	argument	erupts	at	one	table	and	quickly	several	patrons	are	
  fighting.	The	brawl	is	a	diversion;	one	of	the	other	customers	
  (perhaps	even	a	PC)	is	marked	for	assassination	and	while	the	
  fight	distracts	witnesses	the	assassin	strikes.	
  3. A	 pickpocket	 fails	 spectacularly	 to	 lift	 a	 purse.	 The	 owner	
  notices	and	tries	to	grab	the	thief.	He	twists	out	of	the	man’s	
  hands	but	falls	into	a	nearby	table,	spilling	the	drinks	on	it.	
  4. A	drunk	man	staggers	to	the	bar	and	demands	more	ale.	The	
  barkeep	refuses	and	the	man	gets	belligerent.	A	regular	steps	in	
  to	defuse	the	situation	and	the	drunk	attacks	him.	As	the	regular	
  staggers	back,	he	knocks	over	another	man	who	leaps	to	his	feet	
  enraged.	From	there,	the	chaos	quickly	spreads...	
  5. A	 prostitute	 is	 seeking	 business.	 Two	 drunken	 men	 begin	 to	
  argue	over	who	should	enjoy	the	pleasure	of	her	company	first.	
  She	draws	the	two	men	into	a	brief	bidding	war,	which	ends	
  with	one	smashing	a	flagon	over	the	others	head.	
  6. A	server	weaves	through	the	taproom	with	a	full	tray	of	drinks.	
  However,	when	she	sets	it	down,	two	groups	of	drinkers	claim	
  that	the	drinks	are	for	them.	Both	groups	are	drunk	and	the	
  ensuing	argument	turns	violent.	
  
  124	 
   
  
  125	
   
   
   
   
   
   
   
   
   
   
   
  SLAVERS’ COMPOUND
   
   
  
  126	
  8  M I N O R  E V E N T S  T O  H A P P E N  I N  A  S L A V E R S ’  C O M P O U N D  
  As	 the	 PCs	 explore	 the	 slavers’	 compound,	 they	 will	 likely	
  encounter	and	slay	many	of	the	foul	traders	in	sentient	flesh.	They	
  will	also—likely—have	many	minor	encounters	and	experiences	
  along	the	way.	
  1. Guttural	 laughter	 precedes	 the	 arrival	 of	 two	 bored,	 drunk	
  guards	who	have	decided	to	visit	the	slave	pens	for	some	fun.	
  They	are	distracted	and	the	PCs	can	easily	surprise	them	(if	they	
  are	at	least	moderately	stealthy).	
  2. Screams	 echo	 throughout	 the	 compound.	 A	 slave	 is	 being	
  beaten	for	some	transgression	(real	or	imagined).	The	beating	
  goes	on	for	some	time;	by	the	end	the	slave	is	badly	injured	(and	
  unconscious).	
  3. An	unwholesome	mixture	of	sweat,	fear,	urine	and	excrement	
  greet	the	party's	nostrils.	The	smell	becomes	stronger	the	closer	
  the	party	get	to	the	slave	pens.	
  4. Screams,	punctuated	by	the	crack	of	a	whip,	shatters	the	air.	
  The	 screaming	 goes	 on	 for	 a	 few	 minutes	 before	 gradually	
  fading	away.	
  5. A	faint	sobbing	reaches	the	PCs'	ears.	The	sobbing	slowly	draws	
  closer	until	an	elderly	slave	shuffles	around	the	corner	carrying	
  two	full	slop	buckets.	Tears	mist	his	eyes	when	he	realises	the	
  PCs	are	not	slavers	and	he	begs	to	be	rescued.	He	introduces	
  himself	 as	 Milano	 and	 can	 give	 the	 PCs	 a	 good	 idea	 of	 the	
  compound’s	layout.		
  6. A	mixture	of	faint	sobs	and	guttural	laughter	reaches	the	PCs'	
  ears.	 If	 the	 PCs	 follow	 the	 sounds,	 they	 discover	 a	 slaver	
  tormenting	a	sobbing,	cowering	woman.	The	slaver	has	his	back	
  to	 the	 PCs	 and	 a	 whip	 in	 his	 raised	 hand.	 If	 rescued,	 the	
  woman—Feridia—is	 grateful	 and	 desperate	 to	 escape.	 She	
  sticks	closely	to	any	female	PC	in	the	party.	
  7. A	loud	clanging—perhaps	an	alarm	bell—shatters	the	relative	
  quiet.	In	response,	a	general	hubbub	of	shouting	comes	from	
  some	distant	area.	The	ringing	goes	on	for	about	30	seconds	
  before	fading	away.		
  8. The	 sound	 of	 someone	 rattling	 the	 bars	 of	 their	 cell	 dimly	
  reaches	the	party’s	ears.	The	rattling	goes	on	for	some	time,	
  until	a	high-pitch	screech	ends	it.	
  	
   
  
  	
  127
  1 0  S L A V E S  W I T H  P E R S O N A L I T Y  
  When	 the	 PCs	 invade	 a	 slavers’	 compound	 they’ll	 inevitably	
  encounter	slaves.	However,	in	most	adventures—except	for	the	
  titular	 merchant	 and	 his	 wife	 who	 reward	 the	 PCs	 for	 their	
  release—the	slaves	are	generally	unremarkable	and	undetailed.	
  	
  That’s	a	shame.	Most	encounters	with	slaves	end	up	as	role-
  playing	 encounters	 with	 the	 potential	 for	 moral	 dilemmas	 and	
  deep	exploration	of	a	PC’s	character.	However,	few	adventures	
  provide	details	of	those	held	in	the	slavers’	pens	beyond	those	
  directly	involved	in	the	adventure’s	plot	(and	what	rewards	they	
  offer	for	their	release).		
  	
  Use	the	NPCs	below,	to	portray	notable	slaves	encountered	
  by	the	PCs:	
  1. Varinius	is	old	and	weak.	He	is	a	sage	of	some	renown	captured	
  during	a	recent	raid.	His	once	fine	robes	are	ripped	and	travel	
  stained.	Now	unable	to	stand	without	aid,	he	is	perhaps	only	a	
  few	days	from	death.	If	rescued	and	nursed	back	to	health,	he	
  is	 grateful	 and	 offers	 to	 serve	 the	 PCs.	 He	 would,	 of	 course,	
  require	a	place	to	work	but	his	knowledge	is	prodigious.	
  2. Protected	by	the	other	slaves,	Albina	is	only	nine-years-old.	Her	
  brother	 escaped	 from	 the	 raid	 that	 saw	 her	 taken	 and	 she	
  doesn’t	know	what	happened	to	him.	Sadly,	her	mother	and	
  father	both	died	protecting	her	and	she	is	quite	alone	in	the	
  world.		
  3. While	 he	 might	 be	 a	 slave,	 Avel—in	 his	 mind—is	 quite	 free.	
  Charismatic	and	mad	as	a	bag	of	cats,	Avel	has	decided	he	is	the	
  Emperor	of	the	World	and	that	his	fellow	slaves	are	his	courtiers	
  and	 servants.	 Occasionally,	 he	 utters	 decrees	 and	 becomes	
  hysterically	angry	when	his	demands	are	not	carried	out.	He	
  also	fears	assassination.	His	fellow	slaves	ignore	him	as	much	as	
  they	are	able—which	in	this	confined	space	is	difficult	in	the	
  extreme.	
  4. Harek	is	a	thief	sold	into	slavery	to	pay	for	his	crimes.	Thus	far,	
  he	 has	 managed	 to	 conceal	 his	 crimes	 from	 his	 fellows.	 If	
  rescued	his	larcenous	nature	soon	reasserts	itself.	At	first,	he	
  contents	himself	with	looting	the	bodies	of	any	slain	slavers	he	
  comes	across.	When	this	source	of	loot	dries	up,	he	targets	the	
  least	perceptive	rescuer.	If	confronted,	he	flees.	
  5. Once	 a	 soldier,	 Ibba	 has	 languished	 in	 the	 slavers’	 cells	 for	
  months.	A	large,	powerful	man,	Ibba	possesses	a	deep	streak	of	
  individualism,	 which	 makes	 him	 a	 terrible	 slave.	 Beaten	
  repeatedly,	his	sullen	insolence	has	led	to	many	failed	viewing	
  by	potential	buyers	drawn	to	his	powerful,	muscular	frame.	If	
  freed,	he	may	serve	a	similarly-minded	PC	for	a	while,	but	will	
  eventually	follow	his	own	destiny.		
  6. Once	 a	 fisherman,	 Unila	 was	 captured	 by	 pirates	 and	 his	
  incarceration	here	is	the	last	in	a	long	line	of	indignations.	Grey-
  eyed	and	balding,	Unila	is	in	his	mid-thirties	and	yet	strong.	His	
  clothes	are	old	and	frayed.	He	just	wants	to	go	home,	but	fears	
  what	has	happened	to	his	wife	and	children	since	he	was	taken	
  over	 a	 year	 ago.	 If	 freed	 and	 given	 funds,	 he	 is	 pathetical	
  grateful,	but	quickly	leaves.	
  7. This	heavily	tattooed	woman—Giso—has	an	exotic	caste	to	her	
  mien.	However,	she	is	blind—having	had	her	eyes	put	out	at	the	
  culmination	 of	 a	 religious	 ceremony	 decades	 ago.	 Widely	
  believed	to	be	a	seeress,	she	is	thought	to	be	valuable	by	the	
  slavers	 and,	 consequently,	 has	 enjoyed	 slightly	 better	
  conditions	than	her	fellow	cell	mates.	Far	from	home,	she	has	
  no	real	friends.	Without	help,	she	will	likely	die	on	the	streets.	
  8. This	dark-haired,	scrawny	man	lies	at	the	back	of	the	cell	and	
  seems	 all	 but	 catatonic.	 He	 doesn’t	 react	 to,	 or	 answer,	
  questions,	but	can	be	gently	led	about.	He	does	nothing	of	his	
  own	accord	except	the	most	basic	of	actions—eating,	drinking	
  and	so	on.	No-one	else	in	the	cell	knows	anything	about	him.		
  9. Somehow,	this	skinny	young	woman,	Avila,	has	managed	to	stay	
  with	her	toddler.	She	dotes	on	the	child—Irma—and	is	fiercely	
  protective.	Nothing	is	more	important	to	her	and	she	begs	for	
  food	and	assistance	from	any	kindly-looking	rescuer.	Avila	has	a	
  mean	streak,	however,	and	happily	takes	her	revenge	on	any	
  helpless	slavers	falling	into	her	grasp.		
  10. Wrapped	 in	 chains	 and	 covered	 in	 bruises,	 Ekur,	 a	 minotaur	
  warrior,	thirsts	for	revenge.	He	demands	the	PCs	allow	him	to	
  slake	 his	 thirst	 with	 his	 captors’	 blood.	 Ekur	 agrees	 to	 any	
  reasonable	 conditions	 to	 his	 freedom.	 If	 he	 subsequently	
  encounters	any	slavers	his	barbarity	and	savagery	in	the	ensuing	
  combat	 are	 breath-taking.	 Ekur’s	 continuing	 freedom	 is,	 of	
  course,	a	tricky	matter	for	the	PCs.	Evil,	and	in	many	people’s	
  eyes	a	monster,	Ekur	cannot	easily	roam	the	land,	but	slaying	
  him	 out	 of	 hand	 might	 give	
  some	PCs	pause.		
  	
  him	 out	 of	 hand	 might	 give	
  some	PCs	pause.	
  
  128	
  1 0  S L A V E R S  W I T H  P E R S O N A L I T Y  
  Slavers	are	foul,	odious	folk	dealing	in	the	basest	form	of	trade.	
  Encounters	with	slavers—particularly	role-playing	encounters—
  should	be	memorable,	if	only	for	the	slavers’	ineffable	evil.	A	few	
  slavers,	however,	differ	from	the	norm.		
  	
  Use	 the	 NPC	 bios	 below,	 to	 portray	 notable	 slavers	
  encountered	by	the	PCs:	
  1. Preternaturally	tall	and	rake-thin	Agis	was	abused	mercilessly	as	
  a	child	by	his	peers.	This	torment	twisted	his	soul	and	he	now	
  unleashes	his	childhood	frustrations	on	his	charges.	A	sadist,	he	
  is	hated	by	those	he	guards.	Even	his	fellow	slavers	give	him	a	
  wide	berth;	Agis	is	unpredictable	and	his	humour	is	very	much	
  an	acquired	taste.	
  2. Harek	doesn’t	want	to	be	here	and	is	miserable	and	terrified.	
  Several	years	ago,	he	was	faced	with	a	stark	choice:	live	on	the	
  street	or	sign	up	with	the	slavers.	Ever	since,	he	has	regretted	
  his	choice	and	desperately	wants	to	leave.	Wracked	with	guilt,	
  he	tries	to	make	his	charges’	lives	as	easy	as	possible.	He	sneaks	
  them	extra	food	and	only	beats	them	when	he	absolutely	must.	
  Consequently,	he	is	almost	liked	by	the	slaves	he	watches.	If	he	
  survives	the	PCs’	assault	any	freed	slaves	lobby	for	his	release.	
  3. A	 petty	 thief—and	 not	 a	 good	 one—Joried	 views	 her	
  membership	of	the	slavers	as	a	good	opportunity	for	virtually	
  risk-free,	 minor	 thievery.	 She	 always	 tries	 to	 be	 the	 one	 to	
  process	new	arrivals	and	steals	whatever	she	can	find	concealed	
  about	their	persons.	She	has	hidden	her	spoils	in	an	out-of-the-
  way	storeroom	and	uses	them	as	a	bargaining	tool	to	secure	her	
  freedom,	if	captured	by	the	PCs.		
  4. Ceol	is	a	coward	and	terrified	the	slaves	will	rise	up	and	slay	
  their	masters.	Unless	he	can	help	it,	he	is	never	alone	with	any	
  slaves	(unless	they	are	securely	restrained).	If	he	encounters	the	
  PC	he	immediately	flees—even	abandoning	fellow	slavers—to	
  “get	help”.	A	weaselly	man,	Ceol	sports	a	scraggly	beard	and	an	
  abundance	of	knives—which	he	thinks	makes	him	look	tough.		
  5. With	a	heavily	scarred	face	and	balding	Praen	fits	the	cliched	
  image	of	a	ferocious,	vicious	man.	With	Praen	what	you	see	is	
  what	you	get.	He	cares	only	for	himself;	others	are	merely	tools.	
  Praen	 is	 also	 unable	 to	 back	 down	 from	 an	 argument	 and	
  believes	shouting	is	normally	a	winning	tactic.	if	that	fails,	he	
  resorts	to	extreme	violence.	
  6. Immensely	fat,	and	with	questionable	hygiene,	Inga	is	middle-
  aged	and	much	inured	to	the	suffering	around	her.	To	her,	the	
  world	is	a	hard	place	and	you	are	either	hunter	or	hunted.	Dark	
  rumours	accusing	her	of	witchcraft	and	cannibalism	circulate	
  among	the	slaves,	but	these	are	untrue.	In	truth,	she	is	just	a	
  very	unpleasant	person.	
  7. Teuvo	is	masquerading	as	a	slaver	while	he	attempts	to	track	
  down	and	free	his	aged	mother,	taken	in	a	slaving	raid	a	year	
  ago.	His	mother—Irja—is	a	skilled	jeweller	and	he	believes	she	
  has	 been	 sold	 to	 a	 buyer	 in	 need	 of	 her	 particular	 skills.	 He	
  immediately	 surrenders	 to	 the	 PCs,	 if	 given	 the	 chance,	 and	
  attempts	to	recruit	them	to	his	cause.		
  8. Elir	Nuralegg	is	a	dwarf,	and	he	stinks.	Personal	hygiene	does	
  not	trouble	Elir	and	he	takes	perverse	pleasure	in	standing	as	
  close	as	possible	to	his	comrades.	Elir	neither	hates	nor	cares	
  for	the	slaves	under	his	control.	To	him,	they	are	short-lived	
  humans	worth	only	what	someone	will	pay	for	them.	With	long	
  hair,	 an	 impossibly	 tangled	 beard	 and	 dirty,	 sweaty	 studded	
  leather	Elir	makes	an	impression	on	all	he	meets.		
  9. Varma	is	a	slaver	because	she	is	worried	that	if	she	isn’t	she’ll	
  instead	he	a	slave	herself.	To	prove	her	worth,	she	is	outwardly	
  even	 more	 uncaring	 and	 vicious	 than	 her	 fellows.	 She	 is,	
  however,	cracked	by	guilt,	but	terrified	of	trying	to	leave	or	of	
  helping	the	slaves.	If	captured,	she	breaks	down	in	tears	and	
  begs	 for	 mercy	 and	 forgiveness.	 If	 she	 is	 spared,	 she	 turns	
  herself	around	and	founds	an	orphanage	to	atone	for	her	sins.	
  If	the	PCs	ever	come	this	way	again,	she	remembers	them	and	
  does	her	best	to	assist	them	in	any	way	she	can.	
  10. Even	more	vicious,	depraved	and	merciless	than	the	average	
  demon,	Filimer	was	once	a	slave	himself.	He	bettered	his	lot	by	
  informing	 on,	 and	 beating	 to	 death,	 troublemakers	 and	
  malcontents.	When	he	stymied	a	prison	break	he	was	rewarded	
  with	his	freedom.	Now,	he	delights	in	tormenting	those	who	
  once	shared	his	station.	His	personal	quarters	are	a	place	of	
  nightmare,	and	he	delights	in	torture.	If	he	falls	into	the	slaves’	
  hands	his	fate	will	be	drawn-out	and	painful	in	the	extreme.	
  	
   
  	 	 	
  	
  	
  	
  	
  	
  	
  	
  	
  	slay	
  	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	
  	any	
  	
  	
  	
  	
  	
  	 	
  	
  s	the	
  —to	
  	
  	 	
  	
  	
  	
  	 	
  	
  	
  d	an	
  	
  	
  	
  	
  	
  	
  gh.	
  	 	
  	
  	
  	
  	
  	
  	
  	
  	
  ched	
  	
  	
  	 ee	is	
  	
  	
  	
  	
  	
  	
  	 ools.	
  	
  	
  	
  	 and	
  s,	he	
  	
  	
  	
  	 	
  ddle-
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  ,	the	
  	 	 	
  	
  	
  	
  	
  	
  	
  	
  	
  	Dark	
  	
  	
  	
  	
  	
  	
  	
  ulate	
  	
  	
  	
  	
  	 	 ust	a	
  	 	
  	
  	 	
  	
  	
  	
  	
  	 rack	
  	
  	
  	
  	
  	
  	
  	
  	 	
  	
  	 	year	
  	 	
  	
  	
  	
  	
  s	she	
  
  129	
  2 0  P I E C E S  O F  D U N G E O N  D R E S S I N G  F O R  A  S L A V E R S ’  C O M P O U N D  
  Slaver	 compounds	 are	 horrible	 places;	 to	 those	 imprisoned	
  within,	they	are	literally	hell	on	earth.	Here	sentient	beings	are	
  bought	and	sold	like	any	other	good.	Thus,	the	dungeon	dressing	
  the	PCs	encounter	in	a	slaver	compound	should	be	different	in	
  such	places,	compared	to	a	normal	dungeon.		
  	
  Use	the	table	below,	to	generate	minor	points	of	interest	for	
  the	PCs	to	discover	during	their	adventure.	
  1. Four	long	leather	whips	hang	from	pegs	driven	into	the	wall.	All	
  have	dried	blood	on	their	tips	and	well	worn	handles.	
  2. Two	 hoods	 without	 eye	 or	 mouth	 holes	 lie	 crumpled	 and	
  discarded	on	the	floor.	Both	are	sweaty	and	obviously	much	
  used.	
  3. A	chalkboard	on	the	wall	displays	a	complicated	tally	system.	
  Clever	PCs	can	divine	the	system	relates	to	the	various	types	of	
  slaves	the	slavers	keep	in	their	pens.	
  4. A	single	smeared	bloody	handprint	mars	one	wall.	
  5. A	set	of	stocks	stands	in	the	center	of	this	chamber,	on	a	raised	
  dais.	Several	baskets	of	small	rocks	stand	against	one	wall.	PCs	
  examining	 the	 baskets	 discover	 dried	 blood	 on	 many	 of	 the	
  stones.	
  6. The	stench	of	sweat	and	excrement	hangs	heavily	in	the	air.	The	
  smell	grows	stronger	the	closer	one	gets	to	the	slave	pens.	
  7. One	whitewashed	wall	has	a	price	list	of	sorts	daubed	upon.	The	
  various	kind	of	slaves—male,	female,	child,	skilled	and	so	on	are	
  all	listed—along	with	their	price.	On	closer	inspection,	the	PCs	
  discover	smudge	marks	suggesting	the	slavers	change	the	price	
  of	their	captives.		
  8. The	faint	smell	of	urine	reaches	the	PCs'	nostrils.	A	suspiciously	
  dark	patch	of	wall	slightly	further	on	indicates	where	someone	
  has	relieved	themselves.		
  9. A	large	pile	of	rusting	chains	lies	in	a	haphazard	heap	in	one	
  corner.	Every	set	has	either	manacles	or	a	neck	collar	attached.	
  Twenty	sets	comprise	the	pile;	perceptive	PCs	searching	it	find	
  a	small	hidden	coffer	containing	a	small	coin	trove.	In	total	the	
  hoard	comprises	123	cp	and	49	sp.	
  10. The	initials	GH	and	FR	are	faintly	chipped	into	a	wall	low	down	
  near	the	floor.	The	carving	is	small	and	probably	done	hurriedly.		
  11. A	 discarded	 pile	 of	 clothes	 lies	 in	 the	 corner.	 Investigations	
  reveal	the	clothes	belonged	to	several	different	people—they	
  are	of	varying	sizes	and	cuts.	The	clothes	are	filthy,	ragged	and	
  infested	 with	 lice	 and	 flees.	 Anyone	 searching	 through	 the	
  clothes	could	become	similarly	infested.	
  12. Four	thick	books—the	slavers'	ledgers—fill	a	small	shelf.	Each	
  book	is	chained	shut	and	fitted	with	a	padlock.	The	slaver	leader	
  carries	the	books'	keys	on	his	person	at	all	times.	The	ledgers	
  contain	details	of	not	only	the	slavers'	everyday	activities	but	
  also	details	of	their	far-flung	agents	and	contacts.	
  13. Scattered	drops	of	dried	blood	decorate	the	floor.	The	drops	
  grow	 smaller	 and	 more	 indistinct	 the	 further	 away	 they	 are	
  from	the	slave	pens.	
  14. A	brazier	full	of	smouldering	coals	sits	in	one	corner	of	the	room.	
  Several	 branding	 irons	 are	 thrust	 deep	 into	 the	 coals,	 their	
  handles	wrapped	tightly	with	worn	leather.	If	pulled	forth	they	
  are	red	hot,	and	clearly	ready	for	immediate	use.	Each	has	a	
  differently	designed	head:	one	has	a	stylised	V	design,	another	
  features	an	H	design	and	the	final	brand	has	an	ornate	Y	design.	
  A	close	examination	of	the	brands	reveals	flesh	burnt	onto	their	
  heads.	
  15. A	frayed	tapestry	depicting	a	high-sided	ship	with	black	sails	
  wallowing	in	a	heavy	sea	hangs	from	one	wall.	The	tapestry	is	
  old	and	frayed.	A	dagger	is	concealed	behind	the	tapestry.		
  16. Daubed	on	the	whitewashed	wall	in	large	faded	black	letters	is	
  the	 single	 word,	 “Obey.”	 Bloody	 handprints	 cover	 the	
  surrounding	wall.	
  17. The	 floor	 in	 this	 area	 is	 awash	 with	 dirty	 water.	 Four	 empty	
  buckets	lie	nearby	as	do	a	pile	of	dirty	cloths.	From	the	sodden,	
  dirt-streaked	 cloths	 it	 seems	 the	 slaves	 are	 washed	 here—
  perhaps	forcibly.		
  18. Four	iron	rings	large	enough	to	run	a	chain	through	have	been	
  driven	into	the	wall	at	about	shoulder	height	for	a	human	male.	
  The	inside	of	each	ring	is	worn	smooth,	but	the	outsides	are	
  rusty	and	scratched.		
  19. Dried	 blood	 on	 the	 wall	 and	 floor	 show	 where	 at	 least	 one	
  person	 was	 savagely	 beaten.	 The	 stains—smeared	 and	 now	
  dry—are	 large	 and	 bear	 mute	 testimony	 to	 the	 violence	
  employed	by	the	slavers	to	keep	their	charges	under	control.		
  20. Straw	covers	the	floor	of	this	small	area.	Rings	sunk	into	the	wall	
  with	short	chains	hanging	limply	decorate	one	wall.	The	smell	
  of	faeces	and	wet	dog	fill	the	air.	Graffiti—mainly	scratched	into	
  the	wall	with	stones	hidden	within	the	straw—covers	the	walls.	
  Mainly	the	graffiti	comprises	dates	and	names.	If	the	PCs	are	
  searching	for	a	particlar	slave,	this	is	a	good	place	for	them	to	
  find	a	clue.	
  	
  es	could	become	similarly	infested.
  
  130	
  2 0  T H I N G S  T O  L O O T  F R O M  A  S L A V E R ’ S  B O D Y  
  Foul	 individuals	 trafficking	 in	 the	 blackest	 trade,	 slavers	
  accumulate	many	minor	trinkets,	treasures	and	keepsakes	from	
  their	victims.	When	the	victorious	heroes	rifle	the	bodies	of	their	
  fallen	 enemies,	 they	 likely	 come	 across	 such	 minor	 items	 of	
  interest.	A	wise	GM	can	use	these	items	to	build	verisimilitude	
  and	depth	to	the	encounter.	After	all,	finding	a	couple	of	gold	
  coins	is	boring;	finding	a	cracked	and	damaged	locket	obviously	
  ripped	from	around	a	young	girl’s	neck	brings	home	the	depths	of	
  evil	too	which	slavers	stoop	to	carrying	out	their	heinous	trade.	
  	
  Use	the	items	below,	to	add	minor	points	of	interest	to	the	
  looting	of	slain	slavers:	
  1. Four	 links	 of	 bloodstained	 chain	 ending	 in	 a	 single	 bloody	
  manacle	fill	this	slaver’s	pouch.	(Close	examination	reveals	hairs	
  stuck	in	the	dried	blood	on	the	manacle.)	A	snapped	off	key	fills	
  the	manacle’s	lock.	
  2. A	long	braid	of	blond	hair	wrapped	around	a	slender,	whittled	
  stick	of	white	wood	protected	by	a	scrap	of	red-hued	silk	fills	
  this	pouch.	The	hair	looks	clean	and	recently	washed	and	is	the	
  slaver’s	trophy	harvested	from	a	beautiful	woman	who	fell	into	
  his	clutches.	
  3. A	handful	of	tarnished	and	clipped	silver	and	copper	coins	from	
  a	variety	of	different	cultures	and	kingdoms.	All	are	obviously	
  old.	
  4. This	 small	 silver	 locket	 opens	 to	 reveal	 a	 tiny	 painting	 of	 a	
  severe-looking	woman	wearing	a	ball	gown.	The	clasp	for	the	
  locket’s	chain	is	broken—perhaps	it	was	ripped	from	its	owner’s	
  neck.	
  5. This	slaver	collected	jewellery	from	his	victims.	His	pouch	holds	
  three	 earrings—one	 bronze	 pair	 and	 a	 single	 golden	 stud—
  along	 with	 a	 half-dozen	 rings.	 All	 are	 cheap	 “costume	 style”	
  pieces	except	for	the	single	golden	ear	stud	(which	is	worth	5	
  gp).		
  6. A	 battered	 leather	 scroll	 tube	 contains	 sketches	 of	 several	
  individuals	in	suggestive	poses.	Every	subject	has	a	profoundly	
  sad	or	scared	look	on	their	face.	The	sketches,	however,	were	
  obviously	rendered	by	a	skilled	artist.	
  7. Three	teeth	wrapped	in	a	scrap	of	bloody	cloth.	Each	has	a	gold	
  filling	(worth	in	total	1	gp).	The	teeth	are	badly	cracked	and	
  scoured—it	looks	like	someone	used	pliers	to	extract	them.		
  8. A	ripped	yellow	silk	shirt,	with	a	bloody	cuff,	rolled	into	a	tight	
  ball.	The	shirt	is	worth	5	gp	if	cleaned	and	repaired;	otherwise,	
  because	of	its	condition,	it	is	essentially	worthless.	
  9. Three	six-sided	bone	dice	with	crudely	inked	pips.	One	of	the	
  dice	is	loaded	and	always	comes	up	on	the	number	one.	The	
  three	dice	sit	inside	a	snug,	custom	made	leather	pouch	with	
  the	initials	JF	burnt	into	the	lid.	
  10. A	small	set	of	rusting	iron	pliers	with	worn	handles.	Dried	blood	
  mars	the	plier’s	jaws	and	its	crude	spring	squeaks	loudly	if	the	
  pliers	are	used.		
  11. This	 coil	 of	 seven-foot	 long	 bloody	 rope	 has	 been	 used	 as	 a	
  crude	(and	heavy)	whip.	One	end	of	the	rope	is	matted	with	
  blood	and	hair;	the	other	ends	in	a	thick,	tight	knot.		
  12. A	small	pouch	with	a	fold-over	top	holds	a	half	dozen	slender	
  knives.	All	are	razor	sharp	and	spotlessly	clean.	Some	have	very	
  strangely	shaped	tips.	To	a	collector	of	torture	equipment—or	
  perhaps	an	apothecary	or	necromancer—the	set	is	worth	50	gp.		
  13. A	bunch	of	nondescript	keys	hanging	from	a	small,	overloaded	
  ring.	Some	of	the	keys	are	worn	and	several	are	broken.	One,	
  however,	unlocks	the	manacles	used	by	the	slavers,	and	is	part	
  of	a	sick,	twisted	game	played	by	this	individual.		
  14. Two	creased,	crumpled	and	sweat-stained	black	hoods.	Neither	
  has	 mouth	 or	 eye	 holes.	 Worryingly,	 both	 have	 draw	 strings	
  enabling	them	to	be	tightly	secured	around	the	wearers’	heads.		
  15. A	small	black	branding	iron;	a	stylised	S	forms	the	iron’s	head.	
  The	tips	of	the	S	end	in	crude	snake	heads.	The	iron	is	wrapped	
  in	bloody,	scorched	cloth.	
  16. A	 small	 half-full	 wineskin	 containing	 a	 powerful,	 but	 harsh,	
  brandy	smelling	strongly	of	blackberries.		
  17. A	large	brass	key	with	worn	teeth.	A	strip	of	red-coloured	string	
  hangs	from	one	end.	The	key	is	too	large	to	fit	any	of	the	locks	
  in	the	compound.		
  18. A	dirty,	bloodstained	strip	of	cloth	wrapped	around	a	two-foot	
  long	wooden	cudgel.	The	cudgel’s	handle	is	worn,	suggesting	it	
  has	seen	prolonged	use.	
  19. A	 nondescript	 brown	 hemp	 hood	 with	 crudely	 cut	 eye	 and	
  mouth	holes.	The	hood	looks	like	it	has	been	fashioned	from	a	
  small	sack.	A	splatter	of	dried	blood	covers	the	front.		
  20. Two	score	individually	cloth	wrapped	silver	coins	fill	this	small	
  pouch	
  which	
  is	
  secured	 with	 rope	
  wrapped	around	and	
  around	it.	All	are	from	
  different	
  nations	
  or	
  kingdoms	
  and	
  have	
  different	 designs.	 Each	
  individually	
  wrapped	
  parcel	 is	 tied	 shut	 with	
  string.		
  	
   
  	
  	
  	
  	
  m	
  	
  	
  or	
  	
  	
  have	
  	
  	 Each	
  	
  pped	
  	
  	
  	
  	 with	
  
  131	
   
   
   
   
   
   
   
   
   
   
   
  SMUGGLERS’ LAIR
   
   
  
  132	
  2 0  M I N O R  T R E A S U R E S  T O  F I N D  I N  A  S M U G G L E R ’ S  S T O R E R O O M  
  Smugglers	are	naughty	chaps;	intent	on	dodging	the	lawful	taxes	
  of	the	realm	they	work	at	night	to	bring	in	valuable	or	illegal	items	
  destined	for	the	black	market.		
  	
  Thus,	smugglers’	lairs	can	offer	up	a	great	store	of	treasure	for	
  adventurers	intent	on	stamping	out	their	nefarious	doings.	Note,	
  many	 of	 the	 items	 listed	 below	 are	 not	 ordinary	 or	 typical	
  examples	of	a	smuggler’s	normal	inventory	and	should	be	used	to	
  round	out	the	gang’s	inventory.		
  1. Two	small	kegs	of	brandy	stamped	with	the	seal	of	a	famed	
  distiller.	Each	keg	weighs	10	lbs.	and	is	worth	50	gp.	
  2. The	lid	of	this	small	coffer	is	sealed	with	white	wax.	The	coffer	
  feels	light	if	picked	up	as	if	it	were	empty.	In	reality,	it	contains	
  ten	sealed	packets	of	exotic	spices	each	sealed	with	wax	and	
  stamped	with	a	seal	depicting	a	stylised	sailboat.	The	whole	is	
  worth	150	gp.	
  3. One	bolt	of	blue	silk	and	one	bolt	of	red	silk	wrapped	tightly	in	
  an	oversized	sack.	Each	bolt	contains	enough	material	for	five	
  cloaks	and	is	worth	75	gp.		
  4. A	lidless	chest	holds	six	large	clay	jars	packed	with	straw.	Each	
  of	the	jars	holds	peaches	steeped	in	whisky.	A	current	favourite	
  among	the	local	nobility,	each	jar	is	worth	20	gp.		
  5. This	large	chest	contains	a	mass	of	junk	silver	and	gold	including	
  damaged	coins,	broken	jewellery	and	blobs	of	already	melted	
  down	precious	metal.	Destined	for	a	jeweller	of	dubious	moral	
  character,	the	chest	weighs	150	lbs.	The	contents	are	worth	250	
  gp.		
  6. An	exquisitely	made	silk	and	lace	ball	gown	is	wrapped	in	a	wide	
  and	soft	roll	of	cotton.		
  7. This	 small	 finely	 crafted	 coffer	 contains	 an	 exquisite	 glass	
  decanter	along	with	four	matching	glasses.	Nestled	in	a	cushion	
  of	blue	velvet	the	set	is	with	80	gp.	
  8. This	large	barrel	of	middling	to	fair	quality	red	wine	contains	a	
  secret.	Hidden	within—in	a	waterproof	sack—are	three	scrolls	
  of	animate	dead.	The	wine	itself	is	worth	10	gp	to	a	tavern	or	
  similar	establishment.	
  9. Wet	 sand	 fills	 this	 heavy	 barrel,	 which	 is	 covered	 in	 thick	
  blankets.	 Buried	 within	 the	
  sand	are	two	large	eggs	the	
  size	of	a	human	head.	They	
  are	warm	to	the	touch;	
  what	they	contain	is	anyone’s	guess.	
  10. This	rough	wooden	box	is	roughly	four-foot	long	and	holds	the	
  crumbling	bones	of	a	halfling	or	gnome.	In	life,	the	deceased	
  was	a	prominent	citizen	of	a	nearby	town	who	was	rumoured	
  to	 know	 certain	 secrets	 of	 the	 local	 nobility.	 A	 necromancer	
  desires	these	secrets	and	so	has	secured	the	individual’s	bones	
  so	he	can	use	them	to	speak	with	dead.		
  11. A	wooden	case	contains	six	bottles	of	exquisite	elven	wine;	each	
  is	worth	20	gp—even	the	bottles	are	delicate	works	of	art.	
  12. This	stiff	and	dry	sheepskin	glimmers	in	the	light;	silver	flecks	
  impregnate	the	heavy	fleece.	It	is	worth	20	gp.		
  13. A	large	cask	of	cracked	salt	worth	15	gp.		
  14. A	single	silk	shirt	wrapped	voluminously	in	faded	red	cloth.	The	
  shirt	is	impregnated	with	bubonic	plague	and	is	destined	to	play	
  centre	stage	in	an	upcoming	assassination.	
  15. A	pile	of	fur	pelts	stuffed	into	several	sacks.	Among	the	more	
  common	 wolf,	 fix	 and	 rabbit	 pelts	 is	 a	 full	 owlbear	 pelt	
  (complete	with	 clawed	hands	and	beaked	head)	and	a	thick,	
  gorgeous	winter	wolf	pelt.	Each	of	these	atypical	pelts	is	worth	
  100	gp,	while	the	others	are	worth	a	total	of	25	gp.	
  16. A	robust	chest	contains	several	trade	bars	of	precious	metals	of	
  the	type	used	by	mints	or	jewellers.	There	are	five	silver	bars	
  (each	 worth	 5	 gp),	 four	 gold	 bars	 (each	 worth	 50	 gp)	 and	 a	
  platinum	bar	(worth	500	gp).	Each	of	the	bars	bears	the	crest	of	
  a	nearby	kingdom.	
  17. Six	 small	 flasks	 hold	 a	 rare	 red	 dye	 much	 in	 demand	 due	 to	
  recent	fashion	changes.	Each	flask	is	worth	5	gp.	
  18. A	small	dark	wood	coffer	contains	12	small	packets	of	exotic	
  incense.	The	coffer	is	worth	20	gp	and	each	packet	is	worth	15	
  gp.	
  19. Six	tightly	sealed	earthen	jars	hold	preserved	exotic	fruits.	Two	
  jars	 contain	 pineapples	 (worth	 7	 gp	 each)	 and	 three	 contain	
  pomegranate	 segments	 (worth	 7	 gp	 each).	 The	 final	 jar	 is	
  cracked	and	contains	nothing	but	rotting	coconut.	
  20. A	 large	 cage	 contains	 a	 beaten	 and	 starved	 baby	 griffon	
  destined	to	be	the	plaything	of	a	noble	obsessed	with	owning	
  the	 most	 exotic	 mounts.	 Although	 caged	 and	
  maltreated	 the	 griffon	 is	 still	 a	 proud,	 violent	
  predator.	Characters	getting	too	close	to	the	
  cage	could	be	in	for	a	shock.	
  	
  	
  	
  lls	 this	 heavy	 barrel,	 which	 is	 covered	 in	 thick	
  	
  uried	 within	 the	
  	
  	
  o	large	eggs	the	
  	
  	 	
  man	head.	They	
  	
  	
  	the	touch;	
  destined	to	be	the	plaything	of	a	noble	obsessed	with	
  	
  the	 most	 exotic	 mounts.	 Although	 cag
  	
  	
  maltreated	 the	 griffon	 is	 still	 a	 proud,	
  	
  predator.	Characters	getting	too	clos 	
  	
  	
  cage	could	be	in	for	a	sho
  
  133	
  2 0  T H I N G S  T H A T  C A N  H A P P E N  I N  A  R O W B O A T  
  Adventurers	often	find	themselves	in	rowboats.	Perhaps	they	are	
  rowing	out	to	attacks	smuggler	lurking	off	the	coast	or	fleeing	the	
  burning	wreck	of	their	own	larger	vessel.		
  	
  In	such	situations,	it's	fun	to	have	minor	incidents	of	interest	
  occur	to	add	depth,	flavour	and	verisimilitude	to	their	journey.		
  1. 
  A	 seagull	 flies	 overhead	 and	 splatters	 one	 of	 the	 boat's	
  occupants	with	excrement.	
  2. 
  A	largish	wave	hits	the	boat	and	the	people	on	that	side	of	the	
  boat	get	soaked.		
  3. 
  The	boat	bumps	into	a	floating	object	like	a	piece	of	spar.		
  4. 
  A	sudden	swell	threatens	to	pull	an	oar	from	a	rower's	hands.	
  If	 dropped,	 the	 oar	 floats	 nearby,	 but	 tantalisingly	 out	 of	
  reach.	
  5. 
  A	seabird	alights	on	the	bow	of	the	boat	and	caws	loudly	at	
  the	occupants.		
  6. 
  Something	large	bumps	against	the	bottom	of	the	boat.		
  7. 
  A	 school	 of	 fish	 swims	 about	 the	 boat	 for	 a	 while	 before	
  suddenly	dispersing.		
  8. 
  A	large	seagull	swoops	down	and	tries	to	grab	some	food	from	
  the	hand	of	one	of	the	boat's	occupants.	
  9. 
  The	rowboat	has	a	small	leak	and	begins	to	slowly	fill	with	
  water.	Ten	minutes	bailing	every	hour	is	sufficient	to	keep	
  ahead	of	the	leak.	
  10. A	larger	swell	rocks	the	boat.	Anyone	standing	up	must	make	
  brace	themselves	or	fall	into	the	water.		
  11. The	black	shadow	of	some	large	aquatic	beast	glides	below	
  the	boat.		
  12. A	sudden	squall	passes	over	the	rowboat,	soaking	everyone	
  within.	The	rain	only	lasts	2d10	minutes.	
  13. One	of	the	rowboat's	oars	suddenly	cracks	and	1d6	minutes	
  later	it	snaps	in	half.	Unless	the	PCs	have	a	spare	or	use	magic	
  to	fix	the	broken	oar,	their	movement	rate	is	halved.		
  14. While	rowing,	one	of	the	PCs	snags	a	shredding	fishing	net.	
  Clearly,	something	large	and	powerful	destroyed	it.	
  15. The	rowboat	passes	through	a	small	patch	of	floating	debris.	
  Sadly,	there	is	nothing	of	value	to	recover	from	among	the	
  splinters	 of	 wood,	 waterlogged	 (empty)	 sack	 and	 scraps	 of	
  sail.	
  16. The	boat	attracts	the	attention	of	a	small	flock	of	seagulls.	
  They	swoop	and	soar	in	the	air	above	the	boat.	Throwing	food	
  into	the	water	distracts	them.		
  17. One	of	the	boat's	occupants	thinks	he	saw	a	swimmer	about	
  50	ft.	away.	A	wave	obscures	him	momentarily	from	view,	and	
  no	one	else	spots	anything	of	note.	The	swimmer	does	not	
  reappear.	
  18. Angry,	 black	 rain	 clouds	 darken	 the	 horizon.	 After	 a	 few	
  minutes,	it	is	obvious	they	are	moving	toward	the	PCs’	boat.	
  19. A	fierce	wind	picks	up,	and	the	waves	grow	bigger.	Controlling	
  the	boat	becomes	difficult,	and	the	spray	drenches	everyone.	
  20. Something	 thuds	 against	 the	 rowboat's	 hull	 below	 the	
  waterline,	and	the	boat	spring	a	leak.	Unless	rapid	repairs	are	
  made,	the	boat	sinks	after	about	30	minutes.	Energetic	bailing	
  can	extend	this	time.	A	strong	character	bailing	extends	the	
  boat's	"life"	by	10	minutes	if	he	bails	for	10	minutes.	After	
  every	 hour	 of	 bailing,	 a	 character	 must	 rest	 or	 become	
  fatigued.	 As	 many	 characters	 as	 are	 in	 the	 boat	 can	 bail,	
  assuming	they	have	something	to	scoop	out	the	water.		
  1 2  T H I N G S  T O  F I N D  I N  A  R O W B O A T  
  1. Three	 black	 hooded	 cloaks	 are	 stuffed	 under	 one	 of	 the	
  rowboat’s	benches.	They	are	all	slightly	wet,	and	smell	of	salt.		
  2. A	 thick	 sack	 shoved	 into	 the	 rowboat’s	 stern	 holds	 a	 small	
  leather	bag	filled	with	hard	tack,	three	water	flasks	and	a	small	
  half	full	flask	of	brandy.	
  3. The	two	shards	of	a	broken	oar	lie	at	the	bottom	of	the	boat.	
  4. A	 wooden	 bucket	 with	 a	 rope	 handle	 lies	 on	 its	 side	 at	 the	
  bottom	of	the	boat.	Nearby	lies	a	couple	of	simple	fishing	rods	
  and	a	pouch	containing	a	half-dozen	colourful	lures.	
  5. A	large	piece	of	canvas	is	draped	over	the	boat’s	stern	to	create	
  a	sheltered,	but	cramped,	cabin	of	sorts.	Within,	lies	a	single	
  damp	bedroll	along	with	a	change	of	plain,	but	sturdy	peasant’s	
  clothes.		
  6. A	small	cupboard	at	the	stern	holds	a	battered	lantern,	three	
  flasks	 of	 oil	 and	 a	 tinderbox	 wrapped	 in	 oilskin.	 A	 mildewed	
  blanket	fills	the	bottom	shelf.		
  7. A	 20	 ft.	 length	 of	 damp	 rope	 is	 coiled	 around	 one	 of	 the	
  rowboat’s	benches.	The	rope	smells	of	tar.		
  8. This	rowboat	must	have	a	small	leak	somewhere.	An	inch	or	so	
  of	seawater	fills	the	bottom	of	the	boat	and	a	wooden	bucket—
  perhaps	used	for	bailing—lies	nearby.		
  9. Four	empty	wine	flasks	lie	scattered	about	the	boat.	A	fifth	flask	
  yet	holds	the	dregs	of	some	truly	terrible	wine.	
  10. A	fishing	net	lies	neatly	piled	at	one	end	of	the	boat	and	is	tied	
  to	the	bow	with	a	long	length	of	line.	Next	to	the	net	stands	a	
  cut-down	barrel	half	filled	with	seawater.		
  11. This	rowboat	has	a	short	mast	that	can	be	raised	or	lowered.	A	
  large	emblem	of	a	soaring	seagull	decorates	the	sail’s	yellowing	
  canvas.	
  12. A	 dozen	 or	 so	 heavy	 planks	 fill	 the	 bottom	 of	 this	 rowboat,	
  making	it	ride	low	in	the	water.		
  	
  	
  
  134	
  2 0  T H I N G S  T O  D I S C O V E R  O N  A  B E A C H  
  Whether	the	adventurers	are	escaping	the	wreck	of	their	sinking	
  ship	 or	 lying	 in	 wait	 for	 smugglers	 to	 bring	 ashore	 their	 illicit	
  goods,	they	often	end	up	on	wave-lashed	beaches.	And	often,	the	
  restless	sea	has	deposited	other	things	on	the	beach.	
  1. Thick	clumps	of	seaweed	cover	a	tangle	of	driftwood	deposited	
  at	the	high	tide	mark.		
  2. The	broken	body	of	a	large	crab	the	size	of	a	rat	bobs	in	the	
  shallows.	Its	shell	has	been	ripped	off.	
  3. The	rotten	corpse	of	a	dolphin	bobs	in	the	water	just	off	shore.	
  Several	seagulls	perch	on	the	corpse	and	tear	at	its	flesh.	
  4. A	ship’s	battered	and	broken	figurehead	lies	just	above	the	high	
  tide	 line.	 The	 burnt—now	 rotten	 wood—depicts	 a	 mailed	
  female	warrior.	Part	of	her	outstretched	arm	is	missing.	
  5. A	leather	flask	floats	in	a	rock	pool.	The	flask	has	been	sealed	
  with	wax,	and	inside	inquisitive	PCs	discover	the	map	for	a	small	
  island	depicting	a	raised	headland,	a	stylised	hut	and	a	wrecked	
  ship.	The	island	has	a	distinctive	shape	and	a	skilled	sailor	or	
  knowledgeable	 local	 knows	 its	 name	 and	 rough	 location.	
  Alternatively,	 a	 sage	 or	 other	 learned	 individual	 versed	 in	
  geography	can	identify	the	island	for	a	small	fee.	
  6. A	 broken	 oar,	 missing	 half	 its	 paddle	 is	 wedged	 into	 a	 crack	
  between	two	large	rocks.	Something	possessing	considerably	
  strength	obviously	shattered	the	oar.	
  7. One	 leg	 bone	 from	 a	 human-sized	 creature	 lies	 tangled	 up	
  among	a	mass	of	seaweed	and	driftwood.	
  8. A	rotting	seagull	carcass—one	wing	missing—lies	broken	in	a	
  cleft	between	two	rocks.	Insects	swarm	over	the	corpse.		
  9. The	remains	of	a	wooden	crate	float	in	the	water	a	score	of	feet	
  offshore.	If	any	character	retrieves	it,	they	discover	the	crate	is	
  empty.	 Perceptive	 characters	 spot	 partial	 tooth	 marks	 in	 the	
  wood	below	the	water	line.	Judging	by	the	tooth	mark	whatever	
  attacked	the	crate	was	obviously	quite	large.	
  10. Someone	has	dug	a	deep	hole—perhaps	as	deep	as	a	man	is	
  tall—in	the	beach	above	the	high	tide	line.	Water	has	seeped	
  into	the	hole,	obscuring	the	bottom.	
  11. Several	holes	have	been	dug	in	the	beach	seemingly	at	random	
  spots.	At	the	bottom	of	one,	a	spade—its	handle	snapped	in	
  half—lies	discarded	by	its	owner.	
  12. The	prow	of	a	rowboat	sticks	out	of	the	sand	halfway	down	the	
  beach.	Digging	for	20	minutes	in	the	wet	sand	reveals	the	rest	
  of	the	remains.	A	small	sack	containing	some	spoiled	food,	and	
  a	still	good	flask	of	brandy	is	wedged	under	one	of	the	boat’s	
  partially	collapsed	seats.	
  13. Pieces	of	flotsam	and	jetsam	fill	the	rock	pools	on	this	beach.	
  14. A	swarm	of	crabs	crawl	amongst	a	swath	of	seaweed	covering	
  much	of	the	beach.	
  15. A	barrel	bobs	in	the	water	just	off	shore.	It	holds	a	couple	of	
  pints	of	wine,	but	is	otherwise	empty.	
  16. The	rotting	corpse	of	a	long	snake-like	creature	lies	sprawled	at	
  the	high	tide	mark.	A	rotten	stench	hangs	about	the	corpse;	
  scavengers	have	dined	extensively	upon	its	flesh.	
  17. A	rowboat	has	been	pulled	far	up	on	the	beach.	It	contains	a	set	
  of	 oars	 and	 a	 backpack	 holding	 a	 day’s	 rations,	 a	 flask	 of	
  vinegarish	 wine	 and	 some	 fishing	 equipment.	 Of	 the	 owner,	
  there	is	no	sign.	
  18. A	cairn	overlooks	the	beach.	Moss	grows	over	the	stones	and	a	
  smattering	of	wild	flowers	cover	the	surrounding	area.	
  19. Several	large	boulders	dominate	one	part	of	the	beach.	On	the	
  largest—which	is	fully	20	ft.	high—someone	has	built	a	small	
  bonfire.	It	is	not	yet	lit.		
  20. A	body	bobs	in	the	surf.	Investigations	reveal	it	to	be	of	a	human	
  male	who	has	been	in	the	water	for	some	time.	Although	the	
  body	 is	 decomposing	 and	 has	 been	 worried	 by	 scavengers	 a	
  large	knife	wound	is	evident	in	his	back.	
  1 0  P I E C E S  O F  F L O T S A M  &  J E T S A M  
  1. The	shattered,	sodden	remain	of	a	wooden	crate.	One	side	of	
  the	 crate	 is	 smashed	 and	 splintered.	 A	 merchant’s	 sigil—a	
  balanced	set	of	scales—is	still	visible	burned	into	the	wood.	
  2. A	splintered	deck	plank	has	been	worn	smooth	by	the	tread	of	
  many	feet.	
  3. A	ripped	piece	of	brown	hemp	sackcloth.	The	sack	is	still	tied	
  with	a	gaudy	red	string,	but	its	bottom	has	been	ripped	out.	
  4. A	large	branch	stripped	of	all	lesser	growths	and	leaves.	It	shows	
  signs	of	being	gnawed	at	one	end.	
  5. The	 rotten,	 half-eaten	 carcass	 of	 a	 large	 fish.	 Its	 head	 yet	
  remains	vaguely	intact,	but	something	has	removed	its	eyes.	
  6. A	small	wooden	cask.	The	cask	is	watertight	and	miraculously	
  not	much	water	has	found	its	way	inside.	If	the	lid	is	pried	off,	
  the	PCs	discover	a	mass	of	straw.	Packed	within	the	straw	are	a	
  dozen	packets	of	exotic	spices	(worth	75	gp	in	total).	
  7. The	ripped	shreds	of	a	large	fishing	net;	the	decomposing	body	
  of	a	large	fish	caught	in	the	net	either	anchors	it	to	the	beach	or	
  keeps	it	just	below	the	water’s	surface.	
  8. A	small,	beautifully	carved	wooden	fish.	The	fish	is	exquisitely	
  detailed	and	obviously	took	a	long	time	to	craft.	The	sigil	of	the	
  sea	god	is	carved	into	the	fish’s	back.	(This	is	an	offering	to	the	
  sea	god	made	by	a	merchant	before	an	important	voyage).	
  9. A	ragged	pair	of	bright	green	trousers.	The	seat	of	the	trousers	
  is	missing—all	that	remains	is	a	jagged	hole	clearly	made	by	
  something	large…with	teeth.	
  10. A	large	chunk	of	black	porous,	buoyant	rock.	The	rock	could	
  have	been	floating	in	the	sea	for	decades—it	slowly	made	its	
  way	here	from	some	distant	volcanic	island—or	it	could	be	the	
  result	of	some	pirate	wizard’s	bizarre	experiment.	
  
  135	
  2 0  T H I N G S  T O  F I N D  I N  A  S E A  C A V E  
  Adventurers	 are	 always	 investigating	 remote	 and	 isolated	 sea	
  caves	in	search	of	smugglers.	Although	not	all	such	places	serve	
  as	a	smuggler’s	lair	such	places	are	rarely	devoid	of	interesting	
  features.		
  1. A	 thick	 line	 of	 seaweed—rife	 with	 hundreds	 of	 tiny	 crabs—
  marks	the	high	tide	mark.	The	tangy	smell	of	salt	hangs	thickly	
  in	the	air.	
  2. Flotsam	and	jetsam	bobs	in	the	water,	bumping	against	the	slick	
  cave	walls.	
  3. Deep	 rock	 pools	 dot	 the	 cave's	 foreshore.	 Surprisingly	 large	
  crabs	lurk	within.		
  4. The	cold	remains	of	a	campfire	stand	on	a	stony	promontory.		
  5. A	battered	rowboat—its	mooring	line	floating	nearby—bobs	in	
  the	water	near	the	cave	mouth.	Of	its	occupants,	there	is	no	
  sign,	but	congealed	blood	covers	the	only	oar	still	in	the	boat.	
  6. A	ledge	high	up	on	one	wall	holds	a	multitude	of	burnt,	melted	
  candles.	The	rock	above	is	blackened	with	soot.	
  7. A	precarious	tower	of	single	stones	piled	one	on	top	of	another	
  stands	 upon	 a	 prominent	 rock	 overlooking	 the	 water.	 The	
  slightest	touch	causes	it	to	collapse.	
  8. A	small	cairn	toward	the	back	of	the	caverns	protects	the	body	
  of	 a	 fallen	 adventurer.	 Explorers	 digging	 through	 the	 cairn	
  discover	scraps	of	bone	and	rotting	or	rusted	equipment.		
  9. Oval,	black	barnacles	grow	in	profusion	below	the	waterline	of	
  the	cave.	Most	seem	normal,	but	a	few	have	odd	purple	flecks	
  upon	their	surface.		
  10. The	 cave	 is	 bereft	 of	 seaweed,	 except	 for	 one	 corner	 where	
  someone	or	something	has	created	a	great	mound	of	the	stuff.	
  Within,	swarms	of	tiny	crabs	lair.		
  11. A	 small	 passageway	 leads	 away	 from	 the	 cave	 mouth.	
  Perceptive	PCs	notice	signs	the	ceiling	has	been	at	least	partially	
  worked.	The	passageway	comes	to	an	abrupt	halt	after	about	
  30	ft.		
  12. Bizarrely,	 the	 shattered	 curve	 of	 part	 of	 a	 stone	 archway	 is	
  visible	in	the	water	at	low	tide.		
  13. Small	fish	swarm	in	the	water.	The	fishing	here	is	particularly	
  easy.		
  14. The	cave's	mouth	is	wide,	but	low.	Within,	the	cavern	roof	is	
  much	higher,	but	its	low	mouth	makes	entering	the	cave	several	
  hours	 either	 side	 of	 high	 tide	 impossible	 without	 a	 short	
  underwater	swim.	
  15. At	the	rear	of	the	cave,	a	small	stream	of	freshwater	trickles	out	
  of	a	narrow	fissure	in	the	rock.		
  16. A	rock	fall	fills	one	corner	of	the	cave.	It	looks	unstable,	even	to	
  the	 untrained	 eye.	 The	 next	 storm	 will	 carry	 away	 several	
  boulders	at	its	base,	causing	the	rest	to	collapse.	Beyond,	lies	a	
  previously	unknown	and	unexplored	passageway.		
  17. Remnants	of	carven	stone	steps	rise	out	of	the	water.	Several	of	
  the	lower	steps	have	been	all	but	worn	away	by	the	remorseless	
  tides	 and	 slick	 green	 slime	 covers	 much	 of	 the	 remaining	
  stonework.	
  18. Incongruously,	a	large	sodden	branch	still	bedecked	with	many	
  leaves	bobs	in	the	water.	
  19. This	 cave	 is,	 or	 was,	 something	 of	 a	 lover's	 grotto.	 Graffiti	
  scratched	into	the	walls	proclaims	many	couple's	undying	love	
  for	one	another.	
  20. The	 rock	 around	 this	 sea	 cave's	 mouth	 is	 covered	 by	 lush	
  vegetation	that	hangs	down	and	obscures	the	entrance.	Within,	
  a	pile	of	large	stones	serves	as	a	small	altar.	Crude	holy	symbols	
  daub	the	walls	and	various	esoteric	sigils	(drawn	with	various	
  different	coloured	chalk)	complete	the	decorations.	The	air	here	
  is	noticeably	colder.	
  	
   
  
  136	
  2 0  T H I N G S  T O  F I N D  I N  A  S M U G G L E R ’ S  L A I R  
  Smugglers	 often	 lurk	 in	 hidden,	 isolated	 caves.	 Such	 locales	
  provide	the	perfect	base	from	which	to	pursue	their	nefarious	
  profession.	 However,	 such	 places	 are	 rare	 pristinely	 tidy	 and	
  without	points	of	minor	interest	to	exploring	adventurers.	More		
  1. A	discarded	sack	lies	against	one	wall;	grain—now	rotten—spills	
  from	 a	 rip	 near	 its	 base	 and	 covers	 the	 floor.	 Footprints	 are	
  evident	in	the	grain	and	could	give	the	PCs	a	clue	about	who	has	
  recently	passed	this	way.	
  2. A	crude	map	depicting	the	coastline	and	showing	several	little	
  known	isolated	coves	and	sea	caves	covers	one	wall.	Drawn	in	
  chalk,	the	smugglers	try	to	rub	it	out	if	they	know	they	are	being	
  attacked	 as	 it	 shows	 the	 locations	 of	 several	 of	 their	 secret	
  caches.	
  3. This	area	smells	of	sweat	and	faeces.	Several	sets	of	manacles	
  are	affixed	to	the	wall	with	iron	chains	running	through	loops	
  driven	deep	into	the	stone.	
  4. Several	sets	of	wet,	homespun	clothes	lie	draped	over	several	
  natural	folds	in	the	cavern	wall.	Damp	from	immersion	in	the	
  sea,	the	clothes	are	encrusted	with	salt.		
  5. A	 pile	 of	 fishing	 nets	 fill	 one	 corner	 of	 the	 cavern.	 Bits	 of	
  seaweed	 cling	 to	 the	 sodden	 nets	 and	 a	 small	 puddle	 of	
  saltwater	has	gathered	below	them.	
  6. A	carving	of	a	sailing	ship	running	under	full	sail	before	a	raging	
  storm	covers	one	cave	wall.	The	carving	has	obviously	taken	
  hours—if	not	days—of	skilled	work	and	cleverly	uses	the	rock’s	
  natural	folds	to	depict	the	storm	clouds.	
  7. The	tang	of	salt	and	the	smell	of	smoke	hang	heavily	in	the	air.		
  8. A	half-full	barrel	of	fresh(ish)	water	stands	against	one	wall.	A	
  small	bucket—really	nothing	more	than	an	oversized	tankard—
  perches	atop	the	barrel’s	lid.		
  9. Three	barrels	holding	salt	water,	but	without	their	lids,	line	one	
  wall.	Two	of	the	barrels	hold	nothing	but	water	while	at	the	
  bottom	 of	 the	 third	 lurk	 several	 crabs	 destined	 for	 the	
  smugglers’	stew.	
  10. An	old,	rusted	harpoon	leans	against	one	wall;	faint	carvings	of	
  cresting	waves	decorate	half	of	the	weapon’s	shaft.		
  11. Several	niches	pierce	the	walls;	the	entrance	to	each	is	obscured	
  by	 a	 tarpaulin	 nailed	 to	 the	 wall	 with	 several	 pitons.	
  Investigations	
  reveal	
  the	
  niches	
  serve	
  as	
  cramped,	
  uncomfortable	places	for	the	smugglers	to	rest.	
  12. A	 large,	 haphazard	 pile	 of	 driftwood—destined	 for	 the	
  smugglers’	fires—fills	part	of	this	area.	The	wood	is	sodden	and	
  difficult	to	light.	
  13. A	small	shrine	dedicated	to	the	goddess	of	the	sea	and	storms	
  fills	a	small	wall	niche;	half-burnt	candles	and	a	few	coins	serve	
  as	votive	offerings	to	placate	the	goddess	and	her	capricious	
  moods.	
  14. The	smugglers	use	this	hole	in	the	floor	as	a	dump	of	sorts.	The	
  hole	is	linked	to	the	sea	and	tidal;	thus	rubbish	does	not	build	
  up	too	much.	However,	fish	bones,	bits	of	shredded	cloth	and	
  other	rubbish	cover	the	surrounding	floor.	A	small	cat—pet	to	
  one	of	the	smugglers—lurks	here	playing	with	a	mouldering	fish	
  corpse.	It	hisses	at	intruders.	
  15. Here	the	floor	level	changes	dramatically.	The	smugglers	have	
  built	a	rickety	wood	stair	out	of	planks	salvaged	from	a	wreck.	
  Although	basically	sound,	the	stairs	creak	if	any	great	weight	is	
  placed	upon	them;	this	sound	could	warn	any	smugglers	lurking	
  nearby.		
  16. An	empty	wineskin	lies	discarded	on	the	floor;	the	faint	smell	of	
  acidic	red	wine	emanates	from	the	skin.	
  17. The	 furniture	 here—a	 table,	 two	 benches	 and	 a	 high-backed	
  chair—are	all	expertly	crafted	from	driftwood.	Although	they	
  have	no	real	value,	a	gullible	eccentric	could	pay	perhaps	20	gp	
  for	the	set.	
  18. A	ship’s	lantern	hangs	from	the	ceiling	at	the	end	of	a	short	
  chain.	 In	 turn,	 the	 chain	 is	 wrapped	 around	 a	 jagged	 rocky	
  outcrop	which	causes	the	lantern	to	sway	gently.	Three	flasks	of	
  lamp	oil	lie	against	the	wall.	
  19. Some	acoustic	fluke	fills	this	section	of	caves	with	the	sound	of	
  crashing	 surf,	 making	 conversation	 difficult.	 However,	 the	
  pounding	 of	 the	 waves	 against	 the	 cliffs	 also	 makes	 it	 much	
  easier	to	sneak	about	quietly.	
  20. Several	strange,	almost	sinuous	outcroppings	of	rock	protrude	
  from	 one	 wall.	 From	 one	 angle,	 they	 look	 a	 little	 bit	 like	
  tentacles—as	 if	 some	 terrible	 aquatic	 beast	 of	 the	 deep	 had	
  been	petrified	in	some	way	and	melded	into	the	cavern	wall.	
  1 2  P O R T A B L E  G O O D S  
  1. 12	small	packets	of	pepper	(each	weighs	1	lb.	and	is	worth	2	gp).	
  2. Four	bottles	of	fine	red	wine	(each	worth	5	gp).	
  3. Four	packets	of	tea	(each	weighs	1	lb.	and	is	worth	5	gp).	
  4. A	bag	of	ermine	fur	(weighs	5	lbs.,	worth	25	gp).	
  5. A	gigantic	wolf	pelt	(weighs	10	lbs.,	worth	20	gp).	
  6. A	small	wooden	box	full	of	grey	powder	mixed	with	small	bone	
  fragments	(weighs.	10	lbs.,	worth—to	a	necromancer—50	gp).		
  7. A	pouch	of	diamond	dust	(weighs	1.2	lb.,	worth	250	gp).		
  8. A	bundle	of	exquisite	lace	(weighs	3	lb.,	worth	15	gp).	
  9. Three	bolts	of	silk	(red,	yellow	and	blue;	each	weighs	1/2	lb.	and	
  is	worth	4	gp.	
  10. A	roll	of	red	velvet	(weighs	6	lb.,	worth	16	gp)	in	a	sack.	
  11. A	small	wooden	box	packed	with	straw	within	which	is	carefully	
  placed	10	perfume	vials	(weighs	10	lbs.,	worth	30	gp).	
  12. Six	packets	of	coffee	(weighs	12	lb.,	worth	90	gp).	
  		
   
  
  137	
  2 0  T H I N G S  T O  L O O T  F R O M  A  S M U G G L E R ’ S  B O D Y  
  Smugglers	 pick	 up	 many	 things	 on	 their	 day-to-day	 travels.	
  Perhaps	 they've	 purloin	 a	 little	 bit	 of	 merchandise	 from	 a	
  shipment	or	engaged	in	other	nefarious	activity.		
  	
  No	matter	how	they	came	into	his	possession,	a	smuggler	is	
  bound	 to	 have	 some	 small	 knickknack	 about	 his	 person	 when	
  encountered	by	the	PCs.		
  1. This	 small,	 dented	 steel	 hip	 flask	 is	 full	 of	 cheap	 brandy.	 A	
  terribly	engraved	crest	of	a	sailing	ship	decorates	one	side.	
  2. This	pouch	contains	a	black	scarf	large	enough	to	be	wrapped	
  around	the	lower	part	of	its	owner's	head.	It	smells	of	salt	and	
  sweat.	
  3. These	fine,	much-worn,	but	well	maintained,	thigh-high	leather	
  boots	conceal	a	thin	dagger	in	a	specially	made	sheath	sown	
  into	the	left	boot.	
  4. This	 voluminous	 scarlet	 cloak	 has	 a	 similarly	 all-concealing	
  hood.	Several	hidden	pouches	sown	into	the	cloak's	lining	are	
  large	enough	to	contain	a	full	coin	pouch	or	several	pieces	of	
  jewellery	and	the	like.	
  5. A	small	bag	holds	several	clumps	of	dried	seaweed	cut	into	small	
  strips.	The	pouch	smells	strongly	of	salt	and	the	sea.		
  6. This	 smuggler	 wears	 a	 golden	 earring	 crafted	 to	 resemble	 a	
  leaping	dolphin,	in	his	left	ear.	The	earring	is	tarnished	and	worn	
  and	the	tiny	gems	that	once	filled	its	eye	sockets	have	long	since	
  fallen	out	and	been	lost.	
  7. Clad	in	faded	and	ripped	clothes,	this	smuggler	had	clearly	fallen	
  on	 hard	 times.	 Observant	 PCs	 searching	 the	 body	 discover	 a	
  worn	gold	ring	on	one	of	the	man’s	toes.	The	ring	is	worth	10	
  gp.	
  8. A	necklace	of	long,	sharp	teeth—perhaps	from	a	small	shark	or	
  other	marine	predator—hangs	around	this	smuggler’s	neck.	The	
  teeth,	hanging	from	a	thin	leather	thong—clack	to	together	in	
  an	annoying	way	when	the	wearer	moves	(which	reduces	the	
  chance	he	has	of	moving	silently).		
  9. This	wide	leather	belt	has	a	secret	compartment	big	enough	to	
  hold	five	coins.	Only	observant	PCs	examining	the	belt	are	likely	
  to	find	the	(empty)	compartment.		
  10. This	smuggler	owned	an	old	map	of	the	surrounding	coastline.	
  The	map	is	old,	faded	and	torn	in	two.	It	is,	however,	carefully	
  rolled	up	around	a	short	length	of	smooth,	polished	wood	and	
  stored	in	a	small	leather	belt	pouch.		
  11. A	 pouch	 at	 this	 smuggler’s	 waist	 holds	 a	 lump	 of	 driftwood,	
  partly	whittled	into	the	shape	of	a	great	whale.		
  12. A	small	pouch	holds	strips	of	dried	fish	wrapped	in	thin	cloth.	
  The	fish	is	chewy	and	tastes	of	salt	and	smoke.		
  13. This	smuggler	wore	a	jaunty,	wide-brimmed	hat	decorated	with	
  a	thin	crimson	sash.		
  14. A	 stone	 figurine	 of	 the	 capricious	 sea	 god	 is	 draped	 with	
  seaweed	and	jammed	into	a	pouch	barely	big	enough	to	take	
  the	statuette.	
  15. This	ragged	yellow	velvet	cloak	is	ripped	at	the	hem	and	bears	
  several	obvious,	but	unidentifiable,	stains.	In	its	current	state,	
  the	cloak	looks	worthless.	However,	if	cleaned	and	cannibalised	
  to	make	a	short	cape,	the	garment	could	be	sold	for	2	gp.		
  16. Carvings	 of	 crashing	 waves	 decorate	 this	 small	 wooden	 box	
  holding	several	small	keepsakes:	a	lock	of	blond	hair,	a	small	
  painting	 of	 a	 plain-looking	 woman	 with	 similar	 coloured	 hair	
  and	several	wisps	of	silken	fabric.	
  17. A	small	flask	of	linseed	wood,	a	grimy	cloth	and	several	small	
  knives	all	stored	in	the	smuggler’s	backpack	identifies	him	as	a	
  woodcarver.		
  18. A	 strip	 of	 woollen	 blanket	 is	 wrapped	 round	 the	 battered	
  remains	of	a	spyglass,	which	is	missing	most	of	its	lease;	only	
  glass	shards	remain.		
  19. A	thick	pair	of	sealskin	gloves	is	wrapped	round	this	smuggler’s	
  broad	leather	belt.	The	gloves	are	in	excellent	condition.	
  20. This	smuggler	wore	a	clever	crafted	pouch	wrapped	around	his	
  left	ankle.	Lying	almost	flush	to	the	skin,	only	a	careful	search	
  reveals	its	presence.	Inside,	the	smuggler	hid	four	small	black	
  stones	(onyx,	each	worth	20	gp).	
  6  T H I N G S  T O  F I N D  I N  A  C A R G O  H O L D  
  1. A	 common	 lamp	 hangs	 from	 the	 hold’s	 ceiling.	 The	 lamp	 is	
  clearly	faulty—oil	drips	from	its	base	and	pools	on	the	floor.	Not	
  only	 could	 someone	 slip	 and	 fall	 here,	 an	 open	 flame	 might	
  prove	disastrous.	
  2. Boxes	 and	 barrels	 fill	 the	 hold	 from	 floor	 to	 ceiling.	 One	
  particular	pile	seems	precariously	balanced...	
  3. The	carcass	of	a	dead	rat	lies	on	the	floor;	its	back	is	broken.	Of	
  what	killed	the	rat,	there	is	no	sign.	
  4. A	sailor	lies	behind	several	crates	clearly	maneuvered	to	shield	
  a	small,	shadowy	recess.	He	is	dead	drunk;	a	flask	lies	near	his	
  outstretched	hand.	
  5. The	chattering	and	scuttling	of	rats	comes	to	the	PCs’	ears.	From	
  the	 volume,	 it	 seems	 the	 hold	 is	 literally	 infested	 with	 the	
  things.		
  6. The	lid	of	a	long,	low	box	set	carefully	against	the	far	wall	is	
  loose.	The	box	smells	of	damp	earth.	Within,	earth	fills	the	box.	
  PCs	searching	through	the	soil	find	it	riddled	with	plant	seeds.	
  The	seeds	are	from	a	rare	and	expensive	species	of	rose;	the	
  whole	 is	 bulky—it	 weights	 400	 lbs.—but	 worth	 125	 gp.	 (Of	
  course,	paranoid	PCs	may	at	first	suspect	a	vampire	lairs	within.)
  	
  	
  
  138	
  	
   
  
  139	
   
   
   
   
   
   
   
   
   
   
  SUBTERRANEAN MINE
   
   
  
  140	
  1 2  P E R I L S  T O  E N C O U N T E R  I N  A  M I N E  
  Mining	 is	 a	 dangerous	 endeavour	 even	 under	 the	 best	 of	
  circumstances.	Introduce	elements	of	fantasy	into	them	and	only	
  the	bravest	or	foolhardiest	would	dare	venture	into	a	mine.	What	
  creatures	have	taken	up	residence	and	now	use	the	perils	listed	
  below	to	their	advantage?		
  1. A	boarded	over	hole	in	the	tunnel	floor	is	all	but	hidden	by	a	
  thick	layer	of	dust	and	rubble.	The	boards	collapse	under	any	
  significant	weight	and	drop	the	hapless	explorer	into	a	smooth,	
  steep	chute	that	deposits	them	into	a	chamber	on	a	lower	level.	
  2. A	 rough	 hole	 in	 the	 tunnel	 wall	 is	 blocked	 by	 the	 skeletal	
  remains	 of	 some	 poor	 unfortunate	 miner;	 his	 arms	 are	
  outstretched	into	the	tunnel	and	may	snag	an	unwary	explorer.	
  A	large	chamber	lies	beyond	the	hole;	the	air	within	becomes	
  increasingly	noxious	the	further	inside	one	ventures.	
  3. A	large	pool	of	water	covers	the	tunnel	floor.	The	tunnel	has	
  flooded	from	below;	a	deep	shaft	at	the	bottom	of	the	pool	links	
  the	tunnel	with	a	large	flooded	chamber	with	numerous	exits.	
  4. The	recently	deceased	corpse	of	a	prospector	or	explorer	leans	
  against	an	abandoned	mine	cart	filled	with	bones.	The	strangely	
  desiccated	corpse	is	discoloured	and	disfigured,	clear	signs	of	
  the	 virulent	 disease	 that	 awaits	 anyone	 foolish	 enough	 to	
  investigate	too	closely.	
  5. A	 large	 hole	 with	 smooth	 sides	 in	 the	 tunnel	 floor	 hinders	
  further	 progress.	 Likely	 made	 by	 some	 large	 burrowing	
  creature,	 it	 drops	 straight	 down	 before	 curving	 out	 of	 sight.	
  Anyone	 getting	 within	 5	
  feet	of	the	hole	runs	the	
  risk	
  of	
  the	
  broken,	
  crumbling	 edge	 giving	
  way	 beneath	 their	
  feet.	
  6. Thick,	
  sticky	
  webbing	 fills	 a	
  long	 section	 of	
  tunnel.	
  The	
  webs	
  can	
  be	
  burned	
  away	
  easily	 over	 the	
  course	
  of	
  several	minutes,	
  but	this	fills	the	
  tunnel	 with	 a	
  thick,	foul-smelling	haze.	
  7. A	 rickety	 rope	 bridge	 spans	 a	 seemingly	 bottomless	 20-foot	
  wide	 chasm.	 Anyone	 attempting	 to	 cross	 the	 bridge	 without	
  first	 making	 some	 necessary	 repairs	 to	 it	 are	 in	 danger	 of	 it	
  giving	way	beneath	their	feet.	
  8. A	tunnel	with	moist	walls	overgrown	with	a	pale	blue	fungus	
  induces	a	soporific	effect	on	creatures	breathing	the	damp	air.	
  Any	creature	spending	more	than	a	few	minutes	in	the	tunnel	
  fall	 into	 a	 deep	 slumber,	 as	 evidenced	 by	 a	 nearby	 skeleton	
  partially	hidden	by	the	fungus.	
  9. A	 wide	 underground	 stream	 cuts	 across	 the	 tunnel	 ahead,	
  exiting	through	a	large	hole	near	the	tunnel	wall	and	dropping	
  away	into	the	unknown.	Crossing	the	stream	means	contending	
  with	 fast-flowing	 cold	 water	 and	 a	 slippery	 streambed	 that	
  could	sweep	the	unwary	into	the	depths.	After	rain,	the	stream	
  becomes	a	raging	torrent.		
  10. An	explosive	pocket	of	gas	fills	this	area.	It	instantly	ignites	when	
  any	sort	of	flame	or	strong	heat	source	is	introduced.	Cautious	
  explorers	might	note	the	area’s	fire-blackened	walls,	floor	and	
  ceiling.	
  11. A	set	of	old,	rusted	mining	cart	tracks	leads	into	a	completely	
  black	tunnel	that	doesn’t	seem	to	permit	natural	light	of	any	
  sort.	The	darkness	is	impenetrable	to	all	but	magical	light.	
  12. The	tunnel	walls	are	veined	with	a	peculiar	type	of	crystal	that	
  refracts	and	reflects	light	in	myriad	directions,	making	it	difficult	
  to	 see.	 Creatures	 relying	 on	 sight	 may	 find	 themselves	 at	 a	
  disadvantage	 trying	 to	 navigate	 or	
  defend	
  themselves	
  in	
  such	
  tunnels.	
  	 	
  	
  g
  	
  	
  	
  g	
  	
  	
  g
  	
  	
  	 within	 5	
  	
  	
  	
  	runs	the	
  	
  	
  	
  broken,	
  	 giving	
  	
  	 their	
  	
  y	
  g	haze.
  disadvantage	 trying	 to	 navigate	 or	
  defend	
  themselves	
  in	
  such	
  tunnels.
  
  141	
  2 0  H A U N T I N G S  T O  E N C O U N T E R  I N  A  M I N E  
  Tales	of	haunted	mines	abound	and	are	a	traditional	venue	for	
  exploration	and	treasure	seeking.	Mines	are	also	renowned	for	
  unexplained	sounds	and	events	that	can	leave	even	the	bravest	
  souls	trembling.		The	hauntings	below	can	add	a	sense	of	tragedy	
  to	any	mine	adventure.	(The	GM	should	remember	to	tweak	the	
  various	hauntings	to	suit	the	mine's	owners,	its	history	and	so	on):		
  1. A	 billowing	 cloud	 of	 smoke	 hurtles	 down	 the	 tunnel,	 leaving	
  those	 caught	 within	 it	 gasping	 for	 air	 and	 unable	 to	 see.	 It	
  dissipates	 just	 as	 quickly	 as	 it	 appears,	 leaving	 behind	 the	
  lingering	smell	of	charred	flesh.	
  2. A	 tunnel	 floor	 of	 dried	 mud	 entombs	 the	 partial	 remains	 of	
  several	skeletons.	The	sound	of	rushing	water	with	no	apparent	
  source	fills	the	air.	
  3. The	distant	clanging	of	a	bell	comes	from	behind,	as	whispering	
  voices	seem	to	pass	by	headed	in	its	direction.	
  4. A	wooden	cross	piece	with	a	hangman’s	noose	suspended	from	
  it	spans	the	bottom	of	a	ventilation	shaft.	It	sways	gently	in	a	
  non-existent	breeze	and	faint	choking	sounds	can	be	heard.	
  5. A	small	bird	noiselessly	flies	into	sight	out	of	the	darkness	and	
  crashes	to	the	tunnel	floor.	It	weakly	flutters	about	before	lying	
  still	and	disappearing.	
  6. The	sound	of	heavy	footsteps	accompanies	the	party	as	they	
  traverse	a	certain	tunnel.	It	sounds	as	if	someone	wearing	heavy	
  boots	is	walking	alongside	the	PCs.	Moist	footprints	appear	on	
  the	stone	floor	before	quickly	fading	away.	
  7. An	overturned	wheelbarrow,	surrounded	by	a	low	cloud	of	dust,	
  comes	into	view.	The	upturned	wheel	is	still	spinning,	as	if	the	
  upset	had	just	occurred.	
  8. The	ghostly	visage	of	a	sobbing	miner	kneels	against	the	tunnel	
  wall,	 staring	 deeper	 into	 the	 mine.	 When	 approached,	 he	
  suddenly	stands	and	runs	into	the	darkness.	
  9. Shadows	cast	by	the	party's	lights	take	on	the	form	of	hunched	
  miners	 wielding	 various	 mining	 implements.	 They	 become	
  locked	 in	 battle	 with	 one	 another	 before	 fading	 away	 to	
  nothingness.	Dried	blood	covers	the	tunnel	walls,	here.	
  10. Light	 from	 several	 torches	 crosses	 a	 distant	 intersection	
  accompanied	by	the	echoing	sound	of	conversing	voices.	
  11. A	rumbling	sound	begins	to	crescendo	and	culminates	in	what	
  sounds	like	a	cave-in,	followed	by	muffled	and	fading	screams.	
  12. Twisted	and	leering	faces	seem	to	take	shape	in	the	walls,	out	
  of	the	corner	of	the	PCs’	eyes.	The	faces	disappear,	if	anyone	
  looks	at	them.	
  13. A	 light	 mist	 forms	 and	 follows	 the	 explorers.	 It	 eventually	
  coalesces	into	a	roughly	humanoid	form	that	motions	them	to	
  silence	by	bringing	a	finger	to	its	mouth,	before	fading	away.	
  14. The	faint	smell	of	noxious	gas	reaches	the	PCs’	nostrils,	followed	
  by	the	hazy	outlines	of	choking	faces	that	fade	in	and	out	of	view	
  and	the	very	limit	of	the	party's	lights.	
  15. Two	 rows	 of	 chains	 are	 suspended	 from	 the	 tunnel	 roof,	
  dropping	down	to	just	short	of	the	floor.	They	begin	swaying	
  and	clanking	as	if	something	just	ran	between	them.	
  16. A	 skeletal	 figure	 lies	 sprawled	 at	 an	 intersection,	 one	 arm	
  pointing	 towards	 a	 side	 tunnel.	 Anyone	 approaching	 feels	 a	
  dramatic	drop	in	temperature	and	the	unmistakable	feeling	of	
  being	watched.	
  17. A	 voice	 cries	 out	 as	 the	 ghastly	 visage	 of	 a	 large	 rat	 swarm	
  comes	 into	 view.	 The	 swarm	 disperses	 and	 fades	 away,	
  revealing	the	mauled	remains	of	a	miner	lying	sprawled	on	the	
  floor.	
  18. Glints	 of	 gold	 seem	 evident	 now	 and	 then	 in	 a	 small	 stream	
  trickling	passed.	When	investigated,	the	water	swirls	with	blood	
  and	becomes	littered	with	bones.	
  19. A	pillar	of	sunlight	streams	in	from	a	ventilation	shaft	piercing	
  the	 ceiling	 above	 an	 intersection.	 Spectral	 miners	 are	
  occasionally	outlined	as	they	pass	through	the	patchy	of	faint	
  light.	
  20. Small	blue	flames	lead	explorers	to	an	isolated	alcove	with	a	
  narrow	vertical	shaft	in	the	floor.	The	mouldering	offerings	of	
  the	miners	cast	into	the	depths	fill	the	bottom	half	of	the	shaft.	
  1 0  S T R A N G E  S O U N D S   
  1. The	faint	rhythmic	clinking	of	metal	on	stone	reaches	the	party’s	
  ears.	 The	 mine’s	 acoustics	 make	 it	 hard	 to	 determine	 from	
  which	direction	the	sound	is	coming.	
  2. The	clatter	of	rocks	from	up	ahead	heralds	several	rocks	falling	
  from	the	ceiling	in	an	unstable	part	of	the	mine.	
  3. The	sound	of	running	water	comes	from	behind	a	wall.		
  4. The	 pitter-patter	 of	 dripping	 water	 hints	 at	 a	 wet	 section	 of	
  tunnel	ahead.	
  5. A	rumbling	roar	marks	a	major	rock	fall	somewhere	in	the	mine.	
  6. Barely	audible	distant	singing,	in	an	indistinct	language,	echoes	
  through	the	mine.	
  7. A	faint	moan	grows	louder	and	louder	until	the	area	the	PCs	are	
  in	is	filled	with	a	great	gust	of	wind.	As	quickly	as	it	arrives,	the	
  wind	subsides.	
  8. A	 cackling	 sound—akin	 to	 that	 of	 a	 madman—sounds	 from	
  somewhere	in	the	darkness.	
  9. The	clip	clop	of	hooves	on	stone	betrays	the	presence	of	a	beast	
  of	burden	somewhere	in	the	vicinity.	
  10. A	dull	roar	echoes	through	the	mine;	the	sounds	is	so	intense	
  rock	dust	sifts	down	from	the	ceiling.	
  
  142	
  2 0  S T R A N G E  D I S C O V E R I E S  T O  M A K E  I N  A  M I N E  
  The	 underground	 is	 a	 realm	 of	 tunnels	 and	 pits,	 replete	 with	
  ancient	 relics	 and	 long-forgotten	 mysteries.	 Sometimes	 the	
  burrowing	of	creatures	intent	on	looting	the	earth	of	its	riches	
  uncovers	such	strange	occurrences	and	wandering	PCs	discover	
  them	in	the	course	of	their	adventures.			
  1. Massive	 yellowed	 bones	 line	 the	 walls	 ahead;	 this	 passage	
  weaves	through	the	ribcage	and	emerges	through	the	jaws	of	a	
  gigantic	ancient	dragon	skeleton.	
  2. Thousands	 of	 rat	 skulls	 comprise	 the	 walls	 of	 the	 tunnel	 for	
  nearly	a	hundred	feet.	Millennia	have	turned	them	to	stone,	
  and	some	have	grown	stalactites.	
  3. Waves	of	heat	and	choking	gases	pour	from	a	tunnel	offshoot.	
  A	dull	red	glow	suggests	magma	flows	somewhere	beyond.	
  4. A	 giant	 mirrored	 piece	 of	 metal	 blocks	 the	 passage.	 It	 is	
  impossible	to	say	with	any	certainty	if	the	object	is	natural	or	
  crafted.	
  5. A	thousand	holy	symbols	of	forgotten	religions	fill	a	shallow	pit	
  in	a	small	off-shoot	tunnel.	
  6. Mild	acid	drips	from	the	ceiling	and	pools	on	the	floor	before	
  continuing	its	journey	through	the	rock.	The	acid	irritates	the	
  skin,	but	is	otherwise	harmless.	
  7. The	sound	of	rushing	water	suggests	an	underground	stream	up	
  ahead,	but	the	liquid	dripping	from	the	walls	is	blood	red	and	
  smells	of	copper.	
  8. Two	 desiccated	 corpses	 lie	 frozen	 in	 fatal	 conflict.	 Between	
  them	sits	a	fist-sized	lump	of	pyrite,	or	“fool’s	gold.”	
  9. For	several	hundred	feet,	the	tunnel	is	carved	through	a	deposit	
  of	sparkling	white	quartz.	The	quartz	is	worthless—it	crumbles	
  if	chipped	from	the	walls—but	dazzling	in	such	concentration.	
  10. Every	 few	 minutes,	 a	 deep,	 sonic	 pulse	 echoes	 through	 the	
  mine.	The	pulse	is	barely	audible	but	causes	dust	and	grit	to	sift	
  down	from	the	ceiling.		It	is	irregular	and	ceases	before	the	PCs	
  can	confirm	its	point	of	origin.	
  11. A	dense	blue	mist	sublimates	from	the	walls,	filling	the	tunnel	
  and	obscuring	vision	beyond	5	ft.	The	mist	smells	oddly	sweet	
  and	leaves	a	sticky	residue	on	everything	it	touches.	
  12. The	PCs’	metal	equipment	pulls	them	towards	the	walls	where	
  lumps	of	magnetic	lodestone	jut	from	the	rock.	
  13. A	deep	pit	drops	30	feet	onto	the	massive	upturned	three-eyed	
  head	of	a	hideous	stone	idol	of	alien	aspect.	The	remainder	of	
  the	statue	remains	buried—deliberately.		
  14. The	walls	are	covered	in	soot	except	for	the	morbid	silhouettes	
  of	several	humanoid	figures.	
  15. The	 tunnel	 passes	 through	 a	 house-sized	 cavern,	 wherein	 a	
  giant	lies	interred.	His	bony	hands	still	clutch	a	stone	club	and	
  he	is	adorned	with	an	obsidian	crown	untouched	by	time.	
  16. A	dozen	pottery	shards	are	partially	embedded	in	the	walls.	The	
  markings	are	obviously	ancient,	but	belong	to	no	culture	the	PCs	
  recognize.	
  17. A	rusted	mass	of	springs	and	spikes	pins	an	ancient	desiccated	
  corpse	 to	 a	 wall.	 Perhaps	 this	 is	 a	 trap—or	 some	 terrible	
  punishment—from	a	forgotten	age.	
  18. Thin	veins	of	iron	spiral	around	the	length	of	the	tunnel	for	a	
  hundred	feet.	They	spark	with	electricity,	but	are	harmless.	
  19. The	air	hangs	thick	with	humidity,	and	one	wall	is	boiling	hot.	
  The	sound	of	rushing	water	from	beyond	the	wall	drowns	out	
  all	but	shouted	conversation.	
  20. Off	the	main	path,	well-worn	green	steps	lead	down	to	a	solid	
  wall	of	onyx.	Judging	by	their	steep	angle	and	massive	size,	this	
  passage	was	not	made	for	human	feet.	
  1 0  S T R A N G E  S M E L L S  
  1. A	dank,	mouldy	smell	fills	this	area.	Investigation	reveals	several	
  of	the	pit	props	are	rotten.		
  2. This	whole	area	smells	strongly	of	urine.	A	large,	suspicious	stain	
  on	 the	 wall	 suggests	 some	 kind	 of	 large	 creature	 recently	
  relieved	itself	here.	
  3. The	 stale,	 fetid	 smell	 of	 sweat	 hangs	 in	 the	 air.	 The	 smell	 is	
  strongest	in	a	small	alcove	low	down	to	the	floor.		
  4. A	sudden	gust	of	air	brings	smells	wholly	out	of	place	in	a	mine:	
  the	smell	of	smoke	and	cooking	meat.		
  5. An	indistinct	haze,	along	with	the	faint	smell	of	ozone,	hangs	in	
  the	air.	The	haze	isn’t	thick	enough	to	obscure	vision.		
  6. The	overpowering,	heavy	stench	of	some	noxious	chemical—
  perhaps	a	poisonous	gas—fills	this	area.	Those	breathing	in	the	
  smell	get	a	cloying	nauseous	feeling	in	their	throats	and	could	
  become	violently	sick.	
  7. A	strange	off-white	mould	with	long,	fibrous	tendrils	clings	to	
  this	wet	patch	of	tunnel	wall;	the	stench	of	rot	fills	the	air.		
  8. The	water	dripping	down	into	the	tunnel	reacts	with	the	metals	
  in	the	rock	to	create	a	mild	metallic	smell.	
  9. The	pit	props	in	this	section	of	mine	are	charred	and	the	stench	
  of	smoke	hangs	heavily	in	the	air.	Perceptive	characters	may	
  also	detect	the	faint	smell	of	burnt	flesh.	
  10. The	surprisingly	out	of	place	cloying	scent	of	expensive	lady’s	
  perfume	fills	the	passageway.		
  	
  	
  	
  	
  
  143	
  2 0  T H I N G S  T O  F I N D  I N  A N  A B A N D O N E D  M I N E  
  Many	races	delve	deep	below	the	earth	in	search	for	precious	
  metals	and	gems,	and	adventurers	often	explore	such	places	in	
  search	 of	 treasure	 and	 to	 stamp	 out	 monstrous	 infestations	
  commonly	found	therein.			
  1. The	haft	of	a	pickaxe	lies	in	the	floor.	Nearby,	the	rest	of	it	is	
  embedded	in	a	wall.	
  2. A	 bucket	 filled	 with	 rubble	 stands	 against	 one	 wall.	 Stuffed	
  between	it	and	the	wall	is	a	shard	of	seemingly	unremarkable	
  rock	wrapped	in	a	dirty	sack.	
  3. An	(inanimate)	skeletal	arm	clad	in	rags	emerges	from	a	caved	
  in	section	of	tunnel.		
  4. At	this	point	in	the	tunnel,	a	mine	cart	lies	on	its	side.	It	partially	
  blocks	the	tunnel	and	rubble	lies	all	about.	
  5. Water	drips	down	from	the	ceiling	forming	a	small	pool	on	the	
  floor.	
  6. One	of	the	wooden	roof	supports	has	collapsed	and	fallen	to	the	
  ground.	Ominously,	a	small	pile	of	rubble	lies	around	the	fallen	
  support	perhaps	hints	the	roof	is	unstable.	
  7. An	iron	bar	gate	blocks	off	access	to	a	side	tunnel.	The	gate	is	
  old	 and	 its	 lock	 is	 rusted	 into	 immobility.	 Beyond	 the	
  passageway	extends	10	ft.,	before	turning	away	to	the	east.	
  8. Minerals	in	the	tunnel’s	walls	glimmer	in	the	party’s	lights.	They	
  are	worthless,	but	pretty	nonetheless.	
  9. A	sinkhole	pierces	the	passage’s	floor	blocking	further	progress.	
  The	sinkhole	is	5	ft.	wide	and	120	ft.	deep.	Danger	lurks	here	
  for	the	far	side	of	the	sinkhole	is	unstable;	anyone	jumping	
  across	and	landing	within	5	ft.	of	the	edge	causes	an	additional	
  collapse,	 which	 drops	 unfortunate	 adventurers	 into	 the	
  lightless	depths	below.	
  10. Phosphorescent	mould	grows	along	one	wall	and	part	of	the	
  ceiling.	 The	 mould	 is	 green	 and	 harmless.	 Observant	
  adventurers	notice	it	seems	to	undulate	gently.	(Its	thick	
  growth	obscures	several	small	worked	holes	in	the	wall	
  that	lead	to	an	air	shaft).	
  11. A	barrel	full	of	rusting	mining	equipment—picks,	
  spades	etc.—stands	in	an	alcove.	The	equipment	is	
  worthless,	and	rapidly	falls	apart	if	put	to	its	intended	
  use.	
  12. A	 shaft	 pierces	 the	 ceiling.	 It	 extends	 upward	 linking	 up	
  with	an	upper	level.	A	faint	cold	breeze	issues	from	the	
  shaft	and—occasionally—strange	sounds	are	also	
  discernible.	
  13. From	somewhere	far	away	comes	the	sounds	
  of	 miners	 at	 work.	 Later,	 the	 party	 come	
  across	an	area	of	tunnel	in	which	the	air	is	full	
  of	rock	dust.	Of	the	miners,	there	is	no	sign.	
  14. A	rotting	chest	stands	in	an	alcove.	Within	linger	the	remains	of	
  rations	and	several	desiccated	water	flasks.		
  15. The	skeletal	remains	of	a	pony	lie	in	front	of	an	overturned	mine	
  cart.	The	cart	partially	blocks	the	passageway	and	examination	
  of	the	skeleton	reveals	the	animal	likely	broke	a	leg	and	was	left	
  here	to	die.	
  16. Deep	cracks	pierce	the	ceiling	of	a	large	section	of	tunnel.	As	the	
  PCs	approach	the	area,	the	rocks	groan	alarmingly	and	dust	sifts	
  down	from	above.		
  17. Thick	spider	webs	cover	the	entrance	to	a	side	tunnel.	A	faint,	
  but	unpleasant,	smell	emerges	from	the	tunnel.	The	spider	is	
  long	dead,	but	the	desiccated	remains	of	its	victims	yet	remain.		
  18. A	ripped	and	torn	backpack	lies	in	the	deep	dust	covering	the	
  floor.	Dried	blood	covers	the	back	portion	of	the	pack	(which	is	
  empty).	
  19. Here,	the	miners	carved	several	niches	in	the	tunnel	wall	and	
  filled	them	with	candles	and	votive	offerings	to	the	various	gods	
  of	the	underworld.	All	are	covered	in	dust	but,	along	with	many	
  partially	burnt	candles,	looters	can	recover	15	gp	in	old	mixed	
  coinage.		
  20. Up	 head,	 the	 tunnel	 splits	 in	 two	 and	 goes	 around	 a	 large	
  column	 of	 tremendously	 dense	 rock.	 A	 whitewashed	 arrow	
  points	down	one	tunnel.		
  	
  	
  	 	
  	
  	
  	
  	 	
  	
  rty’s	lights.	They	
  	
  	
  	
  	
  	
  	
  	 urther	progress.	
  	
  	
  nger	lurks	here	
  	
  	
  	
  	
  	
  	
  	 	
  	 nyone	jumping	
  	
  	
  	
  es	an	additional	
  	
  	
  	
  	
  rers	 into	 the	
  	
  	
  	
  	 nd	part	of	the	
  	
  	
  	
  	
  	
  	
  s.	 Observant	
  	
  	 	
  	
  	
  	
  ly.	(Its	thick	
  	
  	
  	
  	
  	
  	
  	the	wall	
  ks,	
  	 	
  	
  	
  	
  nt	is	
  	
  	
  	
  	
  	 	
  	
  	
  	
  ended	
  	
  	
  	
  	
  	 	
  	
  d	 linking	 up	
  	
  	
  	
  	 	
  	
  	
  	
  	 om	the	
  	
  	
  	 so	
  points	down	one	tunnel.
  
  144	
  2 0  T H I N G S  T O  F I N D  I N  A  M I N E  
  Mining	 is	 an	 ancient	 effort	 shared	 by	 many	 races.	 Even	 active	
  mines	may	come	across	problems	which	require	the	help	of	skilled	
  adventurers,	whether	it	be	to	roust	a	pesky	beast	or	explore	a	
  newly-discovered	underground	cavern.		
  1. The	tunnel	floor	is	marred	with	deep	ruts	worn	by	steel-clad	
  wooden	cart	wheels.	Slippery	moss	grows	in	patches	between	
  the	ruts.	
  2. A	pulley	hangs	from	the	ceiling.	The	rope	dangling	from	it	has	
  an	empty	wooden	bucket	tied	to	one	end.	The	other	disappears	
  into	a	deep	shaft	in	the	floor.	
  3. A	donkey	cart	sits	to	one	side	with	its	harness	still	attached.	It	
  contains	three	days’	worth	of	dry	rations	for	four	people.	
  4. Small	recesses	at	head	height,	one	every	ten-foot	or	so,	line	the	
  walls.	One	of	them	contains	a	metal	lantern	which	emits	a	cool,	
  pale	light	that	can’t	be	extinguished.	
  5. The	floor	ahead	is	littered	with	diamond	shards	that	glitter	like	
  stars.	There	is	about	50	gp	worth	of	diamond	bits,	but	collecting	
  them	all	takes	about	30	minutes.	
  6. A	small	metal	cage	dangles	from	a	metal	hook	driven	into	the	
  tunnel’s	ceiling.	A	brightly	coloured,	but	miserable-looking,	bird	
  sits	on	a	perch	inside	
  7. A	 six-foot	 stick	 lies	 along	 the	 wall.	 It	 has	 a	 half-used	 candle	
  lashed	to	one	end.	
  8. This	passage	boasts	a	few	large	wooden	support	beams.	One	
  lies	 unfinished	 across	 the	 floor	 in	 a	 pool	 of	 oddly	 coloured	
  water.	
  9. Warm,	dry	air	flows	through	this	part	of	the	mine.	A	shaft	in	the	
  ceiling	cuts	straight	up	to	daylight	above.		
  10. Short-hafted	hammers,	pickaxes	and	shovels	lean	against	the	
  walls	 in	 this	 half-finished	 tunnel,	 waiting	 for	 the	 workers’	
  return.	
  11. A	group	of	hand	baskets	sit	here,	full	of	ore	ready	to	be	carried	
  from	the	mine.	
  12. A	 low	 shaft	 slants	 off	 to	 the	 right.	 A	 drum	 with	 two	 crank	
  handles	sits	four-foot	back	from	its	opening	wrapped	in	a	rope	
  that	disappears	into	the	darkness	below.	
  13. Atop	a	pile	of	rubble	sits	an	old,	battered	warrior’s	helm	which	
  has	been	modified	to	hold	a	candle	just	over	the	brow.	
  14. Knocking	 sounds	 seem	 to	 come	 from	 behind	 the	 walls	 and	
  ceiling.	All	non-magical	lights	gutter	out	in	this	area.	
  15. The	floor	drops	away	suddenly.	A	wooden	ladder	enables	access	
  to	the	lower	level.	
  16. A	pile	of	charcoal	lies	on	the	floor	of	an	alcove.	The	wall	and	
  ceiling	are	black	with	soot.	
  17. Off	to	the	side	sits	a	wheelbarrow	with	a	single	metal	wheel.	
  The	barrow	is	full	of	fist-sized	chunks	of	rock.	
  18. The	walls	are	worked	with	such	delicacy	that	they	are	smooth	
  as	 glass	 to	 the	 touch;	 this	 must	 have	 required	 a	 significant	
  amount	of	time,	but	there	seems	to	be	no	reason	why	anyone	
  would	expend	that	much	effort.	
  19. The	floor	slopes	down	into	a	lower	area	full	of	a	strong,	sour	gas	
  smell.	 One	 minute	 spent	 in	 the	 area	 probably	 causes	 any	
  creature	to	become	sickened;	after	ten	minutes	they	could	lose	
  consciousness.	
  20. A	crude	sign	nailed	to	a	support	beam	says	“For	the	Knockers”.	
  Beneath	lies	a	pile	of	half-eaten	food	in	various	states	of	decay.	
  1 2  T H I N G S  T O  L O O T  F R O M  A  M I N E R  
  1. The	stubs	of	a	dozen	candles	fills	the	miner’s	pouch.		
  2. A	scrap	of	cloth	is	wrapped	around	a	small	nub	of	jerky	(of	an	
  unidentifiable	meat).	
  3. Small	 pieces	 of	 rock—some	 containing	 tiny	 amount	 of	 a	
  glittering	metal—fills	the	miner’s	pouch.	
  4. An	empty	oil	flask	hangs	from	the	miner’s	belt	along	with	a	belt	
  pouch	holding	a	tinder	box	and	a	ragged,	sweat-stained	cloth.	
  5. This	miner	wore	a	pack	containing	a	carefully	wrapped	set	of	
  spare	clothes	that	are	surprisingly	clean.	
  6. This	miner	carried	a	pickaxe	strapped	to	his	back;	the	pick	is	
  surprisingly	light	and	its	haft	is	made	of	some	incredibly	tough,	
  but	light,	wood.	
  7. Several	nubs	of	chalk	along	with	a	half-empty	water	flask	fill	the	
  miner’s	pouch.	
  8. The	miner	wears	small	silver	earrings	(worth	10	gp)	shaped	like	
  tear	drops.	
  9. This	miner’s	boots	are	particularly	well	made;	the	leather	is	rigid	
  and	tough	and	provides	good	protection	against	small	falling	
  rocks.	
  10. This	miner	carried	a	rolled	up	bundle	of	chisels	along	with	a	light	
  hammer	 in	 his	 pouch.	 All	 are	 in	 good	 condition	 and	 well	
  maintained.	
  11. A	plain	iron	chain	hangs	around	this	miner’s	neck.	The	miniature	
  symbols	of	various	gods—those	dealing	with	darkness,	mining,	
  the	underground	and	so	on—hang	from	the	chain.	
  12. This	miner	had	a	decent	pair	of	leather	gloves	stuffed	through	
  his	wide	belt.	Obviously	much-used,	the	gloves	are	thick	and	
  provide	good	protection.	
  	
   
  
  145	
  2 0  T H I N G S  T O  F I N D  I N  A  M I N I N G  C A R T  
  Many	things	can	be	found	stored	or	abandoned	in	a	mine	cart.	
  1. Rocks	fill	this	cart.	
  2. Half	full	of	rocks,	water	dripping	down	from	the	ceiling	has	filled	
  the	balance	of	the	cart.	
  3. This	cart	is	empty,	but	for	a	pair	of	pickaxes.		
  4. The	white	bones	of	a	dead	miner	clad	in	dusty,	torn	clothes	lies	
  in	the	bottom	of	this	mine	cart.		
  5. A	 half-dozen	 sturdy	 piece	 of	 lumber—pit	 props—stick	 out	 of	
  this	cart,	nearly	touching	the	ceiling.	
  6. Filled	with	a	mix	of	mining	equipment,	this	cart	contains	two	
  small	lanterns,	four	flasks	of	oil	and	a	broken	pick.	
  7. A	huge	slab	of	rock	fills	this	cart;	the	miners	discovered	a	small	
  silver	deposit	in	the	rock,	but	this	lies	in	the	rock’s	underside	
  and	isn’t	visible	unless	it	is	tipped	out	of	the	cart.	
  8. The	traces	for	a	pit	pony	are	still	attached	to	this	cart,	but	of	the	
  pony	there	is	no	sign.		
  9. Gravel	fills	this	cart,	to	the	brim.		
  10. A	fine	lair	of	cobwebs	cling	to	the	wheels	of	this	cart,	indicating	
  it	has	not	moved	for	quite	some	time.	
  11. A	smear	of	dried	blood	coats	the	front	of	this	cart.	
  12. The	white	rock	filling	this	cart	is	of	a	different	type	to	that	found	
  in	most	of	the	mine;	the	deposit	from	whence	it	came	lies	far	
  away.	
  13. A	tarpaulin	covers	this	cart.	Within,	lie	mouldering	food	stuffs	
  as	well	as	a	supply	of	torches	and	candles.			
  14. As	#13,	but	water	dripping	from	above	has	rendered	the	torches	
  and	candles	useless	until	dried.	
  15. A	large	bag	of	nails,	along	with	various	lengths	of	thick	wood	fill	
  this	cart.	Atop	the	wood,	lie	several	large	hammers.	
  16. Used	as	a	bin,	this	cart	holds	a	dozen	or	so	broken	picks,	shovels	
  and	so	on.	
  17. A	precarious	pile	of	rocks	fills	this	cart;	if	the	cart	is	moved	some	
  tumble	out	with	a	loud	clatter.	
  18. This	 rusty	 cart	 lies	 on	 its	 side;	 the	 bottom	 falls	 out	 if	 any	
  appreciable	weight	is	placed	inside.	
  19. This	upside	down	cart	is	missing	one	of	its	wheels.	
  20. A	bizarre	mishmash	of	bones	fills	this	cart;	they	don’t	seem	to	
  have	come	from	a	humanoid.		
  	
  
  146	
  	
   
  
  147	
   
   
   
   
   
   
   
   
   
   
  SUN-SCORCHED DESERT
   
   
  
  148	
  6  S U N - S C O R C H E D  L A N D M A R K S  
  Much	of	the	desert	comprises	nothing	more	than	unending	sand	
  dunes.	However,	few	deserts	are	completely	featureless.	In	some	
  places,	certain	features	struggle	above	the	cloying,	ever-shifting	
  sands.	These	landmarks	provide	vital	"signposts"	to	travellers.	
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 such	
  landmarks	discovered	by	the	PCs:	
  1. A	 deep,	 40-ft.-wide	 chasm	 cuts	 through	 sand	 like	 a	 gigantic,	
  jagged	wound.	Its	precipitous	sides	drop	over	fifty	feet	into	cool	
  shadow.	Below,	the	remains	of	a	river	course	are	visible	amid	
  the	sand	and	boulders.		
  2. Visible	from	a	great	distance,	a	high	hill	rears	upwards	toward	
  the	sky.	Deep	drifts	of	sand	on	its	windward	side	provide	a	ramp	
  of	sorts	against	its	steep,	pitted	flank.	Its	flat	summit	is	clear	of	
  vegetation	 and	 sand	 but	 is	 dominated	 by	 deep	 carvings	 of	
  complex	 geometric	 shapes.	 Cut	 by	 unknown	 hands,	 anyone	
  viewing	 them	 from	 the	 air	 realises	 the	 shapes	 form	 an	
  enormous	pentagram.	PCs	with	arcane	knowledge	can	confirm	
  the	pentagram's	shape	is	designed	to	trap	something	within.		
  3. An	 immense	 star-shaped	 dune—formed	 by	 the	 complex	
  interplay	of	wind	in	this	region—rears	from	its	surrounds	like	
  some	gigantic,	otherworldly	beast.	Almost	200-foot	high,	it	is	an	
  excellent	vantage	point,	and	its	long	ridges	provide	shelter	from	
  the	savage	winds	ravaging	the	surrounding	sands.		
  4. The	wind-	and	sand-blasted	stone	head	of	a	gnoll	yet	struggles	
  above	 the	 shifting	 sands.	 The	 head—the	 size	 of	 an	 elder	
  wyrm’s—hints	 at	 a	 vast	 buried	 statue	 beneath	 the	 sand.	
  Whatever	the	truth,	the	statue	is	obviously	ancient—much	of	
  the	face's	fine	detail	is	no	more-eroded	by	the	remorseless	wind	
  and	sand.	
  5. An	 oasis	 of	 blessedly-clear	 water	 nestles	 in	 a	 wide	 chasm	
  emerging	from	a	small	range	of	low,	nameless	hills.	Dates	and	
  palms	 cluster	 thickly	 about	 the	 long,	 narrow	 pool.	 Caves—
  clearly	cut	into	the	rock	with	hand	tools—pierce	the	chasm's	
  walls	and	provide	resting	places	for	travellers.	A	hermit	dwells	
  in	one	of	the	caves.		
  6. The	bleached	bones	of	a	gigantic	dragon	lie	sprawled	along	a	
  long,	 low	 hill.	 Slain	 centuries	 ago	 by	 the	 great	 battle-mage	
  Kardath	
  Uvo,	
  the	
  remains	
  are	
  those	
  of	
  Atar-Unar.	
  Knowledgeable	PCs	recall	Atar-Unar's	lair	(and	treasure)	remain	
  lost.	 Rumours	 speak	 of	 strange	 sounds	 emanating	 from	 the	
  hilltop	and	of	lightning	arcing	down	from	the	cloudless	sky	to	
  strike	the	bones.	Consequently,	few	travellers	tarry	here	long.	
   
  6  S U N - S C O R C H E D  R U I N S  
  The	desert’s	shifting	sands	periodically	bury	and	then	reveal	the	
  leavings	of	previous	civilisations.	What	is	today	a	featureless	dune	
  field	 could	 tomorrow	 shift	 to	 uncover	 a	 sand-choked	 temple,	
  buried	tomb	or	some	forgotten	ancient	edifice.	
  	
  Use	 the	 table	 below,	 to	 determine	 the	 basic	 details	 of	 a	
  forgotten	ruin	uncovered	by	the	desert’s	shifting	sands:	
  1. The	broken	remains	of	a	long,	low	stone	wall	disappear	into	the	
  base	of	a	dune.	Scoured	by	sand	and	wind,	the	wall	is	fragile;	
  only	the	inertia	of	ages	holds	it	together.		
  2. A	 set	 of	 carven	 stone	 steps	 set	 into	 a	 low	 hill	 disappear	
  downwards	 into	 a	 steep-sided,	 sand-choked	 depression.	
  Attempts	to	dig	out	the	depression	result	in	more	sand	tumbling	
  into	the	hole	from	above.	Perceptive	PCs	investigating	the	steps	
  discover	faint	carvings	depicting	a	grand	procession	of	people	
  carrying	a	sarcophagus	down	a	long	set	of	steps	into	a	deep,	
  hidden	crypt.	
  3. The	desert’s	shifting	sands	have	revealed	a	ceremonial	corpse	
  way	flanked	by	evenly	placed	stone	obelisks.	Once	elaborately	
  carved	to	represent	the	deads’	journey	to	the	afterlife,	they	are	
  all	but	rubbed	smooth	by	the	sand’s	remorseless	action.	Still,	
  sharp-eyed	 PCs	 may	 be	 able	 to	 make	 out	 some	 of	 the	 lurid	
  carvings	depicting	skeletons,	demons	and	other	unidentifiable	
  winged	creatures.	
  4. The	 broken	 crenulations	 of	 a	 tower	 peaks	 through	 the	 sand.	
  Thanks	 to	 its	 stone	 shutters,	 the	 tower’s	 upper	 chambers—
  accessibly	through	a	trapdoor	in	the	roof—are	largely	free	of	
  sand.	Inside,	it	is	dark	and	comparatively	cool.		
  5. The	 shell-like	 remains	 of	 a	 small	 village	 are	 arrayed	 along	 a	
  dried-up	 riverbed,	 which	 emerges	 from	 a	 sand-choked	 cave.	
  Nothing	now	lives	in	the	village	except	for	scorpions	and	a	few	
  snakes.	Digging	in,	or	searching	the,	ruins	inevitably	draws	their	
  attention.	 Even	 a	 cursory	 search	 throws	 up	 a	 surprisingly	
  amount	of	bones	among	the	ruins.		
  6. 	Amid	a	belt	of	arid	wasteland,	a	ring	of	forlorn	stone	obelisks	
  stand	stark	atop	a	lonely,	steep-sided	hill.	Visible	for	miles	in	
  every	direction,	the	obelisks	could	have	once	been	a	temple,	
  celestial	 observatory	 or	 other	 sacred	 place.	 Investigations	
  reveal	the	“ring”	to	actually	be	a	strangely	squashed	oval	and	
  that	each	obelisk	to	be	vaguely	triangular	shaped.	A	steep-sided	
  shaft	pierces	the	hill’s	rocky	summit,	at	the	centre	of	the	“ring”.	
  Invisible	 from	 above—due	 to	 the	 shaft’s	 immense	 depth—a	
  pool	of	clean	and	fresh	drinking	water	fills	a	cavern	deep	below	
  the	hill.	
  	
   
  
  149	
  1 0  T H I N G S  T O  H A P P E N  I N  A  S A N D S T O R M  
  The	desert	has	many	hazards;	perhaps	the	most	terrifying	is	the	
  sandstorm—a	frenzied,	scouring	rush	of	burning	hot	sand	that	
  covers	everything	in	its	path.	
  	
  Use	the	table	below,	to	add	depth	and	flavour	to	a	sandstorm	
  battering	the	PCs:		
  1. The	howling	wind	increases	in	tempo	hurling	yet	more	sand	into	
  your	faces	with	breath-taking	savagery	and	force.	Sand	cakes	
  your	 eyes,	 fills	 your	 nose	 and	 even	 forces	 its	 way	 into	 your	
  mouth.		
  2. The	wind	screeches	about	you	like	the	dying	screams	of	some	
  vast,	 mythical	 beast	 of	 gargantuan	 proportions.	 The	 howling	
  comes	from	all	about	you,	as	if	you	were	trapped	in	the	dying	
  beast’s	belly.		
  3. Visibility	is	essentially	zero—all	you	can	see	are	driving	curtains	
  of	 sand	 and	 the	 shadowy,	 indistinct	 forms	 of	 a	 few	 of	 your	
  companions.		
  4. The	howling	wind	and	storm-tossed	sand	fill	your	ears,	nostrils	
  and	 eyes	 deadening	 your	 senses.	 Above	 it	 all,	 however,	 the	
  shrieking	wind	sings	its	devil	song—nothing	of	this	world	could	
  block	out	its	abominable	screech	so	loud	is	the	storm’s	fury.	
  5. The	wind	buffets	the	party,	driving	sand	into	you	in	seemingly	
  inexhaustible	 waves.	 Travel—slow	 at	 the	 best	 of	 times	 in	 a	
  sandstorm—slows	 to	 a	 crawl	 in	 the	 face	 of	 nature’s	 primal	
  savagery.	
  6. For	a	moment,	through	the	seemingly	unending	sheets	of	wind-
  flung	sand,	the	vague	hulking	outline	of	a	humanoid	comes	into	
  view.	A	sudden	deluge	of	sand	erases	the	figure	from	your	sight.		
  When	the	wind	slightly	abates	a	few	minutes	later	there	is	no	
  sign	of	the	figure	(and—obviously—tracking	is	impossible).	
  7. The	wind	is	like	a	living	thing,	plucking,	pulling	and	tearing	at	the	
  party.	 As	 the	 storm	 progresses,	 it	 reaches	 new	 maddening	
  heights.	Dust	devils—greater	and	more	vicious	than	anyone	has	
  experienced	 before—dance	 about	 the	 party	 in	 a	 macabre,	
  twisting	 dance.	 It	 is	 almost	 enough	 to	 ask	 if	 the	 devils	 are	
  creatures	 dwelling	 amid	 the	 storm’s	 fury	 or	 if	 the	 storm	
  possesses	some	modicum	of	sentience…	
  8. The	party	are	not	the	only	travellers	caught	amid	the	storm’s	
  fury.	As	they	stagger	onwards,	they	come	across	the	partially	
  buried	figure	of	another	traveller	curled	up	tightly	in	the	shelter	
  of	a	small	dune.	Unfortunately,	the	storm	is	so	savage	the	dune	
  is	shifting	and	slowly	burying	the	unconscious	unfortunate.		
  9. Suddenly,	a	torrent	of	sand	engulfs	the	party—the	crest	of	a	
  nearby	dune	has	collapsed	under	the	wind’s	savage	assault.	An	
  avalanche	of	sand	cascades	down	over	the	party,	burying	those	
  who	lose	their	footing.		
  10. The	wind’s	howl	slowly	abates,	and	over	the	course	of	a	few	
  minutes	the	driving	sand	settles	to	the	ground	in	deep	drifts	of	
  fine,	unpacked	sand.	Unfortunately,	this	fine	sand	fills	several	
  nearby	 deep	 depressions	 which	 now	 lurk	 ready	 to	 catch	 the	
  unwary	 traveller.	 Those	 blundering	 into	 such	 “sand	 traps”	
  rapidly	sink	from	sight.	
  	
  
  150	
  2 0  P I E C E S  O F  D E S E R T  D R E S S I N G
  Adventurers	 are	 intrepid	 types	 and	 often	 disappear	 into	 the	
  wilderness	 in	 search	 of	 gold	 and	 glory.	 Many	 such	 adventures	
  seem	to	happen	in	sun-scorched	deserts.	
  	
  Use	the	table	below,	to	breathe	life	into	an	adventure	set	in	a	
  desert.	None	of	the	happenings	listed	below	is	intended	to	spawn	
  a	full	encounter;	think	of	them	as	wilderness	dressing	designed	to	
  add	realism	and	depth	to	proceedings.	
  1. The	sun	stands	high	in	the	air,	and	heat	shimmers	rise	from	the	
  sun-baked	sand.	Far	off	in	the	distance,	black	specks	circle	high	
  up	in	the	air.	
  2. A	gust	of	wind	plucks	at	the	crest	of	a	nearby	dune,	sending	a	
  shimmering	cloud	of	fine	sand	dancing	through	the	air.	
  3. Far	off	on	the	horizon	a	line	of	tiny	black	figures	trudging	along	
  a	dune	are	silhouetted	against	the	deep	blue	sky.	Shortly,	they	
  disappear	behind	the	dunes.	
  4. Ahead,	two	towering	dunes	form	the	flanks	of	a	deep	valley	
  wreathed	in	cool	shade.		
  5. A	 short	 line	 of	 footprints	 mars	 the	 desert	 sand.	 Rendered	
  indistinct	by	drifting	sand,	they	peter	out	after	a	hundred	yards	
  or	so.	
  6. A	dried-out,	sand-choked	oasis	lies	at	the	base	of	a	small	dune.	
  Two	dead	palm	trees	lie	on	their	sides	partially	buried	in	drifting	
  sand.		
  7. A	metal	pot	helmet—scorchingly	hot	to	the	touch—lies	on	the	
  ground,	partially	filled	with	sand.		
  8. The	corpse	of	a	horribly	desiccated	camel	lies	in	the	sand.	Two	
  hungry	 vultures	 peck	 and	 tear	 at	 its	 hard,	 sandy	 flesh.	 If	
  disturbed,	the	vultures	fly	off	a	short	distance.	They	wait	for	the	
  party	to	pass	before	returning	to	their	grizzly	feast.	
  9. Dark	 clouds—pushed	 by	 fiercely	 strong	 winds	 high	 up	 in	 the	
  sky—rush	over	the	party.	Far	off	in	the	distance	they	lose	their	
  precious	water	over	a	range	of	steep-sided,	parched	hills	whose	
  narrow	valleys	are	soon	scoured	by	flash	flooding.	
  10. Here	lies	the	wind-blasted	remains	of	some	ancient	battle.	The	
  desiccated	corpses	of	two	hyena-headed	humanoids	(gnolls)	lie	
  locked	 in	 an	 eternal	 embrace	 with	 a	 swarthy,	 now	 partially	
  mummified,	human	warrior.	
  11. Set	in	a	dune’s	lea,	and	partially	covered	in	drifting	sand,	lie	the	
  collapsed	remains	of	a	large	white	tent.	Its	poles	have	collapsed,	
  but	lumps	in	the	canvas	betray	the	presence	of	objects	within.	
  Sadly,	nothing	valuable	lies	remains,	but	the	PCs	can	recover	a	
  usable	saddle,	four	empty	waterskins	and	various	other	odds	
  and	ends.	
  12. The	 raucous	 cawing	 of	 several	 birds	 alerts	 the	 PCs	 to	 the	
  presence	of	several	buzzards	perched	atop	a	nearby	dune.	They	
  watch	the	party	hungrily.	If	not	driven	off,	they	follow	the	PCs	
  for	the	balance	of	the	day,	but	lose	interest	in	the	cool	of	the	
  evening.		
  13. The	lonely	and	forlorn,	sun-basted	skeleton	of	some	vast	tusked	
  creature—perhaps	an	elephant—lies	partially	buried	in	the	side	
  of	a	dune.		
  14. The	 party	 pass	 through	 a	 small	 field	 of	 stunted	 sickly	 thorn	
  bushes	punctuated	by	the	occasional	cactus.	Unwary	PCs	might	
  disturb	 several	 snakes	 resting	 in	 the	 bushes’	 shadows.	 The	
  snakes	slither	away,	unless	cornered.	
  15. Incongruously,	the	stark,	leafless	trunk	and	far-flung	branches	
  of	a	mighty	tree	yet	struggle	above	the	shifting	sands.	The	tree	
  is	vast—and	must	have	deep-reaching	roots	to	have	survived.	
  Several	 desiccated,	 part-mummified	 corpses	 dangle	 from	
  nooses	hanging	from	the	tree’s	branches.	They	sway	gently	in	
  the	faint	wind.	
  16. From	far	off	to	the	party’s	right,	the	glint	of	sunlight	reflecting	
  off	something	catches	one	of	the	PC’s	attention.	Investigations	
  reveal	a	man-sized	shard	of	wind-smoothed	flint	thrusting	up	
  through	the	sand.	
  17. This	section	of	desert	is	barren,	dry	and	lifeless.	Here,	the	wind	
  has	blown	the	sand	away	from	a	swath	of	rippled	stone	that	
  extends	for	several	miles.	Tracking	across	the	stone—seemingly	
  frozen	like	waves	on	a	beach—is	virtually	impossible.		
  18. 	For	off	in	the	distance,	through	the	shimmering	heat,	a	PC	spots	
  the	hazy	image	of	a	stand	of	palm	trees	clustered	around	a	pool	
  of	blue,	welcoming	water.	
  19. A	train	of	hazy	and	indistinct	figures	seem	to	glide	across	the	
  horizon	in	front	of	the	party.		
  20. Far	 off	 on	 the	 horizon	 rise	 the	 purple-fringed	 towers	 and	
  battlemented	walls	of	a	city!	Even	knowledgeable	PCs	know	of	
  no	such	city	or	civilisation,	but	there	it	stands	none-the-less.		
  S P E C I A L  N O T E :  M I R A G E S  
  Entries	 18	 -	 20	 could	 be	 mirages,	 or	 they	 could	 be	 an	 actual	
  location	or	encounter.	You	can	use	these	as	nothing	more	than	a	
  distraction	or	as	a	means	to	draw	the	PCs	to	a	particular	locale.	Of	
  course,	you	could	also	use	them	as	the	basis	for	an	adventure	site	
  or	location	at	which	the	PCs	can	gain	succour.		
  	
   
  
  151	
  2 0  U N E V E N T F U L  D A Y S  T R A V E L  I N  T H E  D E S E R T  
  Not	every	day	in	an	adventurer’s	life	is	packed	with	excitement,	
  battle	and	glory.	Sometimes,	nothing	of	note	happens,	but	a	GM	
  wants	to	give	some	detail	and	substance	to	the	nothing.	
  	
  Use	the	table	below,	to	describe	an	uneventful	day’s	travel	
  through	a	sun-scorched	desert:	
  1. Around	midday,	a	few	wispy	clouds	scud	by	high	up	in	the	sky	
  but	provide	no	shade	from	the	merciless	sun.	
  2. The	day’s	travel	is	unremarkable	except	for	a	broad	swath	of	
  soft	sand.	With	every	step	the	PCs	sink	almost	ankle	deep	into	
  its	cloying	embrace;	progress	through	the	area	is	torturously	
  slow.	
  3. A	fierce	wind	blows	up	from	the	south.	For	a	few	minutes,	it	
  seems	a	sandstorm	might	be	in	the	offing,	but	the	winds	abate	
  as	quickly	as	they	came.	
  4. 	As	the	party	crest	a	dune,	its	peak	gives	way;	unwary	PCs	find	
  themselves	tumbling	and	sliding	down	its	steep	flank.		
  5. Stirred	up	by	sporadic	wisps	of	wind,	dust	devils	dance	about	
  the	party	for	much	of	the	morning.	The	wind	drops	to	nothing	
  after	midday,	and	the	dust	devils	do	not	return.	
  6. High	up	in	the	sky	some	vast	winged	beast	flies	over	the	party,	
  its	shadow	gliding	over	the	hot	sands.	The	creature	does	not	
  notice	the	party—or	if	it	does	it	ignores	them.		
  7. Unrelenting	heat	is	the	order	of	the	day.	The	air	is	still—almost	
  preternaturally	still—all	day;	around	midday	the	temperature	
  reaches	 a	 new	 high.	 Travel,	 without	 magical	 protections,	 is	
  virtually	impossible.	
  8. The	party	travel	through	a	particularly	desolate,	empty	stretch	
  of	desert.	For	the	entire	day,	they	see	nothing	but	sand,	sky	and	
  each	other.	It	is	crushingly	quiet	and	stiflingly	hot.	
  9. Today,	the	desert	is	a	furnace.	Heat	shimmers—and	nothing	but	
  stark,	barren	sand—surround	the	party.		
  10. This	day	is	uneventful	except	for	a	few	dark	clouds	slowly	sliding	
  majestically	across	the	sky.		
  11. A	small	pack	of	vultures	shadow	the	party	for	much	of	the	day.	
  Perceptive	PCs	spot	them	circling	several	hundred	feet	away.	
  They	follow	the	group	for	much	of	the	day—unless	driven	off—
  but	lose	interest	as	dusk	falls	over	the	burning	sands.	
  12. In	 the	 early	 afternoon,	 the	 party	 crosses	 over	 the	 tracks	 of	
  another	group	of	travellers.	Skilled	trackers	can	tell	the	other	
  party	were	about	20	strong	and	most	of	them	were	mounted	
  on	camels.		
  13. In	this	section	of	the	desert,	the	dunes	are	particularly	densely	
  packed	with	steep	valleys	between	them.	Travel,	consequently,	
  is	slow.		
  14. In	the	mid-morning,	the	party	passes	a	single	gigantic	cactus	
  standing	in	the	lee	of	a	shallow,	wind-swept	dune.		
  15. Today,	the	PCs	discover	a	small	oasis	sheltering	in	the	shadow	
  of	 a	 low	 range	 of	 sun-blasted,	 unnamed	 hills.	 A	 few	 stunted	
  trees	and	bushes	survive	about	the	pool’s	fringes.	(This	is	a	good	
  place	to	replenish	the	party’s	water	supplies.)	
  16. During	 the	 early	 evening,	 the	 party	 spy	 a	 small	 herd	 of	 wild	
  camels	grazing	on	a	few	stubborn	clumps	of	grass	growing	in	the	
  valley	between	two	dunes.	The	camels	are	only	a	few	hundred	
  yards	away	from	the	party—perhaps	close	enough	to	hunt	or	
  catch!	
  17. During	their	day’s	travel,	the	party	come	across	the	distinctive	
  undulating	tracks	of	a	snake	in	the	sand.	By	the	look	of	the	track,	
  it	was	a	gigantic	specimen.		
  18. About	midday,	the	party	discover	the	steep	banks	of	a	long	ago	
  dried	up	river.	The	crumbling	banks	are	almost	20	feet	high.	
  Unless	the	party	can	cross	this	barrier,	they	must	spend	several	
  hours	diverting	around	the	deep	gully.	
  19. Clumps	 of	 grass	 struggle	 above	 the	 shifting	 sands	 of	 the	
  relatively	flat	section	of	desert	through	which	the	party	pass.	
  Toward	the	end	of	the	day,	they	discover	the	tottering	ruin	of	a	
  small	building	of	baked	brick	built	into	a	small	stony	cliff.		
  20. During	the	early	morning,	the	party	crosses	the	cracked,	dried	
  up	bed	of	a	small	lake.	Several	times	during	the	morning	they	
  pass	by	small	hills—once	probably	islands—as	stark	and	barren	
  as	the	lake	bed.	
  
  152	
  	
   
  
  153	
   
   
   
   
   
   
   
   
   
   
  TOWNSFOLK & VILLAGERS
   
   
  
  154	
  1 0  B E G G A R S  &  V A G A B O N D S  
  Beggars,	 petty	 thieves	 and	 vagabonds	 are	 a	 feature	 of	 most	
  settlements	bigger	than	a	borderland	hamlet.	Most	such	folk	give	
  powerful—and	 probably	 violent—adventurers	 a	 wide	 berth.	 A	
  few,	 though,	 may	 approach	 the	 PCs	 for	 some—probably	
  nefarious—reason.		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 notable	
  beggars	and	vagabonds	the	PCs	encounter	during	their	travels:	
  1. Kaarlo	Hirvonen	(N	male	human):	Emaciated	and	wearing	over-
  sized	ragged	clothes	Kaarlo	is	a	pathetic	sight.	With	unkempt	
  curly	brown	hair	and	a	mouth	full	of	rotting	teeth	and	bleeding	
  gums	he	seems	on	the	edge	of	physical	collapse.	Desperate	to	
  get	off	the	streets,	Kaalo	will	do	anything	short	of	murder	to	
  improve	his	lot.		
  2. Uljas	 Aalto	 (CN	 old	 male	 human):	 Painfully	 thin,	 and	 with	 a	
  perpetual	look	of	bemused	confusion	on	his	face,	Uljas	often	
  seems	in	a	world	of	his	own.	Scraggly	dirty	blond	hair	barely	
  covers	 his	 scalp	 and	 “interesting”	 skin	 lesions	 cover	 his	 right	
  forearm.	With	a	lifetime	of	living	on	the	streets	behind	him	Uljas	
  is	wary	of	authority	figures,	strangers	and	those	that	seem	too	
  friendly.		
  3. Helmi	Laitnen	(N	female	human):	New	in	town,	Helmi	is	still	
  looking	for	somewhere	to	call	home.	Driven	forth	from	a	nearby	
  settlement	 after	 her	 arrival	 heralded	 an	 outbreak	 of	 plague,	
  Helmi	is	bitter	and	angry.	(Helmi	is	a	carrier	for	a	virulent	form	
  of	 plague,	 but	 is	 immune	 to	 the	 disease	 herself).	 Clad	 in	
  voluminous,	 travel-stained	 robes,	 her	 sex	 is	 not	 immediately	
  apparent,	but	the	signs	of	ill-health—a	grey	parlour	to	her	skin	
  and	lank,	greasy	hair	are	obvious.	
  4. Jorma	Ukkola	(NE	male	human):	Once	servant	to	an	affluent	
  family,	Jorma	was	cast	out	onto	the	streets	after	being	accused	
  of	 thievery.	 He	 is	 desperate	 for	 two	 things—revenge	 on	 the	
  family	who	destroyed	his	reputation	and	livelihood	and	for	a	
  return	to	gainful	employment.	He	latches	onto	one	of	the	PCs	
  and	 does	 all	 he	 can	 to	 ingratiate	 himself.	 Fastidious	 in	 his	
  appearance,	 Jorma	 is	 as	 clean	 and	 tidy	 as	 his	 circumstances	
  allow.	Almost	six	and	a	half	feet	tall,	he	walks	with	a	stoop.	
  5. Jani	Hujanen	(LN	old	male	human	fighter	2):	An	ex-soldier,	Jani	
  was	crippled	in	a	borderland	skirmish	long	ago.	Now	aged,	this	
  one-legged	 soldier	 cuts	 a	 dejected	 figure	 as	 he	 slowly	 hops	
  through	the	streets	with	his	makeshift	crutch.	Fiercely	proud,	
  but	all	too	aware	of	his	failing	health,	Jani	is	a	leader	of	sorts	
  among	 the	 street	 brethren.	 His	 grey	 eyes	 still	 sparkle	 with	
  determination	 and	 his	 voice	 remains	 firm.	 Strength	 yet	 lurks	
  within	his	frame,	but	he	knows	his	time	draws	near.		
  6. Ossi	 Auvienen	 (CN	 male	 human):	 Short	 and	 cursed	 with	 a	
  speech	impediment,	Ossi	is	a	lonely	figure.	He	thus	speaks	little,	
  but	hears	much.	Never	without	his	“backpack	of	holding”	Ossi	
  is	often	seen	scavenging	for	food	scraps	and	things	to	sell	to	the	
  town’s	various	pawnbrokers	and	curio	shops.	He	rarely	gets	a	
  reasonable	price.	Ossi	has	known	little	but	misery	and	struggle	
  through	his	life	and	is	resigned	to	his	fate.	
  7. Outi	Eerola	(CN	middle-aged	female	human):	Mad—and	a	little	
  dangerous	 as	 a	 result—Outi	 wears	 the	 ragged	 remnants	 of	
  many	skirts	and	dresses	patched	together	into	her	pride	and	
  joy—a	voluminous	dress	of	many	layers.	With	terrible	breath	
  and	few	social	graces,	Outi	is	not	a	popular	figure	except	among	
  those	who	hear	wisdom	in	her	deranged	ramblings.	In	middle-
  age,	Outi	is	old	beyond	her	years	and	already	her	hands	suffer	
  from	terrible	arthritis	that	has	turned	them	into	virtual	claws.	
  8. Veli	(NE	male	human):	Horribly	disfigured	by	a	childhood	illness	
  Veli	 was	 cast	 out	 into	 the	 streets	 by	 his	 family,	 when	 they	
  realised	 they	 could	 no	 longer	 afford	 his	 care.	 Bitter	 and	
  resentful,	he	is	in	near	constant	pain.	With	a	shock	of	matted	
  red	hair	and	a	disfigured,	almost	melted,	face,	Veli	is	hard	to	
  miss.	He	wears	a	cowled	cloak	and	keeps	to	the	settlement’s	
  shadows	and	alleyways.	Anyone	using	powerful	magic	to	heal	
  him	gains	a	life-long,	devoted	servant.	(A	servant	who	none-the-
  less	plots	revenge	against	his	family	for	their	betrayal).	
  9. Ulpa	Rekunen	(N	female	human):	Thrown	out	by	her	husband	
  when	he	discovered	she	had	fallen	pregnant	by	another	man,	
  guilt	and	grief	dominate	Ulpa’s	life.	Homeless,	and	alone,	she	
  could	not	care	for	her	new-born	baby	who	died	a	few	weeks	
  after	its	birth.	Now	despondent	and	without	hope,	Ulpa	drifts	
  through	life	waiting	to	die.	Once	attractive,	grief	and	living	on	
  the	streets	have	aged	her	beyond	her	years.	
  10. Taneli	Itkonen	(N	young	male	human	magic-user	1):	Not	even	
  ten-years-old,	Taneli	does	not	remember	a	time	when	he	didn’t	
  live	on	the	street.	He	has	no	memory	of	his	parents	and	was	
  brought	up	by	Jani	Hujanen	(see	#5	above).	Good	with	animals,	
  a	pack	of	small	dogs,	trained	to	do	certain	rudimentary	tricks,	
  often	accompany	him	as	he	begs	for	food	or	coin.	He	does	not	
  know	it,	but	a	spark	of	greatness	lurks	within	him;	his	mother	
  was	a	powerful	sorceress	who	fell	in	battle	against	a	terrible	
  demon	 and	 he	 has	 inherited	 some	 of	 her	 powers—powers	
  which	are	starting	to	manifest	themselves…	
  	
   
  
  155	
  1 0  G U A R D S  &  S O L D I E R S  
  Every	settlement	needs	guards	and	soldiers	to	keep	its	people	
  safe.	Most	such	folk	are	nothing	special,	but	a	few	may	be	notable	
  for	one	reason	or	another.		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 guards,	
  members	 of	 the	 watch	 and	 other	 soldiers	 the	 PCs	 encounter	
  during	their	travels:	
  1. Onni	Keto	(NE	male	human	fighter	1):	Corrupt	and	despicable,	
  Onni	uses	his	position	to	exact	bribes	and	fines	from	vulnerable	
  people	 crossing	 his	 path.	 Often	 unshaven	 and	 generally	
  unkempt	he	looks	more	like	a	local	tough	than	a	soldier.	Disliked	
  by	 many	 of	 his	 fellows,	 he	 is	 suspected	 of	 having	 links	 with	
  certain	unsavoury	locals.	Such	rumours	are	false—Onni	is	only	
  out	for	himself.		
  2. Panu	Korpela	(LN	male	human	fighter	1):	Burly	and	a	little	dim,	
  Panu	 is	 a	 dependable	 but	 unimaginative	 warrior.	 When	
  confused	by	a	situation	he	follows	local	laws	to	the	letter.	He	
  takes	great	solace	in	the	rule	of	law.	For	all	that,	he	is	friendly	
  man	and	does	not	hold	grudges.		
  3. Elina	Alanen (LN	female	human	fighter	3):	A	highly	competent	
  warrior,	Elina	sometimes	despairs	of	her	companions.	A	veteran	
  of	 many	 border	 skirmishes	 and	 the	 like,	 she	 has	 seen	 real	
  action—not	 like	 those	 she	 now	 trains.	 Her	 superiors	 have	
  marked	her	for	promotion.		
  4. Hannu	Purho	(N	middle-aged	male	human	fighter	2):	Injured	in	
  the	 line	 of	 duty,	 Hannu	 walks	 with	 a	 distinctive	 limp	 and	
  sometimes	falls	behind	his	fellows	when	out	on	patrol.	He	hates	
  being	a	liability	and	is	an	excellent	warrior	in	every	other	way.	
  For	 all	 that,	 he	 now	 dreams	 of	 retirement—perhaps	 to	 a	
  training	 post	 where	 he	 can	 pass	 on	 his	 skills.	 Hannu	 is	
  particularly	 skilled	 with	 the	 shield	 and	 is	 developing	 his	 own	
  unique	fighting	style	in	his	leisure	time.	He	is	as	bald	as	an	egg.	
  5. Mira	Rekunen	(NG	female	human	fighter	1):	Mira	has	only	just	
  become	a	soldier;	her	family	has	fallen	on	hard	times,	and	she	
  needed	 the	 steady	 wage	 to	 keep	 her	 aged	 parents	 off	 the	
  streets.	She	doesn’t	particularly	enjoy	the	life	and	is	making	the	
  best	of	a	bad	job.	She	appears	ill	at	ease	in	her	armour	and	has	
  not	actually	yet	seen	action—if	a	fight	breaks	out	she	joins	in	
  only	hesitantly.	A	jagged	scar	on	her	cheek	is	the	result	of	a	
  training	accident	(and	makes	her	look	harder	than	she	actually	
  is).		
  6. Vuokko	Ukkola	(NG	female	human	fighter	2):	Tall	for	a	woman,	
  Vuokka	towers	over	most	of	her	male	comrades.	As	muscular	as	
  she	 is	 remarkably	 tall,	 Vuokka	 is	 an	 imposing	 sight.	 Once	 a	
  blacksmith	by	trade,	the	lust	for	action	burned	deep	within	her	
  and	she	became	a	soldier.	Faded	and	healed	scars—results	of	
  her	blacksmithing—mar	her	forearms.	She	has	a	deep,	strident	
  voice	and	is	a	terror	in	battle.		
  7. Urmas	Ojanen	(LN	middle-aged	male	human	fighter	1):	Short	
  and	stocky,	Urmas	is	a	career	soldier.	He	has	known	virtually	no	
  other	 life	 and	 would	 be	 utterly	 lost	 without	 the	 order	 and	
  discipline	of	military	life.	Urmas	is	also	a	borderline	alcoholic—
  his	face	is	blotchy	and	his	eyes	ringed	by	deep	bags—which	is	
  beginning	to	interfere	with	his	duties.	He	is	always	licking	his	
  lips—as	if	thirsty—and	is	never	without	a	small	flask	about	his	
  person.		
  8. Jarmo	Sianio	(CG	male	human	fighter	3):	Big,	burly	and	fearless	
  Jarmo	is	a	soldier’s	soldier.	Scion	of	a	distant	land,	he	escaped	a	
  slaver’s	coffle	and	after	a	series	of	adventures	found	himself	a	
  soldier.	He	is	biding	his	time	until	he	has	amassed	enough	pay	
  to	attempt	to	get	home	and	will	desert	when	the	time	is	right.	
  His	pale	blue	eyes,	fair	hair	and	parchment-white	skin	mark	him	
  out	as	an	outsider.	He	also	speaks	with	a	comically	thick	foreign	
  accent.	
  9. Mikko	Leino	(N	male	human	fighter	1):	Mikko	has	a	very	strange	
  sense	 of	 humour	 (he	 believes	 he	 is	 too	 intelligent	 for	 his	
  companions)	and	often	makes	inappropriate	jokes	(which	can	
  lead	to	brawls	and	suchlike).	Still—for	all	that—he	is	a	decent	
  person;	he	genuinely	doesn’t	understand	why	people	don’t	find	
  him	funny.	Mikko	has	a	strange	growth—an	abnormally	large	
  mole—on	his	neck	about	which	he	is	self-conscious.	He	keeps	
  his	black	hair	long	to	hide	his	mole	and	is	fastidious	about	his	
  appearance.	
  10. Terttu	Paananen	(LE	female	human	fighter	1/thief	1):	Terttu	is	
  a	spy	for	a	rival	lord	or	organisation.	She	is	a	consummate	actor	
  and	has	ingratiated	herself	with	her	
  fellows.	
  She	
  is	
  friendly,	
  perhaps	overly	so,	and	takes	
  the	time	to	get	to	know	the	
  PCs—they	 might	 be	 useful	 to	
  her	in	the	future.	Her	hair	is	
  dyed	
  black,	
  but	
  perceptive	 PCs	 may	
  notice	
  her	
  blond	
  roots	coming	through.		
  	
   
  	
  	
  ratiated	herself	with	her	
  	
  She	
  is	
  friendly,	
  	
  erly	so,	and	takes	
  	
  	
  	get	to	know	the	
  	 might	 be	 useful	 to	
  	
  	 uture.	Her	hair	is	
  	
  lack,	
  but	
  	 PCs	 may	
  	
  r	
  blond	
  	
  ng	through.	
  
  156	
  1 0  M E R C H A N T S  &  T R A D E S P E R S O N S  
  Normally,	when	the	PCs	go	shopping	the	“action”	is	handled	“off	
  stage”.	The	players	simply	note	down	their	purchases	and	move	
  on	to	more	exciting	things.	Sometimes,	though,	they	may	seek	a	
  particularly	rare	or	difficult-to-find	item	or	encounter	a	notable	
  merchant.	
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 notable	
  merchants	and	traders	the	PCs	encounter	during	their	travels.	The	
  entries	below	do	not	list	an	actual	occupation	for	each	NPC—the	
  GM	 should	 use	 them	 in	 whatever	 shop,	 trade	 or	 circumstance	
  required.	
  1. Elena	Itkonen	(NE	old	female	human):	This	old	woman	has	a	full	
  head	 of	 carefully	 styled	 silvery	 hair	 and	 carries	 herself	 with	
  dignity.	A	snob,	she	believes	she	is	above	many	of	the	people	
  she	encounters	on	a	daily	basis	and	is—consequently—distant,	
  but	polite.	Her	husband	has	recently	died	and	she	is	desperately	
  lonely.		
  2. Kaari	Rantanen	(NG	female	human):	Clad	in	a	loose	black	dress,	
  this	slender,	brown-hair	woman	attracts	much	male	attention.	
  She	is	friendly,	and	loves	dogs—but	hates	cats	and	the	like.		
  3. Usko	Karppanen (LN	old	male	human):	This	old,	but	fit,	man	
  with	a	splotchy	purple	birthmark	on	his	face	harbours	dreams	
  of	 youth	 and	 battles	 against	 old	 age’s	 insidious	 advance.	 He	
  wears	 tight-fitting	 clothes	 and	 is	 evidently	 prosperous	 given	
  their	cut	and	quality.	He	harbours	dreams	of	the	adventuring	
  life—but	that	is	all	they	are;	if	given	the	opportunity	to	engage	
  in	an	actual	adventure	he	demurs	(politely).		
  4. Onni	 Keto	 (CN	 middle-aged	 male	 human):	 Middle-aged	 and	
  podgy,	 Onni,	 has	 two	 young	 daughters	 and	 several	 failed	
  marriages.	Despite	this,	he	is	cheerful,	if	a	little	over-friendly.	It	
  doesn’t	take	long	for	him	to	try	selling	the	PCs	something.	He	
  has	 tightly	 cropped	 dirty	 brown	 hair	 and	 a	 beard.	 His	 good-
  humour	is	a	cover	for	the	aching	loneliness	filling	his	heart.	He	
  is	also	a	frustrated	painter	and	dreams	of	someday	securing	a	
  wealthy	patron.	
  5. Jaska	 Outila	 (LN	 male	 human):	 Believing	 himself	 to	 be	
  accomplished	trader	with	an	extensive	network	of	suppliers	and	
  customers	in	the	locality	Jaska	prides	himself	on	his	ability	to	
  get	on	with	anyone.	In	truth,	Jaska	is	popular	because	he	is	easy	
  to	haggle	down—something	he	is	beginning	to	realise.	Slender	
  with	dark	hair	and	green	eyes	he	is	always	impeccably	dressed.		
  6. Pia	Purho	(N	female	human):	Just	starting	out	on	her	own,	Pia	
  aggressively	courts	as	a	customer	anyone	who	seems	to	have	
  coin.	 Although	 she	 is	 skilled	 at	 selling,	 her	 accounting	 and	
  bookkeeping	skills	are	weak,	and	she	is	losing	money	as	a	result.	
  Wildly—perhaps	irritatingly	cheerful—she	does	not	take	no	for	
  an	answer.		
  7. Ulpa	 Tuomi	 (CE	 female	 human):	 Utterly	 without	 morals	 or	
  scruples,	Ulpa	is	a	psychopath.	She	cares	for	no-one	but	herself	
  and	happily	sells	any	old	crap	to	her	customers	(assuming	she	
  won’t	get	caught).	She	pretends	to	work	for	a	patron	who	lives	
  in	a	distant	city	and	directs	any	complaints	to	him.	Ulpa	is	often	
  on	 the	 move—to	 keep	 ahead	 of	 irate	 customers.	 She	 has	
  luscious	black	hair	and	black	piercing	eyes	and	dresses	in	fine,	if	
  a	little	risqué,	clothes.	
  8. Valto	Rintala	(LN	middle-aged	male	human):	Short	and	dumpy,	
  Valto	 enjoys	 the	 good	 life.	 A	 prosperous	 merchant,	 he	 now	
  leads	a	small	staff	who	do	much	of	the	actual	work.	Valto	has	
  grown	lazy—and	a	little	fat—and	has	forgotten	what	a	proper	
  day’s	work	feels	like.	Often	found	meeting	clients	for	drinks	or	
  a	 meal,	 he	 is	 frequently	 encountered	 wearing	 slightly	 soiled	
  clothes.	
  9. Virpi	Markku (LN	female	human):	Inflexible	and	obsessed	with	
  perfection,	Virpi,	is	not	easy	to	get	on	with.	For	Virpi,	the	price	
  is	 the	 price—haggling	 with	 her	 is	 pointless,	 and	 her	 wares’	
  quality	is	beyond	reproach.	She	is	tall	but	developing	a	middle-
  age	spread	which	she	artfully	conceals	with	fine,	loose-fitting	
  robes.		
  10. Usko	Laitnen (LG	old	male	human):	Usko	has	a	big	heart	and	
  spends	most	of	his	profits	on	feeding	the	poor,	helping	orphans	
  find	new	homes	and	so	on.	He	would	be	quite	wealthy	if	he	did	
  not	spend	his	wealth	so,	something	several	of	his	own	grown-
  up	children	resent	immensely.	He	is	popular	in	the	locality	and	
  is	not	short	of	friends.	He	is	suspicious	of	newcomers,	though,	
  for	he	has	been	swindled	several	times	in	the	last	few	years.	He	
  walks	 with	 a	 cane	 and	 never	 without	 a	 hat—he	 went	 bald	
  twenty	years	ago	and	is	extremely	self-conscious	about	his	lack	
  of	hair.		
  	
  
  157	
  1 0  P E A S A N T S  &  S E R F S  
  Every	 campaign	 has	 peasants.	 Most	 peasants,	 though,	 are	
  virtually	invisible—they	are	window	dressing	and	nothing	more.	
  Use	the	table	below,	to	generate	the	details	of	notable	peasants	
  the	PCs	encounter	during	their	travels.	Remember,	to	tailor	the	
  peasant’s	descriptions	to	the	circumstances.		
  1. Pekka	Leino	(LN	male	human):	New	in	town,	Pekka	needs	work	
  as	his	funds	will	only	keep	him	off	the	streets	for	a	few	more	
  weeks.	Pekka’s	home	village	was	recently	devastated	by	plague,	
  and	 he	 fled	 here	 after	 his	 family	 fell	 into	 its	 ebon	 embrace.	
  Skilled	in	general	labouring,	Pekka	owns	little	but	the	clothes	on	
  his	 back	 and	 the	 few	 items	 in	 his	 pack.	 He	 is	 brawny	 and	
  hardworking	but	unimaginative.		
  2. Ilari	Korpela	(NG	middle-aged	human	male):	Fat,	unfit	and	a	
  little	bit	arthritic	Ilari	has	short	red	hair	and	fair	skin.	He	wears	
  well-maintained,	 but	 old	 clothes.	 He	 hobbles	 about	 town	 in	
  search	 of	 odd-jobs.	 He	 is	 better	 educated	 than	 many	 of	 his	
  fellows	and	craves	a	job	which	enables	him	to	sit	down	and	stay	
  inside	 as	 much	 as	 possible.	 He	 has	 dreams	 of	 becoming	 a	
  famous	bard,	but	his	singing	voice	is	average	at	best.	
  3. Vesa	Laitnen	(N	old	human	male):	With	a	decent	head	of	white	
  hair,	Vesa	is	the	quintessential	old	man.	He	has	nowhere	to	go	
  and	all	day	to	get	there.	Consequently,	he	is	chatty	and	friendly.	
  He	has	a	vast	store	of	local	knowledge	and	knows	much	of	what	
  goes	on	in	the	locality.	Sadly,	most	of	his	knowledge	is	limited	
  to	the	usual,	banal	goings-on	of	life	and	is	of	little	interest	to	
  adventurers.	
  4. Aune	Eronen	(LN	female	human):	This	burly	woman	has	short-
  cropped	brown	hair	and	wears	a	look	of	studied	boredom	on	
  her	face.	A	beautiful	wolfhound	lopes	alongside	her.	The	dog	is	
  fiercely	protective	of	its	mistress	and	can	go	from	a	placid	hound	
  to	snarling	war	dog	in	the	blink	of	an	eye.	
  5. Asta	 Auvienen	 (CN	 old	 female	 human):	 This	 stick-thin	 old	
  woman	wears	a	droopy	red	and	blue	hat	that	almost	obscures	
  her	face	completely.	She	is	inquisitive	and	chatty	and	carrying	a	
  basket	that	is	obviously	too	heavy	for	her	to	manage	easily.		
  6. Arvo	Eskola	(CN	young	male	human):	Still	clinging	to	his	teenage	
  years,	Arvo	is	cheerful,	gregarious	and	chronically	unorganised.	
  He	wears	his	shoulder-length	brown	hair—his	pride	and	joy—
  pulled	 back	 in	 a	 ponytail.	 He	 is	 always	 in	 a	 rush	 and	 often	
  breathless	and	a	little	confused.	Perpetually	surrounded	by	an	
  aura	of	chaos	he	is	rarely	in	one	place	long.	His	parents	despair	
  of	him.	
  7. Onni	 Ojanen	 (CN	 old	 male	 human):	 Growing	 old,	 but	 still	
  vigorous,	Onni	has	a	finely	maintained	silvering	goatee	and	is	a	
  popular,	friendly	man.	His	hair	is	similarly	greying	and	deep	bags	
  under	his	eyes	hint	at	many	late	nights.	Knowledgeable	about	
  many	 things,	 he	 believes	 he	 is	 knowledgeable	 about	 a	 great	
  many	 other	 things	 as	 well.	 He	 is	 not	 shy	 about	 sharing	 his	
  knowledge.	
  8. Raimo	Leino	(CE	male	human):	The	victim	of	a	horrible	accident,	
  when	a	cart	crushed	his	right	arm,	Raimo	has	struggled	with	
  depression	ever	since.	His	skin	is	sallow	and	deep	bags	hang	
  under	his	eyes.	He	nightly	relives	the	accident	that	took	his	arm	
  and	often	wakes	up	screaming.	With	but	one	arm	and	scraggly	
  dark	brown	hair	Raimo	cuts	a	distinctive	figure.	Not	above	lying	
  to	gain	an	advantage,	he	tells	newcomers	of	his	heroic	service	
  in	the	local	lord’s	soldiery	in	the	hopes	of	snagging	a	payout—
  or	at	least	a	meal—from	a	gullible	adventurer.		
  9. Mira	Outila	(LG	female	human):	Mira	is	popular	and	well-liked.	
  She	has	a	reputation	for	caring	and	has	some	small	skill	as	an	
  apothecary	 which	 she	 shares	 with	 her	 neighbours	 without	
  thought	of	payment.	Slender,	with	short	brown	hair,	pale	skin	
  and	deep	blue	eyes	she	stands	out	from	her	neighbours	and	
  friends.	Tortured	by	thoughts	of	those	she	was	not	able	to	save	
  with	her	skills,	she	someones	disappears	for	days	at	a	time	on	
  herb-collecting	expeditions.		
  10. Kaari	Keto (CG	female	human):	Friendly,	but	often	surrounded	
  by	drama	and	stress,	Kaari	is	never	happier	than	when	in	the	
  company	 of	 friends.	 A	 frustrated	 social	 climber	 she	 greatly	
  desires	to	better	her	family’s	lot	through	her	connections	with	
  the	well-to-do.	She	has	had	some	small	success	in	this	and—
  consequently—dress	slightly	more	ostentatiously	than	a	typical	
  peasant.	She	is	overly	friendly	and	has	many	male	friends—who	
  sometimes	misinterpret	her	friendliness—and	an	increasingly	
  frustrated	husband.		
  	
   
  
  158	
  2 0  E N C O U N T E R  H O O K S  
  Once	you	have	determined	which	NPC	the	PCs	encounter,	use	the	
  table	 below,	 to	 discover	 what	 the	 NPC	 is	 doing	 when	
  encountered.	Some	of	the	hooks	below	might	not	be	appropriate	
  for	 the	 NPC	 you	 have	 already	 selected.	 Discard	 inappropriate	
  results	and	re-roll.	
  1. The	NPC	is	in	a	rush	for	an	“important	meeting”	and	tries	to	get	
  away	from	the	PCs	as	quickly	as	possible.	
  2. The	NPC	is	having	a	bad	day	and	is	in	a	bad	mood.		
  3. The	NPC	has	just	been	mugged	or	otherwise	attacked.	Bruised	
  and	bloodied,	he/she	is	a	little	disorientated.		
  4. The	 NPC	 is	 engaged	 in	 an	 argument	 with	 someone	 else.	 For	
  some	reasons,	he/she	decides	the	PCs	are	the	perfect	people	to	
  decide	who	is	right	and	who	is	wrong.		
  5. The	NPC	has	a	child	(or	perhaps	a	friend)	who	is	obsessed	with	
  the	adventuring	lifestyle	and	thinking	of	giving	up	their	normal	
  and	safe—boring—life	to	go	adventuring.	The	NPC	wants	the	
  PCs	to	talk	him/her	out	of	it.	
  6. The	NPC	staggers	along	carrying	a	heavy	bundle,	box	or	other	
  burden.	He/she	is	grateful	for	the	PCs’	assistance	and	in	return	
  shares	a	current	rumour.	If	the	PCs	are	particularly	helpful,	the	
  NPC	 invites	 them	 into	 his/her	 place	 of	 business	 or	 home	 for	
  refreshments.		
  7. The	NPC	thinks	he/she	is	being	chased	or	hunted	by	someone.	
  He/she	stumbles	into	the	PCs	and	asks	for	their	protection.	No	
  pursuer	is	immediately	apparent.	
  8. The	NPC	is	wandering	along	with	nothing	to	do	for	the	rest	of	
  the	 day.	 He/she	 idly	 engages	 the	 PCs	 in	 conversation,	 if	 an	
  opportunity	presents	itself.	
  9. The	NPC	has	just	been	pickpocketed	(or	perhaps	merely	has	lost	
  their	money	pouch)	and	is	causing	a	commotion.		
  10. Is	going	to	or	returning	from	a	nearby	shop	or	market.		
  11. Is	going	to	meet	a	friend	for	a	drink	and	is	in	a	good	mood.		
  12. Is	recovering	from	a	recent	leg	injury	and	limping	along	(perhaps	
  using	a	cane	stick).	
  13. Is	 a	 little	 worse	 for	 wear.	 They	 could	 be	 merely	 tired	 after	
  working	 late	 into	 the	 night	 or	 recovering	 from	 a	 drinking	
  session.	Whatever	the	cause,	they	look	weary	and	could	be	a	bit	
  snappy.	
  14. Is	distracted	by	something—perhaps	he/she	is	in	love	or	has	
  suffered	a	“direct	hit”	from	a	bird	flying	overhead—and	bumps	
  into	the	PCs.	He/she	apologises.	
  15. Is	wearing	inappropriate	clothing	for	the	weather	and	climate.	
  If	it	is	hot	he/she	is	bundled	up	in	a	heavy	cloak	and	if	it	is	cold	
  he/she	is	wearing	light,	loose-fitting	clothes.		
  16. Is	 engaged	 in	 animated	 conversation	 with	 a	 friend	 or	
  acquaintance.	 They	 both	 give	 the	 PCs	 a	 double	 take	 before	
  continuing	 their	 conversation	 about	 “strange	 goings-on”.	
  (These	 could	 be	 nothing	 more	 than	 local	 events	 of	 no	
  importance	or	the	hook	into	the	PCs’	next	adventure).		
  17. Is	suddenly	hit	on	the	back	of	the	head	by	a	mud	ball	thrown	by	
  one	 of	 a	 small	 group	 of	 urchins.	 The	 children	 scatter	
  immediately,	and	the	NPC	is	left	standing	in	the	street	angry	and	
  muddy.		
  18. Is	new	in	town	and	still	getting	his	or	her	bearings.	Lost,	the	NPC	
  stops	to	ask	the	PCs	for	directions	to	a	local	inn.	
  19. Is	giving	chase	to	a	dog	(his/her	pet).	The	dog	rushes	passed	the	
  party	holding	a	small	haunch	of	meat	in	its	mouth.	Behind	the	
  NPC,	shouts	of,	“Thief!	Stop!”	ring	out.	
  20. Is	fascinated	by	adventurers.	Spotting	the	PCs,	the	NPC	decides	
  to	follow	them	to	see	what	“high	jinks”	they	get	up	to.	The	NPC	
  is	not	particularly	subtle,	and	it	is	not	long	before	the	PCs	realise	
  they	have	a	tail…		
  	
  
  159	
   
   
   
   
   
   
   
   
   
   
  TROUBLESOME TREASURES
   
   
  
  160	
  1 0  D I F F I C U L T  T O  S E L L  T R E A S U R E S  
  Sometimes	the	PCs	emerge	from	the	dungeon	laden	down	with	
  bags	of	coins,	pouches	stuffed	with	gems	and	jewels	and	even	
  magic	 items!	 Other	 times,	 they	 emerge	 with	 items	 somewhat	
  trickier	to	sell	on...	
  	
  Perhaps	 the	 items	 are	 apparently	 worthless,	 stolen	 or	 just	
  only	of	interest	to	a	subset	of	people.	Others	might	have	a	moral	
  dimension.	 For	 example,	 would	 a	 paladin	 be	 fine	 with	 selling	
  unholy	 symbols	 wrenched	 from	 around	 the	 necks	 of	 slain	 evil	
  cultists?	
  	
  Use	 the	 table	 below,	 to	 generate	 details	 of	 treasure	 that	
  might	be	hard	to	sell	after	the	adventure:	
  1. This	 skull-shaped	 medallion	 is	 crafted	 from	 beaten	 brass.	
  Covered	 in	 verdigris,	 it	 has	 a	 fell	 aspect.	 Symbols	 of	 death,	
  suffering	and	damnation	are	etched	into	the	skull's	forehead	
  2. At	first	glance,	this	small	clay	statuette	depicts	nothing	more	
  than	 a	 dumpy	 woman	 sitting	 cross-legged	 on	 the	 floor.	 The	
  figure	 is	 poorly	 sculpted	 and	 obviously	 very	 old.	 Although	 it	
  appears	to	be	nothing	more	than	junk,	a	collector	or	sage	can	
  identify	it	as	an	ancient	depiction	of	the	nature	goddess.		
  3. In	lurid	detail	 this	disturbing	tapestry	 depicts	a	slender,	 bald	
  vampire	suckling	on	the	neck	of	an	elven	woman.	The	attack	
  takes	 place	 amid	 the	 shadows	 clustering	 beneath	 a	 stand	 of	
  stunted,	gnarled	trees.	The	tapestry	is	20-foot	square,	is	rather	
  bulky	and	weighs	20	pounds.		
  4. This	ornate	ivory	candlestick	holder	stands	almost	two-foot	tall.	
  It	depicts	a	naked,	lascivious	succubus	standing	in	a	provocative,	
  seductive	pose	with	its	arms	raised	high	above	its	head.	The	
  demon's	 face	 has	 a	 look	 of	 pure	 lust	 upon	 it.	 Clearly,	 the	
  candlestick	 was	 commissioned	 by	 an	 evil,	 depraved	
  individual.	
  5. Bulky,	 but	 supple,	 this	 roll	 of	 worn	 leather	 is	 tied	
  together	 with	 a	 length	 of	 faded	 red	 silk.	 The	 roll	
  contains	 a	 small	 selection	 of	 torture	 equipment:	
  different	shaped	knives,	saws	and	even	a	small	hand	
  drill.	The	tools	look	old	and	well-used,	but	are	clean—
  perhaps	 suspiciously	 so.	 The	 leather	 is	 of	 unknown	
  origin...	
  6. This	two-foot	long	slender	dagger	has	a	hollow	hilt	and	a	
  tiny	pipe	leading	from	it	to	the	dagger’s	tip.	The	hilt’s	lid	
  can	 be	 unscrewed	 and	 the	 hollow	 has	 a	 suspicious,	
  cloying	smell	about	it.	Evil	cultists	use	this	dagger	to	
  poison	their	foes—sometimes	in	battle	and	
  sometimes	on	the	torture	table.	
  7. The	top	of	this	dwarven	skull	has	been	sliced	off	and	its	eyes	
  sockets,	mouth	and	other	orifices	crudely	filled	with	silver.	A	
  cast	iron	handle	has	been	fused	to	the	skull	where	the	vertebra	
  should	be.	This	macabre	drinking	cup	was	once	used	by	a	hill	
  giant	chieftain	to	toast	his	victories.		
  8. An	intricate	carving	of	a	beatific	man	lying	at	rest	with	his	hands	
  clasped	over	his	chest	decorates	the	lid	of	this	small,	ornate	iron	
  box.	The	box	is	sealed--welded	shut.	It	feels	surprisingly	light-
  weight	and	contains	nothing	but	a	fine	grey	dust	and	several	
  bone	fragments.		
  9. With	 a	 plain,	 battered	 leather	 cover	 this	 small	 book	 at	 first	
  glance	doesn't	seem	particularly	noteworthy.	A	PC	perusing	the	
  text	discovers	it	comprises	several	short	plays.	Written	by	an	
  unknown	hand,	all	the	plays	lampoon	and	deride	the	current	
  ruler	of	the	kingdom.	It	is	a	seditious,	banned	work	and	is	one	
  of	a	dozen	or	so	copies	still	in	circulation.	Those	caught	with	the	
  work	are	guilty	of	treason.		
  10. This	ornate	scroll	is	the	deeds	to	a	prominent	local	landmark	
  such	as	a	bridge,	shrine	or	small	fort.	Ornately	decorated	and	
  quite	detailed	in	its	description	of	the	property	it	certainly	looks	
  genuine.	While	it	may--or	may	not--be	genuine	the	landmark	
  detailed	belongs	to	a	powerful	local	noble	family.	Few	would	
  willingly	tangle	with	their	retainers	and	servants.	
  	
   
  	
  	
  	
  	
  	 tands	almost	two-foot	tall.	
  	
  	 	
  	
  	
  s	standing	in	a	provocative,	
  	
  	
  	
  	
  	
  	high	above	its	head.	The	
  	
  	
  	 	
  	
  	
  	 lust upon	 it.	 Clearly,	 the	
  	
  	
  	
  y	 an	 evil,	 depraved	
  	
  	
  	
  	
  	
  	
  n	 leather	 is	 tied	
  	
  	 	
  	
  	
  	 ed	 silk.	 The	 roll	
  	 	
  	
  	
  	
  re	 equipment:	
  	
  	
  	
  en	a	small	hand	
  d,	but	are	clean—
  	
  	
  	
  	
  her	 is	 of	 unknown	
  	
  	
  	
  	 as	a	hollow	hilt	and	a	
  	
  	
  	
  	 	
  	
  	
  er’s	tip.	The	hilt’s	lid	
  	
  	
  	
  	
  	
  	 has	 a	 suspicious,	
  	
  	
  	
  	
  	
  	use	this	dagger	to	
  	
  	
  ttle	and	
  
  161	
  1 0  M I N O R  C U R S E S  L U R K I N G  I N  A  M A G I C  I T E M  
  Some	items	merely	have	a	drawback	to	their	ownership.	Other	
  items	 are	 tainted	 by	 a	 minor	 curse,	 which	 can	 cause	 much	
  suffering	and	sorrow	to	its	owner.	
  1. While	he	possesses	this	item,	the	owner	begins	to	believe	his	
  comrades	and	friends	covert	it.	While	this	feeling	does	not	grow	
  into	homicidal	maniac,	the	owner	carefully	safeguards	the	item	
  and	refuses	to	lend	it	to	anyone.	
  2. The	owner	grows	increasingly	obsessed	with	the	item.	First,	she	
  merely	keeps	it	safe,	but	her	obsession	slowly	grows.	After	a	
  while,	she	buys	a	nice	pouch	(or	similar	suitable	container)	to	
  keep	 it	 in.	 Then,	 she	 buys	 a	 newer	 more	 expensive	 pouch	
  (perhaps	made	of	a	particularly	fine	material	or	decorated	with	
  small	gemstones	and	so	on).	This	expenditure	slowly	increases	
  while	she	possesses	the	item.	
  3. The	 cursed	 item	 radiates	 a	 subtle	 field	 that	 attracts	 undead.	
  Unintelligent	 undead	 prefer	 to	 attack	 the	 wielder	 above	 all	
  other	 targets	 and	 intelligent	 undead	 feel	 drawn	 to	 the	 item.	
  They	do	all	they	can	to	possess	it.		
  4. The	item	interferes	with	the	magic	of	healing	spells,	magic	items	
  and	effects,	reducing	their	effectiveness.	Such	effects	heal	one	
  less	point	of	damage	per	die	rolled.		
  5. The	item	is	highly	magnetised	and	attracts	electrical	attacks	and	
  effects.	The	owner	suffers	a	-1	penalty	to	saving	throws	made	
  to	 resist	 or	 avoid	 such	 attacks.	 Every	 day,	 these	 effects	 are	
  cumulative;	 for	 every	 such	 effect	 damaging	 the	 owner,	 the	
  saving	 throw	 penalty	 increases	 by	 1	 point.	 The	 stored	
  magnetism	dissipates	overnight.	
  6. The	 item	 draws	 power	 from	 its	 possessor,	 draining	 him.	 The	
  owner	must	eat	and	drink	twice	as	much	to	maintain	his	weight	
  and	 health.	 (Overtime,	 owning	 this	 item	 could	 be	 very	
  expensive	indeed…)	
  7. The	 owner	 experiences	 delusions	 of	 grandeur	 and	 becomes	
  convinced	she	should	be	leading	the	party.	She	is	convinced	she	
  knows	the	best	way	forward	and,	as	time	progresses,	becomes	
  more	and	more	unwilling	to	accept	other’s	council.		
  8. This	 item	 was	 once	 owned	 by	 a	 werewolf.	 During	 the	 days	
  immediately	 preceding	 the	 full	 moon,	 the	 owner’s	 body	 hair	
  begins	 to	 grow	 dramatically.	 This	 could	 lead	 the	 paranoid	 or	
  superstitious	observer	to	conclude	the	owner	is	a	lycanthrope.		
  9. This	wielder	becomes	susceptible	to	bright	light.	In	such	areas,	
  she	is	dazzled	in	a	similar	fashion	to	a	drow.	
  10. The	item	renders	the	owner	partially	deaf.	This	makes	casting	
  spells	with	verbal	components	difficult	and	means	the	owner	
  often	shouts	instead	of	speaking.		
  	
  spells	with	verbal	components	difficult	and	means	the	owne 	
  often	shouts	instead	of	speaking.	
  
  162	
  2 0  B U L K Y  T R E A S U R E S  D I F F I C U L T  T O  G E T  O U T  O F  T H E  D U N G E O N  
  Adventurers	often	find	gold,	silver	and	gems	during	their	deep	
  delves	 into	 the	 dark,	 unwholesome	 places	 of	 the	 world.	
  Sometimes	they	find	bulky	treasures,	difficult	to	transport	back	to	
  civilisations.	 Use	 the	 table	 below,	 to	 determine	 what	 bulky	
  treasures	the	party	discovers:		
  1. A	 10-foot	 square	 tapestry	 hangs	 on	 one	 wall.	 The	 tapestry	
  depicts	a	bucolic	woodland	hunting	scene,	is	worth	50	gp	and	
  weighs	120	lbs.	
  2. A	cast	iron	chandelier	easily	5	ft.	across	hangs	from	the	ceiling.	
  It	has	five	arms	forged	to	depict	writhing	dragon	heads.	Within	
  each	dragon’s	open	mouth	writhe	magical,	heatless	flames.	A	
  long	metal	rod	leaning	against	the	wall	enables	the	user	to	open	
  or	close	each	mouth,	to	increase	or	decrease	the	amount	of	
  light.	The	whole	is	worth	200	gp,	but	weighs	75	lbs.	
  3. A	huge	giant’s	breastplate	has	been	pressed	into	service	as	a	
  brazier.	Full	of	hot	coals,	the	breastplate	is	heavy	(45	lbs.)	but	
  finely	decorated	with	intricate	lightning	bolt	engravings	picked	
  out	 with	 silver.	 Worth	 400	 gp,	 the	 item	 is	 nevertheless	
  worthless	as	armour	because	the	entire	back	of	the	breastplate	
  is	missing.		
  4. A	 map	 of	 the	 local	 area	 showing	 all	 major	 landmarks	 and	
  settlements	decorates	this	15	ft.	long	and	10	ft.	wide	rug.	Of	
  great	interest	and	value	to	local	nobility	and	suchlike	the	rug	is	
  worth	75	gp	(but	weighs	100	lbs.)	
  5. This	10-foot	tall	stone	statue	depicts	a	medusa—its	snake-hair	
  waving	about	its	face—staring	down	at	those	in	front	of	it.	The	
  statue	 is	 (ironically)	 tremendously	 detailed	 and	 life-like.	 As	 a	
  piece	of	art,	it	is	worth	200	gp	(but	weighs	2,000	lbs).		
  6. This	long,	narrow	ornate	oak	box	has	a	hinged	lid	decorated	
  with	beautiful	geometric	shapes	picked	out	with	wood	stain.	
  Displayed	 within,	 amid	 velvet	 compartments,	 is	 a	 full	 set	 of	
  silver	cutlery	with	enough	place	settings	for	a	dozen	diners.	The	
  whole	is	worth	100	gp,	but	weighs	20	lbs.	Dumping	the	box	and	
  keeping	the	cutlery	reduces	the	value	by	20	gp.		
  7. Of	beaten	silver,	this	shallow	2	ft.	wide	display	bowl	could	be	
  used	for	hand	washing,	to	hold	fruit	or	as	the	centrepiece	of	a	
  formal	dining	table	layout.	It	is	worth	10	gp.	
  8. A	mass	of	glass	bottles	and	retorts	along	with	a	small	cauldron	
  and	 dozens	 of	 small	 tools	 and	 other	 pieces	 of	 equipment	 sit	
  upon	 a	 side	 table.	 Obviously,	 the	 equipment	 of	 a	 wizard	 or	
  alchemist	 the	 whole	 is	 worth	 200	 gp,	 but	 weighs	 40	 lbs.	 If	
  packed	carefully,	the	rest	of	the	equipment	is	designed	to	fit	
  into	the	cauldron	(but	if	packed	poorly	without	padding	much	
  of	the	glass	items	won’t	survive	rough	handling).		
  9. This	 long	 blood-red	 ball	 gown	 complete	 with	 short	 train	 is	 a	
  stunning	mix	of	lace	and	chiffon	and	worth	30	gp.	However,	
  although	light—only	weighing	6	lbs.—it	is	bulky	and	must	be	
  careful	folded	to	avoid	damage.		
  10. This	thick	coil	of	rope	is	400	ft.	long	and	designed	to	hold	twice	
  as	much	weight	as	a	normal	rope	but	is	heavy	(160	lbs.)	and	only	
  worth	16	gp.	
  11. This	portable	battering	ram	is	crafted	from	some	kind	of	super	
  heavy	and	dense	wood	and	is	tipped	with	a	great	wedge	of	iron	
  shaped	like	a	clenched	fist.	It	is	twice	as	heavy	as	a	normal	ram	
  (40	lbs.)	and	requires	two	people	to	swing	properly.	It	provides	
  a	+6	Strength	bonus	to	opening	doors.	
  12. This	huge	bullseye	lantern	was	clearly	crafted	for	a	giant	(or	
  perhaps	a	ship	or	lighthouse).	It	burns	a	pint	of	oil	in	three	hours	
  but	 provides	 double	 the	 illumination	 produced	 by	 a	 normal	
  bullseye	lantern.	The	lantern	weights	6	lbs.,	is	five-foot	high	and	
  worth	25	gp.	
  13. These	ornate	metal	scales	are	large	enough	to	weigh	a	human	
  being	or	similarly-sized	object.	Along	with	the	matching	set	of	
  weights	 the	 whole	 is	 worth	 150	 gp	 to	 a	 merchant	 or	 similar	
  person.	However,	the	scales	along	with	the	weights	weighs	400	
  lbs.		
  14. Four	tightly	rolled	bolts	of	silk—blue,	red,	yellow	and	black	in	
  colour—fill	a	large	sack.	Each	roll	is	worth	25	gp.	While	light,	the	
  sack	is	bulky.	
  15. A	four-foot	square	steel	cage	holds	a	great	mass	of	dried	and	
  then	oil-soaked	wood	logs.	The	oil	used	to	impregnate	the	wood	
  is	 particularly	 fragrant	 and	 pleasant.	 Used	 to	 heat	 noble’s	
  houses,	the	taproom	of	upmarket	taverns	and	the	like	the	wood	
  is	valuable.	The	whole	mass	of	wood—weighting	100	lbs.—is	
  worth	20	gp.	
  16. This	iron	door	bar	is	intricately	engraved	with	a	depiction	of	two	
  muscular	arms	grasping	each	other	about	the	wrists.	The	bar	is	
  worth	20	gp,	is	seven-foot	long	and	weighs	50	lbs.	
  17. This	 high-backed	 wooden	 chair	 is	 intricately	 carved.	 The	
  armrests	look	like	a	mass	of	writhing	serpents	and	a	red	velvet	
  cushion	provides	a	modicum	of	comfort	to	the	user.	The	chair	
  weighs	100	lbs.	and	is	worth	50	gp	to	a	nobleman	or	similar	
  person.		
  18. With	a	set	of	draws	on	either	side,	this	ornate	oak	desk	and	
  been	stained	a	deep	brown.	Each	of	the	drawers	is	lockable	and	
  one	has	a	well-hidden	secret	compartment.	The	desk	weighs	
  150	lbs.	but	with	its	matching	chair	(and	set	of	draw	keys)	is	
  worth	200	gp.	
  19. These	 four	 matching	 tapestries	 are	 only	 five-foot	 wide	 and	
  reach	from	floor	to	ceiling.	Designed	to	conceal	doors,	alcoves	
  or	perhaps	windows	they	deep	red	in	hue.	Each	weighs	20	lb.	
  and	is	worth	10	gp.	As	a	set,	however,	their	value	doubles.	
  20. This	chainmail	barding—designed	for	a	truly	monstrous	horse—
  weighs	80	lbs.	and	is	worth	750	gp.	It	is	so	finely	made,	it	could	
  be	magically	enchanted.		
  		
   
  
  163	
  2 0  F R A G I L E  T R E A S U R E S  D I F F I C U L T  T O  R E M O V E  F R O M  T H E  D U N G E O N  
  Adventurers	often	find	gold,	silver	and	gems	during	their	deep	
  delves	 into	 the	 dark,	 unwholesome	 places	 of	 the	 world.	 Other	
  times,	they	find	items	fragile	enough	that	accidental	damage	or	
  rough	 handling	 could	 render	 them	 worthless.	 Use	 the	 table	
  below,	to	determine	what	fragile	treasures	the	party	discovers:		
  1. This	small	silver	framed	piece	of	artwork	hasn’t	been	done	with	
  brush	 and	 paint;	 rather,	 small	 shards	 of	 multi-coloured	 glass	
  have	been	expertly	arranged	to	depict	a	shimmering	sea	and	a	
  stark,	cliff-fringed	island.	The	whole	piece	is	roughly	two-foot	
  square	and	worth	200	gp	(intact). 	
  2. This	tall,	impossibly	thin	glass	decanter	has	an	elegant	handle	
  near	its	spout.	It	has	been	blown	to	depict	an	elegant	swan’s	
  head	and	has	a	sold	silver	stopper.	Intact	it	is	worth	50	gp.		
  3. These	 four	 slender	 wine	 glasses	 have	 gold	 leaf	 around	 their	
  rims.	Clearly	old,	in	places	the	gold	leaf	is	worn	by	the	touch	of	
  many	lips.	As	a	set,	the	glasses	are	worth	100	gp.		
  4. This	 diaphanous	 red	 silk	 dress	 has	 a	 15-foot	 long	 train.	
  Practically	transparent,	this	robe	weighs	virtually	nothing	and	is	
  extremely	prone	to	snags	and	tears.	Even	wrapping	up	the	dress	
  for	transport	without	due	care	and	attention	could	damage	it.	
  In	perfect	condition,	the	dress	is	worth	250	gp.		
  5. This	fired	earthen	pot	looks	like	nothing	particularly	special.	A	
  close	 examination	 reveals	 faded	 runes	 etched	 into	 its	 base	
  venerating	an	ancient	nature	goddess.	The	pot	is	old	beyond	
  imagining	 and	 is	 extremely	 brittle.	 It	 is	 worth	 100	 gp	 to	
  members	of	the	goddess’	faith.	
  6. The	cover	of	this	much-thumbed	book	is	coming	away	from	its	
  spine,	and	several	of	the	pages	are	ripped	and	torn.	The	book	is	
  a	travelogue	of	far-off	lands	and	worth	20	gp.		
  7. This	tiny	ivory	statuette	of	a	rearing	unicorn	has	a	slender,	sharp	
  horn.	 The	 horn	 is	 easily	 snapped	 off	 if	 the	 statuette	 is	 not	
  carefully	wrapped.	Intact,	it	is	worth	50	gp.	
  8. A	 glass	 chandelier	 almost	 three-foot	 across	 hangs	 from	 the	
  ceiling	and	supports	dozens	of	small	candles.	The	chandelier	is	
  bulky,	 but	 light	 and	 each	 of	 the	 glass	 pieces	 has	 been	
  individually	blown.	Unfortunately,	it	was	not	built	to	be	taken	
  apart	 easily.	 Intact,	 the	 entire	 thing	 is	 worth	 400	 gp	 but	
  removing	and	packing	it	up	could	take	at	least	an	hour.		
  9. One	 panel	 of	 this	 door	 features	 a	 beautiful	 mosaic-like	
  decoration	depicting—in	black	onyx—the	four	elemental	sigils.	
  The	beadwork	holding	the	piece	in	place	is	old	and	thin.	If	the	
  panel	is	removed	hastily,	the	entire	thing	falls	apart.	Intact,	it	is	
  worth	50	gp;	broken,	the	onyx	flecks	are	worth	20	gp.		
  10. This	old,	scorched	parchment	is	carefully	affixed	in	a	frame.	The	
  parchment	is	so	thin	it	is	almost	transparent.	The	faded	ink	yet	
  depicts	a	map	of	some	unknown	place	which,	accordingly	to	its	
  scrawled	legend,	shows	the	famed	lost	cyclops	city	of	Anuk-Ra.	
  11. This	 worn	 set	 of	 wooden	 pipes	 is	 perfectly	 tuned	 to	 create	
  haunting	melodies	when	played	by	a	master.	The	pipes	are	old	
  and	chipped	and	the	mouthpiece	has	a	hairline	crack	almost	
  invisible	 to	 the	 naked	 eye.	 The	 pipes	 are	 worth	 200	 gp	 to	 a	
  skilled	musician,	but	if	not	handled	carefully,	the	mouthpieces	
  snap	off	rendering	the	instrument	worthless.	
  12. These	ancient,	worn	platinum	coins	were	minted	long	ago,	far	
  underground	by	the	ancient	drow.	On	one	side,	they	depict	a	
  gigantic	spider	while	on	the	other	in	flowing	elven	writing	they	
  say	“Glory	to	the	Mother.”	The	coins	are	so	thin,	they	can	be	
  easily	bent,	and	even	snapped.	Their	worth	as	antiques	is	triple	
  that	of	a	normal	platinum	coin.		
  13. This	slender	silver	necklace	comprises	a	chain	of	impossibly	thin	
  links.	Rough	handling	sunders	the	chain	and	could	scatter	its	
  links	over	a	wide	area.	The	necklace	is	worth	55	gp.		
  14. These	shaved	diamond	flecks	are	as	thin	as	paper	and	about	the	
  size	of	a	fingernail.	Used	as	coins	by	an	ancient,	now	destroyed	
  culture,	they	are	much	worn	by	usage	and	the	passage	of	time.	
  A	dozen	are	present;	each	is	worth	25	gp.		
  15. This	ceremonial	walking	cane	is	carved	from	a	single	piece	of	
  ivory.	Decorated	with	a	spiral	pattern,	it	has	a	fatal	crack	about	
  one	foot	up	from	its	tip.	Anyone	putting	any	weight	on	the	cane	
  snaps	it	in	half.	Intact,	it	is	worth	75	gp.		
  16. This	small	iron	bound	coffer	holds	a	beautifully	crafted	glass	
  rose	resting	on	a	white	cloth.	The	rose's	glass	petals	are	a	deep,	
  luscious	red	colour.	The	rose	is	worth	200	gp	and	the	coffer	
  another	10	gp.	However,	unless	the	rose	is	carefully	wrapped	it	
  likely	breaks	during	transport.	
  17. Gold	 leaf	 covers	 this	 ceremonial	 mace.	 The	 mace’s	 head	 is	
  oversized—deliberately	forged	to	look	impressive—and	is	too	
  heavy	for	its	shaft.	If	used	in	actual	combat,	the	head	snaps	off	
  after	the	first	successful	hit.	Intact,	the	mace	is	worth	180	gp.	
  18. This	bronze	statuette	depicts	a	squatting,	hideous	be-tentacled	
  monster.	Its	tentacles	are	depicting	flailing	about	the	beast’s	
  head	 and	 easily	 snap	 off.	 About	 a	 foot	 high	 the	 statuette	 is	
  bottom-heavy	and	topples	over	if	not	stored	securely	(which	
  snaps	off	several	tentacles).	The	statuette	is	worth	50	gp.	 	
  19. Crafted	from	a	roc’s	feather	this	laughable	oversized	quill	has	a	
  solid	silver	tip.	Used	to	ceremonially	sign	contracts,	land	grants	
  and	so	on	the	feather	is	almost	two-foot	long.	Dusty	and	brittle,	
  it	is	particularly	challenging	to	safely	pack.	The	silver	tip	is	worth	
  25	gp	and	intact	the	thing	is	worth	100	gp.	
  20. This	small	glass	potion	vial	once	held	holy	water	and	the	silver	
  in	the	water	impregnated	the	vial	so	that	it	glimmers	in	the	light.	
  The	vial	is	worth	25	gp,	but	unfortunately	its	stopper	does	not	
  fit	well.	Losing	the	stopper	halves	the	vial’s	value.	
  	
   
  
  164	
  2 0  M I N O R  D R A W B A C K S  F O R  M A G I C  I T E M S  
  Magic	 items	 are	 great.	 Adventurers	 crave	 them	 and	 learned	
  spellcasters	charge	exorbitant	fees	to	craft	them	for	their	wealthy	
  clients.	 Sometimes,	 though—for	 some	 reason	 or	 another—the	
  magic	item	has	some	minor	drawback	or	another.	
  	
  Such	drawbacks	are	not	normally	life-threatening;	rather	they	
  add	a	sense	of	uniqueness	to	the	item	in	question.	Alternatively,	
  these	drawbacks	could	serve	as	a	subtle	clue	to	otherwise	hidden,	
  unguessable	powers.	
  	
  Use	the	table	below,	to	determine	the	item’s	minor	drawback:	
  1. The	item	occasionally—and	seemingly	randomly—radiates	light	
  equal	to	that	of	a	candle.	The	owner	cannot	control	when	this	
  light	appears	or	disappears.	
  2. This	item’s	crafter	was	a	glutton.	During	the	crafting	process,	he	
  transferred	some	of	his	cravings	to	the	item.	Thus,	the	owner	
  almost	always	feels	hungry.	His	appetite	would	put	a	starving	
  halfling’s	to	shame.	
  3. Shadows	 cluster	 thickly	 about	 the	 item,	 creating	 an	 aura	 of	
  gloom	 and	 a	 faint	 feeling	 of	 foreboding	 for	 the	 owner,	
  whenever	it	is	used.	
  4. The	item	is	50%	heavier	than	normal,	but	otherwise	appears	
  normal.	
  5. When	in	use,	the	item	often	glows	with	a	random	bright	light.	
  Roll	1d8:	1—red,	2—orange,	3—yellow,	4—green,	5—blue,	6—
  indigo,	7—violet,	8—no	colour.	This	makes	hiding	or	using	the	
  item	surreptitiously	difficult	at	best.	
  6. The	 owner’s	 finger	 and	 toe	 nails	 grow	 at	 a	 prodigious	 rate;	
  necessitating	their	trimming	on	almost	a	daily	basis.	
  7. When	the	item	is	held	or	worn,	bright	light	dazzles	the	owner	
  and	makes	her	eyes	water	in	a	similar	way	to	how	drow	suffer	
  in	bright	light.	
  8. At	 some	 point	 in	 the	 past,	 the	 item	 was	 exposed	 to	 a	 smell	
  anathema	to	dogs.	Dogs	and	wolves	will	not	willingly	approach	
  the	owner.	Indeed,	they	bark	and	bare	their	teeth	if	the	item’s	
  owner	approaches	them.	
  9. Whenever	the	item’s	owner	uses	its	power,	he	hears	a	
  faint	whispering	coming	from	some	indefinable	source.	
  The	whispering	is	too	quiet	to	make	out	any	actual	words	
  and	no	one	else	can	hear	it.	
  10. Owning	the	item	proves	disastrous	for	the	possessor’s	
  hair.	 Over	 the	 first	 few	 weeks	 of	 ownership,	 the	
  owner’s	hair	turns	progressively	greyer.	After	a	month,	
  it	begins	to	fall	out.	Getting	rid	of	the	item	reverses	this	
  process	over	a	similar	amount	of	time.	
  11. Animals	hate	the	item’s	smell.	Domesticated	animals—
  horses,	 cows	 and	 so	 on—avoid	 the	 owner	 whenever	
  possible;	other	animals	such	as	dogs	react	aggressively	to	the	
  item’s	presence.	
  12. Something	strange	happened	during	the	item's	creation.	The	
  crafter	 used	 some	 kind	 of	 esoteric	 grey-coloured	 oil	 in	 its	
  creation.	Occasionally,	the	item	oozes	this	oil	which	makes	it	
  slippery	and	stains	nearby	items.		
  13. When	the	item's	power	is	called	forth,	the	temperature	plunges	
  in	the	immediate	surrounds.	Frost	forms	on	the	object	itself	and	
  the	owner	can	see	his	breath	in	the	air.	The	temperature	returns	
  to	normal	after	a	few	minutes.	
  14. When	used,	the	item	becomes	tremendously	hot.	It	scorches	
  unprotected	skin	and	takes	ten	minutes	to	cool	down.	
  15. The	item	draws	some	of	its	power	from	its	possessor's	life	force.	
  Whenever	its	power	is	called	forth,	the	owner	suffers	a	terrible	
  headache	and	takes	1	point	of	damage.	
  16. The	smell	of	burning	wood	hangs	in	the	air	around	the	item.	
  Creatures	with	a	good	sense	of	smell	can	detect	the	owner	from	
  twice	the	normal	distance	(unless	other	stronger	smells	fill	the	
  air).	
  17. While	possessing	the	item,	the	owner	sleeps	badly	and	often	
  has	bags	under	her	eyes.		
  18. Calling	forth	the	item's	powers	causes	the	owner's	ears	to	ring	
  as	if	she	had	been	exposed	to	repeated	loud	noise.	
  19. The	item	is	crafted	from	strange	or	repellent	material.	A	scroll	
  could	be	scribed	on	flayed	skin,	a	wand	could	comprise	a	carved	
  bone	wand	and	so	on.	
  The	item’s	previous	owner	was	beset	by	misery	and	depression.	
  In	 his	 last	 few	 minutes	 of	 life	 (before	 his	 violent	 death)	 his	
  feelings	of	negativity	imprinted	themselves	on	the	item.	Now	in	
  times	of	high	stress,	the	item	psychically	radiates	the	feelings	
  onto	its	owner.	
  	
   
  	
  	
  	 	
  	
  	
  	
  	
  	
  	the	owner	
  	 row	suffer	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	 to	 a	 smell	
  	
  	
  	
  	
  	
  	
  	
  	
  	approach	
  	
  	
  	
  	
  	
  	
  	
  	
  	 	the	item’s	
  	
  	
  	
  	
  	
  	
  rs	a	
  	
  	
  	
  	
  	
  	
  rce.	
  	
  	 	
  	
  	
  	
  	
  	
  	
  	 ords	
  	
  	
  	
  	
  	
  	
  	
  or’s	
  	
  	
  	
  	 he	
  	
  	
  	
  	
  	
  	 	
  h,	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	 his	
  	
  	
  	
  	
  	
  	
  ls—
  	
  	
  	
  ever	
  	
  	
  	
  	
  	
  	
  	
  ely	to	the	
  onto	its	owner.
  
  165	
   
   
   
   
   
   
   
   
   
   
  WAR-RAVAGED LAND
   
   
  
  166	
  1 0  P I E C E S  O F  B A T T L E F I E L D  D R E S S I N G  
  After	 the	 butchery	 and	 death	 has	 abated,	 a	 battlefield	 is	 an	
  environment	 like	 no	 other.	 Hacked	 and	 broken	 bodies	 lie	
  scattered	about	among	severed	body	parts,	broken	equipment	
  and	the	general	leavings	of	the	slaughter.	Exploring	or	travelling	
  through	 such	 a	 terrible,	 unique	 environment	 should	 be	 a	
  memorable	experience	for	the	PCs.		
  	
  Use	the	table	below,	to	determine	what	the	PCs	find	on	the	
  battlefield.	 Such	 discoveries	 could	 be	 nothing	 more	 than	
  “dungeon	dressing”	or	could	be	a	hook	for	an	encounter	or	entire	
  adventure.		
  1. A	 corpse—festooned	 with	 arrows—lies	 sprawled	 on	 the	
  ground.	Almost	a	score	of	arrows	pierce	the	unfortunate’s	body,	
  although	strangely	his	face	is	completely	unblemished.	Nearby,	
  lies	the	warrior’s	small,	much	dented,	iron	shield.		
  2. Here	lies	a	great	tangled	heap	of	bodies	surrounding	the	hacked	
  and	mutilated	body	of	an	enemy	champion.	Blood	soaks	the	
  ground	 and	 body	 parts	 lies	 scattered	 about.	 The	 enemy	
  champion	has	been	comprehensively	looted—of	his	no	doubt	
  fine	weapons	and	armour	there	is	no	sign.		
  3. Crows	feast	upon	the	bodies	of	the	fallen	in	this	part	of	the	
  battlefield.	The	birds	peck	and	tear	at	the	dead;	blood	stains	
  their	 feathers	 and	 beaks	 giving	 them	 a	 somewhat	 infernal	
  appearance.	Unconcerned	by	folk	moving	among	the	dead,	they	
  only	take	flight	if	attacked	or	assailed	by	a	loud	noise.		
  4. A	ragged,	blood-splattered	standard	yet	stands	(at	a	somewhat	
  drunken	 angle)	 among	 the	 carnage.	 The	 fighting	 was	
  particularly	 savage	 here;	 piles	 of	 bodies	 lie	 scattered	 about.	
  Macabrely,	a	severed	hand	yet	clings	to	the	banner.		
  5. Blood	from	the	dead	and	the	dying	has	flowed	and	oozed	into	
  this	small	hollow,	which	is	now	filled	with	a	veritable	pool	of	
  congealing	 blood.	 A	 stray	 dog	 laps	 at	 the	 blood,	 seemingly	
  unaware	of	the	surrounding	butchery	and	slaughter.		
  6. Freshly	 turned	 earth—a	 crude	 grave—stands	 amid	 the	
  slaughter	atop	a	small	rise.	A	broken	sword	is	thrust	into	the	
  ground	at	the	head	of	the	grave	to	serve	as	a	grave	marker;	a	
  helmet	hangs	from	the	sword’s	pommel.		
  7. A	 low	 moaning	 emanates	 from	 beneath	 a	 pile	 of	 bodies.	
  Investigation	reveals	a	critically	injured	warrior	mere	moments	
  from	 death.	 The	 warrior,	 who	 bleeds	 profusely,	 has	 suffered	
  several	 deep	 scalp	 wounds	 and	 one	 of	 his	 eyes	 has	 been	
  destroyed.		
  8. A	 heap	 of	 broken	 equipment	 shows	 where	 the	 victors	 have	
  begun	gathering	up	the	leavings	of	the	slaughter.	Hacked	suits	
  of	armour,	splintered	shields,	broken	weapons	and	so	on	all	lie	
  here	in	a	pile.	
  9. A	horse—several	deep	slashes	along	one	of	its	flanks—wanders	
  among	the	carnage.	Wearing	slashed	and	torn	leather	barding,	
  the	 beast	 is	 a	 warhorse—breed	 to	 fight.	 It	 is	 skittish	 and	
  exhausted;	the	PCs	must	earn	its	trust	before	it	allows	them	to	
  approach.		
  10. A	small	heap	of	bodies	is	the	beginnings	of	what	is	destined	to	
  be	a	large	funeral	pyre.	Nearby,	lies	a	salvaged	pile	of	useable	
  equipment,	weapons	and	armour.	Slightly	further	away	lies	a	
  pile	of	broken	equipment.		
  	
   
  pile	of	broken	equipment.	
  
  167	
  1 0  S I G N S  O F  W A R  
  War	leaves	its	mark	on	the	countryside.	Burnt	and	sacked	villages,	
  mass	 graves,	 battlefields	 and	 more	 all	 appear	 in	 war’s	 bloody	
  wake.		
  	
  PCs	 traveling	 through	 a	 ravaged	 countryside	 will	 no	 doubt	
  encounter	 many	 disturbing	 and	 horrific	 sights.	 Use	 the	 table	
  below,	to	determine	what	the	PCs	discover,	witness	or	encounter:	
  1. A	 smudge	 of	 smoke	 mars	 the	 horizon.	 PCs	 with	 sharp	 eyes	
  notice	 the	 smudge	 comprises	 a	 half-dozen	 or	 so	 intertwined	
  pillars	of	smoke.	Perhaps,	a	hamlet	burns.		
  2. A	towering	pillar	of	black,	churning	smoke	rises	high	into	the	
  sky.	From	the	amount	of	smoke,	an	entire	village	must	be	on	
  fire.	
  3. A	great	swath	of	churned	mud	cuts	across	the	PCs’	path.	Even	
  those	 without	 any	 tracking	 skills	 can	 see	 a	 large	 band	 of	
  warriors—many	heavily	laden—passed	this	way	recently.		
  4. A	recently	raised	stone	cairn	stands	atop	a	low	hill.	A	ragged,	
  bloody	banner	hanging	from	a	pole	thrust	deep	into	the	cairn	
  stirs	 listlessly	 in	 the	 faint	 breeze.	 The	 cairn	 is	 large—15-foot	
  wide,	 30-foot	 long	 and	 15-foot	 high;	 many	 folk	 probably	 lie	
  within.		
  5. The	remains	of	a	funeral	pyre	smoulders	amid	a	wide	circle	of	
  burnt	and	scorched	vegetation.	Wisps	of	smoke	rise	from	the	
  chunks	of	charred	wood,	smouldering	ash	and	scorched	bones	
  comprising	 the	 pyre’s	 remains.	 Before	 setting	 the	 pyre,	 the	
  victors	looted	the	bodies	of	the	fallen;	there	is	no	treasure	here.		
  6. The	bloody	leavings	of	a	minor	skirmish	cover	the	ground.	Here,	
  the	hacked	and	broken	bodies	of	the	fallen	lie	amid	a	welter	of	
  blood,	 body	 parts	 and	 broken	 equipment.	 The	 party’s	 arrival	
  scatters	a	dozen	or	so	birds	and	an	emaciated	dog	that	were	
  feeding	on	the	dead.	The	victors	looted	the	dead,	and	little—if	
  anything—of	value	remains.		
  7. A	 red	 tinge	 to	 its	 waters	 gives	 this	 narrow	 river	 a	 macabre	
  appearance.	 Moments	 after	 the	 PCs	 arrive	 on	 its	 banks,	 the	
  bodies	 of	 a	 half-dozen	 or	 so	 individuals	 bob	 passed	 in	 the	
  current.	One,	becomes	stuck	in	the	reeds	growing	thickly	along	
  this	stretch	of	river.		
  8. Two	warriors	hang	from	nooses	of	crude	hemp	rope	thrown	
  over	 the	 branch	 of	 a	 large,	 old	 oak	 tree.	 Each	 bears	 a	 hasty	
  scrawled	sign	on	their	chest	that	reads,	“Deserter”.	
  9. An	overturned	cart	lies	in	a	ditch	by	the	side	of	the	road.	Pinned	
  below	 it	 lies	 a	 dead,	 mouldering	 horse.	 The	 cart	 has	 been	
  comprehensively	looted.	Of	the	owner,	there	is	no	sign.	Tracks	
  in	the	surrounds	suggest	an	ambush	took	place	here.	
  10. The	 PCs	 discover	 the	 leavings	 of	 an	 impromptu	 campsite.	
  Obvious	signs	including	a	half-dozen	cold	campfires,	a	noisome	
  latrine	pit	and	general	rubbish	point	to	many	individuals	resting	
  here	overnight.	Three	shallow	graves	lie	nearby	in	the	lee	of	a	
  small	hill.		
  	
   
  
  168	
  2 0  T H I N G S  T O  S E E  I N  A  W A R - R A V A G E D  V I L L A G E  
  Raids,	 skirmishes	 and	 full-on	 invasion	 often	 beset	 borderland	
  villages.	Sometimes	such	raids	are	repulsed,	but	often	the	raiders	
  sack	the	village,	slay	its	inhabitants	and	carry	off	everything	of	
  value.	
  	
  As	 adventurers	 often	 wander	 the	 borderlands,	 they	 are	
  certain	at	some	point	to	come	upon	a	ravaged	village.	Sometimes,	
  they	are	too	late	to	help,	and	the	surviving	villagers	have	fled.	Use	
  the	table	below,	to	determine	what	the	PCs	find	in	a	war-ravaged	
  village.	(The	attackers’	identity	is	left	vague,	to	enable	the	GM	to	
  customise	discoveries	as	desired.)	
  1. Fallen	from	a	nearby	building,	a	pile	of	tumbled,	burnt	timbers	
  partly	blocks	the	street.	The	slashed	and	burnt	corpse	of	a	horse	
  lies	nearby.	The	smell	of	smoke	and	burnt	flesh	is	heavy	in	the	
  air.	
  2. A	 body	 lies	 in	 the	 street,	 several	 arrows	 protruding	 from	 its	
  chest.	 A	 crow	 perches	 atop	 the	 body,	 pecking	 at	 the	
  unfortunate’s	 face.	 If	 disturbed,	 it	 caws	 indignantly	 and	 flies	
  away.		
  3. Smoke	 rises	 from	 a	 chimney.	 Investigation	 reveals	 a	 still	
  smouldering	fire	and	a	pot	of	burnt	vegetable	stew.	A	cursory	
  search	of	the	house	reveals	signs	of	a	hasty	departure.		
  4. Several	corpses	lie	entwined	in	the	street.	A	skirmish	was	fought	
  here—a	 skirmish	 the	 villagers	 clearly	 lost	 as	 none	 of	 the	
  intruders’	bodies	lie	among	the	fallen.	
  5. An	overturned	cart,	festooned	with	arrows,	partially	blocks	the	
  street.	The	bodies	of	three	villagers	lie	behind	the	cart.	Their	
  weapons—two	 spears	 and	 a	 shortbow	 along	 with	 an	 empty	
  quiver—lie	nearby.	
  6. A	 gaunt	 dog	 darts	 across	 the	 street	 ahead	 of	 the	 party.	
  (Perceptive	PCs	notice	a	wound	on	his	left	hind	leg).	At	sight	of	
  the	 adventurers,	 it	 flees	 into	 a	 nearby	 building	 and	 hides.	 A	
  ranger,	druid	or	similarly	skilled	PC	may	be	able	to	coax	the	dog	
  forth.	Anyone	being	particularly	kind	to	the	dog,	gains	a	friend	
  for	life.	
  7. This	house	has	collapsed	in	on	itself;	a	few	charred	timbers	and	
  the	chimney	remain	upright.	Parts	of	the	ruin	still	smoulder.	PCs	
  sifting	 through	 the	 house’s	 remains	 find	 nothing	 of	 interest,	
  except	a	partially	squashed	cooking	pot	and	a	child’s	scorched	
  skeleton.	
  8. Three	crows	perch	on	a	fence	and	stare	hungrily	at	the	bodies	
  lying	 scattered	 about.	 Unless	 the	 PCs	 shoo	 them	 away,	 they	
  soon	fly	down	to	feed.	
  9. A	loud	crash	from	deeper	into	the	village	heralds	the	collapse	of	
  a	 damaged	 building.	 Startled,	 birds	 perching	 about	 the	 ruins	
  take	wing	and	fly	away.	
  10. A	cauldron,	several	pewter	goblets	and	some	other	odds	and	
  ends	are	scattered	on	the	ground	outside	a	ransacked	house.	
  The	house’s	door	gaps	wide;	no	sound	emanates	from	within.		
  11. A	black	cat	slinks	across	the	road,	clutching	something	bloody	in	
  its	jaws.	At	sight	of	the	PCs,	it	darts	away	with	its	prize.	
  12. A	pool	of	congealing	blood	decorates	the	ground.	Enough	blood	
  has	been	shed	here	that	whatever	was	injured	probably	died	of	
  its	wounds.	However,	there	is	no	body.		
  13. Driven	by	faint	gusts	of	wind,	ash	swirls	across	the	street.	It	
  seems	to	dance	about	the	party,	before	settling	to	the	ground.		
  14. Several	bodies	lie	scattered	on	the	ground.	Perceptive	PCs	hear	
  a	faint	mewling	coming	from	the	body	of	a	young	woman.	A	
  baby,	 wrapped	 tight	 in	 a	 bloodstained	 blanket	 lies	 under	 its	
  mother’s	 body.	 The	 baby	 is	 dehydrated	 and	 hungry,	 but	
  uninjured.	
  15. The	slashed	and	stabbed	corpses	of	three	villagers	hang	upside	
  down	 from	 the	 boughs	 of	 a	 large	 tree.	 Crows	 feed	 on	 their	
  brutally	mutilated	bodies.	It	seems	the	doomed	souls	were	hung	
  before	being	used	as	practise	targets.		
  16. This	house	seems	to	have	been	the	site	of	greater	than	normal	
  resistance.	Two	raiders	lie	dead	at	the	front	door,	and	a	half-
  dozen	or	so	arrows	yet	jut	from	its	window	and	door	frames.	
  Inside,	chaos	and	destruction	greet	explorers.	Two	more	raiders	
  lie	dead	within,	but	of	the	defenders	there	is	no	sign.	
  17. The	mournful	tinkle	of	wind	chimes	reaches	the	party’s	ears.	
  PCs	following	the	sound	discover	the	chimes	hanging	from	the	
  eves	of	the	village	tavern.	Opened,	empty	barrels	and	casks	lie	
  about;	clearly	the	raiders	slaked	their	thirst	here.	
  18. A	red	cloak	lies	discarded	in	the	street.	As	the	PCs	approach,	the	
  wind	plucks	at	its	hem	but	does	not	blow	it	away.	A	dozen	gold	
  coins	are	sewn	into	the	cloak’s	lining,	but	only	perceptive	PCs	
  searching	the	cloak	find	them.	
  19. Smoke	yet	rises	from	this	building;	its	old	thatch	was	sodden	
  and	 has	 only	 just	 caught	 fire.	 The	 thatch	 will	 smoulder	 for	
  another	hour,	before	the	roof	collapses.	
  20. A	lone	horse—a	long	slash	across	its	face—plods	through	the	
  village.	It	wears	saddle	and	bridle.	Blood	splatters	the	saddle	
  and	 the	 horse’s	 back	 suggesting	 the	 rider’s	 fate	 was	 not	 a	
  pleasant	one.	
  	
   
  
  169	
  2 0  T H I N G S  T O  S E E  D U R I N G  A  S I E G E  
  Walled	towns,	cities	and	castles	are	often	besieged,	during	wars	
  or	 border	 incursions.	 Such	 engagements	 are	 characterised	 by	
  brief	bouts	of	fighting	punctuating	long	periods	of	boredom.	That	
  doesn’t	mean,	however,	that	nothing’s	happening…	
  	
  Use	the	table	below,	to	generate	minor	events	of	interest	to	
  the	defenders	during	a	siege.	Remember	to	modify	each	event	to	
  better	fit	the	general	flow	of	events.	
  1. A	 servant	 rushes	 passed.	 He	 bears	 a	 wooden	 pole	 over	 his	
  shoulders	 from	 which	 hang	 two	 buckets	 filled	 with	 water.	
  Several	pewter	drinking	cups	also	hang	from	the	pole.	As	he	
  hurries	off,	he	slops	water	onto	the	floor.		
  2. A	guard	atop	the	wall	leans	against	the	parapet	looking	out	over	
  the	battlements.	(A	perceptive	PC	notices	the	guard	does	not	
  move;	 he	 could	 be	 asleep	 or	 dead—the	 victim	 of	 a	 spy	 or	
  assassin	creeping	over	the	wall).	
  3. Two	guards	huddle	atop	the	wall,	deep	in	conversation.	They	
  seem	to	be	paying	almost	no	attention	to	the	enemy.	
  4. Two	children	sit	huddled	against	a	wall.	Wrapped	in	cut-down	
  thick	cloaks,	they	sob	quietly.	Nearby	squats	a	worried-looking	
  man	clad	in	ragged	leather	armour.	He	clutches	a	spear	and	has	
  a	grim	look	of	determination	on	his	face.	
  5. The	jingle	of	armour	and	the	tread	of	heavy	feet	heralds	the	
  approach	of	a	four-man	patrol	of	men-at-arms.	(A	perceptive	PC	
  notices	 the	 men-at-arms	 have	 worried	 looks	 on	 their	 faces).	
  They	search	any	obvious	hiding	places	in	the	immediate	vicinity,	
  before	continuing	their	patrol.	
  6. The	sudden	harsh	clamour	of	blade	on	blade	nearby	shatters	
  the	 relative	 peace.	 (Investigations	 reveal,	 two	 men-at-arms	
  practising	their	swordplay—enemies	are	not	within	the	walls).	
  7. A	sudden	wind	picks	up,	blowing	the	stench	of	the	enemies’	
  camp	over	the	fortress’	walls.	Snatches	of	sound	also	reaches	
  the	defender’s	ears.		
  8. Suddenly	an	arrow	arcs	over	the	wall.	It	narrowly	misses	a	man-
  at-arms,	who	instinctively	ducks	as	it	shatters	against	a	nearby	
  wall.		
  9. A	 small	 group	 of	 peasants	 stand	 in	 a	 loose	 circle.	 An	 angry	
  murmur	 rises	 above	 the	 group	 as	 one	 of	 the	 burlier	 men	
  expounds	upon	some	point.	A	single	alert,	man-at-arms	stands	
  nearby	 observing	 the	 group	 with	 a	 concerned	 look	 upon	 his	
  face.	Several	of	the	women	in	the	group	cast	dark	looks	in	his	
  direction.		
  10. With	a	scream,	one	of	the	guards	atop	the	wall	suddenly	throws	
  his	hands	into	the	air	before	falling	backwards	off	the	walkway,	
  an	 arrow	 in	 his	 throat.	 (PCs	 rushing	 to	 his	 aid	 discover	 he	 is	
  already	dead).	
  11. A	young	teenage	boy	wearing	a	rusting	suit	of	chainmail	and	a	
  comically	 over-sized	 helmet	 staggers	 passed.	 He	 nervously	
  clutches	a	spear	and	looks	terrified.	
  12. Suddenly,	a	wildly	struck	alarm	bell	shatters	the	relative	calm.	
  Immediately,	defenders	grab	their	weapons	and	rush	to	man	
  the	walls.	(This	could	be	a	false	alarm	or	the	start	of	a	proper	
  attack).		
  13. Deep	drumming	sounds	from	somewhere	in	the	enemy	camp.	
  It	begins	suddenly	and	goes	on	for	hours.		
  14. Heavy	 rain	 lashes	 both	 attackers	 and	 defenders.	 Visibility	 is	
  reduced	and	the	ground	outside	the	wall	quickly	turns	to	mud.	
  Whoever	 can	 do	 so,	 seeks	 shelter.	 The	 rain	 lasts	 for	 several	
  hours	before	slowly	petering	out.		
  15. A	particularly	large	bird	circles	high	above	the	walls.	Several	of	
  the	defenders	mutter	among	themselves	and	several	shoot	at	
  the	bird,	but	to	no	avail.	(Perceptive	PCs	even	note	one	of	the	
  shots	seems	to	hit	the	bird,	but	bounces	off!)	
  16. Tears	running	down	his	face,	a	small	child	wanders	about.	He	
  has	 lost	 his	 mother	 and	 cannot	 find	 her.	 If	 he—Aldorn—is	
  returned	to	his	mother—Shel—she	is	tremendously	grateful	as	
  he	has	been	missing	for	hours.	(Later,	if	the	enemy	breach	the	
  walls,	 Shel	 seeks	 the	 party	 out	 for	 protection;	 Aldorn—at	 an	
  impressionable	age—begins	to	hero	worship	one	of	the	PCs).	
  17. Hysterical	screaming	alerts	everyone	nearby	to	a	terrible	event.	
  Investigations	reveal	a	man-at-arms	dead	with	a	dagger	in	his	
  back.	Was	the	death	the	result	of	an	argument,	or	has	a	spy	
  snuck	into	the	fortress?	
  18. A	 commotion	 without	 the	 walls	 reveals	 the	 arrival	 of	
  reinforcements	to	bolster	the	attacker’s	force.	Several	covered	
  wagons	hint	at	the	arrival	of	extra	supplies—or	perhaps	even	a	
  dismantled	siege	engine	(and	its	ammunition).		
  19. A	 man-at-arms,	 clearly	 drunk	 almost	 beyond	 words—lies	
  slumped	against	a	wall.	The	man	is	insensible;	he	is	found	by	an	
  officer	and	hauled	away.	The	next	day,	he	is	hung	from	the	walls	
  as	an	example	to	others.		
  20. The	enemy	camp	is	suspiciously	quiet	all	day.	Suspicions	rise,	
  they	are	planning	a	major	attack.		
  	
   
  at-arms,	who	instinctively	ducks	as	it	shatters	against	a	nearb 	
  wall.	
  
  170	
  2 0  T H I N G S  T O  S E E  D U R I N G  A  V I L L A G E  R A I D  
  On	the	frontier,	life	is	tough.	Raids	and	war	are	commonplace	and	
  most	villages	are	lightly	defended	at	best—easy	pickings	for	well-
  armed	raiders	or	and	invading	army.		
  	
  Use	the	table	below,	to	add	minor	points	of	interest	to	a	raid	
  on	a	frontier	settlement.	Of	course,	many	of	the	entries	below	can	
  be	 used	 for	 raiders	 of	 any	 ilk;	 simply	 change	 any	 mention	 of	
  raiders	to	orcs,	hobgoblins	or	whatever	suits	your	campaign.			
  1. A	small,	snivelling	child	huddles	behind	a	barrel,	trying	to	hide	
  from	the	rampaging	orcs.	
  2. Fire	suddenly	takes	hold	of	a	nearby	building	and	smoke	from	
  its	burning	thatch	fills	the	air.	Indistinct	screaming	comes	from	
  within...	
  3. Shouts,	 screams	 and	 the	 sound	 of	 battle	 fill	 the	 air.	 One	
  particularly	loud,	piercing	scream	ends	suddenly.		
  4. A	mother	dashes	across	the	street	dragging	one	child	behind	
  her.	In	her	other	hand,	she	carries	an	old	spear.	
  5. The	sprawled	and	bloody	corpse	of	a	militia	member	lies	in	the	
  street.	He	has	been	hacked	to	death	and	lies	in	a	pool	of	his	own	
  blood.	
  6. A	jumbled	collection	of	scattered	household	goods—clothes,	a	
  cooking	pot	and	so	on—lies	scattered	on	the	ground	outside	a	
  home.	
  7. A	raider—covered	in	blood	and	gore—sits	slumped	against	a	
  wall.	An	arrow	protrudes	from	his	throat	and	his	face	is	frozen	
  in	a	grimace	of	hate	and	pain.		
  8. Smoke	 blows	 across	 the	 street,	 obscuring	 the	 PCs’	 view	 of	
  events.	Humanoid	shapes	move	within	the	smoke—and	they	
  seem	to	be	running	directly	toward	the	party!	
  9. A	broken	barrel	lies	on	its	side	amid	a	puddle	of	wine.	A	crude,	
  bloody	handaxe	is	embedded	in	the	barrel.		
  10. A	 villager—an	 axe	 embedded	 in	 his	 back—crawls	 down	 the	
  street.	In	great	pain,	he	spots	the	party	and	loudly	begs	for	aid.		
  11. Two	 raiders	 drag	 a	 woman	 from	 a	 smouldering	 house.	 Their	
  backs	are	to	the	PCs	and	they	do	not	appear	to	have	noticed	the	
  adventurers.	
  12. A	javelin	flashes	passed	the	lead	PC’s	face	and	embeds	itself	in	
  a	nearby	wall.		
  13. With	 a	 crash,	 a	 blazing	 outbuilding	 collapses	 in	 on	 itself,	
  throwing	up	a	cloud	of	sparks	and	smoke.	
  14. Two	children—one	clutching	a	baby	to	its	chest—dash	from	a	
  side	street	and	run	straight	at	the	party.	Their	soot-stained	faces	
  are	 streaked	 with	 tears.	 Behind	 them	 lumber	 two	 drunk	
  warriors—intent	on	easy	pickings.	At	sight	of	the	PCs	they	turn	
  away.	
  15. The	frenzied	squealing	of	a	horse	in	tremendous	pain	breaks	
  through	the	clamour	of	battle.	
  16. An	 arrow	 falls	 from	 the	 sky	 and	 lands—quivering—at	 a	 PC’s	
  feet.	There’s	no	indication	who	shot	the	arrow	in	question.		
  17. A	hand	cart	lies	on	its	side	in	the	street—vegetables,	along	with	
  a	few	hand	tools,	lie	scattered	on	the	ground.	
  18. A	villager—clearly	very	dead—stands	transfixed	against	a	wall	
  by	a	large	spear	driven	through	his	chest.	
  19. A	 raider	 lies	 dead	 in	 the	 street,	 his	 skull	 caved	 in.	 Near	 his	
  outstretched	hand	lies	a	yet	burning	torch.	
  20. The	 thatch	 of	 a	 nearby	 building	 is	 beginning	 to	 smoulder—a	
  raider	 threw	 a	 torch	 onto	 its	 roof	 moments	 ago.	 A	 villager	
  dashes	out	of	the	building	clutching	a	load	of	possessions	to	his	
  chest.	He	dumps	them	onto	the	street	and	then	dashes	back	
  into	the	building.	
  	
   
  
  171	
   
   
   
   
   
   
   
   
   
   
  WILDERNESS CAMPING
   
   
  
  172	
  8  T R A V E L L E R S  T O  S H A R E  T H E  C A M P F I R E  
  The	roads	are	dangerous	for	travellers,	and	a	roaring	campfire	is	
  always	a	welcome	sight.	However,	heroes	should	be	wary	of	those	
  who	approach	their	tents	at	night.	Flame	may	ward	off	wolves,	
  but	it	attracts	the	most	unusual	company.	
  	
  Use	the	table	below,	to	bring	to	life	travellers	who	want	to	
  share	the	PC’s	campfire.	
  1. Burlop	the	Brave	(CG	male	human	fighter	8)	and	Jinnid	(LG	male	
  human	paladin	4):	Burlop	can	be	heard	from	at	least	a	mile	off.	
  His	 bravado,	 rowdy	 guffaws	 and	 joyous	 proclamations	 carry	
  through	the	air	like	the	trumpet	of	an	elephant.	Six-foot	tall	and	
  built	 like	 a	 bear,	 Burlop	 is	 clad	 in	 muddy	 hide	 armor	 and	 a	
  feathered	 helmet.	 His	 giant	 smile	 and	 vivacious	 charm	 are	
  visible	beneath	a	thick	layer	of	dirt	and	scruff.	Beside	him	trails	
  Jinnid,	 his	 mute	 and	 faithful	 squire.	 Burlop	 immediately	
  identifies	the	PCs	as	fellow	adventurers	(accurately	or	not).	As	
  Jinnid	cooks	a	rabbit,	Burlop	helps	himself	to	the	party’s	drink	
  and	food.	He	brags	loudly	of	his	own	(admittedly	impressive)	
  accomplishments,	 asks	 of	 the	 PCs’	 quests,	 before	 quickly	
  segueing	 back	 into	 his	 own	 deeds.	 If	 confronted,	 Burlop	 is	
  cowed	and	embarrassed,	and	flounders	into	a	glum	silence.	If	
  praised,	however,	he	shares	valuable	contacts	in	the	nearest	
  city,	or	informs	the	PCs	of	a	treasure	he	is	too	busy	to	collect.	
  2. Gryzob	 (LN	 female	 orc	 fighter	 5):	 Gryzob	 swaggers	 into	 the	
  firelight,	all	snarl	and	scowl	and	tusk.	She	stands	menacingly	for	
  a	few	moments,	then	warms	herself	by	the	flame	without	so	
  much	 as	 a	 “hello.”	 Gryzob	 was	 hired	 muscle	 for	 a	 travelling	
  elven	merchant	until	racial	tensions	proved	too	much	for	the	
  pairing.	The	orc	lost	the	fight,	and	fled	fuming	into	the	darkness	
  to	happen	across	the	PCs.	She	is	injured,	holding	pressure	to	a	
  small	but	deep	rapier	wound	to	the	stomach.	If	untreated,	the	
  wound	festers	and	kills	her	in	days.	Gryzob	is	surly	and	does	not	
  desire	conversation.	If	angered	(an	easy	feat),	she	challenges	
  her	 perceived	 aggressor	 to	 a	 duel.	 After	 all,	 she	 must	 regain	
  some	pride	after	losing	to	an	elf.	
  3. Zopher	Zyznana	(NG	male	half-elf):	Zopher	can	be	heard	by	the	
  clacking	of	pots	and	the	ringing	of	bells	which	hang	from	his	
  overlarge	pack.	A	tinker	and	trader,	the	half-elf	is	an	excellent	
  conversationalist	and	lively	camp-mate.	He	peddles	a	range	of	
  mundane	but	unusual	goods,	from	witching	bells	to	shrunken	
  heads	to	glass	dolls,	all	while	blowing	marvelous	smoke	shapes	
  from	his	pipe.	
  4. Potlam	 Geldstone	 (CN	 male	 human):	 Potlam	 quietly	
  approaches	 the	 fire,	 and	 politely	 asks	 permission	 to	 join	 the	
  party.	A	child	of	nine,	he	speaks	with	a	nobleman’s	lilt	and	wears	
  dusty	but	expensive	clothes.	He	has	no	pack,	no	weapons	and	
  no	 travelling	 equipment.	 A	 slightly	 spoiled	 but	
  otherwise	rambunctious	and	likeable	boy,	Potlam	
  ran	 away	 from	 home	 three	 days	 ago	 to	 see	 the	
  world.	Annoyed	at	his	parent’s	overprotection,	he	is	eager	to	
  take	part	in	adventure.	He	begs	to	join	the	PCs,	but	fetches	a	
  hefty	reward	if	returned	to	his	family.	
  5. Yezcha	 Silverhair	 (CE	 female	 halfling	 thief	 3):	 Yezcha	 is	 an	
  unassuming	older	hobbit,	her	long	black	hair	streaked	with	grey.	
  She	carries	a	small	pack,	and	claims	to	be	making	a	short	journey	
  to	visit	her	son,	a	wealthy	merchant	in	a	nearby	town.	She	reads	
  a	book	and	keeps	mostly	to	herself,	but	asks	to	sleep	in	camp	
  for	the	night.	However,	there	is	no	son.	Yezcha	is	a	thief,	and	
  takes	 the	 first	 opportunity	 to	 steal	 a	 valuable	 item	 and	
  disappear	into	the	darkness.	
  6. Tuppus	Smmendyyn	(LG	female	gnome	magic-user	6):	A	crack	
  of	thunder	and	lightning	in	the	near	distance	precede	Tuppus’	
  arrival	by	minutes.	She	is	comically	misdressed	for	the	weather,	
  and	her	robes	and	beard	are	singed.	Apparently	dazed,	she	asks	
  odd	 questions	 as	 to	 her	 location	 and	 nearby	 ley-lines,	 and	
  mumbles	 arcane	 nonsense	 with	 every	 response.	 After	 some	
  confused	 deliberation,	 she	 determines	 her	 experimental	
  teleportation	 spell	 went	 somewhat	 amiss.	 Tuppus	 requests	
  escort	to	the	nearest	town	or	city,	and	promises	the	PCs	some	
  arcane	favour	in	return.	
  7. Milnan	(NE	male	human):	Milnan	steps	into	the	firelight,	dagger	
  drawn.	He	is	gaunt	and	sweating,	with	black	veins	webbing	his	
  pale	flesh.	Stuttering,	he	demands	gold	from	the	party	between	
  involuntary	 face	 spasms.	 Milnan	 is	 a	 skez	 head,	 completely	
  addicted	to	the	drug.	Desperate	and	willing	to	do	whatever	it	
  takes	for	his	next	hit,	he	is	none-the-less	unlikely	to	pose	a	real	
  threat	to	the	PCs.	
  8. Unlucky	Petar	(NG	male	half-orc	thief	4):	Unlucky	Petar	politely	
  hails	the	group	from	a	distance.	He	is	dressed	as	an	adventurer,	
  complete	with	leather	armour,	a	short	sword	and	an	unpainted	
  hide	buckler.	He	makes	pleasant	conversation	as	he	eats	his	trail	
  rations,	 and	 inquires	 into	 recent	 news.	 His	 own	 story	 is	 a	
  comedy	 of	 disasters.	 Employed	 by	 no	 fewer	 than	 six	
  adventuring	companies,	he	watched	as	each	one	fell	prey	to	
  some	 unlucky	 mishap.	 From	 each,	 Petar	 emerged	 the	 sole	
  survivor.	Petar	is	making	his	way	back	to	civilization	from	such	
  a	misadventure,	and	offers	his	services	
  for	 pay	 if	 the	 PCs	 seem	
  friendly	(and	competent).	
  	
  	 	an	excellent	
  	
  	
  es	a	range	of	
  	
  	
  	
  	
  	
  	
  	to	shrunken	
  	
  	
  	
  	
  	
  	
  	
  	 moke	shapes	
  	
  	
  	
  am	 quietly	
  	
  	
  	
  	
  	
  	
  n	 to	 join	 the	
  	 	
  	 	
  	
  	
  	
  	 	
  	 ilt	and	wears	
  	
  	
  	
  	
  	
  	
  	
  	
  	weapons	and	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  e	
  a	misadventure,	and	offers	his	services	
  for	 pay	 if	 the	 PCs	 seem	
  friendly	(and competent).
  
  	
  173
  1 0  N O T A B L E  C A M P S I T E  C H A R A C T E R I S T I C S  
  Not	 all	 campsites	 are	 created	 equal.	 While	 some	 are	
  unremarkable,	others	have	one	or	more	characteristics	that	set	
  them	apart	from	their	brethren.	
  	
  Use	 the	 table	 below,	 to	 determine	 a	 campsite’s	 notable	
  characteristic:	
  1. The	campsite	is	prone	to	flooding;	if	it	rains	heavily	while	the	
  party	camp	here,	they	are	in	for	an	unpleasant	surprise	after	a	
  few	 hours.	 Alternatively,	 the	 ground	 could	 already	 be	
  waterlogged.	
  2. The	campsite	straddles	a	game	trail.	During	the	night,	numerous	
  foxes,	badgers	and	other	nocturnal	creatures	scuttle	through,	
  or	around,	the	camp.		
  3. The	 PCs	 have	 found	 a	 sheltered	 dell	 complete	 with	 a	 small	
  spring	bubbling	out	of	the	ground	that	fills	a	shallow	pool	of	
  fresh	water.	
  4. One	 of	 the	 trees	 standing	 at	 the	 campsite’s	 fringe	 is	 “dead	
  standing”.	If	a	high	wind	hits	the	campsite,	the	tree	could	topple	
  to	the	ground.		
  5. The	campsite	follows	the	contours	of	the	land	and	is	long,	thin	
  and	 undulating.	 Although	 mainly	 flat,	 it	 stands	 between	 two	
  precipitous	slopes.	It	is	invisible	from	the	nearest	trail.		
  6. Several	 trees	 have	 fallen	 across	 the	 area.	 They	 form	 natural	
  windbreaks	 and	 even	 provide	 concealment	 from	 casual	
  observers.	
  7. A	 fire	 recently	 raged	 through	 the	 area.	 Nothing	 remains	 but	
  scorched	earth,	blackened	stumps	and	so	on.	A	single	forlorn	
  oak—bark	
  blackened	
  and	
  leaf-stripped—survived	
  the	
  conflagration.	
  8. Boulders	and	rubble	lie	strewn	across	the	area.	There	is	barely	
  anywhere	large	enough	to	comfortably	lie	down.	It	takes	hours	
  of	effort	to	clear	a	space	to	pitch	the	party’s	tents.	
  9. A	crumbling	wall	of	ancient	origin	bounds	one	side	of	the	site.	
  Overgrown	with	weeds	and	brambles,	the	moss-covered	stones	
  look	as	old	as	the	world.		
  10. The	campsite	is	a	small	hollow	atop	a	high,	steep-sided	hill.	The	
  summit	 commands	 sweeping	 views	 of	 the	 surrounds.	 It	 is	 a	
  highly	 defensible	 position,	 virtually	 impossible	 to	 approach	
  unobserved.		
   
  1 0  S I G N S  S O M E O N E  H A S  C A M P E D  H E R E  B E F O R E  
  Heroic	 adventurers	 often	 find	 themselves	 on	 the	 edge	 of	
  civilisation	in	the	wild	lands.	But	they	are	not	the	first	to	explore	
  such	 places,	 and	 previous	 explorers	 often	 leave	 signs	 of	 their	
  passing.	
  	
  When	the	PCs	find	a	campsite,	use	the	table	below—at	your	
  discretion—to	 dress	 the	 site	 with	 the	 leavings	 of	 previous	
  explorers.	
  1. An	old,	mouldy	boot	stands	on	a	flat	bit	of	ground	between	two	
  saplings	sprouting	from	a	low,	mossy	bank.	
  2. A	 slender	 rope	 has	 been	 strung	 at	 roughly	 shoulder	 height	
  between	two	trees.	It	is	slightly	mouldy.	A	Perceptive	PC	noticed	
  a	balled	up	weather-beaten	tarpaulin	caught	in	the	roots	of	a	
  nearby	gnarly	oak	tree.	
  3. A	fire	pit,	ringed	by	scorched	stones,	stands	in	the	middle	of	
  patch	of	cleared	ground.	Here,	the	shrubs	have	been	cut	back	
  and	some	attempt	has	been	made	to	clear	away	fallen	leaves	
  and	brush.	The	burnt	remains	of	several	branches	lie	amid	the	
  campfire	cold	ashes.	
  4. A	small,	bugling	hemp	sack	stands	propped	up	against	a	tree.	
  Investigations	reveal	it	is	full	of	empty	wine	skins.	
  5. This	 campsite	 appears	 pristine	 and	 unused.	 However,	 an	
  unlucky	 PC	 leaving	 the	 camp—perhaps	 to	 relieve	 himself—
  discovers	 an	 unburied	 shallow	 latrine	 by	 standing	 it	 in.	
  Unfortunately,	recent	rain	has	reduced	the	contents	to	a	kind	of	
  viscous	slop.	
  6. The	 ground	 slopes	 upwards	 in	 the	 PCs’	 direction	 of	 travel.	
  Someone	 has	 previous	 taken	 the	 time	 to	 scrape	 out	 a	 flat	
  section	just	large	enough	for	a	couple	of	bedrolls.		
  7. A	ripped	and	weather-worn,	wind-blown	cloak	hangs	from	the	
  branches	of	a	thorn	bush.	It	flutters	in	a	faint	breeze,	making	a	
  rustling	sound.	
  8. A	shallow	fire	pit	stands	in	the	lee	of	a	small	rise.	Nearby,	several	
  small	piles	of	gathered	firewood	stand	ready	to	use.		
  9. Some	attempt	has	been	made	to	screen	this	spot	from	a	nearby	
  path.	 Fallen	 branches	 have	 been	 arranged	 in	 a	 haphazard	
  screen	of	sorts	and	the	camp’s	fire	pit	is	positioned	behind	a	
  mossy	pile	of	stones.	
  10. Trash—the	leavings	of	an	extended	camp—cover	the	ground.	
  The	rubbish	includes	frayed	rope,	a	mouldy	tent	and	several	
  wine	flasks.	Perceptive	PCs	can	make	out	the	“footprints”	of	
  four	tents.	
  	
   
  
  	
  174
  1 0  T H I N G S  A L R E A D Y  L I V I N G  A T  T H E  C A M P S I T E  
  Many	creatures	live	in	the	wilderness.	Beyond	the	threats	posed	
  by	wandering	owlbears,	wolves	and	other	dangerous	predators	
  sometimes	the	PCs	find	something	else	already	living	in	the	area.	
  	
  Use	the	table	below,	to	determine	what	already	lives	in	the	
  campsite:	
  1. Wasps	have	built	a	nest	high	up	in	a	nearby	tree.	Depending	on	
  the	time	of	year,	they	could	be	dopy	or	aggressive.	
  2. A	badger	set	pierces	the	sheltered	slope	of	a	small	rise.	The	
  badgers	emerge	at	night	to	feed.	They	are	only	aggressive	if	
  attacked	or	cornered.		
  3. An	owl	lurks	in	a	nearby	tree.	It	emerges	at	dusk	to	hunt.	When	
  it	returns,	clutching	a	dead	mouse	it	sits	in	the	tree	devouring	
  its	prey	and	watching	the	PCs.	It	is	so	silent	the	PCs	might	not	
  even	be	aware	of	its	presence.	
  4. A	fox	den	lies	nearby.	If	the	PCs	are	relatively	quiet,	the	mated	
  pair	and	their	young	emerge	to	hunt	and	play.	The	young	are	
  fearless	and	scavenge	through	the	camp	for	food	scraps.		
  5. A	vast	ant	nest	honeycombs	the	ground	under	the	campsite.	PCs	
  sleeping	on	the	ground	find	themselves	(and	their	kit)	infested	
  with	ants	the	next	morning.		
  6. Two	rival	male	squirrels	claim	the	area.	When	the	PCs	arrive,	
  the	two	are	chattering	at	each	other.		
  7. Nests	festoon	the	upper	branches	of	the	surrounding	trees,	but	
  all	are	empty.	What	could	have	forced	so	many	birds	to	leave?	
  Did	they	migrate	or	did	they	fall	prey	to	a	predator?	
  8. A	dense	patch	of	wild	berry	bushes	grows	throughout	the	area.	
  The	berries	are	ripe,	ready	for	picking	and	delicious.	
  9. A	shaded,	reed-fringed	pool	is	home	to	several	dozen	carp,	and	
  one	old	and	grumpy	pike.	Here,	the	fishing	is	good!	
  10. A	small	stream	winds	its	way	through	the	campsite.	Among	the	
  reeds	clustering	thickly	along	its	steep	banks	live	a	female	duck	
  and	her	four	young.	Initially	unseen,	the	youngs’	high-pitched	
  quacking	quickly	betrays	their	presence.		
   
  1 0  T H I N G S  L U R K I N G  I N  T H E  S H A D O W S  
  Adventurers	often	spend	the	night	in	dangerous	locales.	Although	
  things	move	in	the	shadows	outside	the	adventurers’	camp	and	
  sounds	travel	strange	in	the	dark,	not	all	night-time	distractions	
  or	encounters	lead	to	combat.	
  	
  Use	this	table,	to	generate	such	minor	events	and	happenings:	
  1. Rustling	in	the	bushes	near	the	camp	grows	steadily	louder	and	
  louder.	After	a	few	minutes,	a	family	of	badgers—two	adults	
  and	three	young—emerge	from	the	bushes	and	sniff	about	the	
  camp	in	search	of	food.	
  2. A	large	owl	glides	silently	over	the	camp.	When	it	is	directly	
  overhead	it	lets	out	a	loud,	deep	hoot.		
  3. With	a	loud	crash	and	rustling	of	undergrowth	something	falls	
  to	the	ground	not	too	far	from	camp.	(A	rotten	branch	has	fallen	
  from	a	tree,	but	the	PCs	are	unlikely	to	know	that—paranoid	
  adventurers	may	believe	a	dragon	or	has	dropped	something	or	
  that	some	winged	beast	has	just	landed).	
  4. Something	large	passes	in	front	of	the	stars,	blotting	it	out	for	
  several	seconds.	
  5. A	small	swarm	of	bats	is	hunting.	If	the	party	has	set	a	fire	the	
  light	and	the	smell	of	burning	wood	keeps	them	away	from	the	
  camp’s	 immediate	 environs	 but	 the	 sound	 of	 them	 moving	
  through	the	trees—unseen—may	unnerve	the	PC	on	watch.	
  6. The	howling	of	a	wolf	obviously	some	distance	off	is	answered	
  by	a	much	louder	howl…coming	from	much	closer.	
  7. Jennan	Royce	(LN	female	human):	Jennan	approaches	the	fire	
  silently	and	shell	shocked.	Her	clothes	are	torn,	and	her	face	is	
  dirty	except	where	tears	have	cleaned	it	away.	To	her	breast	she	
  clutches	a	baby	wrapped	in	brown	cloth.	Jennan	is	on	the	run	
  from	 some	 threat	 appropriate	 to	 the	 PCs’	 level	 (bandits,	 a	
  rampaging	troll,	a	vindictive	dragon	or	the	like).	She	escaped	
  with	her	child,	but	the	rest	of	her	village	was	massacred.	Jennan	
  accepts	 food	 and	 care	 distractedly	 and	 without	 thanks.	
  However,	if	any	PC	moves	to	touch	her	child,	she	swats	them	
  away.	Sadly,	their	help	comes	too	late.	The	child	died	in	the	
  attacks,	and	Jennan	is	deep	in	denial.	
  8. A	pair	of	small	red	eyes	regards	the	camp	from	a	nearby	stand	
  of	 bushes.	 The	 eyes	 are	 unblinking	 and	 watch	 the	 camp	 for	
  several	minutes	before	abruptly	disappearing.	They	cat	could	be	
  feral	or	could	be	a	wizard’s	familiar	sent	to	spy	on	the	party.	
  9. A	swarm	of	fireflies	passes	over	the	camp.	Their	luminescent	
  bodies	 provide	 a	 spectacular	 display	 as	 thousands	 of	 insects	
  twist	and	weave	through	the	night.	
  10. Basson	Clayhanger	(CN	male	halfling	ghost):	A	shivering	halfling	
  approaches	the	fire,	and	moves	to	warm	his	blue	hands	by	the	
  flame.	He	is	oblivious	to	the	PCs,	consumed	by	a	fruitless	effort	
  to	absorb	some	of	the	campfire’s	heat.	Basson	is	icy	cold,	and	
  his	breath	mists	in	the	air.	If	confronted,	he	dissolves	into	an	icy	
  vapour	 which	 floats	 from	 the	 campground.	 Should	 the	 PCs	
  follow	 the	 freezing	 ectoplasm,	 they	 come	 across	 an	 old	
  campsite	and	a	frozen	halfling	corpse	(regardless	of	the	current	
  temperature).	Unless	the	PCs	burn	the	body	to	give	the	poor	
  soul	rest,	the	ghost	returns	to	their	campfire	every	night	they	
  remain	in	the	area.	
  	
  
  175	
  2 0  N I G H T - T I M E  C A M P S I T E  E V E N T S  
  Adventures	often	spend	days	or	even	weeks	in	the	wilderness.	
  Whether	they	are	searching	for	a	lost	burial	crypt	from	an	elder	
  civilisation	 or	 exploring	 the	 land	 at	 the	 behest	 of	 their	 noble	
  employer	it	is	inevitable	they'll	camp	out	in	the	wilds	at	some	
  point.		
  	
  Wise	adventurers	post	a	watch	during	the	night.	Dangerous,	
  hungry	things	often	lurk	in	the	wilderlands	and	like	nothing	more	
  than	snacking	on	a	sleeping	adventurer.	However,	most	nights	
  either	 pass	 peacefully—the	 GM	 failed	 to	 roll	 a	 random	
  encounter—or	something	attacks	the	camp.	There	is	very	rarely	
  any	 middle	 ground—a	 minor	 encounter	 that	 is	 interesting	 but	
  doesn't	end	in	combat.	
  	
  Use	 the	 table	 below,	 to	 add	 minor	 points	 of	 interest	 or	
  excitement	 to	 an	 overnight	 camp.	 Some	 can	 be	 nothing	 but	 a	
  random	minor	distraction;	others	could	presage	an	encounter	or	
  foreshadow	some	future	event.	
  1. A	light	sprinkling	of	rain	falls	on	the	camp.	Little	more	than	a	
  drizzle,	it	falls	for	an	hour	or	so.	
  2. One	of	the	larger	sticks	in	the	party's	campfire	burns	through	
  the	middle,	and	its	bits	fall	into	the	fire	throwing	up	a	sudden	
  cloud	of	sparks.	
  3. A	faint	rustling	in	the	bushes	reaches	the	guard’s	ear.	It	stops	
  and	starts	several	times	over	a	period	of	about	ten	minutes.	
  Investigations	reveal	a	badger	and	her	young.	
  4. A	 sudden	 wind	 blows	 up	 through	 the	 camp	 plucking	 at	 the	
  guard's	cloak	and	fanning	the	campfire.	If	the	guard	is	unlucky,	
  the	wind	might	even	blow	a	few	embers	from	the	fire	onto	a	
  tent	 or	 sleeping	 adventurer.	 If	 the	 unfortunate	 guard	 is	 also	
  inattentive,	a	small	fire	could	result.	
  5. Clouds	pass	over	the	moon,	plunging	the	campsite	into	even	
  deeper	darkness.	As	deep	shadows	gather	about	the	camp,	the	
  temperature	drops	several	degrees.	
  6. An	owl	perches	on	a	tree	near	the	camp	and	starts	to	hoot.	
  Unless	driven	off,	the	owl	continues	to	hoot	on	and	off	for	hours	
  potential	disrupting	slumbering	characters'	sleep.	
  7. A	 small,	 non-venomous	 snake	 slithers	 through	 the	 camp	 in	
  search	 of	 prey.	 It	 is	 timid	 and	 flees	 if	 attacked.	 Inattentive	
  guards	 may	 not	 see	 it	 until	 it	 gets	 quite	 close	 to	 them.	
  Alternatively,	those	not	wise	in	the	ways	of	nature	may	assume	
  the	snake	is	poisonous	and	rouse	their	comrades	for	nothing.		
  8. A	faint	drumming	sound	drifts	through	the	night	air.	It	comes	
  from	 some	 unknown	 distant	 point	 and	 continues	 for	 several	
  hours	before	eventually	stopping.		
  9. The	 guard	 develops	 the	 distinct	 impression	 someone	 or	
  something	 is	 watching	 the	 camp.	 Investigations	 reveal	 no	
  apparent	 signs	 of	 such	 a	 watcher,	 but	 the	 feeling	 refuses	 to	
  fade.	
  10. One	of	the	slumbering	adventurers—or	attendant	NPC—has	a	
  nightmare.	 He	 tosses,	 turns	 and	 murmurs	 in	 his	 sleep.	
  Eventually,	he	wakes	up	screaming.	
  11. The	warmth	of	the	campfire	and	the	sonorous	snoring	of	his	
  companions	begin	to	lull	the	guard	to	sleep.	He	jolts	himself	
  awake	a	few	moments	later;	no-one	notices	his	infraction,	and	
  no	ill-harm	seems	to	have	come	to	the	camp.	
  12. Somewhere	off	in	the	distance,	an	animal	shrieks	in	pain.		
  13. The	 wind	 whistles	 through	 the	 campsite.	 The	 branches	 of	
  nearby	trees	creak,	groan	and	loudly	clack	against	one	another.	
  14. A	 fox	 scurries	 through	 the	 campsite,	 clutching	 a	 small,	 limp	
  mouse	in	its	mouth.	
  15. A	crashing	sound	in	the	distant	heralds	a	rotten	branch	falling	
  from	a	nearby	tree.	It's	a	thick	branch	and	makes	a	hell	of	a	
  crash.		
  16. One	of	the	party	begins	to	talk	in	his	sleep.	The	speech	seems	
  to	 be	 complete	 gibberish.	 Disturbingly,	 he	 occasionally	
  pauses—as	 if	 listening	 to	 a	 response	 from	 some	 unknown	
  source.	
  17. Suddenly—and	for	seemingly	no	reason—a	rope	on	one	of	the	
  party's	tents	snaps.	It	immediately	begins	to	sag,	which	wakes	
  up	at	least	one	of	its	occupants.		
  18. Clouds	 scud	 across	 the	 sky,	 the	 moon's	 light	 eerily	 shining	
  through	them.	Deep	shadows	dance	amongst	the	party's	tents.	
  A	paranoid	or	over-anxious	guard	might	believe	the	shadows	
  cluster	about	one	particular	spot	in	the	camp.	
  19. It	gets	unusually	cold	for	the	season	in	the	depths	of	the	night.	
  Ill-equipped	adventurers	wake	up	shivering	in	the	night.		
  20. The	guard	falls	asleep	and	slumbers	through	the	entire	night.	
  Consequently,	he	does	not	wake	any	of	the	PCs	to	take	their	
  shift.	 Nothing	 fell	 befalls	 the	 party	 as	 a	 consequence	 of	 the	
  guard's	error,	but	the	guard	does	remember	feeling	suddenly	
  and	inexplicably	sleepy	just	before	the	end	of	his	vigil.	
  	
   
  
  176	
  2 0  T H I N G S  T O  F I N D  A T  A N  A B A N D O N E D  C A M P S I T E  
  Adventurers	spend	a	lot	of	time	in	the	wilderness	hunting	for	lost	
  tombs,	hidden	monster	lairs	and	more.	As	such,	they	often	come	
  across	things	they	weren’t	looking	for	in	their	travels.	
  	
  One	 such	 thing	 they	 might	 discover	 is	 an	 abandoned	
  campsite.	Some	may	be	just	that—an	abandoned	camp—while	
  others	could	the	site	of	violent	slaughter.		
  	
  Use	 the	 below	 table,	 to	 determine	 what	 they	 find	 in	 an	
  abandoned	campsite.	
  1. The	charred	remains	of	several	bloody	rags	lie	among	the	ashes	
  of	the	campfire.	There	is,	however,	no	sign	of	violence.	
  2. An	abandoned	two-man	tent	lies	crumbled	on	the	ground.	One	
  end	 is	 still	 attached	 to	 its	 guide	 ropes	 while	 the	 other	 flaps	
  despondently	in	the	breeze.	
  3. A	jumbled	pile	of	firewood	stands	under	the	boughs	of	a	tree	
  off	to	one	side	of	the	campfire.	A	small	stash	of	full	waterskins	
  has	been	hidden	under	the	pile.	
  4. Food	 wrappers	 lie	 scattered	 about	 the	 camp,	 rustling	 in	 the	
  breeze.	The	party’s	noses	lead	them	to	a	shallow	latrine	hole	
  which	the	campers	did	not	bother	to	cover	over	before	leaving.	
  5. A	single	much-patched	tent	stands	in	the	shadow	of	a	tall	tree.	
  Within,	 the	 party	 find	 a	 bedroll,	 backpack	 and	 several	 days’	
  worth	of	food	along	with	other	miscellaneous	camping	gear.	Of	
  the	owner,	there	is	no	sign.	
  6. A	 rudimentary	 attempt	 has	 been	 made	 to	 hide	 this	 old	
  campsite.	The	low	hanging	branches	of	a	tree	have	been	pulled	
  down	and	secured	with	rope	to	several	iron	spikes	driven	deep	
  into	the	earth.	The	spikes	are	rusting	and	the	rope	is	festooned	
  with	mould.	
  7. The	 ground	 around	 this	 central	 fire	 pit	 is	 churned	 up	 and	
  splattered	with	dried	blood.	Trackers	among	the	party	can	make	
  out	the	signs	of	a	terrible	struggle	as	well	as	the	“footprints”	of	
  three	tents.	
  8. A	rusting	hatchet	stands	where	it	was	left,	embedded	in	the	side	
  of	a	tree	clearly	too	large	to	be	brought	down	by	such	a	small	
  weapon.	
  9. This	 was	 clearly	 a	 semi-permanent	 camp	 at	 some	 point.	
  Someone	spent	considerable	time	cutting	down	tree	branches	
  and	dragging	them	back	to	camp	to	create	interlaced	walls	of	
  tumbled	wood.	The	space	inside	the	“walls”	is	large	enough	for	
  a	half-dozen	tents.	
  10. This	campsite	has	four	small	fire	pits	spread	evenly	around	its	
  perimeter;	the	grass	and	vegetation	in	the	space	between	the	
  fires	has	been	squashed	flat—suggesting	several	people	slept	
  therein.	
  11. A	ragged	mottled	green	and	brown	cloak	hangs	from	a	tree’s	
  low	branches.	
  12. The	skinned,	gutted	and	now	decomposing	remains	of	a	deer	
  have	been	dumped	about	30	ft.	away	from	camp.	
  13. A	crude	map	of	the	surrounding	terrain	has	been	drawn	into	a	
  patch	of	mud	with	a	sharp	stick.	Several	portions	of	the	map	
  have	been	effaced	by	animals	or	inclement	weather.	
  14. By	the	looks	of	things,	the	campfire	at	this	camp	got	a	little	out	
  of	hand.	A	nearby	tree’s	branches	have	been	scorched	and	the	
  burn	patterns	on	the	ground	extend	well	beyond	the	fire’s	stone	
  ring.	
  15. Wind-blown	leaves	cover	much	of	this	site.	A	small	leaf	drift	
  covers	a	shredded	sack	containing	seemingly	nothing	more	than	
  rotting	clothes.	A	perceptive	character,	however,	searching	the	
  clothes	finds	a	small	leather	pouch	contains	3	gp	and	7	sp.	
  16. A	waterlogged	book	lies	discarded	on	a	low,	flat	stone.	Once	a	
  religious	tract	of	a	local	religion	the	book	is	now	nothing	more	
  than	 a	 sodden	 mass	 of	 parchment;	 only	 the	 cover	 remains	
  legible.	
  17. The	 remains	 of	 several	 crude	 animal	 snares	 surround	 this	
  campsite;	all	are	empty.	
  18. A	 shallow	 grave—topped	 with	 a	 smattering	 of	 stones	
  surrounded	by	wild	flowers—stands	near	a	gurgling	stream.	A	
  ring	 of	 smooth	 stones—no	 doubt	 pulled	 from	 the	 nearby	
  stream—surround	the	grave	like	a	fence.	
  19. A	broken	lantern	lies	on	its	side	partially	covered	by	leaves	and	
  other	wind-blown	detritus.	Any	oil	within	has	long	since	drained	
  away.	
  20. A	large	tarpaulin	hangs	between	two	trees	suspended	by	stout	
  hemp	rope	and	anchored	by	several	iron	spikes.	
  	
  	
  	
  	
  	
  	
  	
  	
  y	
  	
  	
  	
  	
  	 	
  	
  	
  	
  	
  	
  	
  otprints”	of	
  	
  	
  	
  	
  	 	
  	
  	
  d	in	the	side	
  	 	
  	
  	
  	
  	
  	
  	
  	
  	
  	 uch	a	small	
  ome	 point.	
  	
  	
  	
  	
  	
  	 ee	branches	
  	
  	
  	
  	
  	
  	
  	
  	
  ced	walls	of	
  	
  	
  	
  	
  	
  	
  	 	
  	enough	for	
  	
  y	around	its	
  	
  	
  	
  	
  	
  	
  	
  	 etween	the	
  	
  	
  ople	slept	
  
  177	
   
   
   
   
   
   
   
   
   
   
  WIZARD’S TOWER
   
   
  
  178	
  2 0  M I N O R  M A G I C A L  E F F E C T S  T O  E N C O U N T E R  I N  A  W I Z A R D ’ S  T O W E R  
  Wizard's	towers	are	strange	places,	full	of	strange	sights,	sounds	
  and	smells.		
  1. Small	motes	of	multi-coloured	light	float	near	the	ceiling.	They	
  gently	 bob	 in	 the	 air	 currents	 and	 swirl	 about	 wildly	 when	
  someone	passes	beneath	them.	
  2. The	temperature	in	certain	areas	of	the	tower	is	either	much	
  hotter	or	colder	than	the	others,	for	no	apparent	reason.		
  3. A	faintly	glowing	translucent	mist	hugs	the	floor.	Those	staring	
  into	 the	 mist	 for	 too	 long	 are	 suddenly	 overwhelmed	 by	 a	
  sensation	of	falling	which	only	ends	when	they	shut	their	eyes.		
  4. Doors	open	silently	when	a	sentient	being	gets	within	5	ft.	and	
  close	when	it	moves	away.	The	tower’s	resident	can	override	
  this	effect	and	command	the	doors	to	remain	closed	or	open.		
  5. Gravity	is	subtly	different	in	the	tower.	Light	weight	objects—
  weighing	less	than	one	pound—if	left	unattended	sometimes	
  begin	to	float	of	their	own	accord.	(Small	micro-pockets	of	zero	
  gravity	 float	 through	 the	 tower	 as	 a	 result	 of	 the	 erosion	
  between	the	various	planes	of	existence	existing	in	and	about	
  the	structure).		
  6. The	 tower	 has	 no	 mundane	 decorations	 such	 as	 paintings,	
  tapestries	 or	 other	 decorative	 wall	 hangings.	 Instead,	
  beautifully	 created	 illusions	 of	 otherworldly	 places—alien	
  vistas,	strange	cities	and	so	forth—decorate	the	walls.	Careful	
  observation	of	the	decorations	reveals	several	have	tiny	moving	
  features	such	as	clouds,	people,	wandering	monsters	and	so	on.		
  7. Key	 pieces	 of	 furniture—the	 wizard’s	 favourites	 such	 as	 his	
  desk,	chair	and	so	on—are	animate	and	can	move	around	at	his	
  command.		
  8. Residual	magic	covers	some	sections	of	the	floor.	Characters	
  stepping	 on	 such	 locations	 leave	 behind	 faintly	 glowing	
  footprints	that	fade	after	an	hour.		
  9. Faint	 music	 fills	 the	 tower;	 the	 type	 and	 style	 of	 music	 is	
  dependant	on	the	wizard’s	mood.	
  10. Glowing,	intangible	runes	float	through	the	air.	They	pop	out	of	
  existence	when	they	come	into	contact	with	anything	solid.	
  11. Insubstantial,	 ghostly	 figures	 float	 through	 the	 tower	 on	
  occasion;	they	pay	no	attention	to	the	tower’s	inhabitants.	The	
  figures	seem	to	be	of	a	haughty,	cruel-meined	race	of	humans	
  who	wear	clothes	of	strange	cut.		
  12. Every	 now	 and	 then,	 a	 blast	 of	 hot	 air—like	 a	 desert	 gale—
  rushes	through	the	tower.		
  13. Gently	glowing	green	mist	fills	this	part	of	the	tower.	The	mist	
  reduces	visibility	to	about	5	ft.,	and	resists	mundane	attempts	
  to	dissipate	it.		
  14. Heatless	flames	writhe	about	metal	balls	hung	from	the	ceiling	
  in	 each	 room,	 providing	 light.	 A	 command	 word	 causes	 the	
  flames	to	extinguish	(or	ignite).	
  15. The	sound	of	gently	falling	rain	echoes	throughout	the	tower,	
  no	matter	the	weather	outside.	
  16. Doors	within	the	tower	are	crafted	from	some	kind	of	super-
  hard	 transparent	 crystal.	 Inside	 each	 room	 the	 doors	 are	
  flanked	by	curtains	which	can	be	pulled	across	for	privacy.	
  17. Every	room	in	the	tower	has	a	black	ceiling.	Chaotic	swirls	of	
  multi-hued	light	writhe	across	their	surfaces	in	a	never-ending	
  cascade	of	colour.			
  18. Invisible	 servants	 formed	 of	 magic	 move	 about	 the	 tower	
  tidying	up	and	cleaning.	The	resident	wizard	abhors	mess	and	
  so	has	created	these	semi-sentient	invisible	servants	to	indulge	
  his	lust	for	cleanliness	and	order.	
  19. The	fur	of	any	animal	entering	the	tower	becomes	charged	with	
  static	electricity	and	stands	up	on	end.	This	does	not	hurt	the	
  animal,	but	can	give	it	a	somewhat	comical	appearance.	
  20. Characters	in	the	tower	can	become	affected	by	the	thinness	of	
  the	boundaries	between	planes	at	this	point	of	the	multiverse.	
  Occasionally,	such	characters	are	assailed	by	glimpses	of	these	
  other	planes	and	their	inhabitants.	The	visions	happen	suddenly	
  and	without	warning	and	can	be	disconcerting.	With	practise,	
  the	visions	can	be	controlled	and	the	viewer	can	use	this	strange	
  effect	as	a	limited	form	of	scrying	magic.		
  8  I N T E R E S T I N G  T O W E R  F E A T U R E S   
  1. A	sundial	in	the	tower	always	casts	a	shadow	to	indicate	the	
  correct	time	although	it	is	not	in	sunlight.	
  2. A	small	depression	in	the	floor	serves	as	a	well	of	sorts.	Although	
  it	is	only	a	foot	deep	and	has	no	obvious	source	of	water,	the	
  “well”	never	runs	dry.	
  3. The	 tower’s	 windows	 are	 opaque	 from	 the	 outside,	 denying	
  anyone	a	view	of	what	goes	on	within.		
  4. This	 whitewashed	 tower	 gleams	 brightly	 in	 sunlight.	 During	
  daylight	hours,	strange	shadows	and	shapes	writhe	across	its	
  white	walls.		
  5. The	 mortar	 used	 to	 build	 the	 tower	 is	 laced	 with	 lead;	 thus	
  detect	magic	from	outside	reveals	nothing	of	what	lies	within.		
  6. Dozens	 of	 carven	 gargoyles	 decorate	 the	 tower;	 sometimes	
  they	seem	to	move	or	shift	location.	
  7. Intricate	 mosaic	 windows	 depicting	 ancient,	 famous	 wizards	
  admit	a	riot	of	colour	into	the	tower’s	interior.		
  8. An	impossibly	slender	and	long	flagpole	atop	the	tower	flies	a	
  flag	emblazoned	with	the	wizard’s	personal	sigil;	no	matter	the	
  weather,	the	flag	flutters	majestically.		
  		
   
  
  179	
  2 0  S P E L L  C O M P O N E N T S  T O  D I S C O V E R  I N  A  W I Z A R D ’ S  T O W E R  
  Wizards	use	any	number	of	strange	items	and	objects	to	power	
  their	spellcasting	and	research.			
  1. This	small	pouch	contains	four	packets	of	coloured	sand;	red,	
  yellow	and	blue	sand	is	mixed	up	in	each	packet.	
  2. A	cloying	smell	hangs	about	this	small,	circular	 tin	of	beaten	
  bronze.	Guano	fills	the	tin.	
  3. This	small	cracked	prism	gives	the	user	a	headache	if	it	is	looked	
  through	for	too	long.	
  4. Four	white	and	black	feathers	tied	together	with	twine.	
  5. This	small	packet	created	from	a	sheet	of	heavy	parchment	and	
  closed	with	a	plain	waxen	seal	holds	a	small	amount	of	gold	
  dust.	
  6. A	 small	 drawstring	 pouch	 holds	 a	 half	 dozen	 acorns	
  along	 with	 a	 sprig	 of	 holy	 and	 several	 pieces	 of	
  mistletoe.	An	included	note	reads,	"Harvested	on	the	
  summer	solstice."	
  7. This	heavily	padded	pouch	holds	a	small	crystal	
  sphere	completely	free	of	blemish,	scratches	or	
  other	imperfections.	
  8. A	piece	of	cloth	covered	in	dried	mud.	
  9. A	small	clump	of	wool	impregnated	with	dried	wax.	
  10. This	tightly-stoppered	tiny	potion	vial	holds	an	ounce	or	so	of	
  blood.	
  11. A	dozen	small	jars	hold	a	variety	of	dried	herbs.	
  12. A	small	strip	of	leather	tied	in	a	loop.	
  13. This	small	iron	potion	vial	is	labelled,	"Dragon	Blood."	The	vial	
  feels	slightly	warm	to	the	touch.	
  14. This	old	and	worn	brass	key	is	tarnished	with	great	age.	
  15. Two	small	clay	statuettes	depict	sitting	bloodhounds.	
  16. A	small	silver	mirror	of	fine	make	lies	wrapped	in	a	strip	of	black	
  velvet.	
  17. This	neatly	folded	square	of	red	fabric	has	a	small	embroiled	
  spider	decorating	one	corner.	
  18. This	small	clay	model	depicts	a	multi-stepped	ziggurat.	It	has	
  clearly	seen	much	use	as	several	of	its	corners	are	chipped.	
  19. A	 wooden	 box	 holds	 several	 chunks	 of	 quartz,	 rock	 crystal,	
  granite	and	several	other	types	of	rock.	
  20. Three	small	forked	metal	rods;	each	is	enscribed	with	the	name	
  of	a	different	plane	of	existence.	
  	
  A	 small	 drawstring	 pouch	 holds	 a	 half	 dozen	 acorns	
  along	 with	 a	 sprig	 of	 holy	 and	 several	 pieces	 of	
  mistletoe.	An	included	note	reads,	"Harvested	on	the	
  summer	solstice."
  This	heavily	padded	pouch holds	a	small	crystal	
  sphere	completely	free	of	blemish,	scratches	or	
  other	imperfections.
  17. This	neatly	folded	square	of	red	fabric	has	a	small	embroile 	
  spider	decorating	one	corner.
  18. This	small	clay	model	depicts	a	multi-stepped	ziggurat.	It	ha 	
  clearly	seen	much	use	as	several	of	its	corners	are	chipped.
  19. A	 wooden	 box	 holds	 several	 chunks	 of	 quartz,	 rock	 crysta 	
  granite	and	several	other	types	of	rock.
  20. Three	small	forked	metal	rods;	each	is	enscribed	with	the	nam 	
  of	a	different	plane	of	existence.
  
  180	
  2 0  T H I N G S  T O  D E C O R A T E  A  W I Z A R D ’ S  T O W E R  
  Wizard’s	 towers	 are	 strange	 places	 full	 of	 esoteric	 items	 of	
  unknowable	purpose	and	artifice.	It	makes	sense	that	such	folk—
  steeped	in	arcane	arts—would	decorate	their	homes	with	objects	
  and	 items	 that	 one	 would	 be	 unlikely	 to	 find	 in	 more	 normal	
  dwellings.			
  1. This	 large	 black	 tapestry	 covers	 one	 entire	 wall;	 small	
  interwoven	silver	beads	depict	the	best	known	constellations.	
  Perceptive	PCs	note	another	constellation	they	don’t	recognise;	
  this	one	is	picked	out	with	small	red	beads.			
  2. Wrought	 iron	 torch	 sconces	 protrude	 from	 the	 walls;	 the	
  sconces	look	like	the	blackened	claws	of	some	kind	of	terrible,	
  mythical	beast.	
  3. A	pentagram	covers	much	of	the	floor.	The	design	is	cut	into	the	
  floor	and	its	tiny	channels	are	full	of	glistening	mercury.	
  4. Thick	red	curtains	hang	down	from	the	ceiling	around	the	walls	
  and	obscure	any	doors	or	other	openings.	Behind	the	curtains,	
  several	 cunningly-cut	 holes	 channel	 the	 wind	 from	 outside;	
  when	 the	 wind	 is	 strong	 enough,	 this	 causes	 the	 curtains	 to	
  oscillate.	
  5. This	 chamber’s	 walls	 are	 whitewashed.	 However,	 perceptive	
  PCs	 can	 just	 make	 out	 the	 shadow	 of	 an	 image	 below	 the	
  whitewash.		
  6. This	door	frame	is	decorated	with	intricate	carvings	of	a	swarm	
  of	tiny	hands	grasping	at	the	door;	paranoid	PCs	may	suspect	
  this	is	a	trap.	
  7. The	 floor	 is	 of	 one-foot	 square	 alternating	 yellow	 and	 black	
  flagstones.	 The	 yellow	 flagstones	 look	 older	 and	 more	 worn	
  than	the	black.	
  8. Soot	mars	the	ceiling,	although	there	doesn’t	seem	to	be	any	
  obvious	source	of	fire.		
  9. A	 fan	 of	 daggers—all	 of	 different	 craftsmanship	 and	 make—
  decorates	one	wall.	The	daggers	come	from	a	variety	of	races	
  and	cultures;	some	are	crafted	by	orcs	or	goblins	while	others	
  are	 of	 human	 manufacture.	 One	 impossibly	 slender	 blade	 is	
  clearly	of	elven	origin.		
  10. A	scorched	and	battered	suit	of	chainmail	sits	on	a	stand	in	a	
  small	niche	in	one	wall.		
  11. Small	niches	pierce	the	walls	at	roughly	knee	height.	A	sconce	
  sized	for	a	candle	fills	each	niche,	and	dried	candle	wax	of	a	
  variety	of	colours	covers	the	bottom	of	each	niche	(and	in	some	
  cases	has	dripped	down	onto	the	floor).		
  12. A	portrait	of	the	wizard	adorns	one	wall;	he	is	pictured	clad	in	
  the	finest	robes,	his	fingers	and	throat	heavy	with	jewellery.	
  Behind	him,	lies	an	alien	landscape	and	motes	of	light	cluster	
  about	this	head.	
  13. A	cracked	and	blackened	skull	of	probably	human	origin	lurks	in	
  a	deep	niche	in	the	wall;	small	black	curtains	flank	the	niche.		
  14. Esoteric	runes—in	the	ancient	magical	language—snake	around	
  the	room	at	waist	height.		PCs	able	to	read	the	runes	realise	they	
  are	a	form	of	ritualistic	protection	against	scrying.	
  15. A	picture	set	into	an	ornate,	gaudy	frame	depicts	a	great	granite	
  throne	standing	alone	in	a	deep	cavern.	The	dust	of	ages	is	upon	
  the	 throne	 and	 its	 surroundings.	 Small	 letters	 hidden	 in	 the	
  bottom	left	corner	of	the	picture	identify	the	scene	as,	"The	
  God-Throne."	The	picture	is	unsigned.		
  16. A	 fabulously	 detailed	 blown-glass	 figurine	 standing	 on	 a	 side	
  table	depicts	a	rearing	unicorn.		
  17. Surprisingly	life-like	carvings	of	a	multitude	of	stone	bats	hang	
  from	the	ceiling.		
  18. A	crudely	painted	picture	of	the	wizard	dead	in	his	coffin	hangs	
  on	one	wall.	The	picture	is	signed	by	the	wizard	himself	(in	a	
  trembling	hand).	
  19. Protective	sigils	are	etched	into	the	wall	above	every	door	and	
  window.	The	sigils	themselves	are	filled	with	a	mix	of	lead	and	
  silver	 and	 are	 designed	 to	 ward	 against	 scrying	 and	
  teleportation	magic.	
  20. A	beautiful	rug	of	exquisite	craftsmanship	covers	a	large	portion	
  of	the	floor.	The	map	depicts	the	surrounding	area	and	shows	
  the	location	of	several	hidden	tombs,	derelict	wizard’s	towers	
  and	other	adventure	sites.		
  8  S T R A N G E  S O U N D S  
  1. Perceptive	PCs	hear	the	sound	of	barely	audible	muttering	in	a	
  harsh,	 otherworldly	 language.	 The	 sound	 is	 so	 faint,	 though,	
  they	cannot	make	out	more	than	a	few	words.	
  2. Many	small	holes	pierce	the	tower's	outer	walls;	when	the	wind	
  is	stronger	than	a	mere	breeze	this	creates	a	whining	sound	that	
  rises	and	falls	as	gusts	batter	the	structure.	
  3. Footsteps	 sound	 in	 a	 random	 direction,	 but	 investigations	
  reveal	the	relevant	area	to	be	empty.	
  4. A	perceptive	PC	detects	the	faint	sound	of	scrabbling	claws	on	
  stone.	
  5. Barely	audible	crying	or	sobbing	comes	to	the	party’s	ears;	it	
  comes	from	an	unknown	source.	
  6. A	high	pitch	buzzing	sounds	suddenly	begins.	No	matter	the	PCs’	
  actions,	 it	 increases	 in	 pitch	 for	 30	 seconds	 before	 abruptly	
  ceasing.		
  7. A	 low	 humming—seemingly	 coming	 from	 the	 tower’s	 very	
  stones—slowly	becomes	apparent	to	the	PCs’	ears.	It	continues	
  for	20	minutes	before	slowly	fading	away.	
  8. A	 single,	 loud	 chime	 suddenly	 rings	 out.	 The	 sound	 echoes	
  through	the	tower.	
  	
  	
  
  181	
  2 0  T H I N G S  T O  F I N D  I N  A  N E C R O M A N C E R ’ S  S A N C T U M  
  In	their	forbidden	corpse-filled	laboratories	necromancers	pursue	
  their	 unspeakable,	 blasphemous	 experiments.	 Such	 horrible	
  labours	 require	 terrible	 components	 and	 depraved	 research	
  materials	of	the	very	worst	kinds.	Often,	though,	such	details	are	
  overlooked	as	the	party	merely	loots	the	chamber	for	items	of	
  obvious	value.	Use	this	table	to	generate	such	items	of	interest.	It	
  is	up	to	the	GM	to	determine	the	value	of	any	particular	piece	on	
  the	 table	 below,	 however	 most	 good-aligned	 PCs	 will	 be	
  uncomfortable	(at	best)	owning	such	items.	
  1. A	 wooden	 box	 contains	 a	 dozen	 thin,	 long	 black	 candles.	
  When	 burnt,	 they	 give	 off	 an	 indescribable	 smell	 akin	 to	
  burning	flesh.	
  2. Seven	 skulls	 fill	 a	 shelf	 above	 the	 desk.	 A	 strange	 rune	
  decorates	each	skull’s	forehead.	
  3. A	coffer	near	one	wall	holds	a	jumble	of	horribly	misshapen	
  bones.	Most	are	of	humanoid	origin,	but	surely	no	creature	
  could	have	survived	long	with	such	deformities.	
  4. An	ornate	display	of	bones	decorates	the	ceiling.	Leg	and	arm	
  bones	form	the	perimeter	of	the	“sculpture”	while	a	circle	of	
  skulls	fills	the	centre.	The	bones	are	yellowing	and	old	and	
  have	been	stuck	in	place	with	strong	glue.	One	of	the	skulls	
  contains	 a	 bead	 from	 a	 necklace	 of	 fireballs.	 If	 the	 skull	 is	
  disturbed,	the	bead	falls	out	and	explodes	when	it	hits	the	
  floor.	
  5. A	 fireplace	 pierces	 one	 wall.	 Deep	 soot	 and	 ash	 lie	 within.	
  Even	a	cursory	examination	of	the	pile	turns	up	fragments	of	
  bone.	
  6. A	 small	 red	 velvet	 pouch	 contains	 a	 single	 braid	 of	 long	
  impossibly	red	hair.	The	braid	is	carefully	curled	up	and	has	
  been	dusted	with	some	kind	of	fine	black	dust.	
  7. A	 skull—with	 its	 top	 removed—serves	 as	 a	 mixing	 bowl	 of	
  sorts.	A	nearby	worn	leg	bone	hints	at	its	use	as	a	pestle.	
  8. A	small	sack	of	salt	lies	on	one	corner.	It	is	half	empty	and	the	
  remaining	discoloured	salt	looks	contaminated.	
  9. A	large	earthen	jar	of	honey	contains	the	preserved	head	of	
  an	old	man.	His	face	is	contorted	as	if	in	indescribable	agony.	
  10. Three	small	glass	jars	hold	an	array	of	different	coloured	dust.	
  Each	 is	 the	 ash	 of	 a	 different	 cremated	 creature,	 used	 for	
  some	 ineffable	 purpose.	 A	 different	 esoteric	 sigil	 has	 been	
  carefully	written	on	each	jar.	
  11. A	chandelier	crafted	of	bones	hangs	down	from	the	ceiling	in	
  the	centre	of	the	room.	The	bones	are	blackened	with	soot	
  and	covered	in	dried	wax.	
  12. A	 small	 cauldron	 blackened	 with	 use	 and	 pitted	 with	 age	
  stands	near	the	necromancer’s	worktable.	Dark,	unnaturally	
  cold	water	fills	the	cauldron	almost	to	the	lip.	Within	lies	the	
  sludge	and	detritus	of	many	experiments—shattered	bones,	
  decaying	flesh	and	the	like.	
  13. A	sagging	bookshelf	holds	the	remains	of	ancient	tomes	long	
  since	succumbed	to	the	ravages	of	extreme	age.	
  14. A	small	box	contains	four	long	quills	carved	from	bone.	Their	
  tips	are	exquisitely	sharp	and	blackened	with	red	“ink".	
  15. A	partially	dissected	body	lies	on	the	table.	The	body	is	that	is	
  a	long	dead	human.	The	unfortunate’s	chest	cavity	has	been	
  opened	and	the	organs	removed.	
  16. An	ornate	pentagram	carving	on	the	floor	provides	a	zone	of	
  protection	 around	 the	 necromancer’s	 workbench.	 The	
  carvings	have	been	picked	out	with	blood.	
  17. Several	beakers	stand	on	a	shelf	above	the	table.	Each	is	full	
  of	a	different	kind	of	dark,	sticky	and	noxious	fluid.	
  18. An	 oversized	 leather	 wallet	 holds	 a	 dissection	 kit.	
  Incongruously,	the	leather	wallet	is	of	the	finest	quality	and	is	
  even	monogrammed	with	the	necromancer’s	initials.	
  19. A	 small	 cage	 hanging	 from	 the	 ceiling	 holds	 the	 skeletal	
  remains	of	several	songbirds	amid	a	small	heap	of	discoloured	
  feathers.	Hideously,	the	birds'	remains	yet	stir	and	judder.	A	
  close	examination	reveals	they	appear	to	still	be	trying	to	sing.	
  20. The	room	seems	unnaturally	cold	and	the	party’s	nonmagical	
  lights	do	not	dispel	the	darkness	lingering	in	the	room’s	nooks	
  and	 crannies.	 Anyone	 spending	 much	 time	 here	 gets	 the	
  feeling	that	unseen	presences	lurk	in	the	chamber.	
  6  P I C K L E D  &  P R E S E R V E D  T H I N G S  
  1. A	large	jar	of	cloudy	vinegar	is	full	of	severed	ears	cut	from	a	
  variety	of	races.	
  2. An	orc's	disembodied	head	steeped	in	crystallised	honey	fills	an	
  earthen	jar.	Its	face	is	frozen	in	a	snarl.	
  3. A	faerie	or	sprite’s	tiny	body	is	pinned	to	a	large	slab	of	wood	
  cut	 from	 the	 heartwood	 of	 a	 dryad’s	 tree.	 The	 body	 yet	
  occasionally	quivers.	
  4. A	box	crafted	from	carefully	joined	finger	and	toe	bones	holds	a	
  suspiciously	well	preserved	heart	along	with	several	glistening	
  strands	of	platinum	blond	hair	(which	are	carefully	draped	over	
  the	heart).	
  5. A	large	box	holds	a	dry	paste	of	powder	bones	mixed	with	blood	
  and	other	bodily	fluids.	
  6. A	wooden	frame	holds	a	stretched	and	drying	ragged	patch	of	
  skin	roughly	a	foot	square.	(The	necromancer	is	turning	the	skin	
  into	a	scroll).	Part	of	a	faded	tattoo	is	visible	on	one	edge	of	the	
  “scroll”.	
  	
   
  
  182	
  2 0  T H I N G S  T O  F I N D  O N  A  W I Z A R D ’ S  B O O K S H E L F  
  Books	are	reliable	companions	to	magical	scholars,	and	wizards	
  often	 maintain	 extensive	 libraries.	 Many	 of	 the	 writings	 they	
  collect	 are	 works	 of	 magic,	 such	 as	 arcane	 scrolls	 or	 carefully	
  scribed	 spellbooks;	 however,	 tomes	 filled	 with	 esoteric	 lore,	
  philosophical	treatises,	and	historical	accounts	have	their	place	in	
  a	 wizard’s	 collection	 as	 well.	 When	 looking	 through	 a	 wizard’s	
  bookshelf,	one	never	quite	knows	what	they’ll	find.		
  1. This	hardback	tome	entitled	Kriptografi	details	common	ciphers	
  and	methods	of	decryption	and	is	written	in	a	rather	archaic	
  form	of	Dwarven.	
  2. A	work	bound	in	soft	leather	is	titled	Lorebook	of	Pigments	and	
  discusses	the	ingredients	of	magical	inks,	how	best	to	obtain	
  and	prepare	them	and	acceptable	substitutes.	
  3. This	 thin	 and	 unmarked	 book	 is	 a	 spellbook	 no	 more	 than	
  twenty	pages	long.	The	only	spells	scribed	inside	are	common	
  cantrips,	but	the	spellbook	is	still	worth	75	gp	to	a	neophyte	
  wizard.	
  4. Written	in	flourishing	script	and	titled	The	Complete	Draconic	
  Lexicon,	this	sizable	dictionary	is	for	the	Draconic	language	and	
  includes	detailed	etymology.	
  5. A	tablet	of	grey	stone	sits	at	the	end	of	a	bookshelf.	One	side	of	
  it	is	carved	with	ancient	practices	and	instructions	for	binding	
  outsiders.	
  6. The	words	Genealogy	Infernal:	The	Intermingling	of	the	Great	
  Lords	and	Mortals,	are	stamped	across	the	cover	of	this	book.	
  Inside	are	family	trees	of	the	half-mortal	children	of	devils	and	
  their	descendants.	
  7. Titled	Mage	Illeswyte’s	History	Arcanum,	this	sizeable	tome	is	
  cased	 in	 heavy	 leather	 and	 records	 the	 known	 facts	 of	
  wizardry’s	origins	and	development.	
  8. More	a	tightly	bound	stack	of	papers	than	a	book,	this	work	
  bears	 the	 heading	 The	 Ancient	 Mysteries	 of	 the	 Alabaster	
  Tower.	A	quick	perusal	reveals	it	is	a	cheap	work	of	fiction.	
  9. A	 burlap	 cover	 protects	 a	 collection	 of	 iron	 sheets	 strung	
  together	 with	 chains.	 Each	 sheet	 is	 embossed	 with	 a	 unique	
  diagram	used	for	planar	travel.	
  10. This	neatly	handwritten	journal	details	a	wizard’s	attempts	to	
  create	 new	 spells.	 Her	 methods	 are	 methodical	 and	 well	
  documented	it's	a	useful	guide	for	any	spellcaster	looking	to	
  devise	new	magic.	
  11. The	Lost	Divinities	is	a	book	on	the	topic	of	deceased	or	vanished	
  deities.	 It	 records	 the	 historical	 facts	 of	 their	 fall	 as	 well	 as	
  further	speculation	and	theory.	
  12. This	 battered,	 untitled	 treatise	 discusses	 spell-enhancing	
  diagrams	that	work	on	the	principle	of	“arcane	resonance.”	A	
  skilled	wizard	quickly	realises	this	book’s	claims	are	completely	
  fraudulent.	
  13. Once	 an	 atlas	 of	 a	 remote	 location,	 this	 book	 has	 a	 hole	
  hollowed	out	inside.	An	ornate,	but	functional,	cold	iron	dagger	
  is	concealed	within.	
  14. The	Roll	of	Spells	has	countless	pages	covered	completely	with	
  tiny,	precise	text.	It	lists	the	names	and	effects	of	thousands	of	
  spells.	
  15. Inside	of	a	scroll	case	is	a	series	of	papers	on	theoretical	aspects	
  of	arcane	magic,	speculating	on	its	underlying	principles.	
  16. An	old	but	well	maintained	history	book	is	kept	inside	a	wooden	
  box.	It	appears	unremarkable,	but	to	a	collector	it’s	worth	250	
  gp.	
  17. Titled	 The	 Arcane	 Consequence,	 this	 moderately-sized	 book	
  discusses	 the	 direct	 and	 indirect	 effects	 of	 spells	 and	 the	
  morality	of	magic,	emphasizing	caution	and	forethought.	
  18. An	untitled	bestiary	with	thick	parchment	pages	has	a	focus	on	
  a	 wizard’s	 interests,	 listing	 harvestable	 components	 and	
  magical	uses	of	numerous	creatures.	
  19. This	 slim,	 white	 leather	 book	 bears	 the	 title	 A	 Plea	 for	
  Necromancy.	 It	 addresses	 prejudice	 against	 necromancy	 and	
  necromancy’s	useful	applications.	
  20. The	 Origin	 of	 Magic	 contains	 a	 wide	 variety	 of	 myths	 that	
  explain	how	magic	came	into	the	world.	
  8  T H I N G S  T O  F I N D  I N S I D E  A  B O O K  
  1. A	 scrap	 of	 weathered,	 aged	 parchment	 decorated	 with	
  beautiful	doodles	of	writhing	arcane	fire.	
  2. A	single	brilliant	white	feather	that	clearly	hailed	from	a	very	
  large	bird	(or	perhaps	a	more	exotic	creature).	
  3. A	thrice-folded	slip	of	parchment	upon	which	has	been	written	
  a	shopping	list	of	sorts.	It	appears	whoever	wrote	the	list	was	
  looking	to	restock	a	laboratory.	
  4. A	large	but	fragile	oak	tree	leaf.	It	is	brittle	to	the	touch	and	
  disintegrates	if	handled	roughly.	
  5. A	quill	with	a	red	ink-stained	tip.	The	pages	between	which	it	lay	
  are	smeared	with	the	same	red	ink.	
  6. A	small	pouch	fashioned	from	a	heavy	piece	of	parchment	is	
  glued	 to	 the	 book's	 inside	 back	 cover;	 a	 few	 shiny	 grains	 of	
  diamond	dust	yet	linger	within.		
  7. One	of	the	book’s	pages	is	heavily	smeared	with	dried	blood;	
  much	 of	 the	 page’s	 contents	 are	 obscured	 and	 the	 page	 is	
  partially	stuck	to	its	neighbour.		
  8. A	lock	of	long,	jet	black	hair	serves	as	a	bookmark	of	sorts;	tied	
  at	both	ends	with	delicate	strands	of	black	silk	the	whole	gives	
  off	a	faint	odour	of	unidentifiable	origin.	
  	
  	
  	
   
  
  183	
  2 0  T H I N G S  T O  F I N D  I N  A  W I Z A R D ’ S  L A B O R A T O R Y  
  It	seems,	PCs	are	always	defeating	evil	wizards	and	looting	their	
  libraries	 and	 laboratories.	 Such	 locales	 are	 filled	 with	 strange,	
  esoteric	 (and	 often	 distasteful)	 things	 of	 unknowable	 and	
  unguessable	 purpose	 linked	 to	 the	 wizard’s	 unfathomable	
  research.	Such	things,	though,	are	often	glossed	over	in	the	mad	
  stampede	 toward	 the	 wizard’s	 spare	 potions,	 scrolls	 and	 (of	
  course)	 their	 spellbooks.	 Use	 the	 table	 below	 to	 “populate”	 a	
  wizard’s	laboratory	with	minor	objects	of	interest.	It	is	up	to	the	
  GM	to	determine	whether	any	of	these	objects	has	much	value.		
  1. A	 disembodied,	 grey	 hand	 ending	 in	 sharp	 claws	 hangs	
  suspended	in	a	jar	of	dirty	water.	It	might	be	a	trick	of	the	light,	
  but	every	now	and	then,	the	hand	seems	to	flex.	
  2. One	 long	 wooden	 box	 of	 polished	 wood	 holds	 carefully	
  arranged	 and	 straightened	 lengths	 of	 hair.	 Each	 set	 is	 tied	
  together	with	bright	blue	string.	
  3. A	small	box	holds	an	ancient	coin	minted	thousands	of	years	ago	
  by	a	nation	or	race	famed	for	its	evil	and	brutality.	The	coin’s	
  features	are	nearly	worn	smooth	such	is	its	age.	Perceptive	PCs	
  may	be	able	to	make	out	a	few	faint	details—the	suggestion	of	
  a	face	on	one	side	and	what	looks	like	some	kind	of	fantastical	
  creature	on	the	other.	The	coin	rests	on	a	black	velvet	cushion.	
  4. A	small	earthen	vial	contains	a	thick	dark	red	viscous	fluid.	This	
  is	the	semi-coagulated	blood	of	a	basilisk.	
  5. A	 small	 stone	 beaker	 holds	 a	 small	 amount	 of	 carefully	
  harvested	 green	 slime.	 There	 is	 not	 enough	 slime	 to	 fully	
  consume	 a	 creature;	 the	 wizard	 studied	 the	 slime	 and	
  occasionally	 used	 it	 as	 a	 means	 of	 getting	 rid	 of	 otherwise	
  dangerous	leavings	from	his	experimentations.	
  6. This	silver	dagger’s	tip	is	broken	off	and	the	remaining	blade	is	
  dull	with	age.	A	gem	once	decorated	the	pommel,	but	it	fell	off	
  long	ago.	
  7. The	surface	of	the	wizard’s	workbench	is	scorched	and	burnt.	
  Perceptive	PCs	can	just	make	out	the	remains	of	carvings	in	the	
  wood,	but	their	meaning	is	impossible	to	fathom.	
  8. One	small	earthen	jar	is	full	of	the	carcasses	of	dried	insects.	
  9. A	velvet	pouch	lies	discarded	on	a	shelf.	It	is	empty,	but	flecks	
  of	glimmering	dust	inside	the	pouch	hint	at	what	it	once	held.	
  10. A	skull	stands	atop	a	high	shelf.	Flickering,	magical	light	emerges	
  from	 its	 eye	 sockets	 equivalent	 to	 a	 pair	 of	 candles.	 A	 small	
  velvet	cloth	lies	nearby.	Perceptive	PCs	notice	the	top	of	the	
  skull	is	detachable.	If	it	is	removed,	heatless	flames	burst	forth	
  from	the	interior	and	provide	light	equivalent	to	that	of	a	torch.	
  11. A	wooden	bin	contains	a	small	quantity	of	burnt	or	otherwise	
  damaged	laboratory	equipment.	All	is	worthless	until	repaired.	
  12. A	 rack	 holds	 a	 half-dozen	 potion	 vials.	 Each	 has	 been	
  scrupulously	 cleaned	 and	 bares	 a	 label:	 healing,	 flight	 or	
  invisibility.	Sadly,	all	are	empty	(or	invisible?).	
  13. A	workbook	lies	on	the	desk.	It	details—in	broad	strokes—the	
  beginnings	of	research	into	lichdom.	The	wizard	has	not	got	very	
  far;	 to	 date	 he	 has	 only	 listed	 a	 lich’s	 various	 abilities	 and	
  characteristics.	
  14. A	big	sack	stuffed	in	a	corner	holds	a	large	quantity	of	damaged,	
  scorched	or	dirty	clothes.	The	stench	of	chemicals	and	strange	
  reagents	hangs	over	all.	
  15. A	small	bucket	of	wet	earth	sits	under	the	bench.	The	earth	
  contains	nothing	of	interest;	rather	it	is	kept	here	to	extinguish	
  any	unwanted	(or	sudden)	fires.	
  16. This	 long,	 low	 wooden	 box	 has	 many	 compartments	 within;	
  each	 compartment	 contains	 a	 commonly	 available	 spell	
  component—bat	 guano,	 coloured	 sand	 and	 so	 on.	 There	 is	
  enough	here	to	replenish	five	spell	component	pouches.	
  17. A	cracked	crystal	ball	stands	on	a	bronze	tripod.	The	tripod	is	
  obviously	 very	 old	 and	 the	 crystal	 ball	 falls	 apart	 if	 removed	
  from	the	stand.	If	the	ball	breaks,	it	emits	a	small	puff	of	smoke	
  redolent	with	the	smell	of	incense.	
  18. A	high-backed	wooden	chair	stands	in	a	corner.	Its	intricately	
  carved	back	is	highly	polished	and	depicts	the	entwined	heads	
  of	two	noble	dragons.	
  19. A	sheaf	of	parchments	spilling	from	a	leather	folder	depict	the	
  various	 types	 of	 summoning	 circles	 and	 lists	 the	 kinds	 of	
  creatures	they	are	designed	to	contain.	
  20. Hidden	in	a	concealed	niche	carved	into	the	underside	of	the	
  wizard’s	 workbench	 lurks	 a	 small	 transparent	 gem.	 Golden	
  sparkles	glimmer	within.	
  6  S T R A N G E  S M E L L S  
  1. The	 faint	 odour	 of	 smoke	 mixed	 with	 strange,	 otherworldly	
  incense	hangs	in	the	air.	
  2. Although	its	faint	smell	fills	the	area,	the	stench	of	ozone	seems	
  particularly	concentrated	in	one	locale.	
  3. An	overpowering,	cloying	smell	of	roses	mixed	with	cinnamon	
  hangs	heavy	in	the	area.	Nearby,	great	vases	of	flowers	hold	
  dead	or	dying	flowers.	
  4. Sulphur	mixed	with	other	unidentifiable	chemicals	fills	the	air	
  with	an	acrid	smell.		
  5. Sweat	 mixed	 with	 the	 pungent	 odour	 of	 manure	 hangs	 this	
  area.		
  6. The	cloying,	musty	stench	of	death	and	decomposition	hangs	
  close	to	the	floor.	Smaller	PCs—halflings,	gnomes	and	so	on—
  detect	the	smell	while	taller	PCs	do	not	(unless	they	stoop	to	
  their	shorter	companions’	height).	
  	
  	
  
  184	
  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.	
  	
  1.	Definitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	owners	who	have	
  contributed	Open	Game	Content;	(b)"Derivative	Material"	means	copyrighted	material	including	
  derivative	 works	 and	 translations	 (including	 into	 other	 computer	 languages),	 potation,	
  modification,	correction,	addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	
  other	form	in	which	an	existing	work	may	be	recast,	transformed	or	adapted;	(c)	"Distribute"	
  means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	 (d)"Open	 Game	 Content"	 means	 the	 game	 mechanic	 and	 includes	 the	 methods,	
  procedures,	processes	and	routines	to	the	extent	such	content	does	not	embody	the	Product	
  Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	content	clearly	identified	as	
  Open	Game	Content	by	the	Contributor,	and	means	any	work	covered	by	this	License,	including	
  translations	and	derivative	works	under	copyright	law,	but	specifically	excludes	Product	Identity.	
  (e)	 "Product	 Identity"	 means	 product	 and	 product	 line	 names,	 logos	 and	 identifying	 marks	
  including	trade	dress;	artifacts;	creatures	characters;	stories,	storylines,	plots,	thematic	elements,	
  dialogue,	incidents,	language,	artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	
  concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	representations;	names	and	
  descriptions	of	characters,	spells,	enchantments,	personalities,	teams,	personas,	likenesses	and	
  special	abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	supernatural	
  abilities	 or	 effects,	 logos,	 symbols,	 or	 graphic	 designs;	 and	 any	 other	 trademark	 or	 registered	
  trademark	clearly	identified	as	Product	identity	by	the	owner	of	the	Product	Identity,	and	which	
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  motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	or	the	associated	
  products	contributed	to	the	Open	Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	
  means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	create	Derivative	
  Material	 of	 Open	 Game	 Content.	 (h)	 "You"	 or	 "Your"	 means	 the	 licensee	 in	 terms	 of	 this	
  agreement.	
  	
  2.	 The	 License:	 This	 License	 applies	 to	 any	 Open	 Game	 Content	 that	 contains	 a	 notice	
  indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	this	License.	You	
  must	affix	such	a	notice	to	any	Open	Game	Content	that	you	Use.	No	terms	may	be	added	to	or	
  subtracted	from	this	License	except	as	described	by	the	License	itself.	No	other	terms	or	conditions	
  may	be	applied	to	any	Open	Game	Content	distributed	using	this	License.	
  	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	of	
  the	terms	of	this	License.	
  	
  4.	 Grant	 and	 Consideration:	 In	 consideration	 for	 agreeing	 to	 use	 this	 License,	 the	
  Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	exact	
  terms	of	this	License	to	Use,	the	Open	Game	Content.	
  	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	
  Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	You	
  have	sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	
  License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	
  copying,	 modifying	 or	 distributing,	 and	 You	 must	 add	 the	 title,	 the	 copyright	 date,	 and	 the	
  copyright	 holder's	 name	 to	 the	 COPYRIGHT	 NOTICE	 of	 any	 original	 Open	 Game	 Content	 you	
  Distribute.	
  	
  7.	 Use	 of	 Product	 Identity:	 You	 agree	 not	 to	 Use	 any	 Product	 Identity,	 including	 as	 an	
  indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	
  with	the	owner	of	each	element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	
  or	 co-adaptability	 with	 any	 Trademark	 or	 Registered	 Trademark	 in	 conjunction	 with	 a	 work	
  containing	Open	Game	Content	except	as	expressly	licensed	in	another,	independent	Agreement	
  with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	
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  owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	
  in	and	to	that	Product	Identity.	
  	
  8.	 Identification:	 If	 you	 distribute	 Open	 Game	 Content	 You	 must	 clearly	 indicate	 which	
  portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.	
  	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	
  this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	any	
  Open	Game	Content	originally	distributed	under	any	version	of	this	License.	
  	
  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	
  Game	Content	You	Distribute.	
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	
  using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	Contributor	to	do	
  so.	
  	
  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	
  License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	
  governmental	regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  	
  13	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	
  herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	
  shall	survive	the	termination	of	this	License.	
  	
  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	
  shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  	
  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  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.	
  	
  Caves	 &	 Caverns.	 ©Raging	 Swan	 Press	 2011;	 Author:	 Creighton	 Broadhurst	 and	 David	
  Posener.		
  	
  So	What’s	The	Tavern	Like,	Anyway?	©Raging	Swan	Press	2012;	Author:	Richard	Green	and	
  Liz	Smith	
  	
  Alternate	 Dungeons:	 Haunted	 House.	 ©Raging	 Swan	 Press	 2014;	 Author:	 Alexander	
  Augunas.		
  	
  GM’s	 Miscellany:	 20	 Things	 Volume	 I.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst.	
  	
  20	Things	#1:	Seedy	Tavern.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst	and	
  Jeff	Gomez.	
  	
  20	Things	#2:	Looting	the	Body.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst,	
  Seamus	Conneely,	Taylor	Hubler	and	Anthony	Jennings.	
  	
  20	Things	#3:	Wizard’s	Tower.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst	and	
  Amber	Underwood.	
  	
  20	Things	#4:	Smuggler’s	Lair.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  20	Things	#5:	Subterranean	Mine.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst,	
  Ron	Calbick,	Kalyna	Conrad	and	Jeff	Gomez.	
  	
  20	Things	#6:	Ancient	Necropolis.	©Raging	Swan	Press	2016;	Author:	John	Bennett	and	
  Creighton	Broadhurst.	
  	
  20	 Things	 #7:	 Haunted	 House.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Alexander	 Augunas,	
  Creighton	Broadhurst	and	Cole	Kronewitter.	
  	
  20	 Things	 #8:	 Cultist’s	 Lair.	 ©Raging	 Swan	 Press	 2016;	 Author:	 John	 Bennett,	 Creighton	
  Broadhurst	and	Mike	Welham.	
  	
  20	 Things	 #9:	 Bustling	 Marketplace.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst,	Jeff	Gomez	and	Alex	Riggs.	
  	
  20	Things	#10:	Creepy	Graveyard.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst,	
  Jacob	W.	Michaels,	Alex	Riggs	and	David	N.	Ross.	
  	
  20	 Things	 #11:	 Dark	 Caverns.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	 Broadhurst,	
  David	Posener	and	Alex	Riggs.	
  	
  20	 Things	 #12:	 Slavers’	 Compound.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	
  Broadhurst.	
  	
  20	Things	#13:	Noisome	Sewer.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  	
  20	Things	#14:	Hill	Giant	Steading.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  	
  20	Things	#15:	War-Ravaged	Land.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  	
  20	Things	#16:	Necromancer’s	Lair.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst	
  and	Jeff	Gomez.	
  	
  20	Things	#17:	Goblin	Lair.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst,	Eric	
  Hindley	and	Alex	Riggs.	
  	
  20	 Things	 #18:	 Troublesome	 Treasures.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	
  Broadhurst.	
  	
  20	Things	#19:	Kobold	Warren.	©Raging	Swan	Press	2017;	Author:	Aaron	Bailey,	Creighton	
  Broadhurst	and	Paul	Quarles.	
  	
  20	 Things	 #20:	 Fort	 on	 the	 Borderland.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	
  Broadhurst.	
  	
  	
  	
  20	 Things	 #21:	 Wilderness	 Camping.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	
  Broadhurst	and	Jeff	Gomez.	
  	
  20	Things	#22:	Ocean	Voyage.	©Raging	Swan	Press	2018;	Author:	Creighton	Broadhurst.	
  	
  20	 Things	 #23:	 Fallen	 Dwarven	 Hold.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst.	
  	
  20	 Things	 #24:	 Sun-scorched	 Desert.	 ©Raging	 Swan	 Press	 2018;	 Author:	 Creighton	
  Broadhurst.	
  	
  20	Things	#25:	Curio	Shop	&	Pawnbrokers.	©Raging	Swan	Press	2018;	Author:	Creighton	
  Broadhurst.	
  	
  20	 Things	 #26:	 Townsfolk	 &	 Villagers.	 ©Raging	 Swan	 Press	 2018;	 Author:	 Creighton	
  Broadhurst.	
  	
  The	Thingonomicon.	©Raging	Swan	Press	2018;	Author:	Alexander	Augunas,	Aaron	Bailey,	
  John	Bennett,	Creighton	Broadhurst,	Ronald	Calbick,	Seamus	Conneely,	Kalyna	Conrad,	Jeff	Gomez,	
  Eric	Hindley,	Cole	Kronewitter,	Jacob	W.	Michaels,	David	Posener,	Paul	Quarles,	Alex	Riggs,	David	
  N.	Ross,	Amber	Underwood	and	Mike	Welham.	
  	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is Better with  
  Tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[Adventure Design & Dungeoncraft]/Tomes of Tables/Raging Swan 20 Things/Raging Swan GM's Miscellany The Thingonomicon.pdf