TEXT: 1 
   
  Stephen J. Grodzicki 
  MIDLANDS 
  LOW FANTASY GAMING 
  Stephen J. Grodzicki 
  Low Magic 
  Sandbox Setting 
  The 
  
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  CREDITS 
   
  Author:  
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Front &  
  Back Cover: 
  Copyright 2017 Daniel Comerci – danielcomerci.com, used with permission. All rights 
  reserved. See more of Daniel’s work here: http://www.danielcomerci.com/ 
   
  Midlands Map: Copyright 2016 Randy Musseau, used with permission. See more of Randy’s work at: 
  http://www.roanstudio.ca/    and on p.344. 
   
  City Maps:  
  Copyright 2017 Jose Calvo (aka Aoren). Jose’s website is currently under construction, 
  but if you’d like to see more of his work, or inquire about commissions, contact Jose at 
  AorenX@gmail.com. 
   
  Primary 
  Illustrators: 
  Some artwork copyright 2017 or earlier Maciej Zagorski and The Forge Studios LLC, 
  used under licence, all rights reserved. See more of Maciej and the Forge’s work here: 
  http://www.drivethrurpg.com/browse/pub/117/The-Forge-Studios 
   
  Some artwork copyright 2017 Daniel Comerci – Hounworks.it, used with permission. 
  All rights reserved (pp.4-7, 11, 20, 21 (character), 24, 30, 43, 47, 56, 59, 67, 70, 80, 83, 
  85, 108, 132, 164, 196 (skull), 204 (character), 222, 230, 239, 247, 263, 275, 276 
  (portrait), 280 (bottom right), 329, 345, 362).  
   
  Some artwork copyright 2017 Roman Mur aka S0ulafein, used with permission (pp. 17-
  19, 25-29 (symbols), 50, 52, 53, 83 (firearm), 95 (symbol), 136, 210, 215, 235, 238). 
  Serpentman archer on p.238 used with the kind permission of Dakotah Holcombe. See 
  more of Roman’s work here: https://s0ulafein.deviantart.com/  
   
  Additional 
  Illustrators:  
  Some artwork copyright 2017 or earlier, used with permission or under licence, all 
  rights reserved:  
   
  123RF Limited  
  Gary Dupuis and Purple Duck 
  Games  
  Earl Geier 
  Eric Lofgren  
  Jeshields  
  Claudio Cassini 
  Brian Brinlee 
  Bradley K McDevitt 
  Jeremy Hart 
  Mark Huffman Auralias Arts 
  Jeff Preston 
  Luigi Castellani 
  Rick Hershey/Fat Goblin 
  Games/Empty Game Studios 
  Bryan Syme 
  Dyson Logos 
  Ramon Lucha 
  Jeff Freels 
  David Sharrock  
  J.Lonnee  
  Tamas Baranya 
  
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  Mark Radle 
  Vagelio Kaliva 
  Matt Morrow 
  Jacob E Blackmon 
  Jeremy Mohler 
  Jason Ammons 
  Dean Spencer 
  Bartek Blaszczec 
  Indi Martin 
  Pawet Dobosz and The Forge 
  Studios 
  Elizabeth Porter 
  Jason Moser 
  William McAusland and Outland Arts  
   J.M. Woiak and Heather Shinn of the 
  STINKYGOBLIN 2017 
  Claudio Pozas Expeditious Retreat 
  Press 
  Dave Allsop 
  Tim Tyler 
  Henriette Boldt Erisian Entertainment 
  Jack Holliday  
   
  Special  
  Thanks: 
  Special thanks to Dyson Logos 
  for making many of his maps 
  available for free commercial 
  use, to Jeremy Grodzicki, Dr 
  Shaun Halovic and Ian Zammit 
  for 
  their 
  playtesting 
  and 
  constructive criticism, and to 
  my wife Steph and kids for 
  putting up with the 2am ideas, 
  unmowed lawns, and editing 
  woes. 
   
  Website: 
  https://lowfantasygaming.com/ 
   
   
  The official LFG site is updated 
  regularly 
  with 
  LFG 
  and 
  Midlands material, including 
  free downloads such as high 
  definition 
  maps, 
  illustrated 
  character sheets, pregens, and 
  the 
  LFG 
  PDF. 
  Stop 
  by 
  sometime and let me know 
  what you think.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  i, Dr 
  mmit 
  and 
  d to 
  s for 
  deas, 
  diting 
  om/
  dated 
  and 
  uding 
  high
  rated 
  and
  by
  know 
  
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  CONTENTS 
   
  Overview                       
   
             6 
  Medieval Fantasy, Deadly Outlands  
  Grim Cities, Ancient Mysteries, Silent Gods    6 
  Dark & Dangerous Magic,  
  Custom Made, Rules Flexible  
            7 
  Midlands Map  
   
   
            8 
   
  Sandbox Traits   
   
   
             9 
  Mystery, Open World  
   
            9  
  Episodic, Choices, Rotating GMs 
          10 
   
   
   
  Lexicon 
   
   
   
           11 
  Greetings & Farewells  
   
          12 
   
  History  
   
   
   
          14 
  First Age, Second Age  
   
          14 
  Third Age 
   
   
   
          15 
   
  Cultures 
   
   
   
           16 
  Midlanders 
   
   
   
          16 
  Karoks 
   
   
   
          17 
  Nydissians 
   
   
   
          19 
  Varnori 
   
   
   
          20 
  Thuels 
   
   
   
          21 
   
  Laws & Currency 
   
   
          23 
  Laws, Punishment, Arms, Sorcery 
          23  
  Exile, Currency  
   
   
          24 
   
  Gods 
   
   
   
          25 
  Midlander Pantheon 
   
   
          25  
  Deep One, The Mountain, Animism             28 
  The Lucentum  
   
   
          29 
   
  Magic 
   
   
   
          30 
  Rare, Dark & Dangerous  
   
          30  
  The Veil 
   
   
   
          33  
  Magical items, Supernatural Creatures         34  
  Alternate Spell Names  
   
          35  
   
  Cities 
   
   
   
          42 
  Outposts 
   
   
   
          42  
  Crow’s Keep 
   
   
   
          43 
   
   
  Dol-Karok 
   
   
   
          48 
  Melek 
   
   
   
          54 
  Northgate 
   
   
   
          59 
  Port Brax 
   
   
   
          64 
  Vorngard 
   
   
   
          70 
   
  Geography 
   
   
   
          75 
  Fauna, Argos Plateau, Forest of Drelnor        75 
  Great Plains, Ironhull Mountains,  
  Lake Argos 
   
   
   
          76 
  Siltwater, Spine of Ulgoth 
   
          77 
  Sunstone Ranges, Suurat Jungle,  
  Trackless Moors 
   
   
          78 
  White Drifts, Wistwood 
   
          79 
   
  Player Options  
   
   
          80 
  Gear Packs 
   
   
   
          80 
  Party Bonds 
   
   
   
          81 
  Artificer 
   
   
   
          83 
  Monk 
   
   
   
          87 
  Ranger 
   
   
   
          90 
   
  Bestiary 
   
   
   
          94 
  Custom Monsters, Aberrant Terror  
  (Maelheim) 
   
   
   
          94 
  Anointed Disciple, Anointed Warrior         95 
  Argosan Strangler, Manipede Demon            96          
  Spine Demon, Giant Eel,  
  Feathered Maw  
   
   
          97 
  Fey Creeper, Flesh Eating Vines,  
  Fungoid 
   
   
   
          98 
  Jarl’s Bane, Golem (Bronze) 
   
          99 
  Hammer Snail, Speckled Ooze  
        100 
  Western Panther, Rock Grinder 
        101 
  Winged Snake, Blue Slime, Purple Slime    102 
  Red Slime, Silver Slime, Slop Gorger 
        103 
  Skorn, Claw Toad 
   
   
        104 
  Toadmen, Giant Wasp, Frost Worm 
        105 
  Plague Worm  
   
   
        106 
   
  GM Tools 
   
   
   
        107 
  Initiative Variants 
   
   
        107 
  NPCs 
   
   
   
        108 
  
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  Personality Quirks, Speech Quirks 
        111 
  Outpost Generator 
   
   
        112 
   
  Random Encounters by Location 
        115 
  Argos Plateau Encounters 
   
        115 
  Drelnor Forest or Wistwood Encounters     117 
  Great Plains Encounters 
   
        118 
  Ironhull or Sunstone Encounters 
        119  
  Lake Argos or Siltwater Encounters 
        120 
  Spine of Ulgoth Encounters 
   
        122 
  Subterranean Encounters 
   
        123 
  Suurat Jungle Encounters 
   
        124 
  Trackless Moors Encounters 
   
        125 
  White Drifts Encounters 
   
        126 
   
  Region Events  
   
   
        128 
  Rival Adventurers 
   
   
        131 
  Street Names 
   
   
   
        134 
  Taverns 
   
   
   
        137 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Menus & Drinks 
   
   
        141 
  Tavern Brawls  
   
   
        142 
  Weather 
   
   
   
        144 
  Wilderness Exploration  
   
        145 
   
  AAdventure Frameworks  
   
        146 
  New Campaigns 
   
   
        146 
  Rumour Table  
   
   
        147 
  City Adventures 
   
   
        149 
  Forests & Woods Adventures  
        181 
  Ice & Snow Adventures  
   
        202 
  Jungle Adventures 
   
   
        213 
  Lakes & Rivers Adventures 
   
        243 
  Mountains & Hills Adventures   
        277 
  Plains Adventures 
   
   
        309 
  Swamps & Moors Adventures   
        336 
   
  Index 
   
   
   
        360 
   
  Open Game Licence 
   
   
        363 
   
   
          
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  OVERVIEW 
    
  The Midlands is a low magic, points of light, 
  medieval fantasy setting, supported by GM tools 
  to enable low prep, improvised play. An outline 
  of the main themes is set out below. 
   
  Medieval Fantasy 
  Also known as Argosa, the Midlands is a 
  medieval fantasy realm with a mix of cultures and 
  technology similar to the Dark Ages, Middle 
  Ages, Renaissance, and Antiquity.  
   
  Humans of five cultures contest the region; the 
  Midlanders of Lake Argos (officially Argosans, 
  most akin to medieval westerners), Nydissians of 
  the southern Empire, northern raiders known as 
  Varnori, the albino Karoks holed up in their 
  mountain fortress, and the Thuels, barbarian 
  nomads of the Great Plains and Argos Plateau.  
   
  Deadly Outlands 
  The setting is intended as a “points of light” 
  environment; beyond the fortified walls of 
  civilization, the wilds are dominated by man 
  eating skorn, ferocious beasts and xenophobic 
  barbarians.  The vast majority of the land is 
  uncharted; there are no roads to guide explorers 
  and no villages to provide respite.  
   
  Travel between the isolated cities is via armed 
  watercraft or heavily guarded caravans only. No-
  one travels the borderlands alone, and to venture 
  beyond the ranger patrols is to court disaster, 
  even for the well prepared. 
   
  Grim Cities 
  Whilst it is true that the walled bastions of man 
  are safer than the hinterlands, the cities are 
  fraught with dangers of their own. On the streets, 
  life is cheap, and corruption, brutality and 
  exploitation widespread. So called justice is harsh 
  and unforgiving, for sale to the highest bidder or 
  exacted through vengeful blades in back alleys. 
   
   
   
  In the corridors of power, highborn, priests and 
  the wealthy squabble for control, heedless to the 
  struggle of the common man. From this melting 
  pot of ambition, new contenders rise each day, 
  grasping for opportunity.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ancient Mysteries 
  In the Third Age, the prevailing cultures are 
  merely the latest survivors of the region. In past 
  eras, darker societies ruled, including the skorn, 
  cyclopes, serpentmen, urgot and others long 
  forgotten. Elder human civilizations too rose to 
  prominence, including the mummy entombing 
  Ramorans and blood sacrificing Suun. From the 
  fetid bogs of the Trackless Moors to the frozen 
  peaks of the Ironhull Mountains, the ruins of lost 
  kingdoms linger, waiting to be rediscovered. 
   
  Silent Gods 
  The inhabitants of the Midlands are religious 
  folk, worshiping gods and deities, strengthening 
  their spirits with litany and prayer. Sacred 
  customs and ceremonies are well established, and 
  the clergy accorded due respect.  
  grasping for opportunity. 
  
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  If the immortals hear the prayers of their faithful 
  however, they deign no response. The gods of 
  Argosa are ineffably distant and whisper silent; 
  granting no miracles to their followers, nor 
  intervening in the world in any obvious way.  
   
  Dangerous Magic 
  In Argosa, magic is not only rare, it is dark and 
  inherently dangerous. Sorcery was not meant for 
  mortals, and this fundamental mismatch taints 
  every casting with uncertainty. From beyond the 
  Veil, magic draws the attention of dark and 
  inscrutable forces, some of which find ways to 
  impose their will on the material world.  
   
  In the present day, nine hundred years after 
  Mount Rokan blackened the sky, true sorcerers 
  are almost unknown. At most, the walled cities 
  conceal but a few, and the majority of folk will be 
  glad not to witness spellcasting during their 
  lifetime. Yet all have heard the tales, and accept 
  that magic is real in one form or another.  
   
  Unnatural monsters exist, but tend to be unique 
  individuals or geographically isolated tribes. 
  Enchanted objects are custom pieces and almost 
  always herald from a past age; once forged they 
  are remarkably difficult to destroy. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  . 
   
  Custom Made 
  Most importantly of all, the Midlands is 
  incomplete. Some cities, cultures and threats 
  have been provided, but many details are for the 
  GM to determine, and in so doing make the 
  setting their own.  
   
  If the referee wants feral elves lurking in the 
  outlands instead of skorn, or Dol-Karok’s 
  humans enslaved by dwarves rather than the 
  other way around - by all means make it so. 
   
  The Midlands map and six city maps are 
  available for free download via the Low Fantasy 
  Gaming website, including versions with and 
  without labels. Altering the maps with free editing 
  software such as MS Paint or GIMP ver 2.8 is  
  easy; GMs are encouraged to add/substitute their 
  own names and sites to suit their campaign. 
   
  The primary purpose of this book is to provide a 
  low magic, customisable setting, and equip the 
  GM with the tools necessary for improvised, 
  sandbox style play. 
   
  Rules Flexible 
  The Midlands is written for the Low Fantasy 
  Gaming RPG system (free download or print on 
  demand; see the LFG site). The vast majority of 
  the setting however is system neutral, and easily 
  adapted to other tabletop games. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  the setting however is system neutral, and
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  adapted to other tabletop games.
  
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  SANDBOX TRAITS 
   
  What is a sandbox campaign? There’s a lot of 
  debate about that on the internet, but for the 
  purposes of this book, a sandbox campaign tends 
  to have the following traits:  
   
  Mystery 
  A sandbox setting is ripe for exploration and 
  discovery, daring players to explore the unknown 
  and unearth lost secrets. In the Midlands, most of 
  the region is unmapped and unknown; full of 
  locations no human has set foot in for centuries, 
  if not millennia.  
   
  The Midlands is presented as a broad sketch, 
  with many blank spaces to be filled in by the GM. 
  A careful perusal of the region map reveals many 
  hidden 
  gems: 
  secret 
  ruins, 
  towers, 
  and 
  settlements marked but unexplained. What are 
  these places? Do they exist, or are they the 
  embellishments of a long dead cartographer?  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Open World 
  A sandbox campaign gives the players the 
  freedom to explore in any direction they choose. 
  The players might engage with some of the 
  adventure hooks the GM sprinkles around the 
  game world, or they might not. Either way, the 
  GM needs to be ready to improvise if (when!) the 
  PCs take an unexpected turn.  
   
  In this book are a host of tools to provide 
  inspiration and guidance to the GM when PCs go 
  “off script”. Name lists, chance city encounters, 
  taverns, random NPCs, weather, region events, 
  terrain based encounter tables, rumour tables and 
  more are at the GM’s fingertips.  
   
  Combined with the tables in the Low Fantasy 
  Gaming rulebook (eg: treasure tables, chase 
  tables, etc), the GM has everything they need to 
  build encounters on the fly, and adjudicate 
  surprise situations with aplomb. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  And if you’re using the Low Fantasy Gaming 
  rules (and why wouldn’t you be �), the PCs 
  might wander very far indeed. With the formal 
  party retreat rule, and improvised chase table, the 
  GM needn’t worry about “balanced encounters” 
  or quarantining areas that are “too dangerous” for 
  the party. The PCs may range anywhere, 
  confident in the knowledge that if they get in over 
  their heads, they can probably escape if need be 
  (albeit at a cost).     
   
  Episodic Adventures 
  In a sandbox campaign, there is typically no 
  independent, overarching plot for the PCs to 
  engage with. Instead, the primary story is directed 
  by the players and the adventures their PCs 
  instigate or choose to become embroiled in.  
   
  Because the party might roam far afield, a 
  sandbox benefits from a wide range of adventure 
  hooks to pique the party’s interest or occupy 
  them during less structured exploration. In the 
  back half of this book are more than fifty 
  Adventure Frameworks; mini adventures spread 
  across different geographic locations with enough 
  meat to kickstart a scenario, but enough flexibility 
  to improvise and expand. Armed with these 
  frameworks, the referee is well equipped to run 
  exciting sessions on the fly.  
   
  Of course many GMs will also want to run more 
  substantial adventures of their own creation, 
  and/or other structured published modules. And 
  so they should. Sandboxes work best with a 
  healthy mix of improvised and structured 
  material for all to enjoy.  
   
  Meaningful Choices 
  Action, 
  and 
  sometimes 
  inaction, 
  have 
  consequences in a sandbox campaign. The Argos 
  basin 
  is 
  a 
  living, 
  breathing 
  environment, 
  inexorably grinding forward in time whether the 
  adventurers want it to or not. NPCs are in action 
  behind the scenes, with goals and agendas to 
  pursue. While the party are adventuring 
  elsewhere, those plots might advance, stagnate, or 
  come to fruition. On the other hand, where the 
  PCs choose to involve themselves, the players 
  have every opportunity to influence the outcome.  
   
  Rotating GMs 
  Short, episodic adventures, the lack of an 
  overarching plot, and the mysterious nature of 
  the sandbox, makes it easy to rotate GMs 
  between adventures if desired. This can have a 
  number of advantages over a more traditional, 
  single GM campaign, including: everyone mostly 
  plays as a PC, more surprises for all, a wider 
  range of adventure ideas, more collaborative 
  world building and campaign investment, and less 
  GM burnout.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  GM burnout.
  
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  LEXICON 
   
  Argona 
  Midlander  deity of health, 
  wealth, happiness & hope. The 
  Starmaiden.  
  Argosa 
  Formal name of the Midlands 
  region. 
  Baal 
  Midlander deity of decay, 
  suffering, disease & death.  
  Beastmen 
  See Skorn.  
  Borderlands 
  The patrolled region, generally 
  not more than a day’s trek 
  outside city walls.  
  Cavar 
  Dol-Karok commoners.  
  Circle of Five 
  Ruling merchant houses of Dol-
  Karok. 
  Crow’s Keep 
  Midlander capital.  
  Deep One 
  Varnori tyrant deity.  
  Dol-Karok 
  Mountain fortress  of the albino 
  Karoks.  
  Dominus 
  Nydissian noble.  
  Drar 
  Varnori ship captain. 
  Fenrir 
  Midlander deity of skill, luck & 
  fate. The Silver Wolf.  
  F*ck 
  Same as now (historically used 
  from about 15
  th century). 
  Graxus 
  Midlander deity of war, courage, 
  struggle and glory. The Iron 
  God.  
  Highborn 
  Midlander  noble.  
  Imperator 
  Nydissian city ruler. 
  Inquisitor 
  Nydissian magic hunter.  
  Ipsgrave 
  Highlord of Port Brax.  
  Iron God 
  See Graxus.  
  Jarl 
   
  Varnori ruler or noble. 
  Jarlsmen 
  Vorngard city watch.  
  Justicar   
  Midlander judge. 
  Karg 
   
  Skorn tribe Chief.  
  Karok 
  Albino humans living in the 
  mountain fortress Dol-Karok. 
  Lady/Lord 
  Midlander highborn/noble title.  
  Lucentum 
  Nydissian secular order. 
  Magister 
  Midlander  advisor/counsellor. 
  Melek  
  Nydissia’s  northernmost  city.  
  Midlanders 
  Olive skinned humans centred 
  around 
  Lake 
  Argos, 
  aka 
  Argosans. 
  Mithri  
  Karok  noble. 
  Northgate 
  Northernmost  Midlander  city.  
  Nydissians 
  Dark skinned humans of the 
  Southern Empire of Nydissia, 
  aka southerners. 
  Ordo  
  Nydissian order of magic hunters  
  Malefactos 
  and/or inquisitors. 
  Osgerd 
  Ruling Jarl of Vorngard. 
  Outlander 
  One who works or lives  outside 
  the walled cities, usually in the 
  borderlands. 
  Overseer 
  Leader of a fortified outpost.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Port Brax 
  Westernmost Midlander city.  
  Ramorans 
  Lost 
  human 
  culture 
  from 
  antiquity that mummified and 
  entombed their dead.  
   
  Scaled Ones 
  Serpentmen, aka scaled folk. 
  Scob 
  Idiot, dimwit.  
  Servitors 
  Dwarven slaves of the Karoks. 
  Setirus 
  Imperator of Melek. 
  Shennog 
  Midlander deity of night, 
  mystery, deceit & madness. 
  Silver Wolf 
  See Fenrir. 
  Skorn 
  Primitive, cannibalistic halfmen, 
  aka beastmen, that plague the 
  wilds. 
  Slud 
  Curse word similar to sh*t.  
  Soliri  
  Midlander deity of the sun, 
  weather, nature & creation. The 
  World Tree. 
  Stargazer 
  Nocratha, Sorcerer of Northgate. 
   
   
  Starmaiden 
  See Argona.  
  Suun 
  Lost  
  human 
  culture 
  from 
  antiquity that built ziggurats and 
  engaged in blood magic.  
  Thuels 
  Olive skinned human barbarians 
  (mostly nomads) of the Great 
  Plains and Argos Plateau. 
  Urgot 
  Human mutants with cursed 
  bloodlines born of ancient pacts 
  with infernal or alien powers.  
  Uldred 
  Midlander/Argosan  King.   
  Varnori 
  Pale skinned humans of the 
  northern kingdom of Varnor, 
  aka northerners. 
  Vorngard 
  Southernmost Varnori city.  
  Wodon 
  Midlander deity of knowledge, 
  art, wisdom & justice. 
  World Tree 
  See Soliri. 
   
   
  Greetings & Farewells 
  Some example greetings and farewells used widely across the region appear below, along with their 
  originating culture. Naturally many other phrases and variants are also used. 
   
  GREETING 
  MEANING 
  CULTURE 
  Well met 
  Informal hello 
  All 
  Olo de Menok (often with a flourish) 
  Salutations of the 
  Elder Mountain 
  Karok 
  Greetings goodman 
  Formal hello 
  Midlander 
  Glad meeting 
  Informal hello 
  Midlander 
  Master/Mistress (with nod or bow) 
  Informal greeting 
  Midlander 
  Pacem quo fexis 
  Peace between us 
  Nydissian 
  Vox Emperor (often with fist on chest) 
  Emperor’s tidings 
  Nydissian 
  Norg shezzek cor gakk! 
  Man flesh is for feasting! 
  Skorn 
  Hoth ulnorta 
  Greetings outsider 
  Thuel 
  Harken (often with forearm shake) 
  Hello/Hail 
  Varnori 
  
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  GOODBYE 
  MEANING 
  CULTURE 
  Farewell 
  Informal goodbye 
  Any 
  Safe Journey 
  Informal goodbye 
  Any 
  Como terra ferte (often with flourish) 
  As stone endures 
  Karok 
  Till next we meet 
  Formal goodbye 
  Midlander 
  Fair morrow 
  Informal goodbye 
  Midlander 
    Loc Imperium ardo 
  The Empire protects 
  Nydissian 
   Sordak wor duuka (often with guttural 
  snort) 
  Today you live 
  Skorn 
  Krue drakar 
  Good hunting 
  Thuel 
  Sen somir 
  I/We go 
  Varnori 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  HISTORY
   
  The history of the Midlands may be divided up 
  into three broad ages. GMs are encouraged to 
  add or modify details to suit their purposes. 
   
  The First Age 
  Almost nothing is known of the First Age, also 
  known as the Age of Immortals, which predates 
  the current era by at least 10,000 years. With no 
  written records known to exist, legend and myth 
  abound, offering precious little insight into 
  primordial antiquity.  
   
  Theologically speaking, the Midland cultures 
  believe the gods fashioned the world during this 
  time, imbued men with free will, and fought over 
  their souls. Second Age scriptures suggest the 
  wars that followed were cataclysmic, and that the 
  gods agreed to withdraw and observe from 
  beyond the Veil, rather than risk the complete 
  destruction of their creation.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Second Age  
  The Second Age, also known as the Age of 
  Mortals, spans approximately 9,100 years, ruled 
  by humans and non-humans in turn. Records are 
  patchy at best; only the tip of the iceberg has been 
  rediscovered and most centuries remain a 
  mystery. Nevertheless, those few who study the 
  remaining evidence have gleaned some insight 
  into the distant past.  
   
  At least two ancient human societies are known 
  to have persisted for several hundred years; 
  Ramoran slavers who buried their mummified 
  dead in ornate underground tombs, and the 
  Suun, a jungle kingdom abundant in gold,  blood 
  rituals and stepped pyramids.   
   
  In other periods, monstrous dynasties prevailed. 
  Cruel serpentmen enslaved the warmbloods until 
  the world suddenly cooled, forcing a southern 
  retreat to more humid climates. Warring  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  uction of their creation. 
  retreat to more humid climates. Warring 
  
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  cyclopes almost wiped men out entirely before a 
  virulent plague drove them to the highest peaks 
  to escape illness. Even the dwarves once ruled, 
  using tempered iron against more primitive 
  human societies, until men too unlocked the 
  secret of steel. 
   
  In the last centuries of the Second Age, skorn 
  dominated, mercilessly razing rival settlements 
  and feasting on nomads. At their peak, the skorn 
  numbered more than all the other humanoids 
  combined. Then Mount Rokan exploded.  
   
  The Third Age 
  Some 900 years ago, Mount Rokan erupted in 
  earth shattering fashion; searing the earth with fire 
  and fume, blackening the sky with thick ash, and 
  blasting the Midlands into the Third Age. Rokan 
  was an unparalleled natural disaster, wiping out 
  most life in the region. 
   
  Weeks later, when the skies finally cleared, 
  desperate skorn and thuels fought for survival 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  across 
  the 
  scorched 
  plains, 
  forests 
  and 
  mountains. Humans clinging to the inland sea 
  took the opportunity to fortify and consolidate 
  their defences, founding what would eventually 
  become the enduring bastions of Northgate, Port 
  Brax and Crow’s Keep. 
   
  Approximately sixty years ago, the first Nydissian 
  forces invaded from the south, establishing Melek 
  as their northernmost city. Thirty years later, their 
  second settlement of Kadimos, deep in the 
  Trackless Moors, ended in ruin; sacked by waves 
  of skorn, barbarian and Midlander forces. For 
  the last twenty years, an informal truce with the 
  Midlanders has prevailed, permitting trade and 
  limited migration.  
   
  The last score of years also consolidated the first 
  Varnori city of the region; Vorngard, a wooden 
  settlement expanding with more northerners 
  every year. Heralding from Varnor, across the 
  Boreal Sea, the raiders navigate the treacherous 
  Siltwater to reach Lake Argos and the interior 
  proper. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CULTURES 
   
  This chapter briefly describes the five default 
  human cultures of the Midlands. Further material 
  fleshing out the societies may be found in the 
  Cities chapter, but GMs are encouraged to 
  customise and make the inhabitants their own.  
   
  Players and GMs should not feel constrained by 
  what appears below. The following information is 
  intended as a starting point only; no more than 
  suggestions to be added to, modified and/or 
  substituted to best suit the kind of game your 
  table wants to play. If the GM prefers wyvern 
  riding halfers from the frozen north in lieu of 
  human seafaring Varnori, so be it. 
   
  Midlanders (Argosans) 
  The olive skinned Midlanders, more formally 
  known as Argosans, have a culture similar to 
  medieval England, ruled by a king and court of 
  hereditary highborn, vastly outnumbered by a 
  growing underclass of commoners.  
   
  The Midlanders are not a numerous people, but 
  control Lake Argos via the walled cities of Crow’s 
  Keep, Northgate and Port Brax, making up the 
  central basin referred to as the Midlands 
  (Argosa). The Argosans are leaders in scientific 
  advancement in the region, for example they are 
  the sole producers of full plate mail and secret 
  concoctions such as alchemist’s fire.  
   
  Midlanders venerate seven deities, an amalgam of 
  some of mankind’s enduring divinities since the 
  Second Age. High and low born alike partake in 
  private prayer and public worship; celebrating at 
  temples, guided by ordained clergy. The Seven 
  Ancients are as follows:  
   
  ��
  Argona (health, protection, healing, 
  happiness, hope), 
   
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  Baal (decay, disease, suffering, death), 
   
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  Fenrir (skill, luck, fate), 
   
  ��
  Graxus (war, courage, struggle, glory), 
   
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  Shennog (night, darkness, mystery, 
  deceit, madness),  
   
  ��
  Soliri (sun, weather, nature, creation), 
  and 
   
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  Wodon (knowledge, art, wisdom and 
  justice). 
   
  Common Midlander apparel includes tunics, 
  doublets, dresses and tabards, complemented 
  with sturdy trousers and boots. Prosperous 
  citizens tend to wear more linen than wool, with 
  greater finery.  In times of war, only Midlanders 
  field armies with heavy cavalry. Their main force 
  consists of mail clad men-at-arms, pikemen and 
  regimented archers.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  MIDLANDER NAMES 
  20  
  Roll  
  Male  
  Female 
  1 
  Aldred 
  Odessa 
  2 
  Hammond 
  Cassey 
  3 
  Gregor 
  Isolde 
  4 
  Willem 
  Lucia 
  5 
  Harding 
  Marcella 
  6 
  Emory 
  Kendra 
  7 
  Shand 
  Felicia 
  8 
  Bennett 
  Edith  
  9 
  Warner 
  Annorah 
  10 
  Fenton 
  Janess  
  11 
  Morris  
  Talia 
  12 
  Lothar 
  Celene 
  13 
  Dirk 
  Sara 
  14 
  Justen 
  Maegen 
  15 
  Ogden 
  Dawn 
  16 
  Yorric 
  Estelle  
  17 
  Ethan 
  Nyssa 
  18 
  Horett 
  Magda 
  19 
  Grindle 
  Isabelle 
  20 
  Theobald 
  Lorna 
   
   
   
   
  Karoks 
  The albino Karoks are the elder and most 
  striking of the Midland races, with milk white 
  skin and ghost grey hair. Of all humans dwelling 
  in the region, they are ostensibly the most secure; 
  protected by the mountain fortress of Dol-Karok, 
  the Ironhull Mountains and White Drifts 
  beyond.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Circle of Five, an elite merchant council of 
  Dol-Karok’s most powerful trading houses, rule 
  the mountain. Karoks have access to the best 
  metals and mineral resources in the land, which 
  has made them exceptionally wealthy and 
  affirmed their importance as trade partners.  
   
  Karok clothing varies greatly according to caste 
  and taste. Amongst the noble Mithri, intricate 
  gowns and exquisite coats are common. The 
  most powerful houses utilise rare and exotic 
  materials, including highly exclusive rare silks 
  from far eastern Shenzu. Ornate masks are 
  customary on formal occasions, worn by the 
  influential as expressions of power, style and 
  house affiliation. Less prosperous commoners, 
  known as Cavar, dress more practically but with 
  similar ostentation, substituting valuable gems for 
  faux stones and expert embroidery.  
  
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  Karoks believe that the spirits of their entombed 
  forebears linger within the stone of their 
  primordial home, revering their ancestor halls as 
  holy gestalts of earth and soul. Traditionally, the 
  more wealth one amasses, the stronger one’s soul 
  connects with the stone, perhaps partly explaining 
  the Karok’s preoccupation with commerce.  
   
  The last of the dwarves, known as servitors, 
  languish in Dol-Karok; shackled and enslaved by 
  the Circle and their own racial goldlust. 
  Numbering in the hundreds, they spend their 
  days endlessly toiling in the mines, eager to 
  exploit new veins. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Karoks do not have a large standing army, but all 
  citizens are required to undertake a period of 
  compulsory military training, and expected to 
  take up arms in defence of their home if 
  required. On the rare occasion they need to 
  assert their interests in the field, the Circle prefer 
  to send mercenaries to do their bidding. Dol-
  Karok’s resident Stoneguard are few in number 
  but expertly trained, equipped with intimidating 
  armour, crossbows and hammers. 
   
  KAROK NAMES 
  d20  
  Roll  
  Male  
  Female 
  1 
  Mateo 
  Cataline  
  2 
  Baltasar 
  Mari 
  3 
  Lucon 
  Oalla 
  4 
  Escobar 
  Juana 
  5 
  Cristoval 
  Crusina 
  6 
  Gavriel 
  Francia 
  7 
  Pascal 
  Teresa 
  8 
  Ramiro 
  Serena 
  9 
  Monferriz 
  Elvira 
  10 
  Inigo 
  Aldona 
  11 
  Tomon 
  Innes 
  12 
  Salazar 
  Ysabel 
  13 
  Gascon 
  Felipa 
  14 
  Vasquez 
  Blanca 
  15 
  Avaro 
  Antonia 
  16 
  Vicente 
  Mercia 
  17 
  Anselmo 
  Madele 
  18 
  Eltor 
  Elena 
  19 
  Rachiro 
  Marcietta 
  20 
  Gomez 
  Luzia 
   
  
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  Nydissians 
  The dark skinned people of equatorial Nydissia 
  are expansionists, with the largest and most 
  experienced forces in the region. They have dark 
  eyes and hair, often cropped short or woven into 
  tight braids.  
   
  Nydissians are governed by the philosophical 
  order known as the Lucentum, who value logic 
  and reason above all other human qualities, 
  including empathy. They worship no gods but 
  recognize that magic is real and dangerous. 
  Sorcerers are hunted by the Ordo Malefactos and 
  those ousted burnt alive.  
   
  Slavery is fundamental to the growing Empire, 
  which increasingly relies on the conquered to 
  provide conscripts and supplies. Integration is 
  slow to non-existent; although the Empire offers 
  trade and protection, forced occupation and the 
  Lucentum’s credo makes genuine conversion 
  difficult.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nydissians are partial to airy togas and light tunics 
  to accommodate the warmer southern weather. 
  Melek is their northernmost city, founded 
  approximately sixty years ago. 
   
  The southern armies are led by generals, broken 
  down into cohorts and spear headed by small 
  elite warrior cadres known as centurions. They 
  wear breastplates and greaves, armed with spears 
  and large shields, and fight with disciplined co-
  ordination.  
   
  NYDISSIAN NAMES 
  d20  
  Roll  
  Male  
  Female 
  1 
  Decimus 
  Lucidia 
  2 
  Mithrides 
  Soosi 
  3 
  Trovex  
  Septana 
  4 
  Norcil 
  Tibori 
  5 
  Lucius 
  Rox 
  6 
  Sercanis 
  Galera 
  7 
  Ortuvo 
  Antine 
  8 
  Titus 
  Sevira 
  9 
  Prytanis 
  Cerix 
  10 
  Gaius 
  Theodora 
  11 
  Varro 
  Quinte 
  12 
  Serjax 
  Marcella 
  13 
  Nicandes 
  Avius 
  14 
  Mallius 
  Maesaris 
  15 
  Barbulo 
  Kali 
  16 
  Crassus 
  Octavia 
  
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  17 
  Kapula 
  Dorni 
  18 
  Terro 
  Vexonae 
  19 
  Carnifex 
  Balba 
  20 
  Anticus 
  Drusia 
   
  Varnori 
  Tall, pale skinned northerners, the Varnori are 
  ocean raiders from across the Boreal Sea, with a 
  powerful navy and veteran sailors. Vorngard is 
  their 
  southernmost 
  settlement 
  and 
  first 
  permanent encroachment into the Midlands. 
  They are new residents, erecting their first 
  buildings twenty years ago, a curious mix of 
  reavers, warriors and emerging farmers. 
   
  The northerners are governed by the Council of 
  Varnor (on the Isle of Varnor), some of whom 
  are advised by Rune Seers said to be gifted with 
  the power of prophecy.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Varnori know but one deity; the Deep One, a 
  vengeful and unforgiving god buried in the 
  darkest depths of the sea, its primordial form 
  slumbering until the end of days, when the world 
  will be unmade.  
   
  Varnori clothing usually consists of heavy furs, 
  cloaks and waterproof leathers, consistent with 
  the cooler northern climate. Northerners often 
  braid their hair and beards, which are commonly 
  shades of blonde, red or light brown. In combat 
  the Varnori favour wooden shields, light armour 
  amenable to swimming, and sharp blades of all 
  kinds.  
   
  VARNORI NAMES 
  d20  
  Roll  
  Male  
  Female 
  1 
  Gunthar 
  Freya 
  2 
  Arnjin 
  Salieff 
  3 
  Njord 
  Ulfina 
  4 
  Holgrim 
  Ingie 
  5 
  Eldrik 
  Dyra 
  6 
  Seigmar 
  Halasti 
  7 
  Brunjur  
  Sighilda 
  8 
  Ulfric 
  Gutha 
  9 
  Vorn 
  Kelbi 
  10 
  Svannor 
  Frithora 
  11 
  Finnvar 
  Kolli 
  12 
  Borgov 
  Farrjor 
  13 
  Karlviir 
  Holatha 
  14 
  Steiner 
  Yiris 
  
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  15 
  Vignaal 
  Ogarra 
  16 
  Ragnar 
  Dyrri 
  17 
  Noordac 
  Bayora 
  18 
  Magnus 
  Vissu 
  19 
  Eldavaar 
  Gulthena 
  20 
  Farviir 
  Arna 
   
  Thuels 
  Thuels are the Argos basin barbarians, olive 
  skinned, heavy set and deeply tanned as a 
  consequence of their long exposure to the sun. 
  They tend towards dark hair and features, but 
  lighter variants are not unknown.  
   
  Exact thuel numbers are difficult to assess, but it 
  is clear that the tribes are dwindling compared to 
  the fast breeding skorn. A unified barbarian 
  horde would be a potent force, but has yet to be 
  achieved in recorded history. 
   
  By and large the clans are ruled by warrior 
  chieftains, whose titles are inherited by blood or 
  won through contests of strength. Thuels are 
  highly superstitious and true magic universally 
  feared. Mundane shamans and druids may or 
  may not be shunned, varying from tribe to tribe, 
  with some taking up useful roles as medicinal 
  healers or spirit guides. Thuels have no written 
  language, instead recording their history by way of 
  song, story and dance. The keepers of these oral 
  histories, the skalds, enjoy special status. 
   
  The largest thuel societies are found in the Great 
  Plains and Argos Plateau, spread across the east 
  and west of the Midlands, competing with the 
  skorn plague. All demonstrate unmatched 
  survival and wilderness skills.  
   
  Barbarian garb varies between factions and 
  climates, but tattoos and skin painting are 
  considered high art, and scars indicative of 
  courage and virility. Maximising such visual cues 
  often means sparse clothing, especially in the 
  warmer territories.  
   
   
   
   
   
   
   
   
   
  The valley and hill tribes rear the finest horses in 
  the region, and enjoy a fierce rivalry between 
  their greatest riders. Spiritually speaking, clan 
  beliefs tend towards elemental animism or 
  totemic animal guides. In contrast to the 
  beastmen however, lycanthropy is reviled. 
   
  When the thuel go to war, they utilise light 
  armour, short bow cavalry, axes and reckless 
  ferocity. Their high mobility and mastery of the 
  terrain makes them experts in guerrilla warfare.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  THUEL NAMES 
  d20  
  Roll  
  Male  
  Female 
  1 
  Ulnuk 
  Silni 
  2 
  Shaggog 
  Gotha 
  3 
  Grinbak  
  Impi 
  4 
  Torg  
  Pashma 
  5 
  Dragur 
  Findi 
  6 
  Cromot 
  Osha 
  7 
  Dolgor 
  Annash 
  8 
  Ogrot 
  Shel 
  9 
  Maddrok 
  Burzu 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10 
  Vornog 
  Susha 
  11 
  Ruttog 
  Rarza 
  12 
  Ushug 
  Kalini 
  13 
  Shabboc 
  Losra 
  14 
  Thragur 
  Mori 
  15 
  Hothruk 
  Gulfi 
  16 
  Rorhug 
  Zul 
  17 
  Malgur 
  Sharnesh 
  18 
  Drazzok 
  Ulfimi 
  19 
  Wemmog 
  Glasha 
  20 
  Torhoc 
  Surri 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  LAWS & CURRENCY 
   
  Laws 
  Corruption 
  is 
  rife 
  throughout 
  Midlander, 
  Nydissian and Dol-Karok societies, including the 
  law courts and city guard. Bribery and 
  intimidation are commonplace, with the wealthy 
  and influential able to buy or cajole their way out 
  of most problems. For minor infringements on 
  the street, a discrete handful of coins goes a long 
  way to convincing the watch to mind their own 
  business.  
   
  In Varnori culture, might makes right, and their 
  few enshrined laws are subject to the Jarl’s 
  interpretation on any particular day. In most 
  cases, disputes are resolved by way of bloody 
  duel, weregild, labour debt or coin restitution.  
   
  Thuels are subject to tribal customary law, settled 
  over many generations and kept according to the 
  oral histories of the skalds. Honour and respect 
  are of the central importance to the clans, with 
  offenders commonly subject to adverse branding, 
  maiming, flogging or exile.  
   
  In the walled cities, investigations and arrests are 
  generally carried out by the guard. In situations of 
  imminent danger, the watch are empowered to 
  kill offenders on the spot, acting as judge, jury 
  and executioner (and for most part no one bats 
  an 
  eyelid 
  if 
  the 
  victim 
  isn’t 
  highborn). 
  Alternatively an accused might be fined, thrown 
  in the watch house, dumped outside city walls, or 
  dragged before a justicar or other authority.  
   
  Punishment 
  Very serious offences such as maiming or murder 
  are generally punished on an eye for an eye basis 
  (self defence, if made out, is a valid rebuttal to 
  such charges). Property damage, fraud and theft 
  may incur a range of penalties, depending on the 
  quantum involved. In the Midland cities, 
  executions, 
  maimings 
  and 
  floggings 
  are 
  traditionally carried out by cultists of Baal, while 
   
   
   
   
  Crime 
  Punishment 
  Murder, 
  Treason 
  Hanging, beheading. 
  Maiming 
  Eye for an eye, prison. 
  Fraud, Theft 
  Recompense, branding, fine, 
  maiming, servitude, flogging, 
  stocks. 
  Sexual Assault 
  Castration, prison, branding, 
  flogging. 
  Arson 
  Maiming, branding, flogging, 
  prison, hanging, beheading. 
  Brawling, 
  Disorder 
  Fine, servitude, prison, flogging, 
  stocks. 
  Property 
  Damage 
  Recompense, fine, servitude, 
  flogging. 
  Slander 
  Fine, servitude, flogging. 
   
  brandings are performed by the justicar. A period 
  of indentured servitude is overseen by the master 
  appointed. Terms of imprisonment are served in 
  the dungeon of the resident keep, or possibly the 
  cells beneath the watch house. 
   
  Arms & Armour 
  There are generally no laws with respect to 
  carrying weapons or wearing armour, except in 
  court or the presence of the king or similar, when 
  leave is required. Some cities might impose a tax 
  on foreigners carrying weapons or armour. 
   
  Sorcery 
  In Nydissia, sorcery means death, typically by 
  burning. Practitioners amongst the thuel fare little 
  better, although some tribes will tolerate 
  mundane shamans and druids as customary spirit 
  guides, healers, and the like. Varnori too 
  routinely burn, behead or exile magicians, but for 
  the Rune Seers, their traditional soothsayers, 
  
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  which may be accepted in certain clans, 
  depending on the views of the presiding jarl.  
   
  In the Midlands, the study and the practice of 
  magic is illegal and rightly feared. Offences 
  committed with magic, or that result from using it 
  (for example, rampaging monstrosities) are 
  invariably punished by maiming, exile or death. 
  There is a single exception: the King may 
  sanction individual sorcerers that serve the crown. 
  In the present day, there is but one sanctioned 
  wizard: Nocratha the Stargazer of Northgate.  
   
  In Dol-Karok, the arcane arts are officially 
  shunned and punished with exile or death. Some 
  whisper however that the Karoks were not always 
  albinos, and did not ever favour masks, nor cloak 
  themselves in long gowns and expansive coats. 
  The Houses have endured longer than any other 
  human culture, are fantastically wealthy, and the 
  Lost Roads date back to before the Second Age. 
  In quiet corners, some suggest there is more to 
  the Karok’s success than meets the eye. 
   
  Exile 
  In rare and exceptional circumstances, an 
  authority may choose to exercise mercy, and 
  commute a sentence of death to permanent and 
  immediate exile instead. Such a person is not 
  only physically exiled, but also “outside” of the 
  law itself (ie without rights and unprotected by the 
  law, may be killed with impunity, etc). 
   
  Currency 
  Trade is generally conducted by barter or 
  through coins, ingots and precious stones. In the 
  default setting, the dangers inherent in wilderness 
  travel have curbed regional trade, and no central 
  banking authority exists (the closest would be 
  House Menok of Dol-Karok). Private promissory 
  notes are very rare; few merchants are willing to 
  place their trust in anything other than hard coin. 
   
  As a result, significant shipments of currency and 
  goods periodically occur to enable the largest 
  trade deals. Business of this magnitude involves 
  well planned and provisioned ships or caravans, 
  with heavily armed guards. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  For simplicity, all of the human cultures default 
  to similar currency regimes, namely gold and 
  silver coins, with one gold equivalent to ten silver. 
  Generally speaking the various currencies are 
  interchangeable, but private money changers also 
  exist to facilitate formal currency exchange. The 
  various cultures have different names for their 
  coins as outlined below. 
   
  Culture 
  Gold coins  
  Silver coins  
  Karok 
  Orot 
  Rica 
  Midlands 
  Crowns 
  Florins 
  Nydissian 
  Aurums 
  Deniri 
  Thuels 
  Kron 
  Kroota 
  Varnori 
  Gulders 
  Sild 
  Skorn 
  Yor 
  Unyor 
   
  
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  GODS 
   
  In the default setting, the deities of the Midlands 
  are silent; they do not grant spells, manifest 
  avatars or communicate in any obvious or direct 
  way with their faithful. Whether the gods exist, 
  are indifferent, or ineffably distant to their 
  people, is a matter for the GM to determine. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Midlander Pantheon 
  Midlanders venerate the Seven Ancients, a closed 
  pantheon of deities, most with established clerics 
  and temples. Belief in the gods is well established 
  and a fundamental part of Midlander life, 
  incorporating common sayings, feast days, etc. 
   
  Argona   
  Argona is the goddess of health, wealth, 
  happiness and hope. In addition, she is venerated 
  as a fierce protector of families, especially 
  children, elderly and other vulnerable. She is 
  usually depicted as a beautiful, raven haired 
  woman with a trail of stars in lieu of legs. 
   
  Related Activities: Weddings, births, carousing, 
  trade deals, healing and illness recovery, 
  defending kith and kin. Her feast day is 
  Thanksgiving.  
   
  Common Phrases: Argona protects. Starmaiden 
  keep you. Health, wealth and happiness. 
   
   
  Common Icons: A star or stars. Shield with a star 
  motif.  
   
  Organisation: Argona’s temples and priestesses 
  are the most common, found in all cities and 
  most fortified outposts.  
   
  Baal 
  Baal is the god of decay, suffering, disease and 
  death. His name is commonly uttered to ward off 
  his unwanted attention. Baal is usually portrayed 
  as a floating skull, a murder of crows or an 
  animate ooze. 
   
  Related Activities: Funerals, executions, palliative 
  care, ancestor worship, spreading or resisting 
  disease, torture, managing or ending suffering. 
  Baal’s feast day is the Day of Dust. 
   
  Common Phrases: No life without death. Bones 
  and dust, blood and rust. All are equal before 
  Baal. Baal’s Balls! 
   
  Common Icons: Skull chalice. Crow(s). Ooze. 
   
  Organisation: Baal’s cultists are few in number, 
  often middle aged or elderly, and found in most 
  settlements. Their shrines are small but respected 
  (and/or feared, not wanting to draw his attention).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Fenrir 
  Fenrir is the god of skill, luck and fate. His name 
  is invoked in times of contest, danger and blind 
  fortune. He is most often depicted as a 
  quicksilver wolf, a pair of dice with sixes on all 
  sides, or a celestial comet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Related Activities: Gambling, competitions and 
  contests, risk taking, dangerous tomfoolery, turns 
  of weal or woe, well wishing, curses of ill fortune. 
  Fenrir has no feast day. 
   
  Common Phrases: Fenrir’s luck! The silver wolf 
  is with ye. Fangs of fate! 
   
  Common Icons:  Silver wolf. Animal Fang. Pair 
  of dice. Comet. 
   
  Organisation: Fenrir has no organised clergy; the 
  mercurial wolf comes and goes as he pleases. 
  Shrines courting his favour appear in gambling 
  dens and places of professional skill, such as 
  barracks and guild halls. 
   
  Graxus 
  Graxus is the god of war, courage, struggle and 
  glory. He is called upon in times of conflict and 
  strife, either to rally strength or deflect his wrath. 
  He is frequently depicted as a juggernaut of 
  destruction; a towering half man, half iron fusing 
  of steel and flesh. 
   
  Related Activities: Warfare, combat, fisticuffs, 
  arm wrestling, exhortations of grit, bestowing of 
  accolades. His feast day is Ironvow. 
   
  Common Phrases: By blood or blade! Victory 
  and death! The Iron God cometh! 
   
  Common Icons: Anvil and skull. Iron fist. 
  Crossed swords with a central eye. 
   
  Organisation: Graxus’ shrines and monuments 
  are found in all cities and outposts, especially 
  watch houses. True devotees however are very 
  rare and commonly employed as soldiers, city 
  guard, mercenaries, pit fighters, and so on. 
   
  Shennog 
  Shennog is the goddess of night, darkness, 
  mystery, deceit and madness. She is whispered to 
  in times of treachery, despair and clandestine 
  activity. Most descriptions of Shennog suggest a 
  formless shadow, a broken mirror or a giant 
  spider.  
   
  Related Activities:  Tending the mentally ill, false 
  dealings, double crosses, stealth and infiltration, 
  nocturnal 
  affairs, 
  subterranean 
  exploration. 
  Shennog has no known feast day (if there is one, 
  it’s kept secret). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Common Phrases: The darkest corners conceal 
  the greatest secrets. Reject the mundane and 
  embrace revelation. Mystery is the font of 
  wonder. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Common Icons: Slender crescent moon forming 
  a circle. Giant spider or webs. Cracked mirror. 
   
  Organisation: Shennog’s temples and asylums are 
  rare in outposts but present in cities. Her clergy 
  are few in number and tend towards eccentricity 
  and seclusion. 
   
  Soliri 
  Soliri is the goddess of the sun, weather, nature  
  and creation. She is implored to bless harvests, 
  encourage fertility, and to repel darkness or 
  ferocious beasts. She is commonly depicted as a 
  female faced sun, a swarm of leaves, or a giant 
  world tree. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Related Activities: Planting, harvesting, breeding, 
  weather ceremonies, hunting, camping, raising 
  bonfires. Her feast day is Long Harvest. 
   
  Common Phrases: The World Tree provides. 
  Man too is a force of nature. Burn back the 
  shadow! 
   
  Common Icons: Flaring sun. Stylized leaf. 
  Colossal tree with great roots. 
   
  Organisation: Genuine druids are not as 
  common as one might expect, given most 
  humans live behind city walls. They are likely to 
  reside on fortified outskirts, making rare sojourns 
  to nearby natural wonders such as ancient trees, 
  ponds or clifftops (which serve as their “shrines”). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Wodon 
  Wodon is the god of knowledge, art, wisdom and 
  justice, 
  beseeched 
  when 
  seeking 
  insight, 
  inspiration or truth. He or she (sex uncertain and 
  used interchangeably) is portrayed as a giant owl, 
  or a wizened human with two heads, one male 
  and one female, leaning on a runed staff or stack 
  of tomes. 
   
  Related Activities: Seeking or giving advice, study, 
  investigation, meditation, artistic endeavours, 
  justice. Wodon’s feast day is Reverie. 
  
  �
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  �
  Common 
  Phrases: 
  Wodon 
  guide 
  you. 
  Knowledge is power. One cannot hide from 
  one’s self. Vengeance is a pit, justice a door. 
   
  Common Icons: Stack of tomes. Dual headed 
  bust. Giant owl with a set of scales.  
   
   
   
   
   
   
   
   
   
   
   
   
  Organisation: Disciples of Wodon typically serve 
  in cities as magisters, librarians or justicars, or fill 
  the role of sages, artists and hermits. Libraries, 
  workshops and court houses double as their 
  temples and shrines.  
   
  The Deep One 
  Like many aspects of Varnori culture, religion 
  centres on the cold and the sea, with a mixed bag 
  of river and lake spirits lorded over by the Deep 
  One; an all powerful tyrant god, said to have 
  butchered its sibling deities before the dawn of 
  time.  
   
  The Deep One is known by other, secret names, 
  none of which may be uttered on pain of death. 
  Sexless and colossal, the tyrant god slumbers in 
  the inky depths, its great gills responsible for the 
  rise and fall of the tides. 
   
  The Mountain 
  Karoks venerate the spirit of the Mountain, a 
  symbol of the prosperity and indomitability of the 
  Ironhull people. If there is another force truly 
  worshipped by the mountain folk, it is the power 
  of commerce. In Karok society, amassing one’s 
  fortune enriches both coffers and soul.  
  Karoks believe that their ancestor spirits merge 
  with the Mountain when they pass, imbuing the 
  fortress city with their protection. When Karoks 
  travel, they often take a piece of the Mountain 
  with them (usually a precious stone) to ward off 
  evil. Ornate tombs, mausoleums and burial 
  chambers are common as enduring symbols of 
  ancestral respect. Needless to say, tomb robbing 
  is considered a particularly grave crime in Karok 
  society. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Thuel Animism 
  Theologically speaking, barbarian tribe beliefs are 
  as varied as their number and homeland, but 
  most tend towards animism, finding spirits in 
  every rock, plant and living thing. Some adopt 
  one or more totemic animals or elemental forces 
  as their favoured patron. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The Lucentum 
  Nydissia’s Lucentum is a secular order dedicated 
  to reason, logic and the “greater good” of the 
  southern empire. Disciples are atheist or agnostic, 
  with the most fervent eschewing “frailties” such as 
  compassion, empathy and even kindness. The 
  worship of deities is forbidden; such paganism is 
  considered the hallmark of less advanced 
  societies.  
   
  The lucents view sorcery as a very real and 
  dangerous threat that must be expunged, or at the 
  very least controlled. Inquisitors of the Ordo 
  Malefactos are burdened with this heavy 
  responsibility, hunting and slaying magicians, or 
  dragging them before the Grand Inquisitor to 
  learn their fate. Magical items are similarly sought 
  and ultimately conveyed to the Vault Eternal in 
  Osk (the equatorial capital) for “safekeeping”. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  MAGIC 
   
  Rare & Enigmatic 
  In the Midlands, magic is genuinely rare and its 
  workings obscure. There are no sorcerer schools 
  nor apprenticeships; would be wizards must brave 
  the perils of the void alone, or with the “aid” of 
  forbidden tomes. Practitioners are unheard of in 
  small outposts, and the number hiding in a city 
  counted on one hand.  Charlatans and pretenders 
  are not uncommon, but most people will never 
  know real magic, and are thankful for it.  
   
  Dark & Dangerous 
  Sorcery is not only rare, it is dark and inherently 
  dangerous. Magic was not meant for mortals, and 
  this fundamental mismatch taints every casting 
  with uncertainty. From beyond the Veil, magic 
  draws the attention of dark and inscrutable forces, 
  some of whom find ways to impose their will 
  upon the material world.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Whatever facet of magic a character invokes, the 
  danger remains the same. Every time a spell is 
  cast, roll 1d20 to test for a Dark & Dangerous 
  Magic (“DDM”) effect. Invoking magic item 
  effects may also require a DDM check at the 
  GM’s discretion. 
   
  If the roll is a natural 1, the spell is cast as usual, 
  but with an additional magical effect from the 
  DDM table. If a DDM effect does not occur, the 
  chance increases by 1 for each spell cast (or 
  magic item invoked) until a DDM effect triggers 
  or the adventure ends (at which time the chance 
  resets to 1 in 20).  
   
  When a Dark & Dangerous Magic effect occurs: 
   
  (i)� The character’s Luck attribute is reduced  
  by 1 point,  
   
  (ii)� Reset the Dark & Dangerous Magic  
  chance back to 1 in 20, and 
   
  (iii)�Roll on the Dark & Dangerous Magic 
  table below: 
   
  1d100  
  DARK  &  DANGEROUS MAGIC   
  01-02  
  Nothing happens (50%) or you are 
  secretly possessed by a cunning alien 
  entity for 1d10 hours (50%). The GM 
  will tell you which covertly. Have fun. 
  03-04  
  Foul Beard: You grow a beard of short 
  rubbery tentacles that you can’t control. 
  They shrivel up and drop off after 1d3 
  days.  
  05-06  
  Your 
  fingers 
  turn 
  into 
  tentacles, 
  serpents, leeches or something similarly 
  creepy for 1d6 minutes. You cannot 
  cast spells during this time. You count 
  as fighting with two weapons and cause 
  2d6 acid or poison based damage on a 
  hit.  
  07 
  Strange potency: Your next single target 
  spell affects two targets instead of one 
  (within 24 hours). 
  
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  08 
  Tusks: You sprout 2 inch, blackened 
  tusks from your jaw, making eating and 
  speech awkward. They recede after 1d6 
  days. 
  09 
  Tenuous Connection: Your spell lasts 
  half as long as usual (or your next spell 
  with a duration other than instant within 
  24 hours). 
  10 
  Heartless: You have no discernible 
  heartbeat, and do not bleed. The effect 
  lasts 1d12 months. 
  11-12  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes.  
  13-14  
  All plant life within 60 ft withers and 
  dies.  
  15-16  
  You gain a random minor madness 
  trait. If you are already suffering 
  madness, it increases in severity instead. 
  17 
  Spirit Rend: You have advantage on 
  your spell damage roll (if this spell does 
  not cause damage, then your next 
  damaging spell within 24 hours).  
  18 
  Tentacled: A random arm transforms 
  into a branching, flesh coloured tentacle 
  (Str 15). The tentacle can hold items 
  but is incapable of spell casting. It 
  returns to normal after 1d6 days. 
  19 
  Dazed:  You have disadvantage on your 
  spell damage roll (if this spell does not 
  cause damage, then your next damaging 
  spell within 24 hours).    
  20 
  Breathless: You do not breathe and 
  cannot mimic breathing. If subject to 
  drowning or asphyxiation, you enter a 
  dormant state rather than die. The 
  effect lasts 1d12 months.  
  21-22  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
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  23-24  
  Mucus: Your skin oozes a foul smelling 
  mucus for 1d3 days.  
  25-26  
  You cast a random
  2 spell. There is a 
  50% chance the spell targets you or is 
  centred on you. If the spell affects you it 
  lasts a minimum of 1 minute.  
  27 
  Time is Mutable: You automatically go 
  first in initiative next round.  
  28 
  Whisperer: You speak only in a sibilant 
  whisper for 1d12 months. 
  29 
  Time Slip: Your spell takes 2 actions to 
  cast instead of 1.  
  30 
  Called from Below: Whenever you 
  linger on earthen soil, worms, beetles or 
  other insects squirm to the surface. The 
  effect lasts for 1d12 months.  
  31-32  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
  33-34  
  All liquids within 30 ft turn to salt, ash, 
  dust or slime (GM discretion). A large 
  body of liquid such as a pool or lake is 
  only affected up to a depth of 2 feet.  
  35-36  
  A random creature within sight or 
  hearing gains a random minor madness 
  trait. If the target is already suffering 
  madness, it increases in severity instead. 
  37 
  Inscrutable Boon: Your spell does not 
  expend a spell use/slot. 
  38 
  Mute: 
  Your 
  mouth 
  fuses 
  shut, 
  preventing speech and spellcasting. It 
  returns to normal in 2d12 hours. 
  39 
  Eldritch 
  Interference: 
  Your 
  spell 
  expends two spell uses/slots instead of 
  one.  
  40 
  Shadowless: You cast no shadow. The 
  effect lasts 1d12 months.  
  41-42  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
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  43-44  
  Third Eye: You grow a fishlike eye in 
  one palm, in the centre of your 
  forehead or at the end of your tongue 
  (GM 
  discretion). 
  If 
  the 
  eye 
  is 
  uncovered, it grants Darkvision up to 60 
  feet. The eye rots away after 1d10 days 
  leaving behind a runic scar. 
  45-46  
  You cast a random
  2 spell. There is a 
  50% chance the spell targets you or is 
  centred on you. If the spell affects you it 
  lasts a minimum of 1 minute. 
  47 
  Forbidden Lore: You regain one 
  expended spell use/slot. 
  48 
  Shedding: Over the next hour, all of 
  your head and body hair falls out. It 
  grows back as normal. 
  49 
  Forgotten: You unlearn a random spell 
  for 1d6 days. 
  50 
  Devil Eyes: Your eyes turn white, black 
  or another colour for 1d12 months.  
  51-52  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
  53-54  
  The 
  Claw: 
  One 
  of 
  your 
  hands 
  transforms into a chitinous claw. You 
  may use an action to make a melee 
  attack (1d10+2 damage). The claw 
  flakes away and returns to normal after 
  2d12 hours. 
  55-56  
  You gain a random moderate madness 
  trait. If you are already suffering 
  madness, it increases in severity instead. 
  57 
  Favour of the Ancients: Your spells 
  ignore magic resistance for 24 hours.  
  58 
  Soulless: You feel no emotions for 1d4 
  months; no fear, no love. Nothing. 
  59 
  Life Aegis: Living targets are immune to 
  your magic for 24 hours. 
  60 
  Darkening: Small open flames such as 
  candles and torches are automatically 
  extinguished within 30 feet of you. The 
  effect lasts 1d12 months.  
  61-62  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
  63-64  
  Speaker of the Void: You speak only in 
  a disturbing alien chittering that no-one 
  understands. You may still cast spells. 
  The effect ends in 1d4 months. 
  65-66  
  You cast a random
  2 spell. There is a 
  50% chance the spell targets you or is 
  centred on you. If the spell affects you it 
  lasts a minimum of 1 minute. 
  67 
  Bend Reality: You may change the 
  damage type of any spell you cast to any 
  other damage type for 24 hours.  
  68 
  Rotting: Your surface flesh begin to rot, 
  starting with your extremities and 
  spreading inwards. The effect is painful 
  but otherwise cosmetic. It fades away 
  after 1d6 months. 
  69 
  A 
  wave 
  of 
  dissonance 
  resonates 
  outwards from you. All creatures in a 
  20 foot radius (inc you) must make a 
  Luck (Con) save or be knocked prone. 
  70 
  Bestial Fear: For 1d12 months, small 
  and medium sized animals (eg cats and 
  dogs) within 30 feet instinctively fear 
  you, entering fight or flight mode.  
  71-72  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
  73-74  
  Winged: You sprout large membranous 
  wings from your back, elbows, neck or 
  ears (GM discretion). You can fly at 
  your normal speed. The wings wither 
  and slough off after 2d12 hours. 
  75-76  
  A random creature within sight or 
  hearing gains a random moderate 
  madness trait. If the target is already 
  suffering �������, it increases in 
  severity instead. 
  77 
  Harness the Void: Your spell causes 
  50% extra damage (if this spell does not 
  cause damage, then your next damaging 
  spell within 24 hours). 
  78 
  Gender Shift: You slowly change sex 
  over the next 24 hours, including build, 
  voice, facial features, etc. The effect 
  lasts 1d12 months. 
  79 
  Weakened: Your spell causes 50% less 
  damage (if this spell does not cause 
  damage, then your next damaging spell 
  within 24 hours). 
  
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  80 
  Hollow: You are never hungry or 
  thirsty, and cannot abide food or drink. 
  Even the smell makes you nauseous. 
  The effect lasts 1d12 months.  
  81-82  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
  83-84  
  Jaws: You grow to 8 feet tall, your jaws 
  and limbs distending to grotesque 
  proportions. You gain a powerful urge 
  to devour your enemies. If possible you 
  must use your move action to close with 
  an enemy. If in melee you must use 
  your action to make a bite attack 
  causing 2d6+3 damage. On a natural 
  19-20 attack roll you sever a target’s 
  limb or head (GM discretion). After 1 
  minute, you return to normal. 
  85-86  
  You cast a random
  2 spell. There is a 
  50% chance the spell targets you or is 
  centred on you. If the spell affects you it 
  lasts a minimum of 1 minute. 
  87 
  Insidious Call: Your next spell with a 
  Luck save (within 24 hours) causes the 
  target to roll with disadvantage. 
  88 
  Regurgitator: You develop a wet, 
  hacking cough, imposing disadvantage 
  on Athletics related checks. From time 
  to time you cough up grubs, worms, etc. 
  The cough subsides after 1d6 days. 
  89 
  Wyrd Fading: For 24 hours, targets 
  making Luck saves against your spells 
  roll with advantage.  
  90 
  A random limb turns black, rots and 
  drops off over the next 1d20 hours (roll 
  1d4: (i) foot, (ii) lower leg, (iii) hand, (iv) 
  forearm). The rot cannot be stopped 
  once it starts, but a Regenerate spell 
  restores the lost appendage.  
  91-92  
  An enraged, random
  1 Aberrant Terror, 
  Demon or Undead monster controlled 
  by the GM appears within close range 
  (1d4 x 5 ft). It vanishes after 1d4 
  minutes. 
  93-94  
  You transform into a Gibbering Terror 
  for 1d4 minutes. Your personality is 
  suppressed and substituted with the 
  sentience of a Gibbering Terror until 
  the effect ends.  
  95-96  
  You and all creatures within 60 ft gain a 
  random serious madness trait. If a target 
  is already suffering madness, it increases 
  in severity instead. 
  97-98  
  The Stars Align: Your next spell (within 
  24 hours) causes maximum damage 
  and/or affects the maximum number of 
  targets.  
  99 
  Marked: Gain the following table effect 
  permanently; Roll 1d10: (i) Heartless, 
  (ii) Breathless (iii) Called From Below 
  (iv) Shadowless (v) Regurgitator, (vi) 
  Darkening (vii) Bestial Fear, (viii) 
  Hollow (ix) Whisperer, (x) Devil Eyes. 
  No magic known to mankind can 
  remove this effect.    
  100 
  Claimed: Gain the following table effect 
  permanently; Roll 1d8: (i) Foul Beard, 
  (ii) Mucus (iii) Third Eye (iv) The Claw 
  (v) Winged, (vi) Jaws, (vii) Tentacled, 
  (viii) Rotting. No magic known to 
  mankind can remove this effect.    
   
  The above are merely examples. GMs are 
  encouraged to modify and expand the table.  
   
  The Veil 
  In the default setting, aside from the physical 
  world there is only one other confirmed plane of 
  existence; the Veil. Also known as the Void, the 
  Unending Chaos, and the Crucible of the Gods, 
  most consider the Veil a dimension or plane 
  about which mankind is, by and large, blissfully 
  unaware. Whether it is magical in nature, an 
  apparition of spacetime, or something else 
  entirely is a matter ultimately for the GM. Few 
  commoners know the Veil by name, and no 
  mortal comprehends it. In practice perhaps it 
  doesn’t really matter. 
   
  What is understood is that the Veil is the window 
  through which passage is possible between this 
  world and other dimensions, planets, and 
  temporal existences. Aliens harness it facilitate 
  travel between the stars, demons tear through it to 
  reach the succulent manflesh they so crave, and 
  aberrant terrors lurk within, hiding in the folds 
  between worlds.  
  
  �
  ���
  �
  Nothing crosses the Veil by accident. Temporary 
  ruptures are always instigated by one side or the 
  other, even if one party does not fully appreciate 
  the consequences of their actions.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Veil cannot sustain mortal life. Utterly 
  lightless and cold, the atmosphere is thick with 
  roiling ether, surfaces slick and disturbingly 
  malleable. The sensation of smell is absent, but 
  sounds are sharpened, often painfully so. Most 
  unsettling of all is that time itself is mutable, 
  flickering between past, present and future.  
   
  On the rare occasion that a human crosses the 
  Veil, their passage is short or instantaneous; a 
  fleeting transposition from one existence to the 
  next. There are no records of a mortal lingering 
  in the beyond.  
   
  Just what planes, planets or dimensions are 
  capable of being reached via the void is uncertain. 
  Religious texts often refer to supernatural 
  heavens, hells and similar abodes of gods and 
  devils. Whether these places exist, and how they 
  might be reached (if at all), is left to the GM to 
  determine.  
   
   
  Magical Items 
  Permanent magic items are genuinely rare and 
  each object is a unique piece. On the one hand, 
  whilst such items are infrequently made, once 
  created, they are incredibly difficult to destroy, 
  and often endure for thousands of years.  
   
  An adventurer stumbling across a magical sword 
  is likely to find one fashioned in the style of the 
  Second Age rather than the present. Similarly, an 
  amulet of mystical power is more likely a druidic 
  token from an extinct tribe rather than recent 
  invention. A permanent magical item cannot be 
  destroyed by ordinary means (although they may 
  be damaged, albeit not easily). The GM 
  determines how a particular item might be 
  destroyed or disenchanted.  
   
  Although all magic items are rare, single use 
  items such as potions and scrolls are more 
  common than permanent objects. The process to 
  create such devices varies from creator to creator, 
  but is less debilitating than a permanent 
  enchantment. Nevertheless, almost all single use 
  items herald from the distant past. 
   
  It goes without saying that there are no magic 
  item shops in the Midlands. Many consider 
  enchanted objects to be cursed, and (rightfully) 
  dangerous to carry about and use. Outside of 
  adventurers, 
  professional 
  mercenaries 
  and 
  soldiers, few have any practical use for mystical 
  artefacts. Like the present day, there are many 
  demands on a person’s time and gold, and 
  wasting either on sorcerous relics is not 
  something a “right minded” person does. 
   
  Supernatural Creatures  
  Magical creatures such as undead, demons and 
  elementals exist in the Midlands, but are highly 
  infrequent compared to high fantasy settings.  
   
  Animated guardians such as skeletons, zombies, 
  gargoyles and golems are probably the least 
  uncommon of the magical creatures, enduring for 
  long centuries in dusty tombs, temples and ruins.  
   
  
  �
  ���
  �
  Ghouls, shadows, ghosts, demons, aberrant 
  terrors, hags, basilisks and similar monsters with 
  spell like effects are much rarer. Most 
  commoners will never meet such a creature, and 
  will almost certainly succumb to it if they do.   
   
  Liches, wights, balors, dragons, doppelgangers, 
  razkarrt, major elementals, ogre mages and so on 
  are unique individuals, almost never encountered 
  by folk other than adventurers. Player characters 
  make a habit of delving into remote and 
  dangerous places, tending to uncover such foes in 
  the search for lost treasure. Nevertheless, facing 
  more than one lich or dragon in the course of an 
  adventuring career would be truly remarkable. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Alternative Spell Names 
  Some alternative spells names are provided below, in an attempt to infuse the LFG spell list with a flavour 
  more consistent with the Dark & Dangerous magic theme. A document incorporating the full spell 
  descriptions with substituted names is available for free download from the LFG site.  
   
  ��������
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  ORIGINAL NAME 
  MIDLANDS NAME  
  ALPHABETICAL 
  1.� Charm Person 
  Chant of Beguilement 
  Arcane Aegis 
  2.� Circle of Protection 
  Ward of Lost Souls 
  Chant of Beguilement 
  3.� Comprehend 
  Languages 
  Speaker of Many Tongues 
  Feywalker’s Drifting 
  4.� Cure Light Wounds 
  Fusing of Flesh 
  Fusing of Flesh 
  5.� Detect Magic 
  Pierce the Veil 
  Glimpse the True Gods 
  6.� Disguise Self 
  Mantle of Many Faces 
  Hand of the Void 
  7.� Featherfall 
  Feywalker’s Drifting 
  Haze of Obscurity 
  8.� Fog Cloud 
  Haze of Obscurity
  Insidious Slumber
  
  �
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  �
  9.� Frighten 
  Glimpse the True Gods 
  Invocation of Thunder 
  10.�Hideous Laughter 
  Shennog’s Blessing 
  Lash of Unerring Pain 
  11.�Light 
  Lucent Emanation 
  Lucent Emanation 
  12.�Magic Missile 
  Lash of Unerring Pain 
  Mantle of Many Faces 
  13.�Magic Mouth 
  Timeless Envoy 
  None Shall Pass 
  14.�Shield 
  Arcane Aegis 
  Pierce the Veil 
  15.�Silent Image 
  Shadows & Dust 
  Shadows & Dust 
  16.�Sleep 
  Insidious Slumber 
  Shennog’s Blessing 
  17.�Telepathy 
  Strange Joining 
  Speaker of Many Tongues 
  18.�Thunderwave 
  Invocation of Thunder 
  Strange Joining 
  19.�Unseen Hand 
  Hand of the Void 
  Timeless Envoy 
  20.�Wizard Lock 
  None Shall Pass 
  Ward of Lost Souls 
   
  ��������
   
  ORIGINAL NAME  
  MIDLANDS NAME 
  ALPHABETICAL 
  1.� Blindness 
  Affliction of the Eyeless Host 
  Affliction of the Eyeless Host 
  2.� Bolster Attribute 
  Thaumaturgical Vesting 
  Bestial Communion 
  3.� Continual Light 
  Enduring Radiance 
  Binding of the Black Spiral 
  4.� Cure Minor Injury 
  Solace of Argona 
  Cloak of the Unseen 
  5.� Darkness, 15 ft Radius 
  Place of Perfect Night 
  Conjuror of Dreams 
  6.� Detect Hidden 
  Inescapable Unmasking 
  Curse of Searing Steel 
  7.� Detect Thoughts 
  Divine the Unspoken 
  Divine the Unspoken 
  
  �
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  �
  8.� Heat Metal 
  Curse of Searing Steel 
  Enduring Radiance 
  9.� Hold Person 
  Binding of the Black Spiral 
  Fetid Fog of the Rotting Horde 
  10.�Invisibility 
  Cloak of the Unseen 
  Globe of Silent Contemplation 
  11.�Knock 
  Word of Sundering 
  Inescapable Unmasking 
  12.�Levitate 
  Wings of the Starless Abyss 
  Place of Perfect Night 
  13.�Locate 
  Whispers of the Watchers 
  Shroud of Ensnarement 
  14.�Mirror Image 
  Sorcerous Misdirection 
  Solace of Argona 
  15.�Phantasmal Force 
  Conjuror of Dreams 
  Sorcerous Misdirection 
  16.�Silence, 15 ft Radius 
  Globe of Silent Contemplation 
  Strength of the Tainted 
  17.�Speak with Animals 
  Bestial Communion 
  Thaumaturgical Vesting 
  18.�Stinking Cloud 
  Fetid Fog of the Rotting Horde 
  Whispers of the Watchers 
  19.�Strength 
  Strength of the Tainted 
  Wings of the Starless Abyss 
  20.�Web 
  Shroud of Ensnarement 
  Word of Sundering 
   
  �
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  ORIGINAL NAME  
  MIDLANDS NAME 
  ALPHABETICAL 
  1.� Circle of Protection 10 
  ft Radius 
  Abjure the Unnatural 
  Abjure the Unnatural 
  2.� Clairvoyance 
  Sight Beyond Sight 
  Breaking of the Weave 
  3.� Cure Malady 
  Purge the Accursed 
  One with the Deep 
  4.� Darkvision 
  Eyes of the Nightcrawler 
  Circle of the Unseen 
  5.� Dispel Magic 
  Breaking of the Weave 
  Cradle of Formlessness 
  6.� Fireball 
  Gift of the Fiery Furnace 
  Edict of Iron 
  7.� Fly 
  Flight of the Black Sun 
  Eyes of the Nightcrawler 
  8.� Gaseous Form 
  Cradle of Formlessness 
  Flight of the Black Sun 
  9.� Haste 
  Hunger for Blood 
  Gift of the Fiery Furnace 
  10.�Hypnotic Pattern 
  Spectral Transfixion 
  Hunger for Blood 
  11.�Invisibility, 10 ft Radius 
  Circle of the Unseen 
  Incantation of Exhaustion 
  12.�Lightning Bolt 
  Strike of the Storm Gazer 
  Purge the Accursed 
  13.�Monster Summoning I 
  Call Forth Simulacra I 
  Call Forth Simulacra I 
  14.�Protection from Energy 
  Shield of the Nine Furies 
  Riddle of Bones 
  15.�Protection from 
  Normal Missiles 
  Turn Back the Buzzing Flies 
  Runic Rite of Wonderment 
  16.�Ritual Magic 
  Runic Rite of Wonderment 
  Shield of the Nine Furies 
  17.�Slow 
  Incantation of Exhaustion 
  Sight Beyond Sight 
  18.�Speak with Dead 
  Riddle of Bones 
  Spectral Transfixion 
  19.�Suggestion 
  Edict of Iron 
  Strike of the Storm Gazer 
  20.�Water Breathing 
  One with the Deep 
  Turn Back the Buzzing Flies 
  �
  
  �
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  �
  ORIGINAL NAME  
  MIDLANDS NAME 
  ALPHABETICAL 
  1.� Charm Monster 
  Monstrous Subjugation 
  Armour of Demonkind 
  2.� Confusion 
  Malediction of Lunacy 
  Behold the Secret Truth 
  3.� Cure Serious Wounds 
  Nostrum of the Dying 
  Bending the Stone 
  4.� Dimension Door 
  Dimension Door 
  Call Forth Simulacra II 
  5.� Fear 
  Behold the Secret Truth 
  Cleansing Charm 
  6.� Freedom of Movement 
  Unshackled Celerity 
  Dimension Door 
  7.� Greater Invisibility 
  Fading of the Unseelie 
  Echo of Days 
  8.� Hallucinatory Terrain 
  Mask of the Wilderlands 
  Fading of the Unseelie 
  9.� Monster Summoning II 
  Call Forth Simulacra II 
  Grave of Falling Stone 
  10.�Neutralize Poison 
  Cleansing Charm 
  Heed the Silent Forest 
  11.�Object Reading 
  Echo of Days 
  Malediction of Lunacy 
  12.�Plant Growth 
  Unchecked Growth of Soliri 
  Mask of the Wilderlands 
  13.�Polymorph 
   Sudden Transmogrification 
  Miracle of Argona 
  14.�Regenerate 
  Miracle of Argona 
  Monstrous Subjugation 
  15.�Rock Storm 
  Grave of Falling Stone 
  Nostrum of the Dying 
  16.�Speak with Plants 
  Heed the Silent Forest 
  Scorching Veil of the Balor 
  17.�Stone Shape 
  Bending the Stone 
   Sudden Transmogrification 
  18.�Stoneskin 
  Armour of Demonkind 
  Unchecked Growth of Soliri 
  19.�Wall of Fire 
  Scorching Veil of the Balor 
  Unshackled Celerity 
  20.�Wall of Ice 
  Wall of the White Wastes 
  Wall of the White Wastes 
  �
  
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  ORIGINAL NAME  
  MIDLANDS NAME 
  ALPHABETICAL 
  1.� Animate Dead 
  Infernal Calling of Baal 
  Bane of Mortals 
  2.� Anti-Life Field 
  Bane of Mortals 
  Beseech the Ancient Ones 
  3.� Cloudkill 
  Cloud of Choking Torment 
  Blast of Frozen Ruin 
  4.� Cone of Cold 
  Blast of Frozen Ruin 
  Call Forth Simulacra III 
  5.� Conjure Elemental 
  Summon Primordial Guardian 
  Cloud of Choking Torment 
  6.� Contact Other Plane 
  Beseech the Ancient Ones 
  Creeping Doom 
  7.� Creeping Doom 
  Creeping Doom 
  Crush of the Warp 
  8.� Feeblemind 
  Feeblemind 
  Delusions of Dark Recall 
  9.� Finger of Death 
  Finger of Death 
  Feeblemind 
  10.�Hold Monster 
  Crush of the Warp 
  Finger of Death 
  11.�Magic Jar 
  Imperious Soul of the Magus 
  Force of the Occult 
  12.�Magic Resistance 
  Mystic Ward 
  Hedge of Twisting Thorns 
  13.�Modify Memory 
  Delusions of Dark Recall 
  Imperious Soul of the Magus 
  14.�Monster Summoning 
  III 
  Call Forth Simulacra III 
  Infernal Calling of Baal 
  15.�Passwall 
  Phasement of Nowhere 
  Melting of Crag & Ridge 
  16.�Restoration 
  Rejuvenating Succor 
  Mystic Ward 
  17.�Telekinesis 
  Force of the Occult 
  Phasement of Nowhere 
  18.�Transmute Rock to 
  Mud 
  Melting of Crag & Ridge 
  Rejuvenating Succor 
  19.�Wall of Iron 
  Tide of Iron 
  Summon Primordial Guardian 
  20.�Wall of Thorns 
  Hedge of Twisting Thorns 
  Tide of Iron 
  �
  
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  ORIGINAL NAME  
  MIDLANDS NAME 
  ALPHABETICAL 
  1.� Animate Object 
  Channel Animus 
  Betwixt Time & Space 
  2.� Banishment 
  Voyager of the Star Door 
  Bloody Blades of Graxus 
  3.� Blade Barrier 
  Bloody Blades of Graxus 
  Call Forth Simulacra IV 
  4.� Chain Lightning 
  Fury of the Three Storms  
  Channel Animus 
  5.� Control Weather 
  Conclave of Wind & Sky 
  Clarity of Wodon 
  6.� Death Spell 
  Word of Ending 
  Compel Obedience 
  7.� Disintegrate 
  Viridian Ray of Unmaking 
  Conclave of Wind & Sky 
  8.� Earthquake 
  Unchain the World Eater 
  Eldritch Ward 
  9.� Etherealness 
  Betwixt Time & Space 
  Fell Cavorting of Menethorii 
  10.�Flesh to Stone 
  Flesh to Stone 
  Flesh to Stone 
  11.�Forbidden Wish 
  Forbidden Wish 
  Forbidden Wish 
  12.�Geas 
  Chains of Fate 
  Fury of the Three Storms  
  13.�Invisible Stalker 
  Reaper of Hidden Shadow 
  Chains of Fate 
  14.�Irresistible Dance 
  Fell Cavorting of Menethorii 
  Master of Earth & Stone 
  15.�Legend Lore 
  Rite of Dark Revelation 
  Reaper of Hidden Shadow 
  16.�Mass Suggestion 
  Compel Obedience 
  Rite of Dark Revelation 
  17.�Monster Summoning 
  IV 
  Call Forth Simulacra IV 
  Unchain the World Eater 
  18.�Move Earth 
  Master of Earth & Stone 
  Viridian Ray of Unmaking 
  19.�Reflection 
  Eldritch Ward 
  Voyager of the Star Door 
  20.�True Seeing 
  Clarity of Wodon 
  Word of Ending 
  
  �
  ���
  �
  CITIES 
   
  Life in the Midlands varies according to which 
  walled city one lives in (or which nomadic tribe, if 
  a thuel). There are very few smaller outposts that 
  last for any length of time. Defendable forts might 
  spring up for short periods to exploit a natural 
  resource, 
  but 
  such 
  locations 
  are 
  swiftly 
  abandoned once the resource is exhausted, or 
  overrun by skorn or other dangers. 
   
  Outposts 
  Outposts are self sufficient and large enough to 
  fend off minor incursions from local hostiles. 
  They generally house a few hundred people, in a 
  defensible position (such as adjacent to a small 
  river or on high ground), with a majority of able 
  bodied men and women capable of raising arms. 
  All have dedicated patrols along their boundaries 
  to discourage opportunistic attacks. They often 
  employ defensive structures such as ditches, 
  palisades, earthen ramparts, wooden walls and/or 
  watchtowers. 
   
  Outposts are led by an Overseer (appointed by 
  the local authority, patron or residents), who also 
  doubles as the judiciary. Outpost life is primarily 
  about harvesting whatever natural resource the 
  settlement is founded upon. The most important 
  buildings besides housing tend to be the barracks, 
  blacksmith (for horseshoes, tools and weapons), 
  general store and meeting hall.  
   
  Cities 
  All cities of the Midlands are by necessity self 
  sufficient. Patrolled fields generally allow for 
  some crops and livestock, supplemented by 
  fishing, hunting and (limited) trade to make up 
  any unforeseen shortages.  
   
  The walled cities are large, with well established 
  markets offering a wide range of goods and 
  services, legal and illegal. Foodstuffs, animals, 
  textiles and day to day items (including weapons 
  and armour) are commonplace. Specialist and  
   
   
  illegal items, such as poison, alchemist’s fire or 
  veteran bodyguards, are rare, but usually 
  obtainable with enough time and determination. 
   
  Gear Availability 
  At the GM’s option, buying uncommon or rare 
  equipment might call for a Charisma check by the 
  interested PC, requiring a great success for rare 
  items. Modifiers may apply depending on the 
  circumstances, for example the particular city, 
  supplier, legality, etc. Items from outposts are 
  generally one rarity category higher than normal.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Suggested quantities, and possible wait times (if 
  the GM decides the items are not immediately 
  available, or if the PC wishes to try again after a 
  failed attempt) appear below. Fantastic items such 
  as magic swords, dragon eggs, and so on are 
  unique and generally not for sale. As always, GM 
  discretion applies.  
   
  Gear Rarity  
  Quantity 
  Wait  
  Time  
  Common 
  Available 
  Available 
  Uncommon 
  2d4 
  1d6 days 
  Rare 
  1d3 
  1d6 weeks 
  Very Rare 
  1 
  1d6 months 
  
  �
  ���
  �
  Crow’s Keep 
  Themes: 
  Political, Pious, Melek Conflict 
  Culture:  
  Midlander 
  Languages: 
  Argosan, Common 
  Population:  
  11,000 
  Ruler:   
  King Uldred 
  Exports: 
  Soldiers, Food, Fashion 
  Climate: 
  Moderate climate 
  Holiday: 
  King’s March 
   
  Overview 
  Crow’s Keep is the capital of Midlander society, 
  situated on a high plinth of rock overlooking the 
  Great Lake, Forest of Drelnor and the Trackless 
  Moors. Within these fortified walls, the elderly 
  King Uldred holds court, thwarting the schemes 
  of rivals whilst struggling to fend off incursions 
  from imperial Melek.  
    
  The city is built in familiar western medieval style, 
  architecture reminiscent of the Middle Ages, with 
  a moderate to warm climate. As might be 
  expected, the most powerful noble families are 
  here in great numbers, manoeuvring for position 
  before Uldred passes. The gods, and their mortal 
  representatives, also wield great influence, with 
  throngs of faithful attending the great temples, 
  bolstered by the current tensions with Melek.  
   
  Soldiers are prevalent, a necessity brought about 
  by increased conflict with the Nydissian Empire 
  to the south. Contrary to the twenty year truce, 
  escalating border skirmishes and trade sanctions 
  are a cause of great concern; many of the Royal 
  Court consider Crow’s Keep on the brink of war.  
   
  Factions & NPCs 
  ��
  King Uldred (Fighter 5) 
  King Uldred, Shield of Argos, the 
  Southern Doom, Last of His Line, was 
  one of the great generals of his 
  generation. Now in his 70s, Uldred’s 
  fighting days are long past, but the people 
  recall his victories fondly. Most famously, 
  he was the general responsible for the 
  sacking of Kadimos thirty years earlier, 
  curbing Nydissia’s northern expansion at 
  the time.  
   
  Uldred’s wife and children died in a 
  horrific fire five years ago, leaving the 
  throne vacant when he passes. The 
  winter warrior now spends most of his 
  time at Castle Greyloft, treating with 
  highborn, fending off rivals and ferreting 
  out usurpers who refuse to wait until his 
  natural death. Uldred’s primary concern 
  is Melek, with whom border skirmishes 
  and trade sanctions are escalating. The 
  king wants peace with Melek to be his 
  legacy; but he can’t find a way to achieve 
  it. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ��
  Lady Rinwolde 
  Lady Rinwolde is the young matriarch of 
  an old, wealthy and respected noble line 
  with extensive alliances. Superficially 
  subservient to her husband, she in fact 
  controls the family and is a Razkarrt 
  masquerading as human (Serpentwoman 
  noble, Magic User 7, LFG p.123).  
  
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  The charismatic Rinwolde has spent the 
  last decade positioning the family to seize 
  the throne, and has earned the support 
  of many nobles. As a razkarrt, she has 
  special knowledge of serpentmen ruins, 
  and might hire the adventurers to obtain 
  treasures for her. Rinwolde has access to 
  a widespread spy network and relays 
  messages back to her kin hidden in the 
  Suurat Jungle.  
  �
  The Royal Court 
  The King’s Court is filled with scheming
  nobles, powerful merchants, revered
  clergy, foreign ambassadors and other
  notable personages most days of the
  week. On occasion, commoners might
  also gain an audience if the issue is
  especially great. Presided over by King
  Uldred and/or his magisters (advisors),
  court politics are fluid at the best of
  times. Spies abound, and more than one
  poisoner and assassin stalk the corridors,
  waiting for the opportune moment.
  �
  Order of the Iron God 
  Recognised by their black and white
  tabards, the Knights of Graxus swear
  fealty to the Iron God first and King
  Uldred second. Lead by Sir Garrett 
  (Fighter 8) from Ironhold (the Temple of
  Graxus), these sacred warriors sally forth
  into the wilds, thundering across the
  borderlands like death itself. The only
  heavy cavalry in the region, they are a
  force both terrifying and magnificent to
  behold. As the blessed scriptures profess,
  a knight of Iron God knows victory in
  every battle but the last, and in that one,
  he dies.
  �
  The Priestesses of Argona 
  In the domed Temple of the Starmaiden,
  the priestesses of Argona tend to the
  spiritual needs of the faithful. Renowned
  apothecaries, they treat the ill and
  physically stricken, mitigating suffering
  where they can. High Priestess Racea 
  (50s, long silver hair, plump, joyful eyes)
  manages the church and clergy. In recent
  times, the support of the priestesses is
  more important than ever; many families
  having lost loved ones to Melek
  incursions.
  Taverns & Inns 
  �
  Rumpletons 
  Double storey, stone. Standard rooms
  with expensive food and cheap ale. The
  expansive common room is lined with
  shelves containing books, maps and
  curios from across the region. Most of
  the items are of little value. The owner is
  Rumpleton, a tall and dextrous barkeep
  with a flair for pouring drinks. Rumples
  (as the locals call him) loves a chat,
  especially about the wider world, and will
  invite travellers to donate a curio for a
  discount or free meal.
  ��
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  Silver Gallows 
  Single storey, wooden. Small rooms with
  cheap food and quality ale. Steps lead
  down to an excavated ground floor,
  above which hangs an oversized, silver
  painted noose. The ceiling beams are
  inscribed with names, purportedly those
  executed by the king during his reign.
  Despite the sombre accoutrements, the
  staff are friendly, seats comfortable, and
  the bards pleasant. Jurric, the manager, is
  an ex-guard (Fighter 2), slim with a lazy
  eye. He often complains that his woeful
  profits bear a physical toll and have
  already turned one of his eyes bad.
  �
  Two Hounds 
  Two 
  storey, 
  stone. 
  Large 
  rooms,
  standard food, excellent ale and spirits at
  good prices. The Hounds’ staff tend
  towards the attractive side (male and
  female), the common room always
  crowded. Twin statues of 4 ft armoured
  war hounds flank the entry. A favourite
  of the city guard, the proprietor
  Mendelson (40’s, stocky, quick to swear
  and 
  curse) 
  never 
  worries 
  about
  drunkards getting out of hand.
  Chance Encounters 
  1d20  
  CROW’S KEEP 
  ENCOUNTERS  
  1 
  Two farmers, Mort and Jeraal, are 
  brawling over livestock, foodstuffs or 
  cotton.  
  2 
  A gaggle of ducks, chickens or other 
  fowl scatter across the street, causing 
  havoc. There is a 50% chance a pick 
  pocket, 
  Riva 
  “Homeslice” 
  takes 
  advantage of the diversion. 
  3 
  A merchant, Egbert “Sell me own 
  mother” Cruthers, is selling an 
  assortment of weapons on a gilded 
  table in the street, watched over by his 
  muscle, Juke (Fighter 4). For the 
  discreet inquirer, he might also have 
  access to more specialized gear, such 
  as 
  hidden 
  sheaths, 
  spring-blade 
  pommels, caltrops, lockpicks and 
  knife boots.  
  4 
  4d6 guards patrol the street, eyes wary 
  for thieves. If it’s a slow day, they 
  might accost any foreign or dangerous 
  looking adventurers, inquiring as to 
  their business, the duration of their 
  stay, boarding house and whether 
  they have any information they wish 
  to share with the authorities. Impolite 
  or cheeky responses are unlikely to 
  be well received. 
  5 
  2d4 Knights of Graxus are trotting 
  down the street in full battle armour. 
  Bystanders quickly clear a path, 
  fearful of being knocked aside by 
  their 17 hand destriers. 
  6 
  A funeral procession winds slowly 
  down the street, bearing the standards 
  of the noble Cildorn family, including 
  pall bearers, cultists of Baal, and 
  sorrowful relatives. 
  7 
  3d6 thugs of rival gangs (Alley Smiths 
  and the Hatchetmen) clash over turf 
  lines, stabbing at each other with 
  knives and axes. Lingering witnesses, 
  or anyone who attempts to intervene, 
  is also set upon. Whatever the 
  outcome, the surviving leader, Ratnak 
  “Lockjaw” (Varnori), does not forget.   
  
  ���
  8 
  2d6 overzealous followers of Argona 
  accost the travellers, berating them for 
  their wicked ways of violence and 
  greed. They threaten natural disasters 
  and eternity trapped in the void if the 
  party does not make amends. 
  9 
  A 3d6 member performing troupe 
  has gathered a small crowd here. The 
  troupe has knowledge of the local 
  region. There is a 30% chance of pick 
  pockets working the crowd. 
  10 
  A pigeon pie seller, Ghirk Galak, is 
  on the corner. Ghirk is a little known 
  street informant. 
  11 
  A justicar is presiding over an 
  execution in the square. Three 
  middle aged criminals are to be 
  hanged. A small crowd has gathered. 
  3d6 guards are in attendance, along 
  with the burly, hooded executioner. 
  There is a 50% chance of a rescue 
  attempt by 4d6 ne’er do wells. 
  12 
  A whipcord teenager with red hair 
  (Bjernvin, Varnori) sprints towards 
  the travellers with a pouch clutched in 
  one hand. 200 ft behind, a portly stall 
  keeper struggles to keep up, yelling 
  “Thief! Thief!” 
  13 
  A small crowd has gathered around 
  two nobles (Lord Armont and Lord  
  Brand) arguing in the street, when 
  Armont 
  draws 
  his 
  sword 
  and 
  demands a duel. Lord Brand, elderly, 
  appears shocked at first, but quickly 
  casts his gaze about the crowd. “I seek 
  a champion. You know my name. 
  Who will fight for me?”  
  14 
  A procession of 3d6 druids of Soliri 
  are making their way down the road, 
  offering blessings of the World Tree 
  to passers-by. 
  15 
  A trio of axemen are selling firewood 
  and kindling. They haven’t noticed 
  that one of the split logs is hiding a 
  tiny fey behind a hinged knot. 
  16 
  3d6 off duty soldiers are halfway 
  through a pub crawl and quite drunk. 
  They are very angry about a recent 
  Melek skirmish, and will take it out 
  on the next Nydissian they see. 
  17 
  A man in hooded black robes bearing 
  the crescent moon symbol (a priest of 
  Shennog), approaches the party. He 
  whispers something (“the darkest 
  corners conceal the greatest secrets”) 
  before 
  handing 
  one 
  of 
  the 
  adventurers a broken hand mirror. 
  He then scuttles swiftly away.  
  18 
  A beggar, Sivros, is begging for alms 
  when a chamber pot is emptied from 
  an upper storey and splashes onto 
  him. He curses and splutters “Skin 
  the silver wolf!”, before redoubling his 
  call for alms. Sivros has a good ear for 
  the street, and has connections with 
  certain thieves’ guilds. 
  19 
  A stray hound, dark muzzled and 
  thin, with one cloudy eye, approaches 
  the party. If they treat her well, the 
  hound 
  becomes 
  a 
  fearless 
  companion, willing to give her life for 
  her new packmates. At the GM’s 
  discretion, 
  the 
  hound 
  may 
  automatically succeed in a single 
  rescue of a PC (LFG p.48), dying in 
  the process. 
  20 
  A town crier is ringing his bell and 
  declaring “The King is dead! The 
  King is dead!” 
  
  ���
  Dol-Karok 
  Themes: 
  Decadent, Mercantile, Ancestral 
  Culture:  
  Karok 
  Languages: 
  Karok, Common 
  Population: 
  6,000 
  Ruler: 
  The Circle of Five 
  Exports: 
  Metals, Gems, Money lending 
  Climate: 
  Cool, stable temperature year 
  round. Stale, perfumed air. 
  Holiday: 
  Luca Consora (Guild Contest) 
  Overview 
  Dol-Karok is the mountain fortress of the albino 
  Karoks, the oldest, wealthiest and most decadent 
  people of the Midlands. Karoks are the region’s 
  elder culture, persisting since the Second Age, 
  and their underground caverns much earlier. 
  Dol-Karok is subterranean, built within a central 
  gigantic cavern, connected to many smaller 
  chambers, tunnels and grottos. The entire city is 
  lit by lanterns and a cultivated, faintly glowing 
  fungi known as gloomspoor. The streets are 
  generally straight and expertly carved, with 
  perfectly fashioned tiles and breathtaking reliefs 
  depicting 
  far 
  away 
  scenes 
  or 
  Karok 
  accomplishments. Pyramids and ziggurats of the 
  great houses and other landmarks rise above the 
  smaller flat roofed buildings of the lower caste 
  cavar, made of limestone, basalt and granite, 
  reinforced with iron or steel. The temperature is 
  generally pleasantly cool and constant year round, 
  if somewhat breezeless and stale (perfumed air is 
  not uncommon).  
  Trade occupies every waking moment, including 
  visitors from the lake cities and elsewhere 
  bargaining for precious metals, gems and other 
  goods or services. The last of the dwarves (known 
  as servitors) languish here, toiling endlessly in the 
  mines beneath the whips of their albino masters. 
  Beyond the fortified edge of the mines and 
  mushroom plantations lie the Lost Roads; a maze 
  of winding and unpatrolled passages that some 
  say lead to the northern side of the ranges.  
  Dol-Karok is prized for her abundance of rare 
  ores and alloys, skilled smiths, jewellers and 
  engravers. The Circle of Five are recognised as 
  the most powerful money lenders in the region, 
  maintaining their interests through envoys and 
  informants scattered throughout. 
  Factions & NPCs 
  �
  The Circle of Five 
  The five most powerful trading houses of
  the Mountain (Tergoza, Invero, Lorca, 
  Vorrox and Menok) rule Dol-Karok,
  with contested matters decided by secret
  ballot. Beneath the Five are scores of
  lesser houses, all of whom constantly vie
  for opportunity and station.
  The Circle have been in power for more
  than two centuries, excepting Invero, a
  relative newcomer at forty four years.
  Ascension to the Circle is only possible
  via the removal of a current ruling house
  (the last being Zargor, which was
  obliterated during the Invero Gambit,
  still whispered of to this day).
  �
  House Tergoza 
  Like all of the Circle houses, Tergoza has
  widely diversified interests across many
  profitable industries, but is most famous
  for its unique adamantine mine, fine
  jewellery and gemstones. Its sigil is a
  crown. Mithri Tergoza is in her late
  twenties, tall and striking with blonde
  dyed 
  hair 
  and 
  golden 
  fingernails,
  calculated and imperious. She is intent
  on converting the Circle to a single
  Corpus, with herself at the helm.
  �
  House Invero 
  Invero’s sigil is a shackle, demonstrative
  of their speciality in servants, slaves and
  mercenaries. The newest Circle member,
  Mithri Invero (elderly, silver hair,
  
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  hunched back with walking cane) is in the 
  throes of fending off a hostile takeover 
  from a trio of smaller houses. Assassins 
  and spies are rife, and Invero’s cadre of 
  elite bodyguards ever present. 
  �
  House Lorca 
  Mithri Lorca is in his 40’s, medium
  build, balding with pock marked skin.
  He drinks far too much wine and is
  mostly interested in adding to his harem
  of pleasure maidens. House Lorca is
  renowned for their peerless weapons and
  armour. Lorca’s sigil is a gauntlet.
  �
  House Vorrox 
  House Vorrox is infamous for its trade in
  information, knowledge and secrets of all
  kinds. 
  Their 
  spy 
  and 
  ambassador
  network is unrivalled across the Midlands
  and beyond. Mithri Vorrox (Rogue 8) is
  a lithe, charming woman in her late
  thirties, fond of fashion and the latest 
  hair styles. Vorrox believes the secrets 
  she holds protects the house from most 
  quarters, and is primarily concerned with 
  threats to the Mountain, in particular 
  Varnori raids on Lake Argos and plague 
  worms in the Lost Roads. She exerts her 
  influence behind the scenes, relaying 
  commands through her many emissaries. 
  The house sigil is a mechanical cog. 
  �
  House Menok 
  In Dol-Karok, money lenders come in all
  shapes and sizes, but none approach the
  colossal power and influence of House
  Menok. The first and eldest house,
  Menok is the richest and most opulent of
  all, able to exert its influence in unlikely
  corners. Also known as the First Mithri 
  (a symbolic title only), Mithri Menok is
  in her 40’s, beautiful with burgundy dyed
  locks, always bedecked in jewels and the
  finest apparel. The First Mithri is in
  clandestine conflict with Mithri Tergoza,
  whom she has been feuding with for
  years, and now seeks to frustrate at every
  turn out of sheer spite. Dol-Menok’s sigil
  is a bag of coins.
  �
  Servitors 
  The last of the dwarves, numbering in
  their hundreds, are slaves to the Karoks,
  especially the ruling houses. Overcome
  by a combination of racial gold lust and
  indoctrinated 
  despair, 
  the 
  ragged,
  branded dwarves of today bear no
  resemblance to the grand longbeards of
  the old. Servitors primarily work the
  mines, sniffing out and excavating new
  veins of precious metals, but some also
  double 
  as 
  untiring 
  hand 
  servants.
  Servitors are the property of Karoks
  alone and cannot be sold to others. They
  are devoid of rights and vulnerable to
  abuse and even murder by their masters
  without reprisal. Servitors employed as
  
  ���
  hand servants often act as porters, fan 
  bearers, messengers, and living stools or 
  bridges (to be walked upon to cross 
  muddy paths, etc). 
  �
  The Lost Roads 
  The Lost Roads are a winding complex
  of tangled, unpatrolled and ancient
  tunnels that extend beyond the edges of
  Dol-Karok’s garrisoned borders. Few
  explorers brave these shafts, as most do
  not return, but those that do report veins
  of valuable ore ripe for the taking.
  Unfortunately, they also report plague
  worms, acidic oozes, choking spore fungi
  and worse besides. Legend suggests the
  Lost Roads eventually make their way to
  the northern side of the ranges, and the
  White Drifts beyond.
  Taverns & Inns 
  �
  Underbronze 
  Stone, three levels. Large rooms with
  expensive food and expensive ale. Entry
  to the Underbronze is via a large bronze
  trapdoor that slides aside to reveal
  lantern lit steps. The staff all wear
  whisper quiet slippers so as not to disturb
  guests. The common room is massive,
  with high ceilings, curtained booths and
  amazing wall carvings. The proprietor is
  Elanzo (tall, silky silver hair pulled back
  in a tight ponytail, purple sash), a very
  chatty and agreeable host, who is
  enthralled with foreign politics.
  �
  House of Carozê 
  Stone, two storey, part of an enclosed
  plaza. Small rooms, expensive food and
  wine. One of few wooden appointed
  buildings in Dol-Karok, House of Carozê 
  is decorated in exquisite mahogany, with
  fine joinery and an ornate slate roof.
  Bards, dancers and other entertainers are
  common, 
  performing 
  for 
  a
  predominately wealthy crowd. Carozen
  red is deservedly held as the finest red in 
  the region. The owner, Leonora (50’s, 
  plump, flirty and prone to gift giving) is a 
  devoted traveller and often absent, 
  preferring to tour her vineyards in Port 
  Brax or other settled regions. 
  �
  Hammerstone 
  Stone, two storeys, built into the
  mountain with entry from a side tunnel.
  Small rooms, standard prices and cheap
  ale. Hammerstone is Dol-Karok’s oldest
  inn, an ancient complex of perfectly
  carved rooms and antechambers, with
  many nooks and crannies. The common
  room is hung with hammers, pick axes,
  chisels and other mining tools, some
  dating back centuries. The bar staff are
  immaculately dressed in black and white,
  attentive and expert in their field.
  Empties are collected by a handful of
  mute servitors (tongues removed) who
  scuttle between and under tables, which
  are slightly higher than usual. The
  proprietor, Salvor (Fighter 6, 40’s, hair
  more grey than white, one eyebrow
  
  ���
  heavily scarred), is a retired treasure 
  hunter who made his fortune with the 
  southern Empire before buying the most 
  famous inn in Dol-Karok. Salvor is calm, 
  confident, and loves a good drinking 
  contest.  
  Chance Encounters 
  1d20  
  DOL-KAROK ENCOUNTERS  
  1 
  A noble of House Invero, Mithri 
  Barza, passes by in a gilded litter 
  (shackle sigil) carried by eight servitors. 
  Barza is terribly arrogant and his guards 
  jostle 
  aside 
  anyone 
  who 
  doesn’t 
  immediately get out of their way. He is 
  always accompanied by 2d4 veteran 
  bodyguards (Fighter 3).  
  2 
  A shrill scream issues from a nearby 
  tunnel or alley. Glancing inside, three 
  thugs can be seen beating on an 
  overdressed merchant by the name of 
  Fentez. Fentez is in debt to a local gang, 
  and they mean to make an example of 
  him. 
  3 
  A riot has broken out in this square and 
  adjoining tunnels. 2d100 furious miners 
  or other labourers have taken up arms 
  against 
  House 
  Tergoza 
  (their 
  employer). The riot is reaching a 
  crescendo 
  such 
  that 
  the 
  5d6 
  Stoneguard will shortly lose control.  
  4 
  Two elderly men sit opposite each 
  other playing draughts outside an inn. 
  Their glasses are empty and they do not 
  speak, but they smile as they study the 
  board. 
  5 
  An elderly Nydissian merchant,  Calix, 
  has a single glass orb on his table stall. 
  A number of potential customers 
  inquire about the item, but are quickly 
  turned away. If the adventurers inquire, 
  the merchant says “The orb is not for 
  sale, but it is time for me to part with it. 
  The real question is, are you the one 
  the orb waits for?” 
  6 
  A band of 5d4 servitors, ragged and 
  exhausted, are being driven down this 
  tunnel to the whip cracks of 1d2+1 
  taskmasters. 
  7 
  Two merchants in brightly coloured 
  robes are brawling over jewellery, silks, 
  books or slaves. 
  8 
  2d6 Devotees of the Mountain (dressed 
  in dark grey robes, with a mountain 
  icon pendant) are in procession here, 
  offering 
  blessings 
  and 
  words 
  of 
  fortitude and endeavour to all and 
  sundry. They hand out silver coins to 
  the needy. 
  9 
  4d6 Stoneguard (ornate heavy armour, 
  regal cloaks, quality swords, masked 
  helms) patrol this tunnel or square, on 
  the lookout for trouble. Adventurers of 
  obvious means are likely to get a 
  friendly nod, but others will be stopped 
  and questioned (reason for visit, place 
  of abode, are they carrying any 
  contraband, 
  etc). 
  Un-cooperative 
  responses might draw fines, expulsion 
  from the current district, or a night in 
  the watch house.  
  
  ���
  10 
  Arkoza, a potion maker of some 
  renown and very rarely seen outside his 
  laboratory, is speaking with a female 
  mithri on the street. Arkoza is very 
  choosey about his clients. Perhaps this 
  is an opportunity for an introduction. 
  11 
  A well groomed albino female in a fine 
  blouse and skirt, Naverette, sidles up 
  beside the adventurers. She is a black 
  market fence, eager for new customers.  
  12 
  Ovando, a rough and ready street kid 
  and beggar, is on the corner here. 
  Ovando is an informant for House 
  Vorrox, but certainly isn’t above 
  making a few extra rica for discrete 
  clients. 
  13 
  A Midlander trader, Tobin, is herding 
  scores of pigs down this tunnel, assisted 
  by 1d4+1 shepherds.   
  14 
  Slaves and gladiators from Nydissia and 
  elsewhere are on display on a stage or 
  deep pit. A large crowd of interested 
  buyers have gathered to bid on the 
  merchandise. 
  15 
  4d6 thieves (as Bandit, LFG p.114) 
  emerge from nearby alleys, buildings, 
  sewers or rooftops, ambushing the 
  party to steal their gold.  
  16 
  Cave in! A bulette, nest of plague 
  worms or rock eating ooze has 
  weakened the ceiling of this chamber or 
  tunnel, causing it to collapse! A Luck 
  (Dex) save avoids 6d6 damage. 
  17 
  A young servitor, bearing the brand of 
  House Invero, is crouched in a dim 
  side tunnel. Something glitters in his 
  hand. After a moment, he swiftly 
  disappears down the shadowy passage.   
  18 
  2d6 
  bounty 
  hunters 
  (Fighters, 
  Barbarians and/or Rogues 2-3) have 
  tracked down the party for some prior 
  misdeed. They intend to arrest or kill 
  the adventurers and claim their bounty. 
  19 
  A sword swallower is plying her art 
  here, drawing a small crowd. There is a 
  50% 
  chance 
  of 
  1d4 
  pickpockets 
  working the audience.  
  20 
  Mithri Lorca is carousing down the 
  street, accompanied by 2d4 beautiful 
  females and an equal number of elite 
  bodyguards (Fighter 3-4), en route to 
  his next engagement. 
  
  ���
  Melek 
  Themes: 
  Slavery, Secular, Empire, Magic 
  hunters 
  Culture:  
  Nydissian 
  Languages: 
  Nydissian, Common 
  Population: 
  13,000 
  Ruler: 
  Imperator Setirus 
  Exports: 
  Slaves, gladiators, pottery 
  Climate: 
  Hot, humid, verdant 
  Holiday: 
  Carnifexum (Bloodsport) 
  Overview 
  Melek is the northernmost city of Nydissia, the 
  Equatorial Empire of the south. The City of 
  Shackles is ruled over by Imperator Setirus, 
  newly 
  appointed 
  after 
  his 
  predecessor’s 
  unexpected death twelve months ago. 
  The streets of Melek are stone paved, marked 
  with drains, and often accompanied by footpaths. 
  Buildings are predominately stone or brick, 
  decorated with arches, pillars, statues and 
  obelisks. The larger villas display icons of the 
  golden eye, the formal sigil of the Lucentum. 
  Temperatures are hot and humid, with cooling 
  breezes blowing in at night from the northern 
  fens. Sanitation is relatively good, and even the 
  lowliest citizens have access to the public baths. 
  Melek has served as the Empire’s northernmost 
  city for sixty years, positioned on a high 
  escarpment overlooking the Trackless Moors. 
  The Lucentum’s attempt to establish the frontier 
  town of Kadimos further north ended in ruin, 
  razed by waves of skorn, barbarian and Argosan 
  forces from Crow’s Keep. Over the last twenty 
  years, an informal truce with the Midlanders has 
  allowed both cities to trade, but recent skirmishes 
  have everyone on edge.  
  Melek is famous for her vast slave pens,  the 
  Lucentum’s secular ways, and the magic hunting 
  Ordo Malefactos. The Ogorien fighting pits, and 
  the gladiators they produce, are also well known 
  throughout the region.  
  Factions & NPCs 
  �
  Imperator  Setirus (Fighter 9) 
  Melek’s ruler is in his 50’s, heavy set with
  a trimmed goatee and brooding hazel
  eyes. Setirus took up the ruler’s mantle
  after arranging his rival’s death the year
  before. He is determined to leave his
  mark on history, and ardently believes
  conquering the Midlands for the Empire
  will be his legacy. Melek barracks far
  more legionaries than are necessary to
  secure 
  her 
  borders, 
  and 
  Setirus
  requisitions more with every season.
  �
  The Lucentum 
  The Lucentum are the ruling power
  behind 
  the 
  Nydissian 
  Empire; 
  a
  philosophical sect dedicated to logic and
  reason, eschewing “fragile” emotions
  such as compassion and empathy. They
  rule with an iron will, focusing above all
  on the “greater good” of the imperium,
  which often means trampling the rights of
  the individual.
  Disciples of the Lucentum are agnostic
  or atheist, and worship no gods. Magic is
  considered a clear and present danger
  that cannot be ignored. In Melek, Lucent 
  Caudex (60’s, bald, wiry, ornate toga with
  the golden eye sigil), acts as the sect’s
  ambassador and First Counsel to the
  Imperator.
  �
  Ordo Malefactos 
  This small but important order are
  charged with promoting the Lucentum’s
  creed, 
  discouraging 
  paganism, 
  and
  hunting down spell casters of all kinds.
  Magicians are generally killed on sight, or
  taken in chains to Melek to await the
  Lucentum’s judgment. Enchanted objects
  are confiscated on behalf the Empire and
  “safely secured”. Melek’s Ordo is led by
  Inquisitor Gaius (Monk 7), strong and
  lean, with silver flecked hair and a
  
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  broken nose. Gaius understands the 
  dangers of sorcery more than most, yet 
  has begun to develop an unhealthy 
  interest 
  in 
  dark 
  forces 
  (so 
  far 
  unbeknownst to his fellows). 
  �
  Silent Gods 
  Not all Nydissians adhere to the
  Lucentum’s dogma, clinging instead to
  older, more traditional gods and deities,
  the names of which have not been
  uttered in the public galleries for
  generations. 
  Believers 
  meet 
  behind
  closed doors, practicing the Old Rites in
  secret, far from the persecutory gaze of
  the city. In recent times, painted symbols
  of the Silent Gods have begun appearing
  in public places, much to the chagrin of
  Lucent Caudex.
  �
  Nydissian Legion 
  Melek has an abundance of legionaries
  guarding her walls and patrolling outlying
  areas. The legion double as the city
  watch, overseen by prefects (sergeants) or
  (rarely) an inquisitor. Prefect Agrippa 
  (Fighter 4, beady eyes, carries an iron
  rod) is one of the more enthusiastic
  peacekeepers. He is particularly diligent
  about foreigners obtaining licences to
  carry weapons in the city (2 gp per
  weapon), 
  and 
  punishing 
  insurgents,
  rabble-rousers and slaves.
  �
  Slave Rebels 
  Melek’s economy thrives on slaves, the
  bulk of whom toil in the mines and
  labour camps. The slave market, and
  related gladiatorial games, are well
  established and profitable affairs. Slaves
  are treated as property, and owners may
  exploit or abuse their charges without
  legal repercussion. An undercurrent of
  resentment and rebellion has been
  building for years, and some suggest
  Melek’s standing cohort may not be
  enough to quell a full uprising, should 
  one occur.  
  Taverns & Inns 
  �
  The Pig Bucket 
  Double storey, stone. Standard rooms
  with cheap food and cheap wine. The
  wait staff are all slaves, dressed in light,
  revealing tunics. The owner’s pig (named
  “Sita”/Bucket) is always snorting about
  for food in the common room, making a
  proper 
  nuisance 
  of 
  himself. 
  The
  proprietor is Corvus, tall with long
  dreadlocks, always ready with a lewd tale
  or 
  bawdy 
  joke, 
  coupled 
  with 
  an
  overfamiliar demeanour.
  �
  Cackle & Coin 
  Triple storey, brick. Small rooms with
  standard food and expensive wine. The
  common room has a vaulted ceiling and
  
  ���
  discreet booths, attended to by serving 
  boys and girls. Gambling is prolific, with 
  card and dice games being played in 
  every corner. Wine flows freely and 
  spirits are generally high, none higher in 
  fact than the proprietor Marcus (a silver 
  haired inebriate who loves life and 
  despises the Lucentum, a fact that will 
  probably one day get him killed). Harlots 
  are common, helping the newly rich part 
  with their winnings. 
  �
  Golden Beak 
  Single storey, stone. Large rooms with
  expensive food and standard ale. This
  pillared inn has a large, benched
  common room, as well as steaming bath
  houses out the back. An enormous, gold
  painted roc beak is hung from ceiling
  beams.  The female proprietor Nefiros 
  (wiry with only one eye, yellowed smile)
  is a Lucentum initiate and enjoys puzzles,
  philosophical discourse, and fulsome
  women.
  Chance Encounters 
  1d20 
  MELEK ENCOUNTERS 
  1 
  2d4 legionaries throwing dice 
  down a side alley. One has a 
  particularly 
  large 
  grin 
  and 
  declares “Hah! The fates are with 
  me brothers!” 
  2 
  A 
  funeral 
  procession 
  winds 
  slowly down the street, including 
  pall 
  bearers, 
  lucents, 
  and 
  sorrowful 
  relatives. 
  A 
  pipe 
  musician is playing a sad dirge. 
  3 
  Lusicrix, an elderly female with 
  wispy hair, is selling ornate togas 
  at a side stall. She is an expert 
  seamstress, and thief, happy to 
  sell her “special range” to the 
  right buyer (garments with secret 
  compartments, 
  silent 
  foot 
  coverings, etc).  
  4 
  The streets are empty; oppressive 
  heat and humidity has forced 
  everyone indoors. 
  5 
  6d10 slaves are in open revolt 
  against their masters, aided by 
  1d6 masked men who are 
  distributing knives and clubs. 
  Some of the 4d6 guards have 
  dropped their whips, and are 
  readying spears and swords.  
  6 
  A middle aged merchant named 
  Astartes is selling books and 
  maps from a covered stall. He is 
  also an excellent forger and 
  produces false party invitations, 
  letters of introduction, identity 
  documents and so on for discreet 
  clientele. 
  7 
  A skilled hypnotist, Arrix the 
  Mysterious, is performing a show 
  for an appreciative crowd. In 
  addition to his mundane skills, 
  Arrix has recently learnt to cast 
  Charm Person once per day. 
  Nearby, a member of the Ordo 
  Malefactos 
  watches 
  with 
  a 
  suspicious stare. 
  8 
  A small monkey has escaped her 
  enclosure 
  and 
  springs 
  from 
  behind a barrel, wriggling into an 
  adventurer’s backpack to hide. A 
  handsome but furious travelling 
  performer 
  appears 
  moments 
  later at the end of the street with 
  a small net, obviously searching 
  for something. 
  9 
  Two horses, carriages or chariots 
  are racing down the street, young 
  nobles 
  from 
  rival 
  families 
  (Dusertes and Prifex) at the reins. 
  10 
  A religious zealot is preaching 
  from atop a wooden stool, 
  inviting passers-by to prepare for 
  the end of days, repent, and 
  embrace the Old Ways. A grim 
  faced legionary brandishes a stout 
  club and stalks toward the zealot. 
  11 
  A 
  diminutive 
  tax 
  collector, 
  Dominus Cruxus, bearing the 
  Imperator’s seal, makes a bee 
  line for the travellers and asks to 
  
  ���
  see their weapons & armour 
  licences. 
  12 
  A large, white tabby cat meows at 
  one of the travellers, moving 
  close to brush against his or her 
  legs if given the chance. Both of 
  the cat’s ears have been cropped. 
  If befriended, the cat becomes 
  extremely loyal and has excellent 
  hearing, eyesight and instincts for 
  danger. He is happy to nap 
  during the day and stay up at 
  night, keeping watch over his 
  human. 
  13 
  1d4 
  teenagers 
  are 
  painting 
  symbols of a twin headed serpent 
  (a symbol of the Old Gods) on a 
  building wall. Down a side ally, 
  the travellers can see a squad of 
  armed legionaries approaching. 
  Both parties are unaware of the 
  other. 
  14 
  An elderly farrier, Ugalos, is 
  mending horse shoes in a half 
  barn. His wife has passed, he has 
  no children, and he wishes to 
  pass on his lucky shoe to a 
  deserving 
  stranger. 
  If 
  the 
  travellers impress him, he gifts it 
  to them. The shoe is indeed 
  fortuitous, and restores 1 Luck at 
  a time of the owners choosing 
  once per adventure.  
  15 
  A blood moon (lunar eclipse) 
  occurs, with many folks invoking 
  superstitious rites to ward off evil, 
  such as driving away any cats, 
  lining their doorways with salt, 
  marking the forehead with blood, 
  carrying obvious silver, and so 
  on. There is a 50% chance a 
  genuine lycanthrope stalks the 
  streets tonight.  
  16 
  Dominus Carrex (young noble, 
  goatee, fine clothing) staggers in a 
  cluttered ally and collapses. A 
  pool of blood quickly forms. 
  17 
  A plague of mimes descends on 
  the street. Their performances 
  are poor to painful.  
  18 
  Alchemist 
  Octavius 
  Scaevola 
  (“Scaev”) is hawking fire pots 
  stacked up by the half dozen. 
  Mid way through his sales pitch, 
  a legion patrol appears at the end 
  of the street. Scaev quickly 
  scoops his pots into a sack and 
  replaces 
  them 
  with 
  undergarments instead, giving 
  any 
  potential 
  customers 
  a 
  knowing nod. 
  19 
  A long haired Midlander bard 
  with a handlebar moustache, 
  Ander Excelsior, offers to make 
  a ballad about the party’s exploits 
  (for a reasonable fee).  
  20 
  Inquisitor Gaius is striding down 
  the street in a sleeveless toga, 
  flanked 
  by 
  3d4 
  veteran 
  legionaries (Fighter 3-4). Any 
  obvious “adventurer” types may 
  draw his attention, particularly if 
  he suspects they might possess 
  any magical items. 
  
  ���
  Northgate 
  Themes: 
  Beautiful, Advanced, Rebellious 
  Culture:  
  Midlander 
  Languages: 
  Argosan, Common 
  Population: 
  9,000 
  Ruler: 
  Nocratha the Stargazer, Steward 
  of Northgate 
  Exports: 
  Technology, Lore, Textiles 
  Climate: 
  Moderate to cool climate 
  Holiday: 
  Sabbat (anointing ritual) 
  Overview 
  Set amid graceful monuments of the last elven 
  kingdom, with views of Wistwood, the Ironhull 
  Mountains, and Lake Argos, many consider 
  Northgate the most beautiful Midlander city. 
  Boasting the finest colleges, libraries and rare 
  experts, she is also rightly regarded as the most 
  scientifically advanced society of the region. 
  But all is not well with the Jewel of Argosa. 
  Whilst technically under the auspices of King 
  Uldred, Northgate is in practice ruled by 
  Nocratha, an elderly sorcerer and the King’s sole 
  sanctioned wizard. Increasingly bizarre edicts, 
  missing citizens, and the rise of the Anointed 
  (Nocratha’s hand picked devotees) have stirred 
  up considerable tension, fear and resentment 
  amongst a growing proportion of the population. 
  Nocratha has ruled Northgate for sixty years, 
  since before most residents were born, and some 
  say he will rule for sixty more. An uprising eight 
  years ago was mercilessly crushed by the Steward, 
  via a terrible (and secretly arcane) plague that 
  primarily targeted rebellious highborn, wiping out 
  half the noble families.  
  The Stargazer was a unique ally to the King 
  during his youth, and Uldred cannot afford to 
  make an enemy of him now, not with Melek 
  prowling the southern borders. On the face of it, 
  Nocratha remains a loyal vassal of the crown, and 
  the King officially supports his position, if not his 
  methods. In recent years, the two have reached 
  an understanding not to interfere with each other 
  as much as possible. For the commoners, it 
  makes no difference whether it’s the King, 
  nobles, or Nocratha that taxes them. Indeed, 
  many citizens felt the old lords had it coming and 
  were glad to see them gone.  But the growing 
  number of disappearing commoners, outlandish 
  edicts, and rise of the Anointed, are entirely 
  different matters. A genuine resentment of the 
  Stargazer and his cronies has set in, cultivating an 
  undercurrent of rebellion.  
  Factions & NPCs 
  �
  Nocratha (Magic User 11) 
  The Stargazer, as he is also known, is 94
  years old, 5’ 5”, emaciated, frail of body
  and unstable of mind. A decade ago, on
  his deathbed, the sorcerer merged with
  an alien entity from beyond the Veil to
  save his life. The assimilation was a
  success, but the person Nocratha was
  exists no longer. His new reality is akin to
  a bad dream; a spiralling descent into
  delusion and nightmare. What Nocratha
  desires is for the GM to determine, but
  the longer he lives, the worse things will
  be for Northgate.
  
  ���
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  The Quartermasters 
  The 
  Quartermasters 
  are 
  the 
  civil
  administrators that run the city on a day
  to day basis. Appointed (and removed)
  by Nocratha himself, 
  these senior
  bureaucrats have complete authority over
  their district (roads, sanitation, food,
  taxes, guards, etc), subject only to the
  Stargazer’s veto (since his merging,
  however, Nocratha shows scant interest
  in governance). The politics of the
  quartermasters is complex; shifting from
  general stability to factional warring for
  resources, 
  recognition 
  and/or 
  the
  Stargazer’s favour.
  �
  The Anointed 
  The Anointed (see Bestiary) are the
  Stargazer’s hand picked disciples, a sect
  of dedicated warriors and scholars
  committed to Sulênocratha (as they call
  him), purportedly in furtherance of
  Northgate’s best interests. Recognized by
  their red cloaks and cowls, the Anointed
  carry out the Stargazer’s personal wishes,
  empowered with a wide range of
  authorities and powers (including arrest,
  search, 
  confiscation, 
  interrogation, 
  requisition, and in most cases immunity 
  to prosecution). When Nocratha issues a 
  special edict, it is the Anointed who 
  enforce it.  
  �
  Royal College of Inquiry 
  The Royal College is the most famous of
  the few colleges of the Midlands, with an
  extensive library, fine teachers, and many
  of the brightest students. The college was
  founded by the First Queen but is now
  independently wealthy and well funded.
  Chancellor Caldwell is a long time
  political 
  opponent 
  of 
  Nocratha, 
  particularly 
  in 
  response 
  to 
  his 
  increasingly 
  strange 
  edicts. 
  The 
  chancellor’s position is backed by most 
  of the college, including the School of 
  Artificing, responsible for secret advances 
  in steam power, magnetism, alchemy and 
  canned lightning. 
  �
  Ruins of Yûln Varsune 
  The last elven kingdom of Yûln Varsune 
  fell early in the Second Age, brought low
  by indulgent apathy and the serpentmen
  empire at the height of its power. Faded
  monuments alluding to fey gods, celestial
  entities and star doors might still be
  found in some corners of Northgate,
  preserved by magic long faded. Beneath
  the city, the sunken remnants Yûln
  Varsune await, ripe for rediscovery.
  What lingers in these ancient halls, and
  what marvels might be exhumed, are for
  the GM to determine.
  �
  Grand Librarian 
  In the Tower of Wodon, a fortified
  library housing many rare and precious
  tomes, preparations are underway to
  remove Nocratha from power when the
  time is right. Grand Librarian Bridonna 
  (50’s, silver haired, stern, insightful, Bard
  3) is chief among the conspirators, on the
  
  ���
  lookout to recruit support, and careful to 
  avoid scrutiny from the Anointed. 
  Taverns & Inns 
  �
  Elfhome 
  Triple storey, stone. Large rooms with
  expensive food and wine. Elfhome is one
  of the few remaining elven dwellings,
  converted into an inn and tavern. Its
  curved lines and intricate fretwork are a
  mysterious delight to behold. Glow bug
  lamps and lilting music provide an
  ethereal atmosphere. The staff here are
  exceptional and pride themselves on
  their silver service. The proprietor is
  Trisene, a sharp brunette with a
  disarming smile and keen hearing. Her
  son, Ruduc recently became an Anointed
  warrior.
  �
  Magda’s Larder 
  Single storey, wooden. Large rooms with
  quality food and cheap ale. Renowned
  for its terrific meats and cheap ale, the
  Larder is often crowded and a favourite
  haunt of mercenaries, guardsmen and
  college students. Wooden meat “hooks”
  dangle by the walls for patrons to hang 
  their cloaks on. Magda, the portly 
  Varnori bartender, sports numerous 
  tattoos of the Deep One, and is an ex-
  cleric. She is openly disdainful of the 
  gods, but will make up for any offence 
  with free drinks.  
  �
  The Wrench & Coil 
  Triple storey, wooden. Large rooms with
  standard food and ale. This drinking
  house is known for the gigantic metal
  wrench hanging over the bar, and a trick
  seat (with a spring loaded coil) that the
  regulars will invite outlanders to “rest up”
  on. 
  The 
  owner 
  Stacius 
  (broad 
  shouldered, 
  Nydissian, 
  constantly 
  furrowed brow while muttering to 
  himself) is an amateur inventor. He likes 
  to try his latest gadgets out on the patrons 
  (eg: self righting flagon, clockwork 
  crawling peanut bowl, steam whistle, etc). 
  Chance Encounters 
  1d200 
  NORTHGATE ENCOUNTERS  
  1 
  A miserable, driving rain falls, making 
  the road slippery and riddled with deep 
  puddles.  
  2 
  A beautiful man (Aron) or woman 
  (Odea) walks by, drawing the eye of 
  local admirers. He or she is a skilled 
  actor and impersonator. 
  3 
  A deafening explosion rocks the 
  surrounding area, causing tables to 
  shudder and clothes lines to snap. A 
  thick plume of smoke billows from a 
  nearby tower. 
  4 
  A relic of the last elven kingdom stands 
  on the corner. It depicts an intricately 
  carved doorway made of branches and 
  vines, with a flaring sun at the centre. 
  5 
  A town crier is ringing his bell and 
  declaring “Hear ye, hear ye! The 
  Steward decrees a sundown curfew – let 
  no man be outdoors after dark!” 
  
  ���
  6 
  A trio of tinkers (Ronson, Garia and 
  Nodwick) are guiding a wagon, slowly 
  grinding forward under the power of a 
  small, steam powered device. Despite 
  laughing and slapping each other on the 
  back, the three look decidedly nervous. 
  7 
  A young teenager, Lela is sitting on a  
  crate begging for alms. Her mother was 
  taken by the Anointed a fortnight ago 
  and Lela is now homeless.  
  8 
  A wealthy, middle aged couple have 
  been stopped in the street by 2d6 
  Anointed warriors and 1d2 disciples. 
  The wife is alleged to have broken an 
  edict against wearing silver jewellery 
  during the day, and the Anointed are 
  confiscating them. The husband is 
  protesting and growing increasingly 
  irate. 
  9 
  An injured dog is sitting in a nearby 
  alleyway, licking at a sizeable wound on 
  its hind leg. It gives the party a 
  suspicious look, but wags its tail slowly 
  if they approach.  
  10 
  Meldrin, a disciple of Wodon (in blue 
  robes with a giant owl & scales icon), is 
  walking the streets, partly for exercise, 
  partly hoping to meet someone new. 
  11 
  On the wall here is a hand painted 
  message in bright green paint: Death to 
  Nocratha! 
  12 
  A small crowd has gathered here to 
  listen to the sermonising of an 
  Anointed disciple, preaching the virtues 
  of Nocratha’s continued reign and 
  stability. 3d6 guards are keeping an eye 
  on the gathered listeners. 
  13 
  Quartermaster Hadric, the district 
  administrator, is on horseback with a 
  retinue of 2d4 knights. He is touring 
  the nearby streets looking for a 
  particular 
  messenger 
  girl, 
  Scylla 
  (beautiful 5½ ft Nydissian) whom he 
  has developed a crush on.  
  14 
  A man and woman are playing chess on 
  a table outside the Leery Eye Tavern, 
  with some young onlookers gathered 
  round. The woman is young (Winnie, a 
  student), 
  the 
  other 
  in 
  his 
  50’s 
  (Chancellor Rogarox, Nydissian, head 
  of the College’s School of Artificing). 
  15 
  Etched into the floor of this tiled 
  courtyard is an awe inspiring  landscape 
  (a preserved elven relic); a clifftop 
  overlooking the Great Lake, with a 
  pterodactyl rider fending off a pair of 
  giant dragonflies. 
  16 
  A trio of wealthy ladies (Andie, 
  Clorinda, Elsbeth) are sauntering down 
  the street, perusing shop fronts, wares 
  and/or people. Or perhaps they are lost 
  and would appreciate some assistance. 
  17 
  A tall porter woman’s basket breaks 
  (Sighi, Varnori, long blonde braided 
  hair), dropping fruit on the ground. She 
  is fearful her master will whip her for 
  bringing home bruised produce. 
  18 
  3d6 guardsmen (70%) or anointed 
  (30%) 
  are 
  patrolling 
  the 
  streets, 
  searching for a pick pocket believed to 
  have run this way. There is a 50% 
  chance the pick pocket is hiding here. 
  19 
  Tucked into a small alcove here is a 
  preserved statue of an elven maiden. 
  She has one hand on her heart, the 
  other on her hip. If the statute is kissed, 
  the character hears an illusory tinkling 
  and restores 1 Luck (works once only).  
  20 
  Nocratha is lurking somewhere nearby, 
  using a Disguise Self spell to blend in. 
  He is looking for someone, or 
  something, but the adventurers might 
  rouse his interest (especially if they 
  display any magical ability, or are 
  carrying any enchanted objects). 
  
  ���
  Port Brax 
  Themes: 
  Crowded, Corrupt, Gang Ridden 
  Culture:  
  Midlander 
  Languages: 
  Argosan, Common 
  Population: 
  12,000 
  Ruler: 
  Highlord Ipsgrave 
  Exports: 
  Food, Black Market Goods 
  Climate: 
  Moderate climate, winds blowing 
  across the lake.  
  Holiday: 
  Festival of Faces 
  Overview 
  Port Brax is the largest, most crowded and some 
  would say most successful of the Midlander cities. 
  There are more folk in Port Brax than any other 
  Argosan city, with a cosmopolitan range of 
  inhabitants from across the region. Trade is good 
  (relative to most cities), and the fields of the Low 
  Plains produce the most food in the basin. But 
  beneath the veneer of accomplishment, Port Brax 
  is a hotbed of conflict and corruption, secretly 
  dominated by gangs of powerful criminals whose 
  quarrels often spill into the streets.  
  The port city is generally cool to moderate in 
  climate, with winds blowing in from Lake Argos. 
  Made of stone, plaster and wood, the architecture 
  mimics traditional Middle Ages style. Houses and 
  shops crowd into every available space, and 
  where no more buildings will fit, there are 
  people. The city boasts an extensive sewer 
  system, built atop long forgotten ruins from the 
  First Age.  
  Port Brax is known for its bustling, diverse 
  markets, pressing crowds, and lively street 
  vendors. Rickety tables and temporary shelters 
  are raised at dawn and packed away at dusk, 
  when vendors retreat to their corner of the city to 
  catch some well deserved shut eye. Tall stone 
  walls technically divide the city up into various 
  quarters (merchant, temple, administrative, etc), 
  but the street vendors somehow pervade all of 
  them.  
  Factions & NPCs 
  �
  Highlord Ipsgrave (Bard 4) 
  Hugh Ipsgrave is a veteran orator and
  politician, a man that sways crowds and
  woos minds. Intelligent, charming, and
  just a touch whimsical, Hugh has
  amassed great wealth during his time in
  office, but limited power. Ostensibly, the
  elected Highlord rules the city, but in
  truth Ipsgrave dances to the jig of the
  gang 
  bosses. 
  Incredibly 
  rich, 
  and
  incredibly indolent, Ipsgrave is perfectly
  satisfied with this arrangement - just so
  long as the commoners keep in line.
  �
  The Red Hooks 
  Of the “big three” gangs, the Red Hooks
  are the most wealthy, most highly skilled
  gang in the city. Guildmaster Marakett 
  (Rogue 8, Nydissian, 5’ 11”, portly,
  shameless rake, swindler and killer)
  controls 
  his 
  thieves 
  through 
  a
  combination of cunning, ruthlessness and
  unending opportunities for profit. In his
  estimation, the Hooks are the true power
  
  ���
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  on the streets, with enough muscle and 
  talent to take full control if they had to. 
  Like all of the “big three” gangs, the 
  Hooks have a hand in most crime types, 
  but are most successful with break & 
  enters, robberies, and prostitution. 
  �
  Dockside Valkyries 
  The 
  smallest, 
  but 
  perhaps 
  most
  intimidating of the big three, the
  Valkyries accept only females as full
  members. 
  Primarily 
  Varnori, 
  many
  demonstrate their loyalty with facial
  tattoos, war paint and by carrying whips.
  Aunty Uma (Rogue 7, Varnori, 6 ft, late
  20s, athletic, never without her signature
  lash) rules her crew with an iron fist, and
  no gang is more loyal. Uma’s current
  priority is to consolidate their power base
  and expand membership. The Valkyries
  are specialists in debt recovery, stand
  overs, protection rackets and murder.
  �
  Sumptown Rats 
  The Sumptown Rats are the largest gang
  in town, pervading all quarters of the city,
  from the lowliest slums to the Highlord’s
  personal abode; an informant on every
  corner and a knife in every alley, so they
  say. No-one knows more about goings on
  in the city than Udan the Slip (Rogue 6,
  5’8”, 40’s, slim, inhumanly agile with Dex
  19), and for the right price, he might just
  share that information with you. Like all
  the big three, the Rats have a diversified
  crime portfolio, but are best known for
  brokering 
  information, 
  blackmail,
  fencing, smuggling, and black market
  goods.
  �
  The Sunless 
  A guild on the rise, the Sunless are a
  small and secretive enclave of religious
  cutters that worship the Midlander deity
  Shennog. Part guild and part cult, the
  workings of the sunless are overseen by
  Father Moon (Monk 6, Midlander,
  hairless with enchanted, runic markings
  on his skin that allow him to invoke
  Darkness 15 ft radius once/week).
  Members tend towards fanaticism, and
  are experts in infiltration, impersonation,
  forgeries and poison.
  �
  Sewer Complex 
  The sewers of Port Brax are not for the
  faint hearted, but not because the smell is
  enough to turn one’s stomach. Many
  gangs have safe houses in the dank
  tunnels, a few even excavating space
  enough for guild halls far from prying
  eyes. Lower still, far beneath the
  aqueducts and storm drains, lie the ruins
  of a forgotten urgot civilization. What
  happened to the urgot can only be
  guessed at, but no human has yet
  managed to open the Red Gate, nor set
  foot in the passages beyond.
  
  ���
  �
  Company of the Unbroken 
  The Unbroken were a founding pillar of
  Port Brax 750 years ago, a mercenary
  company 
  that 
  became 
  upstanding
  guardsmen and military protectors of the
  region. Now a sad shadow of their
  former selves, most of the company are
  on the gangs’ payroll. Indeed, some say
  the 
  crime 
  bosses 
  only 
  allow 
  the
  Unbroken to persist to buoy the spirits of
  the naive. Yet there are some warriors
  that still take their oaths of service
  seriously, including Captain Rainier 
  (Fighter 6, 30’s, Midlander, short hair,
  piercing hazel eyes). In a city overrun
  with duplicity and greed, Rainier is a
  defiant voice that will not be silenced as
  long as she draws breath.
  Taverns & Inns 
  �
  Morrigan’s Den 
  Double storey, stone. Open plan with
  standard food and cheap ale. The Den is
  one of the oldest buildings of the district,
  with deep cellars and a secret tunnel to
  the sewers. Unlike most alehouses in
  Port Brax, Morrigan’s place is strictly
  neutral ground for the gangs; a place
  where rivals can meet to discuss business.
  The owner Morrigan (female, Bard 6,
  breathtaking beauty) loves a chat and is
  an exceptional story teller. Much loved
  by 
  her 
  patrons, 
  anyone 
  crossing
  Morrigan will have the whole tavern to
  contend with.
  �
  Keltons 
  Wooden, triple storey. Large rooms,
  expensive food and cheap ale. Located
  on the corner of Kelton Square, this
  spacious tavern operates under the
  auspices of the Red Hooks, and is often
  frequented by members and hopefuls.
  The top level is wall to wall illegal card
  and dice tables. Rennard (Fighter 7, 40’s,
  gruff, missing two fingers on his left
  hand) is proprietor, bar tender and 
  bouncer in one. Backed up by the 
  Hooks, the only guards that visit Kelton’s 
  are on Marakett’s payroll. 
  �
  The Rack & Spindle 
  Double storey, stone. Small rooms,
  expensive food and wine. This drinking
  hole has a multitude of small, sound
  proofed rooms in a sprawling, haphazard
  layout. In a corner of the common room
  is an antique rack.
  Owned and operated by the Sumptown
  Rats (the wait staff are a mix of gangers,
  hopefuls, and their relatives), the Rack is
  one of the guild’s smuggling hubs, with
  tunnels connecting to the other hubs or
  beyond the city walls. The manager, Lars 
  “String ‘em up” Gunndor, (Rogue 4,
  Varnori, 20’s, has a silent step which he
  uses to creep up on people) loves his job
  and his guild, but hates Karoks. A “No
  Karoks” sign hangs above the entry door.
  
  ���
  Chance Encounters 
  1d20  
  PORT BRAX ENCOUNTERS 
  1 
  A body crashes to the ground in front 
  of the travellers with a horrendous 
  thud! Looking up, 1d3 humanoid 
  shadows can be seen making a quick 
  getaway across the rooftops. 
  2 
  6d10 gangers (a mix of Hooks, Rats 
  and Valkyries) have broken into a 
  massive fisticuff, turning the street to 
  chaos. No-one has drawn steel yet, 
  but things are escalating quickly. 
  3 
  A blustering wind is blowing today, 
  swaying the elderly and tipping 
  objects off tables. Leaves and dust 
  whirl across the ground. 
  4 
  Raised voices, followed by ringing 
  steel, can be heard from around the 
  corner of a narrow side alley. 
  5 
  A motley assortment of 2d6 pirates 
  are swaying down the street, rum 
  bottles in hand. They are all crew of 
  the Dreadnought, an infamous and 
  feared raiding galleon. 
  6 
  Muffled voices can be heard from a 
  very dark, sheltered alleyway. Shining 
  a torch inside reveals two men 
  lowering the body of a third into a 
  sewer manhole. They look to be in a 
  hurry. Any onlookers receive a curt 
  “Get outta here, scob” along with an 
  angry gaze. 
  7 
  Eddie “Two Shanks”, a ganger with 
  the Red Hooks, sidles up to one of 
  the party. He introduces himself, 
  hands the character a white fishing 
  hook, and says “Message from the 
  boss. He wants a word. Don’t go 
  leavin’ town without droppin’ by”, 
  and departs.  
  8 
  Storm clouds are rolling in fast. The 
  wind has picked up dramatically, and 
  great peals of thunder begin to echo 
  off Lake Argos. 
  9 
  3d6 Dockside Valkyries are lounging 
  about outside the Moontide Inn, “No 
  room at the inn today” one remarks, 
  giving the party a wink and a “move 
  along” thumb motion.  
  10 
  1d6 priests of Shennog are moving 
  slowly down the road, followed by 
  4d10 members of the Sunless with a 
  coffin on a small wagon. They are 
  humming a sombre dirge. 
  11 
  2d4 Warriors of the Unbroken are on 
  patrol, slowly moving down the road. 
  Passers by either nod at them with a 
  smile, or shrink away down side 
  alleys.   
  12 
  A desperate fight between 5d6 Rats 
  and Hooks has broken out at this 
  cross road. Knives are flashing and 
  iron cudgels smashing. Locals are 
  running for cover! 
  13 
  A large number of temporary market 
  stalls have been erected along this 
  street. Along with clothing and spices, 
  some vendors also offer a range of 
  illegal goods (hidden blade sheathes, 
  poisons, etc). 
  14 
  Two commoners, Rabby and Wilcott,  
  are arguing over a cage of chickens. 
  Rabby says the chickens are his and 
  were stolen from him. Wilcott says he 
  bought them fair and square. 
  15 
  While walking the street, the sound of 
  laughing voices can be heard from a 
  sewer grill nearby.  
  16 
  5d6 Sumptown Rats make a beeline 
  for the party. Guska (Rogue 3), the 
  leader, has decided the party should 
  pay a “weapons tax” for crossing their 
  turf (5 gp per weapon). 
  17 
  This street is a bottleneck for two 
  major 
  roads 
  and 
  is 
  especially 
  crowded, with travellers having to 
  squeeze past each other. There is a 
  50% chance of pickpockets.   
  18 
  3d6 Grey Skulls (minor thieves’ guild) 
  are running a high stakes dice table in 
  a sheltered alcove. The leader, Addar 
  (Rogue 4, patchy bleached blonde 
  hair) welcomes anyone with gold. 
  19 
  A street urchin, Narfex (Nydissian, 8 
  yrs old, Dex 15) approaches the party 
  and asks them to lean in close. If they 
  do, he whispers that a man in beggar’s 
  clothes is following them. He then 
  looks at them expectantly (hoping for 
  a coin).  
  
  ���
  20 
  Highlord Ipsgrave is in this square 
  with 4d10 city watch (Fighter 1-2) and 
  2d4 Unbroken (Fighter 3-4). A small 
  crowd has gathered. Ipsgrave is 
  opening a new gallows, building 
  goodwill with plenty of amicable chit 
  chat, hand shaking and baby kissing. 
  
  ���
  Vorngard 
  Themes: 
  Lawless, Frontier, Raiders 
  Culture:  
  Varnori 
  Languages: 
  Varnori, Common 
  Population: 
  7,000 
  Ruler: 
  Jarl Osgerd 
  Exports: 
  Ships, crew, mercenaries 
  Climate: 
  Cool, rainy, windy 
  Holiday: 
  Drannu Sigard (Yule Night) 
  Overview 
  Vorngard is only twenty years old, the newest city 
  of the region and the southernmost stronghold of 
  Varnor. The “city” is really more of a fortified 
  frontier town, wild and lawless but for the decrees 
  of Jarl Osgerd and the whims his enforcers, the 
  Jarlsmen.  
  The streets are winding, muddy paths rutted by 
  carts and hooves, flanked by wooden buildings 
  with pitched roofs. Architectural motifs of 
  dragons, the sea and shield heraldry dominate. 
  There is a distinct lack of stone or brick 
  dwellings. The temperature in Vorngard is cool, 
  often with a crisp wind blowing from the north. 
  Sanitation is poor and an unpleasant stench tends 
  to permeate anytime the wind stops blowing 
  (rarely). The city is primarily a staging point for 
  Varnori raiders heading south, but with each 
  passing year, greater numbers of northerners turn 
  to trade and farming as a way of life.   
  Vorngard has a reputation for producing fine 
  ships, 
  skilled 
  crew 
  and 
  fearless, 
  6½ 
  ft 
  mercenaries. Whilst the city boasts shrines to 
  minor river and lake spirits, there is but one 
  Temple, tended to by priests of the Deep One.  
  Factions & NPCs 
  �
  Jarl Osgerd (Barb 8) 
  Vorngard’s appointed leader is a 7 foot,
  blonde headed behemoth whose word is
  law. Any challenge to Osgerd’s authority
  is always by way of deadly duel, with no
  real contenders in recent years. Osgerd’s
  main motivation is enriching himself, by
  trade, raid or any other means, to
  impress the reigning Council of Varnor.
  The Jarl encourages citizens to sort out
  their own troubles, promoting a brutal
  “might makes right” culture.
  �
  Rune Seer Ulfri (Magic User 6) 
  The only known magic user in Vorngard,
  the elderly Rune Seer has long silver hair
  and speaks in whispers. Ulfri believes the
  Deep One communicates its wishes
  through the runes, and that Northgate
  must be destroyed to placate it. If Osgerd
  will not take steps to carry out the Deep
  One’s wishes, Ulfri will act to install a
  more congruent leader.
  �
  Jarlsmen 
  The jarlsmen are the town “guard”,
  commonly armed with mail, sturdy oak
  batons and black cloaks with the Jarl’s
  boar icon. Handpicked by Osgerd to
  keep the “peace”, their primary duty is to
  curtail openly rampant bloodshed and
  
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  crime. The jarlsmen have a high degree 
  of autonomy, acting as judge, jury and 
  executioner as it pleases them.  
   
  Extremely 
  grave 
  crimes, 
  or 
  those 
  involving highborn, must be brought 
  before Osgerd for his judgment. Yjordak, 
  (Ranger 5, bald, booming voice) is the 
  captain, widely feared and loathed, taking 
  great delight in dishing out punishments.  
   
  ��
  Vorngard Raiders 
  Numerous Varnori raiders prowl the 
  Siltwater, Lake Argos and their many 
  inlets, each with their own Drar (captain) 
  and 
  agenda. 
  Magnar 
  Skorncleaver 
  (Fighter 7, blonde braided beard, missing 
  his left ear) and his longship Gragas are 
  the most feared and successful raiders of 
  the current age. They launch from a 
  hidden cove on the eastern shores of the 
  Great Lake, docking in Vorngard from 
  time to time to replace lost crew. 
   
  ��
  Herders & Growers Common 
  Over the last decade, increasing numbers 
  of Varnori have embraced animal and 
  crop 
  farming, 
  copying 
  successful 
  Midlander techniques. Rogarov (older 
  looking than his years, scarred nose), 
  head of the Herders & Growers 
  Common, wants more stability and less 
  lawlessness in the region, to foster closer 
  trade relations with the lake cities. 
   
  ��
  River Curs 
  Many thieves operate in Vorngard, but 
  the best known guild are the River Curs, 
  operating from safehouses and nearby 
  inlets. The curs are tight knit, fearless, 
  and quick to react to threats or 
  opportunities. Perhaps surprisingly, the 
  Guildmaster is a Midlander: Becca 
  (Rogue 5, slim, brunette ponytail, boot 
  blades, poisoner’s ring).  
   
  Taverns & Inns 
  ��
  Winterhorn 
  Triple storey, wooden. Small rooms with 
  cheap food and ale. The bar wenches are 
  invariably red haired, buxom, and 
  excellent pick pockets, which the patrons 
  almost consider tips. Raucous sea 
  shanties at some point in the night are a 
  certainty. A gigantic, bronze sentry horn 
  hangs by the door. The proprietor is 
  Svandos, broad with a long, light brown 
  moustache, a hatchet ever by his side. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  �� The Salty Strumpet 
  Triple storey, wooden. Large rooms with 
  standard food and expensive ale. The 
  chairs here are luxuriously padded. On 
  the bar is a long deceased, probably 
  female Varnori head preserved in salty 
  brine. The proprietor is Yinvild; female, 
  athletic, blonde with intricate tattoos 
  down both arms, and a toothy grin.  
  
  �
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  Drakkenskull 
  Double storey, wooden. Standard rooms 
  with expensive food and expensive wine. 
  Quality locks on the doors and barred 
  windows. A yellowed, wooden effigy of a 
  dragon’s skull stands in one corner. The 
  proprietor is Bjern, medium build, 50’s 
  with silver flecked hair, missing one hand 
  (hooked) and one leg (peg leg). Loves to 
  talk about how he lost his limbs (the story 
  changes every time).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chance Encounters 
  1d20  
  VORNGARD ENCOUNTERS 
  1 
  2d4 raiders brawling over a wooden 
  chest of stolen booty. 
  2 
  A con woman by the name of Doska is 
  inviting marks to gamble on a cups and 
  balls game. She is highly skilled in 
  sleight of hand.   
  3 
  A gaggle of ducks, chickens or other 
  fowl scatter across the street, causing 
  havoc. There is a 50% chance a pick 
  pocket takes advantage of the diversion. 
  4 
  The Screaming Goat tavern is well 
  known for its exciting bar fights, and 
  today is no exception. 5d6 drunken 
  brawlers have spilled out onto the 
  street, 
  spreading 
  fists, 
  feet 
  and 
  headbutts like wildfire.   
  5 
  At a very inopportune moment, a 
  chamber pot is emptied from the 
  second story of a boarding house. One 
  PC must make a Dex check or be 
  doused in human excreta.  
  6 
  A herd of cows gets spooked by a 
  terrific thunderclap and is about to 
  stampede. 
  7 
  A young woman yells “Fire!”, pointing 
  frantically 
  at 
  a 
  nearby 
  building. 
  Billowing smoke is beginning to issue 
  from the ground floor and cries are 
  heard from the upper window. The 
  nearest well has been drained for repair 
  (next is several blocks distant). 
  8 
  3d6 Jarlsmen (black cloaks marked 
  with boar sigils) are “patrolling” here. 
  They are disinterested in actual crime, 
  but will attempt to levy a “visitor’s tax” 
  on any wealthy looking foreigners. 
  9 
  3d6 starving rats skitter from a dark 
  alley, attempting to bite chunks out of a 
  busking street kid by the name of Yarri, 
  just 30 ft distant from the PCs. Yarri 
  has a great knowledge of Vorngard’s 
  back alleys and safe houses. 
  10 
  A lone bard (Rymek) is being accosted 
  by a 3d6 ruffians, who are branding 
  him with cabbage, mud or similar. 
  11 
  2d6 priests of the Deep One are 
  moving slowly and purposefully down 
  the street, their dark green robes 
  dragging in the mud. They invite 
  donations to the temple from everyone 
  they pass. Not a soul refuses, Varnori 
  or foreigner alike.  
  12 
  3d6 River Curs attempt to rob the 
  party, attacking from the rooftops. Any 
  jarlsmen present either don’t care, or 
  have been bought off and look the 
  other way. 
  13 
  Stenn, 
  a 
  hopeless 
  drunkard, 
  is 
  stumbling down the street towards the 
  party, waving them over to him in an 
  urgent manner.  
  
  �
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  14 
  An old crone, Madame Eshorri, is 
  reading runes. She is a genuine 
  soothsayer and channels the fates. A 
  reading has an even chance of either 
  increasing or decreasing the PC’s 
  current Luck by 1 point. 
  15 
  A pile of dead, plague ridden bodies 
  are stacked in a side alley, covered in 
  sheets. One body has rolled off the 
  pile, an ornate bracer (1d4 x 50 gp) still 
  clasped to its arm.  
  16 
  A young street mutt with a scarred 
  snout and one eye takes a liking to one 
  of the travellers, and begins following 
  him or her around. The dog is actually 
  a canny and ferocious fighter. If 
  befriended, the dog will fight fearlessly 
  to protect his bipedal pack mates 
  (advantage on morale checks). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  17 
  A fog (50% light, 50% heavy) rolls in off 
  the Siltwater docks or Wistwood. 
  There is a 70% chance of a lone Will o’ 
  Wisp accompanying it.  
  18 
  2d6 Jarlsmen are standing over a prone 
  middle aged merchant, Frith, in an 
  alley, her bodyguard dead. Upon seeing 
  the party, she calls out for help.  
  19 
  A falconer, Tjerka, is selling an 
  assortment of hunting birds. 
  20 
  Rune Seer Ulfri and 3d6+10 of the 
  most capable Jarlsmen (Fighter/Barb 2-
  4) are slowly making their way down 
  the street. Onlookers either withdraw 
  immediately or are thrust aside by 
  Ulfri’s burly retinue. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  GEOGRAPHY 
   
  The Midlands map, such as it is, must be taken 
  with a grain of salt. It reflects what most consider 
  a rough lay of the land, patched together from the 
  compiled works of long dead cartographers. The 
  map is not to scale and representative only (for 
  example, the city icons and mountain heights are 
  greatly exaggerated).  
   
  Furthermore, the map is largely incomplete. 
  Some cities and major terrain features are 
  marked, but lesser topography (small hills, 
  woods, rivers, inlets, etc) are often absent. 
  Similarly, the location of fortified outposts, skorn 
  encampments, barbarian villages, lost ruins, and 
  anything else the GM thinks might be interesting 
  are at the referee’s convenience. GMs are 
  encouraged, and expected, to add to the map and 
  customise it. Every Midlands setting will be 
  different, because every GM will make their own 
  changes and additions. 
   
  Lastly, it should be noted that whilst the region 
  has similarities to Earth, there are important 
  environmental differences. The planet and its sun 
  are much smaller, with narrower and more 
  intense 
  climate 
  zones, 
  forming 
  bands 
  of 
  distinctive meteorology despite (comparatively) 
  close proximity. By way of example, the humidity 
  of the equator creeps up into Melek and the 
  Suurat Jungle, yet the Argos basin enjoys 
  moderate climes, and to the north, beyond the far 
  reaches of the Ironhulls, the White Drifts are 
  scattered with snow.  
   
  Fauna 
  With respect to animal life across the realm, 
  deer, boar and wolves are common, as are a wide 
  variety of birds and insects. Small game such as a 
  rabbits and hares are plentiful. Naturally, some 
  regions have signature wildlife particular to their 
  conditions, eg: wild horses and bison roam the 
  Great Plains, giant crocodiles lurk in the  
   
   
   
  Trackless Moors, and sabre tooth tigers stalk the 
  shadows of the Suurat Jungle. 
   
  Argos Plateau 
  This towering plateau overlooks Lake Argos from 
  the east, and is dominated by several large thuel 
  clans; chief among them the Ravenborn, Three 
  Storms, Moon Elk and Yellow Tusks. The clans 
  fight incessantly over rich grasslands and 
  primordial oak forests, with the defeated exiled to 
  windswept tracts of rocky badlands. Not 
  unexpectedly, the prevailing tribes change from 
  time to time, as alliances shift and great war chiefs 
  die. Unlike their brethren in the great plains, the 
  plateau barbarians do not possess horses, instead 
  fighting on foot with axe, spear and bow.  
   
  Reaching the higher plateaus is no easy climb, the 
  mountainside 
  terrain 
  rugged, 
  winding 
  and 
  treacherous. Giant eagles hunt from high eyries, 
  preying on the foolish, and skorn raiders from 
  the Ulgoth foothills prowl the lowlands.  
   
  Forest of Drelnor 
  Drelnor Forest is the elder woodland of the 
  Midlands, a prodigious mix of gigantic oak, yew 
  and willow trees, its enormous canopy thick and 
  lustrous with age. The occasional beam of 
  sunlight stretches to the overgrown floor, but for 
  the most part, the trees and nettled undergrowth 
  are dim and shrouded in half-light. The air here 
  is cool, loud with insect calls and strong with the 
  scent of mouldering leaves.  
   
  The first forest is no place for the unarmed or ill 
  prepared. Even in the outermost fringes, hostile 
  skorn and thuels are common, not to mention 
  beasts such as dire wolves, owlbears and giant 
  spiders. Deeper within, where the trees grow 
  wider than houses, the relics of dead civilizations 
  might be found: imposing statues, puzzling 
  obelisks and crumbling cities.  
   
  
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  Great Plains  
  West of Port Brax and the Wistwood are the 
  Great Plains, divided into High and Low by the 
  Rock of Gorzat.  
   
  The plains are dominated by verdant grasses that 
  grow up to four feet high. The borderlands of 
  Port Brax are farmed and the outskirts patrolled, 
  but beyond this rudimentary taming, the rolling 
  expanse runs unchecked. Trees are uncommon 
  and sparsely spaced, with occasional groves of 
  oaks and willows. In some regions, thorny shrubs 
  have taken hold, overwhelming other plant life.  
   
  Xenophobic thuel clans such as the Skull 
  Drinkers, Burnt Ones and Half Crows ride the 
  plains, taking advantage of their mobility to avoid 
  the skorn horde that controls the region. Animal 
  life is abundant, including horses, bison and the 
  vicious western panther. Many birds of prey, 
  including giant variants, are also plentiful. A wide 
  variety of small game live and hide here.  
   
  Unfortunate travellers might encounter more 
  monstrous foes, including the last of the territorial 
  centaurs, burrowing bulettes and belligerent ogre 
  tribes. Outsiders are not welcome here, and 
  civilized men keep to the eastern fringes under 
  heavy escort. 
   
  Ironhull Mountains 
  The Ironhull Mountains mark the northern 
  border of the Midlands; a majestic band of 
  immense, steep walled peaks surrounded by fog 
  ridden foothills. To the northeast are the snow 
  covered fields of the White Drifts, and northwest 
  the scattered supply posts of the Varnori, 
  stretching all the way to the Frozen Coast. 
   
  The mountains are made of basalt and granite, 
  risen from primeval volcanoes that have since lain 
  dormant for millennia. At lower altitudes, 
  conifers such as juniper, cedar and redwoods 
  dominate, gradually thinning until one reaches 
  the tree line. Past this point only brush and 
  shrubs remain, until the highest ranges covered in 
  naught but snow.  
   
  In the mountains proper, there is only one 
  human settlement of note; the mountain fortress 
  of Dol-Karok. Nestled in the mid ranges, its 
  adamantine gates bar entry to those her decadent 
  rulers deem undesirable.  
   
  Crossing the mountains proper is a hazardous 
  and often deadly task even for the well prepared. 
  The lower ranges are skorn hunting grounds, the 
  higher peaks oxygen poor and magnets for foul 
  weather, lorded over by feuding giant kin. 
  Perhaps the “safest” means of crossing the 
  Ironhulls is via the foothills of Vorngard (whilst 
  not known for their hospitality, at least the raiders 
  won’t eat you). Tales also suggest the Lost Roads 
  offer underground passage to the White Drifts, 
  but if that be so, no human has made the journey 
  in millennia.  
    
  Lake Argos 
  At 220 miles east to west, and 100 miles north to 
  south, Lake Argos is for all practical purposes an 
  inland sea, with depths greater than 1,000 ft. 
  Formed by tectonic rifts, the freshwater basin is 
  fed by hundreds of inlets from the Ironhulls, 
  Ulgoth Foothills and Great Plains, as well as the 
  mighty Fennorn and Siltwater rivers. Fish such as 
  sturgeon, perch and pike are in large supply and 
  form an important part of the Midlanders’ diets. 
   
  Facing 
  west, 
  the 
  waters 
  are 
  largely 
  indistinguishable from a coastal ocean; waves 
  stretch to the horizon, strong winds gust at shifting 
  headings, and sea birds wheel overhead. Facing 
  north or east, the Ironhull ranges or Ulgoth 
  foothills loom large.  The lack of salt is noticeable 
  to those familiar with true oceans; the air smells 
  fresher and swimming is easier on the eyes.  
   
  Morning fog is common, obscuring the cities until 
  cleared by morning sun or breeze. When the 
  weather turns dangerous, blustery squalls and 
  
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  large waves threaten to capsize small vessels or 
  thrust larger ships onto treacherous reefs. Once 
  every decade, a great storm blows through with 
  hurricane winds and fifteen metre waves, forcing 
  vessels to harbour or risk sunken graves.  
   
  The Great Lake serves as the main trading hub 
  for the Midlands, but voyages are not without 
  peril. Maze like reefs are dangerous to even 
  veteran crew in morning mist or heavy rain, and 
  Argosan Stranglers (see Bestiary) are a plague on 
  all sailors. Pirates from the eastern coves and 
  Varnori raiders are also common, picking off 
  lone boats or making co-ordinated attacks on 
  larger convoys. No sensible captain travels 
  unarmed or unescorted; the risk of attack is 
  simply too great.  
   
  The north eastern coast allows access to the 
  foothills of the Ironhulls, and the gruelling trek to 
  Dol-Karok. Whether the lake is closed on its 
  eastern coast or extends into a river, valley or 
  other passage is for the GM to determine. By 
  default, the eastern coast divides up into snaking 
  inlets, perfect for hidden pirate coves, before 
  becoming land locked. 
   
  Siltwater 
  The Siltwater is approximately 20 miles by 15 
  miles 
  of 
  freshwater 
  catchment, 
  fed 
  by 
  underground springs, northern inlets and run off  
   
   
   
   
   
   
   
   
   
   
   
   
   
  from the Sunstone and Ironhull ranges. With 
  depths up to 650 ft, the southern Siltwater feeds 
  excess water into Lake Argos. The lake’s name 
  comes from its slight mineral tang, and the fine 
  sediment that deposits on its shores.  
   
  Vorngard controls the Siltwater and all trade that 
  occurs along her banks. The northerner’s 
  longboats are crafted here before sailing Lake 
  Argos, the Fennorn River, and other inlets at the 
  GM’s discretion.   
   
  In addition to the raiders themselves, marine 
  hazards similar to Lake Argos threaten vessels, 
  including stranglers, sea serpents and poisonous 
  spine fish. Most terrifying of all however is the 
  tentacled colossus known as Jarl’s Bane (see 
  Bestiary): a 70 ft giant squid that rises to wreak 
  havoc from time to time. Legend suggests the 
  monster is the last guardian of a sunken city, 
  drowned before the dawn of men. 
   
  Spine Of Ulgoth 
  Rising tall against the backdrop of the Suurat 
  Jungle is the striking mountain formation known 
  as the Spine of Ulgoth. Made of basalt and 
  obsidian, the severe peaks stab at the sky like the 
  spines on the back of some vast behemoth.  
   
  No men live upon the Spine or within its 
  immediate surrounds; the area is infested with 
  skorn and their catacombs riddle the mountains 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  from east to west. Just how many halfmen dwell 
  in the interior cannot be known, but no human 
  that descends ever returns. 
   
  Myth suggests the Spine formed when the first 
  volcanoes erupted, shaping the Argos basin and 
  imprisoning a primordial god in cataclysmic lava 
  flows. The skorn believe that their murderous 
  deity, Ulgoth, slumbers in the depths of the 
  under mountain, waiting for the prophesised Tor 
  Vahkrut (Last Feasting).  
   
  Sunstone Ranges  
  The north western mountains known as the 
  Sunstone Ranges are a genuine mystery. Some 
  say a human city was lost there early in the 
  current age, but if so, no surviving records reveal 
  its location or even name. Indeed, some scholars 
  believe that skorn, thuel and giant-kin also 
  abandoned the area at this time, spreading 
  instead to the Wistwood, Ironhulls and Great 
  Plains. Whatever the truth, no civilized men have 
  ventured into the Sunstones for generations.  
   
  Suurat Jungle 
  South of the Spine of Ulgoth, and north of 
  equatorial Nydissia, lies the tangled wilds of the 
  Suurat Jungle.  
   
  This gigantic region of dense vegetation includes 
  towering kapok and ficus trees, strangler figs, 
  flowery aroids and thick, choking liana vines, all 
  competing atop a tangled jungle floor. In fact, 
  there are more species of plants and animals in 
  the primeval jungle than any other location in the 
  Midlands.  
   
  In the absence of recent animal or humanoid 
  trails, pathfinding is taxing and requires a cutting 
  blade to make reasonable progress. The jungle is 
  humid but generally well lit, the tree tops only 
  partially shielding against sun and frequent rain. 
   
  The further south a traveller ventures, the more 
  humid the air becomes, passing through the 
  subtropics to northern Nydissia. Parasites such as 
  mosquitoes, leeches and vampire bats are 
  common, many of which carry Yellow Drool, 
  Foam Fever, Monkey Rot and other debilitating 
  diseases.  
   
  In the north eastern corner looms Mount Rokan, 
  a dormant but not yet extinct volcano. She last 
  erupted 900 years earlier, ushering the Midlands 
  into the current Age. Every now and then the 
  great mountain still shudders, as if stirring in deep 
  sleep.  
   
  Animal life is a cornucopia, with many species of 
  birds, small mammals, man eating monkeys, apes 
  and reptiles, including giant serpents and 
  scorpions. Jaguars, tigers and their sabre tooth 
  cousins prowl here, but even these are not the 
  apex predators of this prehistoric wilderness.  
   
  Rumours speak of half human, half serpent folk 
  hiding in the deepest jungle, the last of the cold 
  blooded Scaled Ones. Born of a steamier, more 
  tropical age, some say the serpentmen were 
  forced into exile by the cooling of the planet and 
  the “warmblood plague”.  
   
  Trackless Moors 
  South of Crow’s Keep and north of Nydissia’s 
  Melek lie the Trackless Moors. This immense 
  region of fog addled wetlands is fed by run off 
  from the Ulgoth Foothills, the Spine and 
  groundwater flows from Lake Argos. Heather, 
  bracken and crowberry cover most of the 
  territory, interspersed with pockets of forested 
  willow, birch, bald cypress and mangrove trees. 
  Over the centuries, a thick layer of peat has built 
  up, enabling bogs and fens to form. Fungi of a 
  wide range of toxicity can be found throughout.  
   
  With respect to fauna, deer, otters and hare are 
  common, as are wolves in the drier regions. 
  Serpents and crocodiles are numerous, including 
  terrifying man eaters up to 20 ft long. Skorn and 
  thuels tend to prefer the dry tracts, but small 
  
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  nomadic clans (particularly outcasts) are not 
  unheard of in the watery byways. 
   
  Parasites such as mosquitoes and leeches infest 
  the swamplands, and hapless explorers might face 
  their giant sized cousins. Of all the fen’s denizens 
  however, none are more terrifying than the moor 
  trolls. Hideous 10 ft humanoids with elongated 
  arms and crusty, noduled skin, these cruel 
  carnivores sometimes hibernate in the dark pools 
  until soft fleshed humanoids rouse them. 
   
  White Drifts 
  Beyond the northernmost foothills of the 
  Ironhulls is the edge of the White Drifts. The 
  climate here is wintry and unforgiving; the further 
  north one travels the more persistent the snow 
  and ice become, until frosty climes stretch as far 
  as the eye can see.  
   
  Veering northwest leads to the Frozen Coast and 
  the Boreal Sea, casting off point to Varnor, the 
  homeland of the Jarls. Small supply outposts dot 
  the landscape, which the northerners use to 
  navigate south. To the northeast the altitude rises, 
  cruel winds bend the trees and ghostly lights 
  illuminate the night sky. Little survives in this 
  blasted environment, certainly no men reside 
  here.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The few records that provide an inkling into the 
  artic wastes suggest miles of elevated, featureless 
  plateaus, pockmarked with deadly crevasses and 
  icebound ruins. The Frost Giants once ruled the 
  drifts, evidenced by their ruins, and perhaps 
  some small clans still linger. But beyond this, 
  precious little is known. Some suggest the first 
  men of Argosa descended from the high ice, but 
  if that be so, where did the they come from, and 
  what did they leave behind?  
   
  Wistwood 
  Wistwood is one of the colder and more austere 
  forests of the continent, a mix of grand pine, fir 
  and cedar trees. Morning mist is common, 
  usually lifting with the rising sun and lakeside 
  breezes. Within the trees, sunlight is prevalent, 
  providing good visibility once the haze disperses. 
   
  Such amiable surrounds however are dangerously 
  misleading. Any trails to be found are not the 
  work of civilized men, but that of hostile thuels 
  and warring, bloodthirsty skorn. In the outer 
  trees, dire wolves, bears and territorial boars are 
  common, whilst the deeper woods conceal ettins, 
  giant slugs and the cursed grotesques known as 
  urgot. Like all outlands, lost ruins might be found 
  here, untouched by the half men and barbarian 
  tribes that shun them as forbidden.  
   
   
   
   
   
   
   
   
   
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  PLAYER OPTIONS 
   
  Outlined below are some new options for player 
  character creation, including class gear packs, 
  Midlands party bonds, and the Monk, Ranger 
  and Artificer classes for LFG. Players should 
  check with their GM whether these options are 
  permitted; the artificer in particular well and truly 
  tests the boundaries of verisimilitude and may not 
  suit every campaign. 
   
  Gear Packs 
  For convenience, class based gear packs are 
  provided below to speed character creation. Each 
  PC also receives (i) one melee weapon, (ii) one 
  armour, (iii) one shield (if available to that class), 
  and (iv) 1d6 gp left over.  
   
  Note that gear packs are more generous than 
  standard starting gold. Gear packs might also be 
  useful for improvised NPC Adventurers or loot 
  (choose the appropriate class pack, or roll 1d8). 
   
  Gear Packs 
  (1) Artificer 
  Backpack, coin pouch, bedroll, 
  rations 
  (1 
  week), 
  waterskin, 
  tinderbox, lantern & 1d4 oil flasks, 
  1d2 fire pots, 10 ft chain, 10 ft pole 
  (in three sections, slots together), 
  spare tinker parts. 
  (2) Barbarian 
  Backpack, coin pouch, bedroll, 
  rations 
  (1d6 
  days), 
  waterskin, 
  tinderbox, 
  1d6 
  torches, 
  totem 
  object, anti-toxin herbs (1d2 doses), 
  spear or short bow & 10 arrows. 
  (3) Bard 
  Backpack, coin pouch, bedroll, 
  rations (1 week), waterskin, 1d6 
  torches, tinderbox, instrument (if 
  desired), a few pages of parchment,  
  quill & ink, jewellery (50 gp), 
  Ghoulsheen poison (1 dose). 
  (4) Fighter 
  Backpack, coin pouch, bedroll, 
  rations (1 week), waterskin, 1d6 
  torches, tinderbox, climbing gear, 
  1d6 iron spikes, 50 ft hemp rope, 
  whetstone, secondary weapon. 
  (5) Magic 
  User 
  Backpack, coin pouch, bedroll, 
  rations (1 week), waterskin, lantern 
  with 1d4 oil flasks, tinderbox, scrolls 
  of secret lore, acid (1 dose), 1d2 fire 
  pots. 
  (6) Monk 
  Backpack, coin pouch, bedroll, 
  rations (1d6 days), waterskin, 1d6 
  torches, tinderbox, healer’s kit, 100 
  ft silk rope, book of teachings (or 
  other record, eg carved sticks, 
  tattoos, etc), sacred icon (if desired). 
  (7) Ranger 
  Backpack, coin pouch, bedroll, 
  rations (1 week), waterskin, 1d6 
  torches, 
  tinderbox, 
  small 
  tent, 
  fishing gear, 50 ft hemp rope, 1d2 
  hunting traps, 
  1d2 
  trip 
  wires, 
  long/short bow and 20 arrows. 
  (8) Rogue 
  Backpack, coin pouch, bedroll, 
  rations 
  (1 
  week), 
  waterskin, 
  shuttered lantern & 1d3 oil flasks, 
  tinderbox, Fireblood poison (1 
  dose), bag of caltrops, 100 ft silk 
  rope, grappling hook, thieves’ tools. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Party Bonds 
  For those who prefer to establish party bonds prior to commencing play (or when a new PC joins the party), 
  a bonds table customised for the Midlands setting appears below. Roll 1d20 or select an appropriate entry. 
  The examples provided may be used as is or leveraged for inspiration; players and GMs are encouraged to 
  add their own options. 
   
  1d20  
  BOND WITH PARTY MEMBER 
  1 
  Raiders, slaves or captives aboard the notorious Varnori longship Barator, under the 
  command of Drar Sigvir, plying the waters of Lake Argos.  
  2 
  Sailors, guides or guards for Master Garcilo, a Karok merchant who toured the lake cities. 
  3 
  Students or employees of the Royal College of Inquiry in Northgate, perhaps under the 
  same tutor or boss.  
  4 
  Indentured/free gladiators or pit sweepers of Melek’s dreaded Ogorien Fighting Pits. 
  5 
  Translators, etiquette aides or slaves for nomadic thuels of the Great Plains, travelling to a 
  remote outpost to trade.  
  6 
  Lone survivors of the Blackbrand Mercenary Company, destroyed in a recent engagement 
  with their bitter rivals, the Wolfcrag Riders.  
  7 
  Conmen, muscle or other agents working closely with Torvir “the Vice”, best thief in all of 
  Vorngard (even if he does say so himself).  
  8 
  Ex-prisoners of Dol-Karok, working the mines under the whips of House Tergoza, or 
  failed prospectors of the Lost Roads.  
  9 
  Bodyguards or other aides to Lady Hamil of Crow’s Keep, a prominent widow and noble 
  of the city, of good standing in the Royal Court. 
  10 
  Sentries, scouts or herbalists of Melek’s borderlands in the Trackless Moors.  
  11 
  Mercenaries, survivors or looters of the Argos Plateau Massacre, when three rival 
  barbarian tribes decimated each other over a long standing blood feud. 
  12 
  Siblings or cousins (adopted or otherwise). With a (roll 1d6): (1) evil, (ii) bankrupt, (iii) 
  sick, (iv) missing, (5) interfering, or (6) filthy rich parent or other close relative. 
  13 
  Drinking buddies from way back, frequenting Vorngard’s popular Salty Strumpet tavern. 
  Well known by the proprietor Yinvild.  
  14 
  Current or ex-members of House Vorrox’s extensive spy network (see Dol-Karok). 
  15 
  Previously worked for, or indebted to, the same crime boss: Guildmaster Marakett (of the 
  Red Hooks gang, in Port Brax). 
  16 
  Vermin exterminators in Melek’s or Port Brax’s extensive sewer systems. 
  17 
  Prisoners of the Skull Drinkers thuel clan of the High Plains, before escaping together.  
  18 
  Monster hunters who dispatched the much maligned ogre twins, Sorg & Grunkor, who 
  had been terrorizing a city’s borderlands, remote outpost or thuel hunting grounds. 
  
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  19 
  Partners in Rotgut’s Brewbarrel; a failed (or otherwise disappointing) ale and spirits 
  business. Smuggling unrelated contraband may or may not have been part of the business 
  model.  
  20 
  Explorers, herbalists or surveyors of the Wistwood, Drelnor Forest or Suurat Jungle. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Artificer 
  You are an artificer, an expert alchemist and 
  forge master, cultist of gears and black powder 
  savant.  You might be a reclusive tinker, a burly 
  gadgeteer, a fume addled apothecary or an 
  arrogant steamsmith.  
   
  Hammer in hand and hellfire at your belt, you 
  travel abroad in search of inspiration, putting 
  your unique devices to the test. Most folk brand 
  you a menace; a heretic meddling in secret and 
  unstable forces, destined for an early grave. And 
  perhaps they’re right. Yet no man lives forever, 
  and all kingdoms fade; what matters is whether 
  your next discovery will change the world. 
   
  Key Attribute:   
  Intelligence (Min 15). 
   
  Hit Points:  
   
  (1d3+3) per level (gains  
  1 hp/level after 9th). 
   
  Armor and Shields:  
  Light, Medium armour. 
   
  Weapons: 
  One handed weapons,  
  light crossbow, sling. 
   
  Skills: 
  Apothecary, General 
  Lore plus 4 of the 
  following: Acrobatics, 
  Animal Lore, Athletics,  
  Deception, Detection, 
  Gather Information, 
  Insight, Persuasion, 
  Sleight of Hand, Stealth, 
  Traps & Locks.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ARTIFICER  
  ADVANCEMENT  
  Level  
  Hit Points  
  1d3+3  
  Attack  
  Bonus  
  1 
  1 
  0 
  2 
  2 
  1 
  3 
  3 
  2 
  4 
  4 
  2 
  5 
  5 
  3 
  6 
  6 
  4 
  7 
  7 
  5 
  8 
  8 
  5 
  9 
  9 
  6 
  10 
  +1 HP 
  7 
  11 
  +1 HP 
  8 
  12 
  +1 HP 
  8 
   
  Traps & Locks. 
  
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  Alchemy & Mechanica (1
  st level) 
  As an artificer, you are privy to secret lore 
  governing the fundamental forces of the natural 
  world, enabling you to invent unique devices and 
  mixtures. By 1
  st level, you have crafted a number 
  of inventions equal to your Int modifier. Each 
  level thereafter you create one additional 
  invention, and if desired, may substitute one 
  known invention for another. 
   
  You begin an adventure with one use of this 
  ability per level. You may regain expended uses 
  by taking short or long rests (LFG p.56). Each 
  time you use this ability, choose one of your 
  inventions to apply. If an invention requires a Int 
  check, you may use your Reroll Pool.  
   
  ��
  Black Powder Weapon: You have 
  created one (and only one) prototype 
  black powder weapon: Two handed, 
  Range 120 ft, 4d4 damage, reload as 
  crossbow. Damage dice that roll 4 are 
  rolled again and accumulate. On a 
  natural 19 attack roll, a random body 
  part is injured (roll 1d6 and consult the 
  Injuries & Setbacks table). The weapon is 
  loud, preventing stealth. On a fumbled 
  attack, 
  the 
  weapon 
  malfunctions, 
  rendering it a club until repaired (per 
  shield rules). Once created, you may 
  wield the weapon like any other (does 
  not require expending uses of Alchemy 
  & Mechanica). If the weapon is lost or 
  destroyed, you may create a replacement 
  during downtime.  
   
  ��
  Breathing Mask: You may activate an 
  independent air supply as part of your 
  action or in response to a gas attack. You 
  are immune to gas attacks and may 
  breathe underwater for 1d6 x 10 mins. In 
  certain situations you might be able to 
  share your air supply with others, 
  dividing the duration by the number of 
  users (GM discretion). 
   
  ��
  Chaintooth Weapon: You have created 
  one (and only one) prototype chainsaw 
  melee weapon (or other mechanized 
  melee device, eg: piston hammer, torch 
  mace):  Two handed, 2d4+1 damage, 
  damage dice that roll 4 are rolled again 
  and accumulate. On a natural 19 attack 
  roll, a random body part is injured (roll 
  1d6 and consult the Injuries & Setbacks 
  table). The weapon is loud, preventing 
  stealth. On a fumbled attack, the weapon 
  malfunctions, rendering it a club until 
  repaired (per shield rules). Once created, 
  you may wield the weapon like any other 
  (does not require expending uses of 
  Alchemy & Mechanica). If the weapon is 
  lost or destroyed, you may create a 
  replacement during downtime.  
   
  ��
  Corroding Spray: As part of your action 
  you may cause a single metallic object 
  within 5 ft (eg: weapon, armour) to rust, 
  crack or otherwise be destroyed. If the 
  target object is carried, a Luck (Dex) save 
  resists. Enchanted objects or special 
  metals (eg silvered) are immune. 
   
  ��
  Flash Rig: When hit by a melee attack 
  from a sight based opponent, you may 
  activate a blinding flash from a modified 
  bracer or other worn item, imposing a 
  66% miss chance on the attack. 
   
  ��
  Fume Flask: You may spend an action to 
  hurl a gas device up to 90 ft, causing one 
  of the following non-magical but spell 
  like effects in a 10 ft radius (your choice): 
  Sleep, Stinking Cloud or Fog Cloud. The 
  cloud duration is 1d6 x 10 mins. 
   
  ��
  Hellfire Glass: You may spend an action 
  to hurl an explosive device up to 90 ft, 
  blasting a 10 ft radius for 2d4 damage 
  plus 1d4 every odd level beyond 1
  st (no 
  save). Damage dice that roll 4 are rolled 
  again and accumulate. Hellfire glass may 
  
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  not be used if the artificer is within an 
  enemy’s melee reach. The device may 
  also be set as a trap using a fuse, timer, 
  tripwire or similar. If multiple devices are 
  combined into a single trap, each 
  additional glass alternates between adding 
  1d4 damage or increasing the blast radius 
  by 5 ft (maximum 20 ft).  
   
  ��
  Ironward: When hit by a metal based 
  attack (sword, arrow, trap blade), you 
  may make an Int check to activate a 
  magnetic pulse, deflecting the attack at 
  the last moment. 
   
  ��
  Thunder Gauntlet: You may spend an 
  action to channel a shockwave at a single 
  target within 5 ft, hurling it 2d4 x 5 ft. A 
  creature gains a Luck (Con) save to resist. 
  Larger than man sized targets, or fixed 
  objects, are generally immune (GM 
  discretion). You cannot launch yourself 
  using this ability. 
   
  ��
  Mutagen: You may use one of these 
  highly unstable and taxing concoctions as 
  part of your action, granting a random 
  benefit for 2d6 rounds. Only one 
  mutagen may be active at a time. When a 
  mutagen expires, there is a 50% chance 
  the artificer suffers 1 point of attribute 
  loss (determine randomly, excluding Int). 
  Roll 1d8 to determine the effect: 
   
  1.� Str increases to 17. 
  2.� Dex increases to 17. 
  3.� Str & Dex increase to 17. 
  4.� Spend an action to spit poison at 
  a single target up to 15 ft (Luck 
  (Con) save or paralysed for 1d4 
  hours). Unused spit turns inert 
  when the mutagen expires. 
  5.� You exude eye watering fumes, 
  causing all creatures within 5 ft to 
  make a Luck (Con) save on their 
  turn or suffer blindness until the 
  start of their next turn. 
  6.� As the Haste spell (self only). 
  7.� As the Stoneskin spell.  
  8.� Restore 1d10 hp each round on 
  your turn (ends if reduced to 
  zero hp). 
   
  ��
  Truth Serum: If injected or ingested, this 
  serum causes the target to blurt out 
  honest answers to questions posed for 
  2d6 rounds (Luck (Will) save resists). 
   
  ��
  Xray Goggles: For one round, you gain 
  xray like vision in a 30 ft cone with a 10 ft 
  base, able to penetrate 1 ft of metal, 
  stone, earth or wood. A thin sheet of lead 
  blocks the effect.  
   
  Generally speaking, other classes do not have the 
  expertise (including making on the fly calibrations 
  and dosing adjustments) or acquired tolerances to 
  make effective use of your inventions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Troubleshooter (2nd level) 
  Once per point of Int modifier per adventure, 
  you may attempt to improvise a jury rigged device 
  or ad hoc mixture to bypass a current obstacle, or 
  assist the party in some other way. A successful 
  Int check is required (Reroll Pool available), 
  modified at the GM’s discretion. The device is 
  fashioned from spare parts and chemicals, 
  scavenged or adapted from nearby materials, or 
  borrowed 
  from 
  companions. 
  The 
  GM 
  determines whether a proposed item is possible 
  in the circumstances, and how long it takes to 
  create. Some examples might include:  
   
  �� A primitive but serviceable parachute, 
  �� Tailored acid that melts through a lock in 
  a few moments before turning inert, 
  �� One shot flare gun or magnetic grapple, 
  �� Fusing agent to bind two inanimate 
  objects together, or 
  �� Sticky gloves to climb a sheer surface. 
   
  The devices and mixtures are temporary and 
  makeshift, lasting up to 1d4 hours at best. At the 
  GM’s option, highly improbable or complex 
  items might also cost 1 point of Luck. 
   
  Unique Feature (3rd, 6th, 9th and 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your artificer. Feel free to borrow feats, 
  class abilities, perks and so on from other RPGs, 
  modified to suit LFG. The advancement need 
  not be limited to traditional artificer themes, 
  allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
  New Skill (4th and 8th level) 
  At 4
  th and 8
  th level, you gain one new skill (the 
  skill need not be on your class list). 
   
  Major Breakthrough (5th level) 
  At 5
  th level, you make a major breakthrough or 
  new discovery, enabling the following benefits:  
   
  ��
  New Alchemy & Mechanica:  During 
  downtime, you create a new Alchemy & 
  Mechanica invention, adding it to your 
  known abilities. Work with your GM to 
  determine 
  the 
  details, 
  subject 
  to 
  playtesting, etc, like a Unique Feature. 
   
  ��
  Field Repair: Once per adventure, you 
  may spend 1d6 x 10 mins to repair a 
  broken or damaged item (eg shield, 
  weapon) in the field, using your carry 
  tools, spare parts, etc.  
   
  ��
  Replacement Limb: During downtime, at 
  a cost of at least 1,000 gp (GM 
  determines), 
  you 
  may 
  permanently 
  replace a lost limb with a clockwork, 
  steam and/or canned lightning powered 
  facsimile, eliminating injury penalties. 
  The subject permanently loses 1 Con but 
  gains +1 AC. Secret compartments, tool 
  and/or weapon attachments might also 
  be possible at the GM’s option. 
  Maximum one limb per subject.  
   
  Supercharged (7th level) 
  At 7
  th level, you may reroll any or all Alchemy & 
  Mechanica related damage dice, or your initial 
  Mutagen roll. Each individual die to be rerolled 
  costs one Reroll die. 
   
  House of Gears (10th level)  
  At 10
  th level, you may establish an artificing 
  facility,  complete with a mine, forge, workshop, 
  laboratory 
  and 
  apprentices. 
  As 
  Master 
  Mechanica, you set the facility’s goals and 
  objectives.  
  
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  Monk 
  You are a monk, a pilgrim adventurer and martial 
  artist, 
  travelling 
  the 
  wilds 
  in 
  search 
  of 
  enlightenment. You might be a peacekeeping 
  vagabond, a reclusive mystic or a vigilante drifter. 
  Raised by your order, you lack family attachment 
  and eschew material things, focusing instead on 
  the perfect alignment of mind, body and spirit.  
   
  Unarmed and unarmoured, only a fool mistakes 
  you for easy prey. A lifetime of training has 
  forged you into a fearsome weapon; strong as the 
  mountain and supple as the wind, you perform 
  deeds others hold impossible. The embodiment 
  of discipline, your warrior spirit burns brighter 
  than the sun; ageless and unyielding. 
   
  Key Attribute:   
  Willpower 
   
  Hit Points:  
   
  (1d4+4) per level (gains  
  2 hp/level after 9th). 
   
  Armor and Shields:  
  None 
   
  Weapons: 
  Spear,  shortsword, 
  dagger, staff and sling. 
   
  Skills: 
  Acrobatics, Apothecary, 
  Athletics, plus 4 of the 
  following: Arcane Lore, 
  Deception, Detection, 
  General Lore, Insight, 
  Persuasion, Stealth, 
  Traps & Locks, 
  Wilderness Lore. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MONK  
  ADVANCEMENT  
  Level  
  Hit Points  
  1d4+4  
  Attack  
  Bonus  
  1 
  1 
  0 
  2 
  2 
  1 
  3 
  3 
  2 
  4 
  4 
  2 
  5 
  5 
  3 
  6 
  6 
  4 
  7 
  7 
  5 
  8 
  8 
  5 
  9 
  9 
  6 
  10 
  +2 HP 
  7 
  11 
  +2 HP 
  8 
  12 
  +2 HP 
  8 
  Persuasion, Stealth, 
  Traps & Locks, 
  Wilderness Lore.
  
  �
  ���
  �
  Martial Arts (1st level) 
  Monks are masters of unarmed combat, causing 
  1d6 damage (plus Str modifier) with their hands, 
  feet and other body parts. They may make an 
  extra attack each turn with a punch, kick, 
  headbutt etc as if armed with two weapons (LFG 
  p.50). This extra attack does not suffer 
  disadvantage, unless the monk is also using a 
  weapon two handed (LFG p.50).  
   
  Monk Techniques (1
  st level) 
  Monks employ secret and highly effective fighting 
  techniques, passed down from master to pupil 
  over the centuries. At 1
  st level, the monk knows a 
  number of techniques equal to his Will modifier. 
  Each level thereafter the monk learns one 
  additional technique, and if desired, may 
  substitute one known technique for another. 
   
  You begin an adventure with one use of this 
  ability per level. You may regain expended uses 
  by taking short or long rests (LFG p.56). Each 
  time you use this ability, choose one of your 
  known techniques to apply. You may use this 
  ability as part of your normal action. If a 
  technique requires a Will check, you may use 
  your Reroll Pool.  
   
  ��
  Acrobatics (Formless Water): Until the 
  start of his next turn, the monk gains a 
  bonus equal to twice his Will modifier to 
  AC, Luck (Dex) saves and defensive Dex 
  checks. This ability may be triggered 
  after being hit or otherwise targeted by an 
  opponent (potentially turning a hit into a 
  miss, etc). 
   
  ��
  Channel Spirit (Unchain the Dragon): 
  The monk channels her spirit into her 
  unarmed strikes, causing critical hits on 
  natural 19-20 attack rolls, and bypassing 
  immunity or suppressing regeneration 
  the target has vs non-magical weapons. 
  This effect lasts a number of rounds 
  equal to the monk’s Will modifier. 
   
  ��
  Deflect Projectile (Moon shields Sun): 
  When damaged by a non-magical ranged 
  attack (dagger, arrow, boulder, etc), this 
  ability may be triggered to negate it. 
   
  ��
  Impossible Leap (Heaven’s Leap): The 
  monk may jump up to 30 ft in any 
  direction. Some GM’s might require a 
  staff, creature or terrain to launch from. 
   
  ��
  Mind over Matter: The monk may delay 
  the effect of a bodily injury (see Injuries 
  & Setbacks table; LFG p.54) until the 
  next long rest. Only one injury may be 
  delayed at a time. 
   
  ��
  Moment of Clarity: Until the start of his 
  next turn, the monk ignores penalties 
  due to poor visibility, and pinpoints 
  invisible or hidden foes within 30 ft. 
   
  ��
  Perfection of Will : When subject to an 
  effect that requires a Luck (Will) save, 
  the monk may make a Will check 
  instead. 
   
  ��
  Purity of Self: When subject to a disease 
  or poison effect (magical or otherwise), 
  the monk may make a Will check to 
  negate it.  
   
  ��
  Redirect Attack (Fork the River): When 
  damaged by a melee attack, the monk 
  may make a Will check to transfer the 
  damage to another enemy instead (within 
  reach of the monk or original attacker).  
   
  ��
  Stunning Strike (Iron Fist): On a failed 
  Luck (Will) save, one target within reach 
  loses its next action. Truly colossal 
  creatures may be immune to this effect, 
  at the GM’s discretion.  
   
   
   
  
  �
  ���
  �
  Open Hand Versatility (2nd level) 
  Monks are experts in controlling and subduing 
  their opponents. On a natural 19 unarmed attack 
  roll, the monk may grab, trip, disarm or push the 
  target up to 10 ft.  
   
  Unique Feature (3rd, 6th, 9th and 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your monk. Feel free to borrow feats, 
  class abilities, perks and so on from other RPGs, 
  modified to suit LFG. The advancement need 
  not be limited to traditional monk themes, 
  allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
   
  New Skill (4th and 8th level) 
  At 4
  th and 8
  th level, you gain one new skill (the 
  skill need not be on your class list). 
   
  Enlightened Warrior (5th level) 
  At 
  5
  th 
  level, 
  you 
  unlock 
  glimmers 
  of 
  enlightenment, invigorating your physical, mental 
  and spiritual being. You gain the following 
  benefits:  
   
  ��
  Open Hand Versatility applies on a 
  natural 19-20 attack roll, 
   
  ��
  Once per adventure, after a period of 
  meditation and contemplation, you may 
  spend a Reroll die to gain a useful 
  insight. Bearing in mind your party goals, 
  the GM will remind you of an important 
  piece 
  of 
  information, 
  spotlight 
  an 
  overlooked clue or connection, or 
  provide some other inspiration, and 
   
  ��
  Once per adventure, during your turn 
  you may spend a Reroll die to end a 
  magical effect you are subject to (if others 
  are subject to the same effect, it does not 
  end for them).  
   
  Counter Attack (7th level) 
  At 7
  th level, after being damaged by an enemy, 
  you may spend a Reroll die to make a single 
  unarmed attack against that foe. This ability may 
  not be used more than once per round. 
   
  Monastery (10th level)  
  At 10
  th level, a monk may establish a monastery,  
  complete with dedicated novices and a handful of 
  older monks to guide them. As Grandmaster, 
  you set your order’s philosophy and objectives 
  (which need not align with your original order).  
   
   
   
   
   
   
   
   
   
   
   
   
  
  �
  ���
  �
  Ranger 
  You are a ranger, a hunter of monsters and men;  
  scout of the borderlands and sentinel of 
  civilization. You might be a faultless tracker, a 
  brave woodsmen, a grizzled beastmaster or a 
  veteran explorer.  
   
  Bold and self reliant, your skill with the bow is 
  rightly feared and your herbalist lore respected. 
  Some consider you a lone wolf, but your party 
  allies and beast friend provide all the fellowship 
  you need. Beholden to no master, you alone 
  decide your fate; free as a bird and boundless as 
  the sky.  
   
  Key Attribute:  
  Perception 
   
  Hit Points:  
   
  (1d4+4) per level (gains  
  2 hp/level after 9th). 
   
  Armor and Shields:  
  Light, Medium armour. 
   
  Weapons: 
  One handed weapons, 
  any ranged weapons 
  except heavy crossbow 
   
  Skills: 
  Animal Lore, 
  Wilderness Lore, 
  Stealth, plus 3 of the 
  following: Acrobatics, 
  Athletics, Apothecary 
  Arcane Lore, 
  Deception, Detection, 
  General Lore, Insight, 
  Persuasion, Traps & 
  Locks. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RANGER  
  ADVANCEMENT  
  Level  
  Hit Points  
  1d4+4  
  Attack  
  Bonus  
  1 
  1 
  1 
  2 
  2 
  1 
  3 
  3 
  2 
  4 
  4 
  2 
  5 
  5 
  3 
  6 
  6 
  4 
  7 
  7 
  5 
  8 
  8 
  5 
  9 
  9 
  6 
  10 
  +2 HP 
  7
  11 
  +2 HP 
  8 
  12 
  +2 HP 
  9 
   
  y
  Arcane Lore,
  Deception, Detection,
  General Lore, Insight,
  Persuasion, Traps &
  Locks.
  
  �
  ���
  �
  Beast Companion (1st Level)  
  During downtime between adventures, you may 
  gain a beast companion. Your companion is an 
  especially smart, brave and loyal animal of small 
  to moderate size (three examples are provided 
  below). The two of you share a special bond and 
  communicate using sounds, touch, hand gestures, 
  body language and the like.  
   
  Your beast companion gains the following 
  benefits:  
   
  ��
  Maximum hit points, plus 2 hp per 
  ranger level. 
   
  ��
  To hit bonus, and critical hit damage, 
  based on the ranger’s level (per the 
  Advancement Table). 
   
  ��
  One skill that is reasonably applicable to 
  an animal (Stealth, Athletics, etc). 
   
  ��
  Luck attribute equal to the ranger’s 
  current Luck. The ranger’s Luck is not 
  reduced on a successful Luck save by the 
  companion.  
   
  ��
  Treated as a PC for the purposes of (i) 
  morale, (ii) death, (iii) injuries, and (iv) 
  healing. 
   
  ��
  Shares the ranger’s Reroll Pool.  
   
  Beast companions are the epitome of their 
  species. Their natural aptitude, combined with 
  the ranger’s guidance, produces an animal 
  uniquely suited to the rigours of adventuring. 
   
  Wolf, AC 11 + ranger’s Perc modifier, HD 1+2, 
  Bite 1d6+1, 19: target is knocked prone or 
  grabbed, S15 D13 C16 I5 P14 W13 Ch7, L 
  special, Mv 60 ft. The wolf gains advantage when 
  tracking and on attack rolls when flanking an 
  opponent. 
  Viper, AC 12 + ranger’s Perc modifier, HD 1, 
  Bite 1d3 + poison, 19: extra strong venom dose 
  causing 2d6 damage, S10 D17 C14 I5 P13 W14 
  Ch6, L special, Mv 30 ft. 
   
  The viper is approximately 6 - 8 ft long, able to 
  climb trees and squeeze into locations other beast 
  companions cannot. It also detects body heat up 
  to 10 ft distant (ignores visibility penalties against 
  living targets). The viper’s poison causes 1d6 
  damage (Luck (Con) save negates). 
   
  Owl, AC 12 + ranger’s Perc modifier, HD 1d6 
  hp, Rake 1d4+1, 19: eyes bloodied; target blind 
  until end of their next turn, S7 D16 C12 I5 P16 
  W15 Ch8, L special, Mv 90 ft. The owl can fly, 
  and sees as well in darkness as in light (provided 
  there is some light to amplify, for example 
  moonlight). It gains the usual aerial combatant 
  advantages (LFG p.82). 
   
  Rangercraft (1
  st level) 
  Travelling the outlands is dangerous for large, 
  well armed caravans, let alone solitary hunters, 
  requiring rangers to hone a variety of survival 
  talents. At 1
  st level, the ranger knows a number of 
  talents equal to his Perc modifier. Each level 
  thereafter the ranger learns one additional talent, 
  and if desired, may substitute one known talent 
  for another. 
   
  You begin an adventure with one use of this 
  ability per level. You may regain expended uses 
  by taking short or long rests (LFG p.56). Each 
  time you use this ability, choose one of your 
  known talents to apply. You may use this ability 
  as part of your normal action. If a talent requires 
  a Perc check, you may use your Reroll Pool.  
   
  ��
  Animal Ken:  The ranger and his beast 
  companion 
  may 
  briefly 
  exchange 
  detailed information, including matters 
  which might not normally be imparted by 
  an animal (GM discretion). The GM 
  might require a Perc check for especially 
  complex information. 
   
   
  
  �
  ���
  �
   
   
   
   
   
   
   
   
   
   
   
   
  ��
  Anti-toxin Draught: One target within 
  reach may apply the effects of Anti-toxin 
  (LFG p.32). In addition, 1d4 attribute 
  points lost due to poison are restored 
  over 1d6 hours. 
   
  ��
  Instinctive Rescue: The beast companion 
  may perform a rescue that targets the 
  ranger (LFG p.49).  If the GM agrees a 
  rescue is possible, the companion must 
  make a Dex check and the ranger a Perc 
  check. If successful the rescue occurs. 
  No Luck check is required. This ability is 
  not available if the beast companion is 
  incapacitated.  
   
  ��
  Nature’s Venom: After you hit with a 
  weapon attack, you may impose a 75% 
  chance that the target’s next turn occurs 
  last in the initiative order. This is a 
  poison effect. 
   
  ��
  Off Hand Adept: If two weapon fighting 
  (LFG p.50), before rolling to hit with an 
  extra attack this turn, you may choose to 
  negate the usual disadvantage penalty for 
  that attack roll. 
   
  ��
  Cover Fire: If the ranger or an ally is hit 
  by a ranged attack, you may force the 
  attacker to reroll that attack and use the 
  lowest result. The ranger must be armed 
  with a ranged or throwing weapon and be  
   
   
   
   
  ��
   
   
   
   
   
   
   
   
  within range of the attacker to activate 
  this ability. 
   
  ��
  Ranger’s Ointment: For 1d6+6 hours, 
  one target within reach gains advantage 
  on rolls to resist adverse effects inflicted 
  by cold, heat/fire and lightning (magical 
  or otherwise).  
   
  ��
  Seasoned Explorer: The ranger gains 
  advantage on all checks related to 
  Wilderness Lore. Once known, this 
  talent is always active, and does not 
  require expending a rangercraft use. 
   
  ��
  Sharpshooter: After rolling for damage 
  with a ranged attack, the ranger may 
  make a Perc check. If successful, the 
  attack causes critical hit damage instead. 
  This ability may not be used more than 
  once per round. 
   
  ��
  Veteran Scout: For 1d6 x 10 minutes, the 
  ranger and beast companion leave no 
  tracks, ignore armour penalties and move 
  stealthily without slowing their normal 
  move rate (if the GM normally requires 
  such). 
   
  ��
  Slip Away: The ranger gains the Rogue’s 
  Skirmisher ability until the end of her 
  next turn. 
   
   
  �
  
  �
  ���
  �
  Steady Shot (2nd level) 
  From 2
  nd level, when making ranged attacks,  
  targets lose up to 2 points of AC bonus due to 
  cover. Additionally, if you miss your target, you 
  never reroll the attack against an ally in the same 
  melee (LFG p.50). 
   
  � 
   
   
   
   
   
   
   
   
   
  Unique Feature (3rd, 6th, 9th and 12th 
  level) 
  Every 3
  rd level, devise one new ability, trait or 
  theme for your ranger. Feel free to borrow feats, 
  class abilities, perks and so on from other RPGs, 
  modified to suit LFG. The advancement need 
  not be limited to traditional ranger themes, 
  allowing for a degree of multi-classing.  
   
  The open nature of these unique features 
  requires some table discussion to keep things 
  balanced and consistent with the genre of your 
  game. Consider these advancements under 
  constant playtesting and subject to tweaking. 
  Tables 
  that 
  prefer 
  simplicity 
  (or 
  feel 
  uncomfortable creating their own abilities) might 
  ignore this advancement altogether, or increase a 
  single attribute by 1 point (maximum 18) instead. 
   
  New Skill (4th and 8th level) 
  At 4
  th and 8
  th level, you gain one new skill (the 
  skill need not be on your class list). 
   
  Master Hunter (5th level) 
  At 5
  th level, your ranged attacks cause critical hits 
  on a natural 1d20 roll of 19-20. 
   
  In addition, your beast companion gains the 
  following benefits:  
   
  ��
  Hit points increase by 3 hp per ranger 
  level (instead of 2), 
   
  ��
  Gains the Rogue Skirmisher ability (using 
  ranger level). If your companion already 
  has the Skirmisher ability, it gains +1 AC 
  instead. 
   
  Second Attack (7th level) 
  At 7
  th level, you may spend a Reroll die to make a 
  second attack that turn (if two weapon fighting, 
  you do not gain a second extra attack).  
   
  Outpost (10th level)  
  At 10
  th level, a ranger may secure an outpost as a 
  base of operations in the wilds. Your outpost is 
  patrolled and maintained by a rotating band of 
  independent trackers, hunters and allied beasts. 
  As High Ranger, you guide your band’s activities, 
  and develop an intimate knowledge of the area 
  (including enemy settlements, threats, secret 
  trails, etc). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  �
  ���
  �
  BESTIARY
   
  This chapter includes new monsters specific to 
  the Midlands, referred to in the random 
  encounter tables and adventure frameworks.  
   
  Custom Monsters 
  For GMs who wish to make their own monsters, 
  approximate Luck attributes (based on hit dice) 
  appear below. For AC and damage, simply 
  compare with similar monsters and extrapolate. 
  Referees are encouraged to be creatively devious 
  with Nat 19 effects and other special abilities. 
   
  Hit Dice 
  Luck   
  Attrribute 
  Less than 1 
  3 
  1 
  4 
  2 
  5 
  3 
  6 
  4 
  7 
  5 - 6 
  8 
  7 - 8 
  9 
  9 – 10 
  10 
  11 
  11 
  12 
  12 
  13 
  13 
  14 
  14 
  15
  15
  16 or more 
  16 
  Aberrant Terror, Maelheim 
  No. Appearing: 1 
  Armor Class: 13 
  Hit Dice: 5 
  Attacks: Tentacle (special) and Bite (2d4) 
  Nat 19: special 
  S:18 D:12 C:16 I:4 P:15 W:15 Ch:3 
  Luck: 8 
  Move: 30 ft flying 
   
  Maelheim are Aberrant Terrors with the usual 
  benefits (LFG p.98). They appear as 8 ft, floating, 
  fleshy sacks of tentacles with a single bulging eye, 
  enormous fanged maw, and a prehensile, three 
  pronged tongue. On a natural 19, the terror 
  plants its tongue on the target, draining 1 point of 
  Con, and forcing a Will check to resist a minor 
  madness. Their tentacle attack drains 1 level until 
  the adventure ends (Luck (Will) save resists). 
   
  Maelheim are hunger incarnate, manifesting to 
  gorge for a few hours before unravelling, dragged 
  back through the Veil to their alien spawning 
  ground. They have only animal intelligence, but 
  instinctively discern between friend and foe, and 
  will generally do their best to resist eating any 
  allied cultists.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  �
  ���
  �
  AAnointed Disciple 
  No. Appearing: 1d3 
  Armor Class: 12 
  Hit Dice: 2 
  Attacks: Spiked Mace (1d8). 50% chance of 1d2 
  slime pots (see Slime entries). 
  Nat 19: as weapon 
  S:9 D:13 C:13 I:12 P:10 W:10 Ch:9 
  Luck: 5 
  Move: 30 ft  
   
  This sect of dedicated researchers, astronomers, 
  archaeologists and holy men are Sulênocratha’s 
  (as they call him) closest advisors and trusted 
  lieutenants 
  on 
  the 
  streets 
  of 
  Northgate. 
  Recognised by their cowled red robes and silver 
  door signet rings, disciples often lead or 
  accompany Anointed warriors in their duties, 
  ensuring the Stargazer’s edicts are carried out.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The secret rites binding a disciple to the master 
  involve a glimpse beyond the Veil and ingesting 
  some of Nocratha’s slime (p.102). Disciples gain 
  an unnatural hardiness plus 1 Int as a result, but 
  also develop an incurable minor madness. These 
  effects produce obvious changes in the disciple’s 
  personality; some for better, most for worse. As a 
  special reward (and incentive), Nocratha has 
  taught a handful of disciples to cast one or two 1
  st 
  level spells. Over time, all disciples develop an 
  unnatural allegiance to the Stargazer, not 
  dissimilar to the faithfulness of a family pet. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Anointed Warrior 
  No. Appearing: 2d4 
  Armor Class: 16 (heavy chain, shield) 
  Hit Dice: 3+1 
  Attacks: Mace (1d8+1), Short Bow (1d6). 10% 
  chance of a 1d2 slime pots (see Slime entries).  
  Nat 19: as weapon 
  S:14 D:10 C:14 I:10 P:10 W:10 Ch:10 
  Luck: 6 
  Move: 30 ft  
   
  Anointed warriors are the martial arm of 
  Sulênocratha’s sect, easily recognised by their red 
  cloaks, black tunics, heavy chainmail and 
  shoulder pauldrons with the silver door sigil. The 
  warrior’s rites of commitment involve ingesting 
  some of the Stargazer’s blood and slime, granting 
  them unnatural hardiness and resistance to fear 
  (advantage on fear and morale related checks), 
  but also imposing an incurable minor madness. 
  Like the disciples, this produces changes in the 
  Anointed’s personality; most for the worse. Over 
  time, warriors develop the same slow and 
  inscrutable dedication to their master as their 
  disciple counterparts. 
  
  �
  ���
  �
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Argosan Strangler 
  No. Appearing: 2d6 
  Armor Class: 13 
  Hit Dice: 4+1 
  Attacks: Bite (2d6) 
  Nat 19: special 
  S:19 D:13 C:13 I:4 P:10 W:9 Ch:5 
  Luck: 7 
  Move: 30 ft or 60 ft swimming  
   
  Argosan stranglers are 9 ft, rubbery amphibians 
  that frequent Lake Argos, the Siltwater and the 
  northern seas. They have a humanoid upper 
  body, with tentacle arms and an eel’s tail. Their 
  bodies are coated in mucus that turns sticky when 
  exposed to air, allowing them to swiftly scale the 
  sides of ships or sheer rocks for a short time. 
   
  Strict carnivores, stranglers exist on a diet of 
  marine animals, but prefer human flesh. Over the 
  centuries they have learnt that sailing vessels carry 
  their favourite meal and ambush them whenever 
  possible, lurking along trade routes. 
   
  On a natural 19, the target is strangled, 
  automatically suffering 2d6 damage each round 
  on the monster’s turn. The target may spend an 
  action to make an opposed Str check to break 
  free. Once per hour, a strangler may spend an 
  action to spray sticky acid from its tentacle arms 
  up to 30 ft (single target). A Luck (Dex) save is 
  required to avoid 1d6 damage per round for 1d6 
  rounds. The acid is potent enough to eat through 
  wooden hulls if given enough time and not 
  washed away by water. 
   
  Demon, Manipede 
  No. Appearing: 1 
  Armor Class: 14 
  Hit Dice: 9+2 
  Attacks: 2d4 Paralysing Caress (1d4 + special) 
  and Bite (1d8+1) 
  Nat 19: a random limb is paralysed for 1d6 
  months (Luck (Con) save resists). 
  S:14 D:17 C:10 I:7 P:13 W:15 Ch:6 
  Luck: 10 
  Move: 30 ft 
   
  Manipedes are 7 ft, gaunt and gangly humanoid 
  demons with eight arms. Like all demons, they 
  are corruption incarnate, despising all that lives, 
  eager to slay and devour souls to prolong their 
  manifestation in the physical world. On a hit, the 
  target must make a Luck (Con) save or be 
  paralysed for 2d6 rounds. Manipedes have the 
  usual demon benefits (LFG p.94), and are 
  protected by 50% Magic Resistance.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  �
  ���
  �
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Demon, Spine 
  No. Appearing: 1 
  Armor Class: 14  
  Hit Dice: 7 
  Attacks: Claw (1d8+1) and Spine (special) 
  Nat 19: the target is spiked (see below). 
  S:19 D:12 C:15 I:10 P:12 W:13 Ch:6 
  Luck: 9 
  Move: 30 ft 
   
  Spine demons are 6 ft bundles of muscle and 
  sinew, with flat faces and tooth like spines jutting 
  from their limbs, skull and back. They are cruelty 
  manifest and seek only to skewer and devour all 
  intelligent beings they encounter. The demon’s 
  spines inflict Unholy Rot, causing a random limb 
  (below the elbow or knee) to turn black and drop 
  off over 1d6 hours (Luck (Con) save resists). 
  Spine demons have the usual demon benefits 
  (LFG p.94), and are protected by 60% Magic 
  Resistance.  
   
  Eel, Giant 
  No. Appearing: 2d6 
  Armor Class: 12 
  Hit Dice: 3  
  Attacks: Bite  
  Nat 19: special  
  S:10 D:13 C:10 I:2 P:8 W:8 Ch:4  
  Luck: 6 
  Move: 30 ft swimming 
  These 8 ft rubbery eels have enormous teeth and 
  hunt in schools when possible. On a 19-20 attack 
  roll, the eel zaps the target with electricity, 
  draining 1 point of Con.  
   
  Feathered Maw 
  No. Appearing: 3d6 
  Armor Class: 15 
  Hit Dice: 3+1 
  Attacks: Poison Limb (special) and Bite (1d8+1) 
  Nat 19: special 
  S:14 D:14 C:12 I:3 P:14 W:12 Ch:4 
  Luck: 6 
  Move: 120 ft flying 
   
  Feathered Maws are 6 ft carnivores with 14 ft 
  wing spans, tentacle limbs, elongated necks and 
  gaping, toothy maws. Rarely spotted, they prefer 
  cooler climes and tend towards high mountains 
  and snow fields.  
   
  A maw’s limbs carry a sticky poison (Luck (Con) 
  save or paralysed for 1d4 hours), which allows 
  them to feed on a living victim at their leisure. On 
  a natural 19, the maw’s poison has penetrated the 
  victim’s brain, inflicting a moderate madness 
  (Luck (Will) save resists).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  FFey Creeper 
  No. Appearing: 2d4 
  Armor Class: 14 
  Hit Dice: 5 
  Attacks: Foul Bite (1d10 + disease) 
  Nat 19: special 
  S:19 D:10 C:14 I:7 P:10 W:15 Ch:4  
  Luck: 8 
  Move: 30 ft  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fey Creepers are 8 ft humanoid simulacrums of 
  branch and thorn, bound together with hate and 
  infused with the spirit of a sadistic fey. They are 
  temporary constructs, fusing for a specific 
  purpose before melting back into a mound of 
  sap, twig and soil. 
   
  On a natural 19, the target is partially drawn into 
  the creeper; crushed, choked and raked for an 
  extra 2d4 damage each round. A trapped target 
  may break free by winning a contested Str check 
  on their next turn (no action).  
   
  The creeper’s bite is diseased, requiring a Luck 
  (Con) save to avoid Flesh Blight (causing black, 
  weeping sores within 1d4 hours), halving all 
  healing effects on the victim (magical, short rest, 
  or otherwise). The effect lasts 1d6 months (an 
  apothecary might be able to halve the recovery 
  period).  
  Flesh Eating Vines 
  No. Appearing: 5d6 
  Armor Class: 12 
  Hit Dice: 1 
  Attacks: Crush 1d6+1 and grabbed (opposed Str 
  check to break free). 
  Nat 19: the vine releases a potent paralytic spore 
  cloud, causing 1d6 Dex loss (Luck (Con) save 
  negates). 
  S:14 D:14 C:7 I:2 P:10 W:8 Ch:1 
  Luck: 4 
  Move: NA 
   
  Flesh eating vines are quasi sentient, spiked vines 
  that crush and absorb animals or humanoids 
  foolish enough to wander into their patch. The 
  vines grow up to 20 ft, have a 15 ft reach and 
  come in a wide array of colours and forms, 
  multiplying by way of seed pods. The vines 
  automatically sense moving creatures within 60 ft 
  and will wait until their prey is within choking 
  range before striking. The plants are instinctively 
  fearful of fire and may recoil from anyone 
  brandishing an open flame (Will check to resist).  
   
  Fungoid  
  No. Appearing: 2d4 
  Armor Class: 10 
  Hit Dice: 7 
  Attacks: Bite (2d6+2) 
  Nat 19: special 
  S:19 D:5 C:16 I:1 P:10 W:8 Ch:4 
  Luck: 9 
  Move 20 ft and may climb walls, ceilings etc  
   
  Fungoids are 15 ft, giant sentient toadstools with 
  teeth and jaws, that prefer flesh to absorbing 
  nutrients via the soil. They are able to uproot and 
  move across the ground, walls and ceiling with 
  sticky appendages. Fungoids grow underground 
  or in dark, wet places, out of direct sunlight. They 
  are slow moving, and attempt to trap or catch 
  prey unawares. As an action, they may spew 
  sticky strands over a single target within 10 ft, 
  preventing them from moving away (target may 
  spend an action to make an opposed Str check to 
  break free). On a natural 19, the toadstool blasts 
  
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  the target with toxic spores, causing 1 HD loss 
  every 24 hours for 1d3 days. An apothecary with 
  the right healing herbs may be able to neutralise 
  the poison. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Jarl’s Bane 
  No. Appearing: Unique 
  Armor Class: 20 
  Hit Dice: 20 (244 hp) 
  Attacks: 2d4 Tentacles (2d10+2) and Bite (4d6) 
  Nat 19: special 
  S:22 D:10 C:21 I:5 P:10 W:18 Ch:4 
  Luck: 16 
  Move: 240 ft swimming 
   
  Jarl’s Bane is the colossal, 70 ft giant squid that 
  lives in the depths of the Siltwater, south of 
  Vorngard. Some say the behemoth guards a 
  sunken city of the First Age; but if that be so, 
  none have seen it, nor any of its relics.  
   
  The cephalopod emerges very rarely, less than 
  once a year, but when it does, no ship survives 
  the encounter. After eating its fill, the juggernaut 
  returns to the silent depths as swiftly as it 
  appeared.  
   
  Jarl’s Bane is a Boss Monster with the usual 
  benefits. On a natural 19, part of a ship is torn 
  off/sundered, or a creature is crushed to death 
  (Luck (Con) save resists, requiring a roll on the 
  Injuries & Setbacks table instead). 
   
  Golem, Bronze 
  No. Appearing: 1 
  Armor Class: 17 
  Hit Dice: 13 
  Attacks: 2 Fists (2d10) 
  Nat 19: the golem blasts blinding light into the 
  target’s face (Luck (Perc) save or blind for 2d4 
  rounds). 
  S:21 D:8 C:23 I:- P:10 W:- Ch:- 
  Luck: 13 
  Move: 30 ft 
   
  Bronze golems are 14 ft automatons that were 
  favoured by serpentmen in the Second Age. 
  They have 70% Magic Resistance, except against 
  the Heat Metal spell which causes 7d8 damage 
  (once only). If both Fist attacks hit, the target is 
  crushed (Luck (Con) save to avoid rolling on the 
  Injuries & Setbacks table). Bronze golems have a 
  10 ft reach.  
   
  When staggered, the golem flashes brilliant light 
  in a 20 ft radius, blinding targets for 2d4 rounds 
  (Luck (Perc) save resists). When reduced to zero 
  hp, a bronze golem explodes in a rain of 
  shrapnel, causing 5d6 damage in a 20 ft radius 
  (Luck (Dex) save for half).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Hammer Snail 
  No. Appearing: 1d4 
  Armor Class: 16 
  Hit Dice: 5 
  Attacks: 5 Hammerstalks (1d4+2) 
  Nat 19: special 
  S:12 D:7 C:15 I:3 P:8 W:17 Ch:1 
  Luck: 6 
  Move: 30 ft and may climb walls, ceiling, etc 
   
  Hammer Snails are 5 ft, carnivorous gastropods 
  with hard shells and resilient, rubbery hides. 
  They attack foes by hammering them with their 
  five mace like stalks, or crushing them against the 
  floor or walls with their body. On a natural 19, 
  the target is crushed by the creature’s bulk, losing 
  their next action (Luck (Con) save resists).  
   
  Hammer Snails attack the same target with all five 
  hammer stalks until unconscious or dead before 
  selecting another target (or tenderising the victim 
  into a pulpy mass which the snail consumes). If 
  struck by three or more hammer stalks in one 
  round, the target must roll on the Injuries & 
  Setbacks table. Truly monstrous variants up to 16 
  ft in length are not unknown (HD 14, damage 
  1d8+2).  
   
   
  Ooze, Speckled 
  No. Appearing: 1 
  Armor Class: 13 
  Hit Dice: 7 
  Attacks: Pseudopod (4d4 + special, may be flung 
  up to 60 ft) 
  Nat 19: special 
  S:13 D:14 C:17 I:2 P:14 W:15 Ch:1 
  Luck: 9 
  Move: Burrow 5 ft or 30 ft (inc climb walls, 
  ceiling, etc) 
   
  Speckled Ooze is a semi intelligent, predatory 
  sludge, usually black or grey with white or yellow 
  patches (the speckled  effect). They are 
  burrowing hunters that abhor sunlight, which 
  destroys them after exposure for a few minutes. 
  On a hit, victims suffer 1d8 damage due to 
  painful flesh melting for the next 1d4 rounds 
  (alcohol negates). On a natural 19, the ooze puffs 
  out a toxic white or yellow cloud in a 15 ft radius, 
  causing 1d3 Int or Will loss (even chance, Luck 
  (Con) save resists). In times of scarcity, speckled 
  ooze enter a dormant state, awakening when they 
  detect the body heat of a potential meal within 60 
  ft. Large quantities of alcohol might force the 
  ooze into dormancy (Will check resists).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  PPanther, Western 
  No. Appearing: 1 
  Armor Class: 14 
  Hit Dice: 6 
  Attacks: Bite (2d6) + 2 x Claws (1d6) 
  Nat 19: the victim has a random limb torn off 
  (Luck (Con) save resists). 
  S:19 D:16 C:16 I:3 P:15 W:13 Ch:6 
  Luck: 8 
  Move: 60 ft  
   
  These enormous dark grey or black panthers are 
  4½ ft at the shoulder, 12 ft long, and weigh more 
  than a Siberian tiger. They are solitary hunters 
  except during mating season when they might be 
  found in pairs. Infamous for their vicious nature, 
  the man eaters employ a unique dismembering 
  technique to toy with and disable their prey. 
  Western panthers prefer to hunt at night, and are 
  common in the Great Plains, where they eat 
  horses, bison, skorn and thuels. They can climb 
  trees strong enough to hold their weight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rock Grinder 
  No. Appearing: 2d4 
  Armor Class: 15 
  Hit Dice: 6 
  Attacks: 4 Claws (1d4+3) 
  Nat 19: special  
  S:19 D:10 C:16 I:3 P:11 W:12 Ch:4  
  Luck: 8 
  Move: 30 ft or 5 ft burrowing 
   
  Rock grinders are 8 ft bipeds with eye stalks, 
  mandibles, four claws and a sturdy carapace. 
  They have animal like intelligence, and eat rocks 
  and minerals, especially valuable metals such as 
  gold which they find delectable. Rock grinders 
  burrow through earth at 5 ft per round, and 
  through stone at 5 ft per minute. They eat as they 
  work, their tunnels usually collapsing behind 
  them. On a natural 19, the target’s limb is broken 
  or fractured, crushed in a claw or mandible (per 
  Injuries & Setbacks table, entry 2 or 3). 
   
   
   
  
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  SSnake, Winged 
  No. Appearing: 3d4 
  Armor Class: 14 
  Hit Dice: 3 
  Attacks: Bite 1d6 + Poison 
  Nat 19: disarmed, and the snake flies away with 
  the weapon. 
  S:10 D:17 C:10 I:3 P:13 W:9 Ch:4 
  Luck: 6 
  Move: 50 ft flying 
   
  Winged Snakes are typically 6 ft long, dark green 
  or brown, with hard scales and leathery bat like 
  wings that propel them through the air in a 
  lurching motion (somewhat akin to a sinuous 
  bat). Bad tempered and ferocious, winged snakes 
  are quick to strike but also quick to retreat if 
  battle fares poorly, relying on their wings to flee. 
  Their poison causes 1 Con loss (Luck (Con) save 
  resists). A winged snake may spend an action to 
  spit concentrated venom 60 ft at a single target, 
  causing 2d4 damage and 1d2 Con loss (Luck 
  (Dex) save resists). The spit has a 30% chance of 
  recharging at the start of the snake’s turn. 
   
  Slime, Blue 
  No. Appearing: Special 
  Armor Class: 12 
  Hit Dice: 4+1 
  Attacks: Crush (2d6) 
  Nat 19: special 
  S:16 D:10 C:16 I:3 P:10 W:15 Ch:1 
  Luck: 7 
  Move: 40 ft and may climb walls, ceiling, etc 
   
  A cobalt blue variant of Nocrathta’s sentient 
  sludge (see Purple Slime). On a Nat 19, the target 
  is engulfed by the slime and begins asphyxiating 
  (see drowning rules LFG p.159), automatically 
  suffering 2d4 damage each round on the slime’s 
  turn. The victim may spend their action to make 
  an opposed Str check to escape. When damaged, 
  there is a 50% chance blue slime disarms the 
  attacker, absorbing its weapon (retrievable after 
  the slime dies). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Slime, Purple 
  No. Appearing: Special 
  Armor Class: 11 
  Hit Dice: 3+1 
  Attacks: Pseudopod (1d6+1, may be flung up to 
  60 ft) 
  Nat 19: special 
  S:12 D:12 C:15 I:3 P:8 W:17 Ch:1 
  Luck: 6 
  Move: 40 ft and may climb walls, ceiling, etc 
   
  Every dawn, Nocratha (Steward of Northgate) 
  vomits up a foul, burbling mucus of varying 
  coloration: the secret ingredient of his unique 
  slime pots. After some alchemical tempering, the 
  semi-sentient slime is bottled and distributed to 
  disciples as a weapon/tool. When released to air, 
  the slime balloons into a 4 ft glob of corrosive 
  sludge that will follow basic instructions from the 
  Anointed (who have also, as part of their 
  initiation rituals, ingested Nocratha’s slime).  
   
  On a Nat 19, the target’s armour (50%) or held 
  item (50%) is corroded (per the Injuries & 
  Setbacks table, entry 9 or 10). When damaged, a 
  purple slime has a 50% chance of splitting into 
  two slimes of half hp (no further splitting). The 
  
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  slime turns inert after 3d4 rounds, crumbling into 
  flakes. Slime pots have a maximum shelf life of 
  1d2 months. 
   
  Slime, Red 
  No. Appearing: Special 
  Armor Class: 13 
  Hit Dice: 2+1 
  Attacks: 2 Pseudopods (1d4+1, may be flung up 
  to 60 ft) 
  Nat 19: special 
  S:10 D:14 C:7 I:3 P:14 W:14 Ch:1 
  Luck: 5 
  Move: 40 ft and may climb walls, ceiling, etc 
   
  A blood red variant of Nocratha’s sentient sludge. 
  On a Nat 19, the target is struck in the face and 
  slime enters the body via the mouth, nose, ears or 
  eyes. The victim must make a Luck (Con) save or   
  suffer Confusion (as the spell). When staggered, 
  there is a 50% chance red slime explodes in a 5 ft 
  radius, causing 2d4 acid damage.  
   
  Slime, Silver 
  No. Appearing: Special 
  Armor Class: 14 
  Hit Dice: 6+1 
  Attacks: Pseudopod (2d8, may be flung up to 60 
  ft) 
  Nat 19: special 
  S:18 D:8 C:17 I:3 P:8 W:14 Ch:1 
  Luck: 8 
  Move: 40 ft and may climb walls, ceiling, etc 
   
  A silver sheened and highly rare variant of 
  Nocrathta’s sentient sludge. On a Nat 19, the 
  slime merges with the target through skin and 
  orifices, seizing control of the target’s actions for 
  1d4 rounds (at which point the victim vomits the 
  slime up). While the merged state persists, the 
  slime cannot be attacked in conventional ways 
  without also injuring the victim (slime takes half 
  of any damage the victim suffers). If the slime 
  attempts to maim or kill the PC (eg: by slitting its 
  “own” throat, etc), a Luck (Will) save resists. 
   
  Slop Gorger 
  No. Appearing: 1 
  Armor Class: 13  
  Hit Dice: 9+2 
  Attacks: 3 Tentacles (1d8+1) and Bite (3d4) 
  Nat 19: a random limb is crushed, breaking 
  bones (per Injuries & Setbacks table entry 2 or 3). 
  S:19 D:8 C:17 I:3 P:10 W:9 Ch:3 
  Luck: 10 
  Move: 40 ft or 60 ft swimming. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Slop Gorgers are 8 ft, fleshy slug like monsters, 
  with grinding maws and a tangle of 10 ft spiked 
  tentacles (10 ft reach). They are amphibious in 
  nature, strong swimmers and disturbingly quick 
  overland. Gorgers prefer feeding on refuse and 
  carrion (which doesn’t fight back), but are also 
  partial to warm blooded creatures, especially 
  when spawning. Gorgers are asexual and lay slimy 
  egg sacks that release multiple baby gorgers. 
  There is a 50% chance a gorger carries infectious 
  disease. Elder Gorgers, of up to 16 HD, are not 
  unknown.  
   
  0 
  D:8 C
  ck:k 10
  ove: 40 ft or 60 ft swimming.
  rs are 8 ft, fleshy slug like monsters,
  tangle of 10 ft spiked 
  hibious in 
  
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  Skorn 
  No. Appearing: 4d6 (raiding party) or 5d100 
  (tribe)
    
  Armor Class: 11 
  Hit Dice: 2 
  Attacks: Club (1d6+1) 
  Nat 19: the target is clubbed in the head, losing its 
  next action (Luck (Will) save resists). 
  S:15 D:10 C:13 I:7 P: 12 W:8 Ch:8 
  Luck: 5 
  Move: 30 ft 
   
  Skorn, also known as halfmen or beastmen, are 
  heavy set, pink skinned proto-humans, often 
  scarred and heavily sunburnt. They would be 7 ft 
  tall but for their stooping stature, with small eyes, 
  flat faces and rudimentary ear holes.  Skorn are 
  dull witted cannibals, more beast than man, 
  raiding outposts and caravans from nearby 
  wildlands. They live to eat, breed and fight, 
  inevitably bringing them into conflict with their 
  neighbours.  
   
  Skorn females typically birth twins or triplets, and 
  their children grow swiftly, developing into 
  dangerous warriors by their twelfth or thirteenth 
  year.  Devoid of empathy, the halfmen prefer to 
  eat humans before their own elderly or young, 
  and will hunt animals if they must. Skorn revere 
  lycanthropes, and some tribes cultivate infection 
  as a special reward for favoured champions. Such 
  lycanthropy is a unique strain that infects their 
  own kind only.  
   
  Beastmen possess primitive dark vision, able to 
  make out rough shapes and outlines in complete 
  darkness (disadvantage on vision checks, instead 
  of blind). Unless infiltrating however they employ 
  fire for light, warmth and occasional cooking. 
  Skorn have an excellent sense of smell and 
  instincts for danger, gaining advantage on related 
  Perc checks. Skorn chiefs, known as Kargs, are 
  the strongest and most brutal of their kind, with 5 
  HD. In tribes with lycanthropy, the karg is always 
  infected.  
   
  Toad, Claw  
  No. Appearing: 1d8   
  Armor Class: 14  
  Hit Dice: 4+2  
  Attacks: Bite (1d12) and Claw (1d6)  
  Nat 19: special  
  S:19 D:12 C:17 I:3 P:10 W:14 Ch:2  
  Luck: 7  
  Move: 30 ft including up walls, ceiling, etc  
   
  Claw toads are 8 ft behemoths, fat and bulging 
  amphibians with lumpy skin, an enormous 
  fanged maw, and sharp claws. Their colouration 
  runs the gamut and their croaking calls become 
  deafening in large numbers. Claw toads may 
  make a special tongue attack up to 15 ft, dragging 
  the target into melee range and preventing them 
  from moving away (Str contest resists). 
   
  On a 19+ attack roll, a claw toad swallows a 
  humanoid target whole (against a larger 
  opponent, it might swallow a weapon or shield 
  instead). A swallowed target may attack the 
  monster’s guts with a small weapon such as a 
  dagger, but suffers 3d6 crushing and acidic 
  damage on the monster’s turn. Claw toads may 
  spend their move action to jump up to 30 ft.   
   
   
  
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  Toadmen  
  No. Appearing: 2d4+1 (hunting party) or 8d10  
  (spawning cave)  
  Armor Class: 13  
  Hit Dice: 2+4  
  Attacks: Bite (1d8+1)   
  Nat 19: the toad’s tongue snatches the target’s 
  weapon or shield from its grasp. 
  S:17 D:16 C:13 I:5 P:10 W:9 Ch:6  
  Luck: 5  
  Move: 30 ft inc up walls, ceiling, etc  
   
  Toadmen are 5 ft humanoid anurans of low 
  intellect, often bulbous with dark green, noduled  
  skin. Their back legs are particularly strong and 
  muscular, allowing them to jump up to 30 ft. 
  Toadmen have sticky, prehensile tongues that 
  reach up to 15 ft, helping them climb or grapple 
  foes (gaining advantage). Some variants are 
  known to have slow acting chameleonic abilities 
  (gaining advantage on hide checks after 1d6 
  minutes of matching their skin colour to the 
  environment). Toadmen see better than humans 
  in darkness, but are still blind in the absence of 
  light. They keep their underwater dens lit with 
  luminous moss, plants and algae.   
   
  Wasp, Giant 
  No. Appearing: 2d4 
  Armor Class: 14
  Hit Dice: 5 
  Attacks: Sting (2d6) 
  Nat 19: the target receives a strong dose of 
  poison, imposing disadvantage on the save, and 
  paralysing one random limb for 1d4 days if 
  failed.  
  S:14 D:14 C:9 I:2 P:13 W:13 Ch:6 
  Luck: 8 
  Move: 60 ft flying 
   
  Giant Wasps have 18 ft wingspans and tough, 
  carapace hides not dissimilar to heavy armour. 
  Their buzzing can be heard from afar, warning of 
  their approach. Giant Wasps are aggressive 
  hunters and seek to incapacitate their prey with 
  poison before eating or implanting them with 
  eggs. A successful Sting attack requires a Luck 
  (Con) save or the target is paralysed with pain for 
  1d4 rounds.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Worm, Frost 
  No. Appearing: 2d4 
  Armor Class: 15 
  Hit Dice: 7 
  Attacks: Bite (2d8) 
  Nat 19: special 
  S:19 D:10 C:15 I:3 P:8 W:14 Ch:4 
  Luck: 9 
  Move: 40 ft or 5 ft burrowing 
   
  Frost Worms are armour plated, 15 ft predators 
  with segmented jaws, found in freezing climes of 
  ice and snow (typically the Ironhull peaks or the 
  White Drifts). They hunt for flesh in small 
  groups, 
  detecting 
  their 
  prey 
  through 
  a 
  combination of smell, tremor sense and 
  
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  echolocation. On a natural 19-20 attack roll, the 
  worm exhales a blood freezing fog (10 ft 
  diameter) causing a Slow effect (as the spell, Luck 
  (Con) save resists). In times of great scarcity, frost 
  worms revert to a stasis like hibernation until a 
  warm blooded creature approaches within 120 ft. 
  Frost worms are immune to cold damage of all 
  kinds.  
   
  Worm, Plague 
  No. Appearing: 1d6 
  Armor Class: 17 
  Hit Dice: 3 
  Attacks: Batter (2d4+1) 
  Nat 19: special 
  S:17 D:10 C:13 I:3 P:10 W:10 Ch:5 
  Luck: 6 
  Move: 30 ft or 5 ft burrowing 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Plague worms are slick, 8 ft chitinous worms that 
  burrow through rock and soil. Their diet 
  primarily consists of smaller annelids and other 
  creatures they happen upon. In times of scarcity, 
  the worms fall into a dormant state, subsisting on 
  small organisms in the earth. Plague worms are 
  nomadic but will sometimes linger near places of 
  food, such as the Lost Roads of Dol-Karok.  
   
  On a natural 19, the worm smears contaminated 
  mucus on the target, infecting it with Worm 
  Fungus (skin hardens and cracks painfully, 
  causing one random limb to become unusable 
  for 1d4 weeks (per Injuries & Setbacks table, 
  entry 2 or 3). An apothecary with the right healing 
  herbs might reduce this time by half. 
   
   
   
  
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  GM TOOLS 
   
  The last two chapters include materials designed 
  to assist the GM to run a “sandbox” style 
  campaign; primarily tools to make it easier to 
  improvise encounters and adventures.  
   
  Tables are provided for random NPCs, outpost 
  generation, random encounters by location, 
  region events, rival adventurers, taverns, weather, 
  wilderness navigation, rumours and more. Fifty 
  adventure frameworks by terrain, and some 
  variant Initiative rules, are also provided. 
   
  Initiative Variants  
  For those GMs interested in trying some variant 
  initiative rules, three further options are provided 
  below.  
   
  #1: Turn Cards 
  In this initiative variant, instead of rolling dice to 
  determine turn order, cards are drawn from a 
  deck. Each PC has one card in the deck. 
  Monsters are generally represented by a single 
  card, although Boss monsters get their own. The 
  GM might also give spell casters or other special 
  NPCs their own cards.  
   
  Initiative is determined by drawing cards from the 
  deck. A single card is drawn and that character 
  (or group of monsters) acts. Once that turn is 
  complete, a second card is drawn, revealing the 
  next character (or group of monsters) to act, and 
  so on, until all combatants have taken a turn. At 
  the end of the round, the cards of all surviving 
  combatants are reshuffled, ready to begin the 
  next round. The effect of this variant is that no-
  one knows who will act next until the current turn 
  ends and the next card is revealed.  
   
  At the GM’s discretion, PCs or monsters with an 
  initiative bonus (eg when using a shortsword 
  granting +2 initiative) gain a second card in the 
  deck (increasing their chances of acting earlier). 
  The character acts when the first card is drawn 
  (ignore the second card).  
   
  #2: Only Players Roll 
  In this initiative variant, each PC makes a Dex 
  check. If the PC fails, they act after the monsters. 
  If they succeed, they act before the monsters. On 
  a great success, they also act before any Boss 
  monsters. If two (or more) PCs fail or succeed, 
  players work out the order between themselves, 
  or alternatively the character with the best margin 
  goes first. The effect of this variant is generally 
  quicker and more predictable initiative, but Dex 
  also becomes a more important/desirable stat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  #3 Five Finger Rule 
  In this variant, when the GM says it’s a player’s 
  turn, that player has to the count of five to declare 
  their PC’s action & move, or they automatically 
  take the dodge action and forfeit their movement. 
  Delay Action is not available under this variant. 
  The GM indicates the count by extending the 
  fingers on one hand. The effect of this variant is 
  faster, more spontaneous, and more dangerous 
  combat, but may frustrate inexperienced players 
  or those that prefer more tactical co-ordination.  
  
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  Non-Player Characters 
  The following table presents fifty non-player 
  characters that the GM might use on the fly, 
  tailored to the five cultures of the Midlands.  
   
  Each NPC comes with a name, short physical 
  description and motive for being on the street, in 
  a tavern or shop, etc. Separate tables for 
  improvised speech and personality quirks follow 
  after. 
   
   
   
   
   
   
   
   
   
   
   
   
  d100  
  Roll  
  NPCs 
  1-2 
  Thorzug, male Thuel, silver nose ring, bald with heavily scarred forearms and tribal tattoos 
  (including bear and crow icons). He’s hoping to buy something. 
  3-4 
  Lecidies, female Nydissian, striking skin tight leathers. She wears a small bronze amulet in 
  the shape of a skull chalice (Baal icon). Wants to sell something.  
  5-6 
  Taris, male Midlander, stooped with a sheepish demeanour. Is on the lookout for an 
  opportunity to pick pockets or steal something.  
  7-8 
  Gonzale, male Karok, dark blue silk robes with a wide cowl protecting his albino skin. On 
  the hunt for some information.  
  9-10 
  Ulbrecht, male Varnori, almost completely blind (lost his eyes to disease long ago), slow but 
  steady with his walking staff. Rich baritone voice that he busks with for coin. Loves swapping 
  stories with others.   
  11-12 
  Kawri, female Thuel, 6 ft 5 inches with a glowering stare and spiked gauntlets. Very angry 
  about something, and wants to vent her frustration by hitting someone.  
  13-14 
  Thaddeus, male Nydissian, completely hairless (no eyebrows, nothing), wearing a rucksack. 
  Wants to discuss philosophical enlightenment. 
  15-16 
  Mercer, male Midlander, sumo like proportions with an enormous smile. Wants to socialise 
  and meet new people.  
  17-18 
  Barros, male Karok, elderly with a staff and wearing long, intricate auburn robes. Is curious 
  about the party and would like to learn more about where they are from. 
  19-20 
  Tyra, female Varnori, tall and athletic with blazing red hair. Has no understanding of the 
  concept of “personal space”. Tyra is saddened by a recent loss. 
  21-22 
  Jawmok, male Thuel, impossibly luscious blonde hair, broken nose. Really hungry and wants 
  to eat something. Now. 
  23-24 
  Ismene, female Nydissian, heavy leathers and wilderness garb with a well used sword. Is 
  searching for something, but time is running out.  
  25-26 
  Anjelise, female Midlander, piercing brown eyes with a mesmerizing sashay. Bored with her 
  usual companions, she is seeking more exciting and exotic company.  
  27-28 
  Ursula, female Karok, in heavy chain armour and bearing a wicked looking mace. She is a 
  bounty hunter, and one of the adventurers resembles her mark. 
  29-30
  Torvald, male Varnori, slow of wit but quick of reflexes, he is a playful wrestler and 
  prankster. Torvald is trying to remember the quickest route to his favourite drinking haunt.  
  
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  31-32 
  Dromog, male Thuel, teenager, wiry and svelte with a cheeky grin. Hoping to earn some coin 
  running odd jobs for rich adventurers, explorers and other scobs.  
  33-34 
  Cicero, male Nydissian, dressed in practical garb, with a whimsical look, followed by three 
  servants who trail at a respectable distance. Cicero is enjoying wandering new surrounds.  
  35-36 
  Kirkwood, male Midlander, unkempt with wild, raven coloured hair and a beard that reaches 
  past his shoulders.  Kirkwood suffers from infrequent delusions but also catches glimpses of 
  true prophecy. He has something interesting to share with the party, if they’ll listen to him.  
  37-38 
  Sanco, male Karok, brawny with a large hooked nose, emphasized with a copper nose ring. 
  Sanco has heard of the party’s exploits and wishes to meet one or more of them in person.  
  39-40 
  Astrid, female Varnori, beautiful with long blonde hair, high quality leathers and expensive 
  boots. Astrid is a former Nydissian slave, and goes out of her way to cause trouble for 
  southerners (especially those who think highly of themselves).  
  41-42 
  Milesh, female Thuel, pockmarked with a half shaven head. Milesh carries a sharp axe and a 
  sturdy shield with a wolf head motif. She’s looking for help with a problem bigger than she 
  cares to tackle alone. 
  43-44 
  Laurentia, female Nydissian, wears a breastplate and carries a short spear. Laurentia’s 
  mercenary company recently disbanded after most of them perished in a skorn ambush. She 
  is feeling down and out, and is running low on gold.  
  45-46 
  Lyndal, female Midlander, short and dumpy with curly locks. The party (or someone 
  associated with the party) has caused Lyndal trouble or loss in the past. She’s tracked them 
  down to seek recompense by coin or favour, or she will take her complaint to the justicar. 
  47-48 
  Arias, female Karok, piercing eyes under a willowy hat laced with flowers. Arias likes the 
  look of one of the party, and wants to find out who they are. She is from a wealthy House, 
  and could open doors to certain noble circles if befriended.  
  49-50 
  Igvaar, male Varnori, weathered oil skins and worn boots, accompanied by a huge white wolf 
  hound. Igvaar is a loner at heart, preferring the company of animals to people. He is hoping 
  to trade some goods. 
  51-52 
  Kraggor, male Thuel, 6 ft 8 inches, impressive musculature, once knocked out a horse with 
  his fist. Wears a chainmail shoulder/arm guard and not much else. Kraggor is looking for a 
  fence to sell some items he recently “found”.  
  53-54 
  Antigonus, male Nydissian, ex-soldier, alcoholic and genuine vigilante fed up with 
  bureaucratic corruption.  Known in some alleyways for dispensing quick and deadly justice. 
  Unfortunately there’s precious little coin in righteousness; he’s looking for work. 
  55-56 
  Welton, male Midlander, heavily tanned farmer with calloused hands and weather beaten 
  cap. Weaton sold some pigs earlier today and is eager to enjoy tonight, before he heads back 
  to the farm tomorrow. 
  57-58 
  Veniz, male Karok, wears a brown tabard bearing the world tree icon of Soliri (he is a long 
  time convert and devotee). Veniz works with a local druid and is familiar with nearby 
  outlands. He is hoping to buy something. 
  59-60 
  Helle, female Varnori, older teen, light brown hair in a ponytail, 4 ft 8 inches, solid build, 
  unblinking gaze. Helle suffered a head injury years ago and pauses before answering 
  questions. Fearless, back made of stone, vice like grip. Helle’s last employer recently died (by 
  her hand, in self defence), and she might make an excellent porter or trainee warrior.  
  61-62 
  Rifni, female Thuel, heavily pregnant with eight rambunctious kids in tow, wrangled by her 
  booming voice. Rifni and the family are thieves and messengers, hoping to either pick 
  
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  pockets or run dispatches. 
  63-64 
  Xanthe, female Nydissian, slim, very short cropped hair, has a whip wrapped around her 
  waist like a belt. She is a professional dancer and whip expert. Xanthe is looking to buy 
  something. 
  65-66 
  Kara, female Midlander, dressed in merchant garb with a feathered necklace from the Suurat 
  Jungle. Her left arm is wrapped in a sling. Kara is a secret cultist of fell powers, and her hand 
  has been transformed into a horrible tentacle. She is intending to drug someone for later 
  sacrifice. 
  67-68 
  Antyra, female Karok, in her late 30’s, wears a shiny black carapace breastplate (from a giant 
  beetle), and has a tattoo of a twin tailed scorpion on her left bicep. Antyra is a monster 
  hunter and looking for some help (fodder) for her next job. 
  69-70 
  Tyr, male Varnori, 6 ft 2 inches with a long blonde moustache, armed with twin hatchets and 
  a circular shield slung across his back. His black cloak has a horned helm emblem on it. Tyr 
  is the captain of the Bronze Reavers, a mercenary company of some infamy. He is looking to 
  recruit and/or drum up work. 
  71-72 
  Dethuk, male Thuel, slim, ugly scar marring his face, woodsman garb. An outlander, Dethuk 
  is in town for the annual log splitting contest. He wants to buy something.  
  73-74 
  Callix, male Nydissian, sleeveless tunic with a stern gaze, lucentum brand, and cold iron staff. 
  Callix is an inquisitor of the Ordo Malefactos, always on watch for sorcerers to bind or 
  (preferably) burn. 
  75-76 
  Bromley, male Midlander, peasant tunic and pants with sturdy boots. Smells like horse and 
  dog. Bromley is a stable hand and horse expert. He’s hoping to sell something. 
  77-78 
  Mergildo, male Karok, burly, clean shaven with flowing white hair. Mergildo is a veteran 
  blacksmith and is looking to buy something.  
  79-80 
  Ylva, female Varnori, elderly with silver hair in three large braids, light cloak with fur edging. 
  Ylva is a genuine rune stone soothsayer. She feels inexplicably drawn to one of the PCs. 
  81-82 
  Yethna, female Thuel, wears minimal furs, light brown locks and a lazy eye. Yethna speaks 
  little common, but believes opening her eyes wide and repeating the same phrase over and 
  over will help people understand. She’s trying to find someone. 
  83-84 
  Septima, female Nydissian, large mole on her chin, dressed in a fine toga and cowl. Septima 
  has a pair of twin slave boys with her, their eyes always downcast or averted unless Septima 
  speaks directly to them. She is seeking information and is thirsty for wine. 
  85-86 
  Scarlet, female Midlander, dressed in a low quality smock and worn boots, one blue eye and 
  one brown. Scarlet is a spy and street informant for the local guard, thieves’ guilds, and 
  frankly anyone else willing to pay. She is hoping to buy or sell information.  
  87-88 
  Crisante, female Karok, in her sixties, fine scarlet robes, severe arthritis keeps her hands 
  clenched. She is a herbalist, accompanied by a Midlander girl who acts as her hands (and 
  apprentice). She is hoping to buy something.  
  89-90 
  Asger, male Varnori, heavily freckled with strawberry blonde hair, with a pleasant 
  sandalwood scent. Asger is a candle and incense maker, he is looking for new ingredients. 
  91-92 
  Belrog, male Thuel, missing most of his teeth and two fingers on his left hand (maiming for 
  theft). Belrog is addicted to the yellow lotus plant, and will do just about anything for coin. 
  He’s hoping to pick up an odd job or two.  
  93-94 
  Marcus, male Nydissian, in his fifties, fine blue robes, clearly enunciates every word. Marcus 
  
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  is a cultural historian and retired explorer. He is hoping to trade some stories. 
  95-96 
  Gwendoline, female Midlander, sturdy apron and bandolier, sporting various pouches, vials 
  and strange clockwork devices of mysterious purpose. Gwendoline is a reclusive inventor, 
  constantly mumbling technobabble to herself. She’s hunting for something. 
  97-98 
  Karlos, male Karok, white hair parted down the middle. A giant Midlander servant 
  accompanies him with a parasol to keep his skin from burning. Karlos is a gemstone expert, 
  and is looking to buy, sell or trade something.  
  99-100 
  Fenton, male Midlander, latest fashion tunic, long fringe that he regularly flips clear of his 
  eyes. Fenton is a famous socialite, interested in gossip and politics of all kinds. If treated well, 
  he can conjure introductions with hard to reach people. He’s looking for a good time.  
   
  Personality Quirks 
  1d20 
  Quirk A 
  Quirk B 
  1 
  Ridiculously 
  greedy 
  Down in the 
  dumps 
  2 
  Shrewd and 
  calculating 
  Likes to joke and 
  laugh 
  3 
  Highly curious and 
  inquisitive 
  Honest and decent 
  4 
  Kind and 
  compassionate 
  Vengeful and 
  holds grudges 
  5 
  Easily offended 
  Calm and self 
  assured 
  6 
  Incorrigible flirt 
  Open hearted and 
  joyful 
  7 
  Arrogant and 
  bullying 
  Meek or indecisive 
  8 
  Determined with 
  eyes on the prize 
  Cheeky and 
  impulsive 
  9 
  Racist or quick to 
  generalise 
  Standoffish or 
  withdrawn 
  10 
  Uncompromising 
  or judgmental 
  Quiet or secretive 
  11 
  Easy going and 
  carefree 
  Utterly ruthless 
  12 
  Sexist or 
  Homophobic 
  Irrepressible 
  optimist 
  13 
  Grumpy and rude 
  Highly enthusiastic 
  and excitable 
  14 
  Practical and no 
  nonsense 
  Helpful and well 
  mannered 
  15 
  Overly Pessimistic  
  Brave and 
  outspoken 
   
  16 
  Devoutly religious 
  Charitable or self 
  effacing 
  17 
  Reckless but 
  means well 
  Indifferent or 
  apathetic 
  18 
  Honourable and 
  protective 
  Simple and a little 
  slow 
  19 
  Awkward or 
  bumbling 
  Genteel or 
  chivalrous  
  20 
  Forgetful or easily 
  distracted 
  Naïve or trusting 
   
  Speech Quirks 
  1d20  
  Quirk 
  1d20  
  Quirk 
  1 
  Wheezes, 
  coughs, sniffs 
  11 
  Scratches 
  2 
  Uses hands 
  12 
  Mumbling 
  3 
  Repeats words 
  13 
  Quiet/Loud  
  4 
  Rambling 
  14 
  Puffs on pipe 
  5 
  Pulls at ear 
  15 
  Touchy feely 
  6 
  Chewing, spits 
  16 
  Slow/Fast talker 
  7 
  Low/High tone 
  17 
  Flips hair 
  8 
  Talks to self 
  18 
  Long winded 
  9 
  Ums & ahs 
  19 
  Squinty 
  10 
  Curt, direct 
  20 
  Close talker 
  
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  Outpost Generator 
  The material below is intended to assist the GM 
  creating or improvising frontier outposts for the 
  PCs to interact with. Two example outposts also 
  appear in the Adventure Frameworks section (see 
  Battle for Rivertop (p.270) and Betrayal at 
  Siradorn (p.327)). 
   
  Size & Age 
  Outposts are temporary in nature, enduring only 
  as long as the natural resource founding them 
  lasts, and any surrounding threats can be held at 
  bay. An outpost typically has 2d100 + 150 
  residents within its walls. This number includes 
  20% full time guards, although all occupants are 
  expected to fight on the walls if necessary.  
   
  An outpost is generally 1d8 years old. On a 
  natural 8, roll again and accumulate, increasing 
  the population by another 1d100 + 100. There 
  are very few outposts that last more than a decade 
  (usually because the natural resource founding 
  them is exhausted, or the settlement is overcome 
  by skorn, thuel, disease, or other dangers).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Overseer  
  All 
  outposts 
  have 
  a 
  dominant 
  authority 
  responsible for day to day governance and 
  ensuring the outpost’s primary objective is being 
  achieved. Roll 1d10 twice and consult the 
  following table for example overseers:  
   
  1d10  
  Overseer 
  Trait 
  1 
  Ranger 
  Veteran 
  2 
  Caravan master 
  Jaded 
  3 
  Soldier 
  Respected 
  4 
  Priest/Priestess 
  Greedy 
  5 
  Merchant 
  Pious 
  6 
  Justicar or other 
  city official 
  Officious 
  7 
  Relevant specialist 
  (miner, etc) 
  Practical 
  8 
  Highborn 
  Ambitious 
  9 
  Other (explorer, 
  researcher, etc) 
  Ruthless 
  10 
  Small council 
  (50% similar 
  backgrounds, 
  50% mixed) 
  Idealistic 
   
  Primary Objective 
  Whilst the inhabitants will have a range of 
  personal reasons for being at the outpost, the 
  settlement itself will have a primary purpose that 
  brought it into being.  
   
  Some examples might include (roll 1d6): (i) 
  mining stone, iron, silver, gold, etc, (ii) logging, 
  (iii) harvesting rare herbalism ingredients, (iv) a 
  temporary “neutral ground” trading opportunity 
  with otherwise hostile thuel, (v) staging point for 
  expeditions into new lands or a recently 
  discovered ruin, or (vi) military post to reinforce 
  borderlands against encroaching skorn, thuel, etc. 
  
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  Goods & Services 
  Outposts will generally have a meeting hall, 
  general store, barracks, blacksmith, rations store, 
  hunters & growers market (many residents will 
  hunt 
  or 
  grow 
  food), 
  domiciles 
  and 
  buildings/workers related to the outpost objective. 
  Note also the Gear Availability rules on p. 42. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  At the GM’s discretion, up to 2d6 other goods 
  and services might also be available (roll 1d20): 
   
  1d20 
  Services 
  1d20  
  Services 
  1 
  Furrier 
  11 
  Inn 
  2 
  Potter 
  12 
  Brewer, 
  Tavern 
  3 
  Weaponsmith 
  13 
  Brothel 
  4 
  Leatherworker 
  14 
  Guide, 
  Porters 
  5 
  Armourer 
  15 
  Mercenaries 
  6 
  Weaver, 
  Textiles 
  16 
  Herbalist 
  7 
  Alchemist 
  17 
  Shrine 
  8 
  Falconer 
  18 
  Cartographer 
  9 
  Carpenter, 
  Woodcarver 
  19 
  Apothecary, 
  Herbalist 
  10 
  Stables 
  20 
  Other (bard, 
  slaver, etc) 
  Patron 
  Each outpost will tend to have a founding patron 
  who paid for the initial outpost setup, continuing 
  maintenance, guards, etc. The overseer is 
  generally regarded as the agent of the patron, and 
  accountable to them. Patrons might visit the site 
  on occasion, but almost always reside in the 
  walled cities with the rest of “civilized” humanity.  
   
  Some example patrons might include (roll 1d8): 
  (i) related guild or powerful merchant, (ii) noble 
  family, (iii) city authority, (iv) religious leader, (v) 
  wealthy private researcher, (vi) money lender 
  investor (particularly the Circle of Five in Dol-
  Karok), (vii) an alliance of the above (same 
  background or a mix), or (viii) other (eg: a band 
  of escaped gladiators, a cultist stronghold, etc). 
   
  Complications  
  Every outpost has at least one complication, 
  something that is causing problems or otherwise 
  making life interesting for the outlanders (besides 
  the usual external threats). Some examples 
  appear below.  
   
  1d20  
  Outpost Complication 
  1 
  The overseer has recently died, by means 
  fair or foul. Who thinks they’re in charge? 
  Who really is? 
  2 
  An insidious cult bound to ruinous powers 
  has infiltrated the outpost. They might be 
  small and secretive, or have converted the 
  entire population. Either way, the secret 
  must be kept, no matter the cost.  
  3 
  A new ruin has been discovered a few days 
  travel from the outpost. Rival explorers 
  might arrive at the outpost the same day as 
  the PCs, or have just set off for the site the 
  previous night. 
  4 
  Two or more NPCs or factions openly 
  despise each other after years of bad 
  blood. They are on the brink of ending 
  their dispute “for good” via mutual 
  violence. 
  
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  5 
  One or more brazen thieves are stealing 
  other inhabitants’ gold and/or goods. 
  Paranoia has set in, and anger is mounting.  
  6 
  Messenger ravens from the outpost ceased 
  months ago, and no-one seems to know 
  what’s 
  been 
  happening 
  inside 
  the 
  settlement since the last caravan. 
  7 
  The bulk of the outlanders are fed up with 
  the overseer. Perhaps she is corrupt, 
  domineering, officious or simply inept. 
  Whatever the reason, mutiny is imminent, 
  but the overseer and her lackeys will not 
  go quietly. 
  8 
  The guard captain detests foreigners, and 
  promotes a similar attitude in his men. 
  The overseer is powerless to remove the 
  captain because he is the patron’s blood 
  relative.   
  9 
  The outpost is contaminated with an 
  infectious disease such as Puss Mouth, 
  Weeping Hives or the Green Sweats. The 
  source is unknown, and the number of 
  infected growing despite precautions.  
  10 
  Two political factions dominate the 
  outpost, with different but not necessarily 
  opposing views. The two camps enjoy 
  competing with one another, with bragging 
  rights the greatest prize.  
  11 
  Disciples of different faiths, and/or the 
  Lucentum, are in conflict, fighting over the 
  faithful, space for a shrine, etc. The 
  constant unrest is sapping outpost morale. 
  12 
  A handful of recent, unsolved murders 
  have the outpost spooked, particularly as 
  the last victim was the guard captain. It 
  might be a lone psychopath, a hidden cult, 
  a lycanthrope, or something stranger.  
  13 
  A saboteur is living in the outpost, an agent 
  for a rival faction, secretly undermining the 
  settlement’s primary objective. “Bad luck” 
  is rampant, and many outlanders are 
  suspicious. The agent will soon escalate to 
  blatant (and perhaps bloody) sabotage. 
  14 
  The overseer or other important NPC has 
  made a secret alliance with skorn, urgot, or 
  some 
  other 
  monstrous 
  entity. 
  The 
  arrangement requires a terrible price, but 
  the NPC will pay it in order to get what 
  they want (or need). 
  15 
  A genuine sorcerer lives in the outpost, 
  perhaps a hedge wizard, exiled shaman or 
  eccentric warlock. Her political clout is 
  strong, but unpredictable. Most of the 
  outlanders fear the spell caster, but she has 
  the imprimatur of the overseer and/or 
  founding patron. The magician might be 
  here for gold or favours, but more likely 
  some secret and nefarious purpose. 
  16 
  The overseer mercifully agreed to house 
  remnants of a local thuel clan, the Stone 
  Jaws, after they were recently massacred by 
  hostiles (other thuel, skorn, etc). The 
  survivors, mostly women and children, are 
  living in a tent encampment in one corner. 
  The whole outpost is distrustful, on edge, 
  and uncertain as to what will happen next.  
  17 
  Shortly after the party arrives, the outpost 
  is suddenly attacked by hundreds of 
  bloodthirsty skorn, thuel, an alliance of 
  monstrous foes, etc.  
  18 
  The last two caravans headed for the 
  outpost were lost, resulting in severe 
  equipment shortages (50% chance any 
  particular item is unavailable until the 
  settlement is restocked). 
  19 
  The outpost has a beloved monstrous 
  protector/mascot, which is friendly to 
  inhabitants but often hostile to outsiders 
  (eg a Griffon, Dire Wolf, Giant Eagle, etc). 
  20 
  A small number of dwarves, escaped slaves 
  of Dol-Karok, are hiding out somewhere 
  in the outpost. They are being secretly 
  harboured by a resident (perhaps even the 
  overseer). Karok agents searching for the 
  servitors are also present (or will arrive 
  imminently). 
   
   
   
   
   
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  Karok agents s
  rs are also present (
  minently).
  
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  Random Encounters by Region 
  Consistent with the Low Fantasy Gaming RPG system, the following location based random encounter 
  tables are not divided into “level appropriate” entries. Instead, the GM rolls twice and chooses the most 
  appropriate scenario (which may moderate extreme results). Needless to say GMs may simply choose a 
  specific encounter or improvise their own. The entries provided are merely examples. GMs are encouraged 
  to customise and/or create their own location encounter tables over time. 
   
  Argos Plateau 
  1d20 
  ARGOS PLATEAU 
  1 
  A copse of trees conceals a net trap beneath earth and leaves, activated by a trip wire (suspends 1d3 
  PCs in the air, Luck (Dex) save negates). The net is intended for elk, wolf or boar, and jangles with 
  a series of clanking bells. There is a 50% chance 2d4 thuel hunters come to investigate.    
  2 
  Light rain begins to fall and a fog drifts in just as the party stumbles across a 20 ft statue of a one 
  eyed humanoid. The face is similar to a cyclops but much fairer; handsome and cleanshaven, 
  curling lochs decorated with ornate rings. The face seems to gaze into the distance, lost in studied 
  contemplation.  
  3 
  The smell of rotting flesh forewarns of an owlbear corpse decomposing nearby, most of the body 
  still intact but for the maggots. On closer inspection, it appears larger carrion feeders and carnivores 
  have avoided eating it. Anyone within 5 ft of the body risks contracting Devil’s Lung disease (1d4 
  Con loss each day until death, Luck (Con) save resists, carriers remain contagious until 1d3 days 
  after death). Treatment by an apothecary with the right healing herbs permits a second save.  
  4 
  3d6 thuels of the Ravenborn tribe are camped in nearby trees, keeping watch for enemies. They 
  have a very large encampment of 10d10 warriors about half a mile away, which they are fortifying, 
  expanding their territory. 
  5 
  A raiding party of 5d6 Three Storms barbarians charge out of trees or grassland, intent on claiming 
  the party’s skulls for their chieftain’s skull pit. 
  6 
  From nearby forest, a chorus of human voices can be heard, rising and falling in song. 3d6 Moon 
  Elk thuels are engaged in a centuries old weather, fertility or protection ritual.  
  7 
  In distant grasslands, 3d6 Yellow Tusks barbarians are squaring off against 3d6 Skorn raiders, 
  clashing blades against their shields, shaking spears and shouting war cries. There is a 50% chance 
  the parties haven’t noticed the PCs yet.  
  8 
  A lone drum beat begins to sound nearby (out of sight, from long grass, behind trees, rocky 
  badlands, etc). The drum follows the party and after a short time, more drums join in from other 
  directions. Occasionally the party glimpses Skorn raiders tracking them from cover. Eventually the 
  tempo quickens, and 2d6 Skorn attack from the north, south, east and west (8d6 total). 
  9 
  A single barbarian comes running out of nearby forest/grasslands/badlands, racing for his life. 3d4 
  Wolves (70%) or 2d4 Dire Wolves appear shortly after, loping after their prey at a measured pace.  
  10 
  Loud screeches from nearby skies alert the party to 2d4 Giant Eagles drifting down from the high 
  peaks. They have 2d3 chicks (1 HD) in tow. The parents hang back, waiting to see what their new 
  brood do (and whether they have learnt anything from their last hunt).  
  11 
  A lone Urgot (actually an Urgozer) wearing a skull mask with antlers is following the party at a 
  distance, observing them from trees, rocky badlands or other hiding places. He tracks the party for 
  1d4 days, intent on collecting some of their blood, urine or other excreta in a clay flask. 
  12 
  4d6 Shenzu scouts, in dark silks and lacquered armour from the east, are silently picking their way 
  through nearby terrain, attempting to keep out of sight. The leader speaks a smattering of common. 
  13 
  1d6 Giant Serpents with natural chameleon like abilities are hiding/resting in the rocky badlands/ 
  long grasses/forest (advantage on checks to hide). There is a nest nearby containing 2d6 unhatched 
  eggs (60%, worth up to 200 gp each) or a single, massive 10 HD nest mother (40%).
  
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  14 
  A Bulette has been tracking the PCs for some time and is about to attack, bursting up from the 
  earth to devour the last PC (or other isolated large creature, such as a horse). The round before the 
  monster attacks, observant characters might notice a faint earth tremor (Perc check).  
  15 
  2d4 Giant Wasps (see Bestiary) are hunting at low altitude, their loud buzzing warning of their 
  approach. They attempt to paralyze a PC to carry away to their enormous hive (another 6d4 wasps), 
  which is strung between three massive trees in nearby woodlands.  
  16 
  2d4 Fire Beetles (grasslands/forest) or 2d12 Giant Centipedes (badlands) are sleeping in this area, 
  tucked up under shelter or curled into balls. Careful PCs might be able to avoid waking them. 
  17 
  3d4 Dire Rats are searching about this area, sniffing for food. There is a 50% chance the vermin are 
  actually a family of Wererats instead (in which case they are targeting the party for their gear and 
  weapons, in addition to their tasty flesh).  
  18 
  A towering 40 ft stone monument, in the shape of a gargantuan sword thrust into the ground, stands 
  here. Ancient runes are inscribed along the hilt, the centre of which is set with a hazy yellow crystal 
  about the size of a man’s skull.  
  19 
  A mysterious bronze chest is lying on its side, partially hidden behind some rocks, tree roots or tufts 
  of grass. Apart from being locked, the chest is unguarded (no obvious tracks nearby, no monsters 
  lying in wait, no traps). It contains 1 x 5 HD Lair Treasure and 1 x Trinkets & Curios (LFG p.140, 
  141). 
  20 
  A massive, crater like hole, a thousand yards wide, lies in the grasslands ahead. The descent is steep 
  and cliff like, dropping away several hundred feet. The terrain below is especially green and lush, 
  the dappled canopy of hundreds of trees concealing whatever lies beneath.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Drelnor Forest or Wistwood 
  1d20 
  DRELNOR FOREST or WISTWOOD 
  1 
  Poisonous trees, vines, undergrowth or noxious spores, causing all travellers 1d6 damage and 1 Con 
  loss (50%) or a serious madness for 1d6 days (50%). A Luck (Con) save resists.  
  2 
  A branch of deadwood falls from a great oak (Drelnor) or fir tree (Wistwood), causing 1d6 damage 
  to a single traveller. A Dex check resists.  
  3 
  A female thuel (Iriti) is struggling against a tree snare that is suspending her 10 ft in the air, setting 
  off some wooden chimes. In 2d4 rounds the 2d6 Ogres that set the trap arrive to investigate. 
  4 
  5d4 Giant Rats (70%) or 3d4 Dire Rats (30%) are scavenging here, snuffling about. If the party are 
  being noisy, they hide in the shadows. The giant rats try to snatch any food in the party’s backpacks, 
  or take a bite out of their arm or leg, then flee. Dire rats try to drag one of the party away. 
  5 
  4d6 Skorn (60%) or 2d6 Urgot with an Urgozer (40%) are camped here at a small pond. They are 
  in a foul mood, having failed to catch any food today. Perhaps their luck is about to change.  
  6 
  A flock of 3d6 Vampire Bats are hanging high in the trees, making the occasional flutter with their 
  wings. They watch the party warily, but do not attack unless the travellers are sporting obvious, 
  bloody wounds.  
  7 
  Wolf howls fill the air an hour before a pack of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%) 
  appear through the trees, surrounding the party. The alphas know the weakest of the pack are near 
  starvation and won’t leave without something. They might be appeased by throwing food, or horses, 
  at them.   
  8 
  Thick, sticky webbing covers the ground and lower trees of this heavily wooded area. In the 
  shadows of the higher branches, 2d4 Giant Spiders are lurking. 
  9 
  A giant ant nest is beneath the earth nearby. 2d6 scouting Giant Worker Ants (70%), possibly with 
  1d4 Soldier escorts (30%) can be heard chittering beyond some nearby trees. Starting a battle here 
  will draw more ants from the colony.  
  10 
  2d4 Fire Beetles are laying eggs here in the undergrowth. They do not wish to be disturbed and will 
  drive off any curious interlopers.  
  11 
  1d6 Giant Serpents are slithering through the undergrowth or winding through branches in the 
  trees. There is a 50% chance they have spotted the party and try to ambush them. Otherwise, their 
  hissing can be heard before they are seen (Perc (Detection) check). 
  12 
  A curious creaking and rubbing noise can be heard in the next swath of trees. A towering Owlbear 
  (50%) or mated pair (50%) are scratching their backs on massive tree trunks. 
  13 
  Small black and white mushrooms foreshadow an enormous, two ft mushroom with red spots 
  growing in this darkened corner of the forest. There is a 50% chance the giant mushroom puffs out 
  a cloud of spores, requiring a Luck (Con) save to avoid suffering a serious madness for 1d6 days. 
  14 
  During the night, 2d6 pitch black Shades silently emerge from between the trees, swiftly gliding 
  towards the party sentry, eager to drain their lifeforce. 
  15 
  A grove of 1d4 Bloodroot Treants, appearing as large willow (Drelnor) or pine trees (Wistwood). 
  An astute observer might notice their subtle leaf or branch signalling. 
  16 
  A very old, stone arch bridge stretches across a long, dry riverbed. In centuries past, druids used the 
  bridge to commune with distant spirits. Attempting to cross the bridge has a 50% chance of 
  summoning 2d4 Fey Creepers (see Bestiary).  
  17 
  A lone tree, gnarled and white, spotted with age, stands in a clearing. Something is carved in the 
  tree, but it’s hard to tell what from afar. A fey might reside within or nearby, willing to swap 
  information for stories of the outside world. Or perhaps the tree is cursed, or good fortune, 
  imparting such to any who touch it.  
  
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  18 
  A sinkhole has opened beside an arrangement of man sized stones. Scraping away some moss 
  reveals runes from a forgotten fey race. At the bottom of the hole, earth covered steps lead down 
  into ancient darkness.  
  19 
  A trio of dilapidated thatched huts sit in a small clearing beside a bubbling brook. Five burial 
  mounds can be seen beside the house.  
  20 
  Wisps of light circle high out of reach in the tree branches above, following the party. They seem to 
  resonate an ethereal hum, a sorrowful dirge that rises and falls with the breeze.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Great Plains 
  1d20  
  GREAT PLAINS 
  1 
  Wild fire erupts in nearby grassland, sweeping through neighbouring plains, filling the sky with 
  smoke and embers. There is a 50% chance the winds blow the fire towards the party. If so, a group 
  Luck check is required to avoid being caught in the flames and suffocating smoke, causing 4d6 
  damage and requiring a roll on the Injuries & Setbacks table. Taking appropriate precautions grants 
  advantage on the check (wearing a facemask, taking shelter in a trench, rock formation or pool, etc). 
  2 
  A band of 5d10 xenophobic thuel riders appear in the distance. The travellers might be able to hide 
  from them, negotiate passage, or neutralize the encounter in some other way. 
  3 
  1d6 Giant Serpents, or a single massive 16 ft specimen (10 HD), is slithering through the long grass, 
  eager to locate their next meal. 
  4 
  5d4 Giant Rats (70%) or 3d4 Dire Rats (30%) are scavenging from a dead bison skeleton. They 
  might take their chances against a PC however, particularly if they can isolate a small or obviously 
  wounded target.   
  
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  5 
  3d10 Skorn hunters are loping through the grasses here, on the trail for fresh meat. There is a 50% 
  chance they are upwind of the party and hiding in ambush.  
  6 
  Two rival packs of 3d4 Wolves (70%) or 2d4 Dire Wolves (30%) are fighting over hunting grounds, 
  growling and snapping at each other.  
  7 
  2d4 Centaurs are on sentry duty in this region, which they have recently claimed as part of their 
  ancestral territory. They are extremely hostile towards outsiders and will seek to drive them away, 
  using their war horns to summon more of their kin if necessary. 
  8 
  Clouds roll in and a thick fog settles over the grasslands, reducing visibility to 60 ft. There is a 50% 
  chance of 3d6 mounted thuels, skorn or centaurs in the fog.  
  9 
  2d4 Giant Eagles are wheeling overhead, descending from the thermals of the Rock of Gorzat as 
  they survey the grasslands for food. Their chicks are hungry. 
  10 
  A Western Panther (see Bestiary, 70%) or mated pair (30%, possibly with cubs) are hunting in the 
  long grass, stealthily stalking the rear member of the party.  
  11 
  2d4 boisterous Ogres, taunting a trussed up, captive thuel (Bok), on the way back to their clan 
  campsite to eat him. 
  12 
  A large pack of 3d4 Wolves, led by 1d4+2 Dire Wolves, are on the hunt, signalling to each other 
  via howls. The Dire Wolves have developed a taste for human flesh and will not be distracted by 
  horses, etc.   
  13 
  2d4 Giant Wasps (see Bestiary) are buzzing low across the grasslands, searching for some 
  humanoid sized prey. If they manage to incapacitate a target, they will withdraw, carrying the 
  unfortunate with them (for later eating and/or egg implantation). 
  14 
  A hungry Bulette is hunting here, evidenced by 6 ft wide holes scattered across the region (the 
  tunnels have collapsed in on themselves).  
  15 
  A single Bloodroot Treant, masquerading as a large willow tree, hoping to lure a meal. Careful 
  scrutiny of the tree reveals a number of bloodstained branches. 
  16 
  A warband of 4d8 Ogres are clashing with 5d10 mounted Thuels (50%) or Skorn (50%). If either 
  side notices the party, they attack them too.  
  17 
  A wooden palisade 50 ft on a side has been erected here with a large tent inside. A solitary Clay 
  Golem stands outside the entry gates.  
  18 
  A clear pond is located here. Wet humanoid footprints can be found nearby, circling the area. If 
  the pond is explored, a dark underwater tunnel is discovered. 
  19 
  In the distance a single thuel wearing an bird skull mask can be seen, raising her arms and voice to 
  the sky. Moments later, a peal of thunder echoes overhead.  
  20 
  A 50 ft crater blackens the earth, at the centre of which lies a man sized meteorite of blue veined 
  crystal. Serpent like tracks lead away from the mysterious rock.  
   
  Ironhull Mountains or Sunstone Ranges 
  1d20 
  IRONHULL MOUNTAINS or SUNSTONE RANGES 
  1 
  Rockslide! All travellers must make a Luck (Dex) save or suffer 2d6 damage. If damage of 10+ is 
  rolled, a Con check is also required to avoid rolling on the Injuries & Setbacks Table.  
  2 
  Set into the mountain side is a dim, 10 ft tall tunnel. Guttering torchlight can be seen within. The 
  entryway is ringed with bronze verdigris capstones, warded against intruders. Any non-cyclops who 
  attempts to enter must make a Luck (Will) save or suffer 2d6 cold damage.  
  3 
  A steep slope or cliff like ridge must be climbed, requiring a Str (Athletics) check. If failed, the 
  traveller is exhausted by the time they reach the top, suffering 1 Str loss.   
  
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  4 
  Flickering torchlight can be seen from a large cave mouth. 4d6 Skorn (60%) or 2d6 Urgot with an 
  Urgozer (40%) are inside, taking a brief respite. There is a 50% chance of a sentry keeping watch.  
  5 
  2d4 diminutive Xornlings are blending into the rock face here, hiding behind loose scree. They can 
  smell any precious metals or gems carried by the party, and will try to sneak into their packs or 
  pouches to eat them.  
  6 
  From around a long bend, quarrelling in broken, guttural common can be heard. 2d6 Ogres are 
  fighting over whether they should continue in the same direction or change heading. There is a 50% 
  chance the ogres are upwind and smell the party coming, in which case they suddenly go quiet. 
  7 
  A flock of 2d6 Griffons (50%) or 2d6 Harpies (50%) begin circling high above the party, riding the 
  currents. They observe them for a time, assessing their prospects of a successful raid. 
  8 
  1d8 Minotaurs are hunting in the area, keenly sniffing the air for the scent of man flesh. They live in 
  a nearby ravine containing the bones and gear of prior meals.  
  9 
  1d3 Grey Ooze lurk in shallow depressions, mimicking small, polluted pools.  
  10 
  1d6 Giant Scorpions are feasting on a dead skorn, which they are pulling apart with their massive 
  pincers. Another meal of juicy humanoid flesh would not be unwelcome.  
  11 
  3d6 Cyclopes are roaming here, following orders to scout the area. Looks like their soothsayer was 
  right after all; there are humans present to feast upon.  
  12 
  1d4 Skorn come rushing around the bend in the trail, breathing hard, moving straight past the PCs 
  if permitted. 1d12 Hill Giants, also short on breath, come hurtling around the bend a few moments 
  later. 
  13 
  Snuffling, cracking and grinding sounds can be heard up ahead. On a high ledge further along are 
  1d4 Manticores, devouring the remains of an unlucky thuel. Depending on the number of 
  manticores, they might welcome more food. 
  14 
  A hungry Bulette bursts from the earth, showering the adventurers with rocks as it tries to bite one 
  in half.  
  15 
  1d6 Hill Giants are waiting in ambush on this mountain path. There is a 50% chance of hearing 
  them complaining how hungry they are, tipping off any would be prey.  
  16 
  1d4 Wyverns use these mountain tops as their hunting grounds. They are particularly fond of 
  snatching up metallic humanoids and dropping them from a great height to crack open their hard 
  shells.  
  17 
  On a stony escarpment, a 100 ft latticework of small trees and boulders forms a gigantic nest. Dark 
  grey feathers, 12 ft long, litter the ground. If the centre of the nest is explored, three 4 ft eggs can be 
  found hidden beneath a bedding of leafy shrubs.  
  18 
  Dozens of campfire smoke columns can be seen wafting over a high ridge to the north.  
  19 
  A tall obelisk with ancient silver markings rises from the depths of a shallow crater. The floor of the 
  crater is mirrored, reflecting the stars and moon overhead.  
  20 
  A small, low lying cloud seems to be following the party, matching their speed and direction. As 
  each hour passes, it slowly descends, drawing nearer.  
   
  Lake Argos or Siltwater 
  1d20  
  LAKE ARGOS or SILTWATER 
  1 
  A powerful storm with heavy rain and high winds blows in. Watercraft might become damaged, and 
  unsound craft threaten to break apart. Visibility is reduced and checks to retain steady footing are 
  made at disadvantage while the storm rages.  
  
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  2 
  The region of water is becalmed, stranding sailing vessels without oars. The travellers must make a 
  group Luck save each day to determine whether the winds return.  
  3 
  Varnori raiders in a longship (3d20+40 crew, including rowers) appear on the horizon, changing 
  course to intercept the travellers.  
  4 
  2d6 dolphins, seals, otters or other inquisitive but harmless marine life takes an interest in the 
  travellers. 
  5 
  A damaged merchant caravel from one of the lake cities, or another water craft, bobs in the current, 
  half submerged. There is a 50% chance of 1d4 survivors with a ghastly tale to tell. 
  6 
  5d4 Nixies (water sprites) take an interest in the travellers, swimming alongside or climbing aboard 
  the PCs craft to cause mischief.  
  7 
  If sailing the Siltwater, Jarl’s Bane (see Bestiary) surfaces on the nearby horizon, slowly turning to its 
  gaze to fix upon the party’s ship. If the PCs seek to flee, a successful Party Retreat check means the 
  winds are with them, or the behemoth is distracted by some other prey. If sailing Lake Argos, a 
  Kronosaurus (see Giant Crocodile variant) appears instead (to similar effect).  
  8 
  2d6 Argosan Stranglers (see Bestiary) intercept the vessel and cling to the hull beneath the water. In 
  the dead of night, they scale the ship and attempt to eat everyone on board.  
  9 
  A thick fog rolls in, reducing visibility to 90 ft. There is a 50% chance 2d4 Will o’ Wisps emerge 
  from the fog, keen to torment the crew or distract them long enough to ground them on a nearby 
  reef.  
  10 
  A Pirate Ship (carrack, crew 2d10+40 pirates) appears on the horizon and gives chase. There is a 
  50% chance they are slavers, otherwise they leave no survivors.  
  11 
  A Sea Hag (as Hag, but amphibious and may spend an action to generate the following spell like 
  effects once per day: Charm Person, Fog Cloud (but affects a 1 mile diameter), Web (made of 
  seaweed), Suggestion, Wall of Thorns (Coral), Cone of Cold) follows the ship for a time, hoping for 
  the opportunity to snatch one of the crew and eat them. 
  12 
  An Ochre Jelly is swimming on top of the water, slowly undulating towards its next meal. It can 
  slurp its way up the side of the ship without difficulty. 
  13 
  Mutiny! If the PCs have other crew aboard, 80% of them seek to seize control of the ship and 
  change course for elsewhere. The losing side is killed or made to walk the plank! 
  14 
  1d6 Wyverns are hunting in the skies and decide the party are a potential meal worth investigating. 
  They begin to slowly circle down towards them.  
  15 
  A saboteur has planted a slow acting poison in the ship’s water supply and ration stores, spoiling 
  them (an enemy of the PCs, the captain or other crew member). Everyone who has partaken of the 
  ship’s stores must make a Luck (Con) save each day or lose 1d2 Con (on a save, the poison 
  subsides). An apothecary with the right healing herbs might be able to craft an antidote.  
  16 
  One of the crew has Lake Pox, a highly contagious skin disease that causes painful boils under the 
  armpits, crotch and jaw (causing 1d3 Dex loss). The infected are contagious by airborne and touch 
  vectors for 1d4 days, and the boils disappear after 1d4 months. A Luck (Con) check resists. An 
  apothecary with the right healing herbs might halve the duration.  
  17 
  A huge Karok merchant galley (up to 300 crew), apparently in good condition, sits idle and 
  seemingly abandoned. The flag displays the shackle icon of House Tergoza. 
  18 
  The water surrounding the travellers turns jet black in all directions. Birds diving for fish do not 
  resurface from the inky water. 
  19 
  On the horizon, two random lake city or Karok cogs (approx 20 crew) are in the midst of a pitched 
  battle with 1d3 pirate caravels (approx 30 crew).  
  20 
  A one of a kind, hot air balloon ship flies overhead. The captain and his crew might be spying on 
  the travellers, coincidentally passing through, or harvesting lightning from the clouds.  
  
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  Spine of Ulgoth 
  1d20 
  SPINE OF ULGOTH 
  1 
  A series of 15 ft deep spiked pit traps are scattered about this area, causing 1d6 damage and 
  requiring a roll on the Injuries & Setbacks table (Luck (Dex) save resists). Skorn come to check on 
  their traps after 2d6 hours.  
  2 
  The temperature drops rapidly as a heavy fog descends on the mountain. There is a 50% chance 
  2d6 Shades glide out of the clinging haze, eager to turn more of the living into undead. 
  3 
  An ominous tremor drops large chunks of stone from high ledges, requiring a Luck (Dex) save to 
  avoid 3d6 damage. If triples are rolled, victims must also roll on the Injuries & Setbacks table. 
  4 
  A Skorn self exile, and genuine warlock (Magic User 4), is marking the ground here with entrails 
  and coloured dust. He wears a black spider mask with tree branch legs.  
  5 
  6d6 Skorn (60%) from two different tribes are gathered nearby, putting to rest a long running blood 
  feud. Celebrating with some human flesh would be most auspicious.  
  6 
  Whilst the party is navigating a perilous ledge, 2d4 Rock Grinders burst from the mountainside, 
  attracted to the PC with the most precious metals.  
  7 
  A single Griffon begins circling above the party, making loud screeches to attract more of its kind. 
  Sometime later, 2d6 griffons silently dive bomb out of the clouds from behind the party, hoping to 
  strike with surprise and make a meal of them. 
  8 
  4d4 Serpentmen (half Hraarsk, half Ssurlocs, plus a single Razkarrt) are visiting the Spine as 
  emissaries of the Hidden City, gauging prospects of an alliance with the strongest skorn tribes. 
  9 
  3d4 Dire Wolves appear on elevated crags, silently watching the party navigate the mountain. When 
  the alpha howls, the whole pack charges to attack. 
  10 
  2d6 Ogres have captured 1d4+1 thuels or skorn (even chance), who are bound with ropes and 
  badly beaten.  The giant kin are arguing whether to eat them all now, or just one of them. 
  11 
  1d6 Ettins, in league with one or more local skorn tribes (or at the least in a truce), are travelling 
  through the region, calling out for their pet dire wolf, Shizek. 
  12 
  3d6 Cyclopes are hunting for food to return to their tribe’s cave complex nearby. They consider all 
  smaller races fair game and will eat men just as readily as skorn. The local halfmen make offerings 
  to the cyclopes to appease them. 
  13 
  3d6 Skorn children and 1d6 (pet) wolves come running around a corner, some laughing 
  uproariously while others are scuffling and shouting at each other. They freeze when they see the 
  party, some with looks of fear, others with hate. The wolves immediately raise their hackles and 
  snarl, moving in front of their young masters.  
  14 
  6d4 small, 1 ft Giant Scorpion Hatchlings (1 hp, tail sting causes 1d2 venom damage) escaped from 
  their nearby burrow and skitter over the next rise. Their 1d6 full grown Giant Scorpion mothers 
  appear 2d6 rounds later, claws raised and tails twitching in agitation.  
  15 
  From the high peaks, a flock of 3d6 Feathered Maws (see Bestiary) begin to surveil the party, 
  hungry for food. They are drawn to the sun reflecting off the party’s weapons and armour.  
  16 
  Scattered about this area are a series of jagged rock formations and the remains of a half digested 
  skorn (the corpse appears wilted and strangely mushy). An Ochre Jelly is hiding nearby, hoping for 
  another meal. 
  17 
  With a thunderous screech, 1d4 Wyverns (50%) or a Roc (50%) dive out of the cloud cover or 
  from behind nearby peaks, eager to devour the PCs! 
  18 
  A crumbling, ancient tower rises nearby. Closer inspection reveals piles of yellowed bones (human, 
  skorn and animal) carefully spread around the perimeter. Disturbing the skulls, or venturing 
  beyond them, releases an Aberrant Terror from its prison.  
  
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  19 
  In a narrow but steep ravine is an pale stone obelisk, marked with primitive scrawl and discoloured 
  runes. As one descends, the air turns unnaturally cool, causing breath to fog. Perhaps the obelisk 
  marks a ley line junction, serves as a cursed altar, or conceals a stairwell spiralling deep into the 
  earth. 
  20 
  On a rise in the distance, a colossal cave mouth is decorated with scores of skull poles, lit by a 
  handful of flaming torches. The sound of drums echoes from within.  
   
  Subterranean 
  1d20 
  SUBTERRANEAN 
  1 
  Rockfall! The adventurers must make a group Luck (Dex) save or suffer 2d4 damage and roll on 
  the Injuries & Setbacks table.  
  2 
  Tremors have opened a large crevasse here, blocking the way. The crevasse is 1d4 x 10 ft wide and 
  1d10 x 10 ft deep. There is a 50% chance something awful climbs out of it. 
  3 
  A rare underdark wind rips through the passage, automatically extinguishing all non-magical lights. 
  There is a 30% chance a Green Slime coincidentally drops from the ceiling to attack.  
  4 
  4d6 Skorn (40%) or 2d6 Urgot with an Urgozer (60%) are either exploring these tunnels, or their 
  skeletons lie dead on the floor, killed by some unknown beast (1 x Carry Loot, LFG p.136). 
  5 
  Webs are strung across much of this area, on the walls, floor and ceiling. 2d4 Giant Spiders are 
  either lurking in webs (50%) or hidden behind trapdoors concealed in the wall or floor (50%, a Perc 
  (Detection) check notices the outlines of the burrow doors). 
  6 
  2d12 Giant Centipedes are crawling across the ceiling, antennae twitching for food. They might be 
  driven off if branded with open flames such as torches.  
  7 
  2d4 patches of Yellow Mould are growing in dark corners (or are in stasis like dormancy, if no food 
  sources are available).  
  8 
  A Grey Ooze is silently stalking the passages here. It uses its Emotion Burst ability to try and 
  confuse or isolate a member of the party before it attacks.  
  9 
  A tremor releases a pocket of flammable gas in the party’s vicinity. The gas is clear but may be 
  detected by scent with a Perc (Detection) test. If any flame based light sources are not extinguished 
  in 1d4 rounds, the gas explodes for 2d4 damage (the light source is destroyed).  
  10 
  2d4 Fungoids (see Bestiary) are hibernating in this chamber, surrounded by many smaller varieties 
  of fungus and mould. If the party lingers here, they awaken within 1d4 rounds.  
  11 
  An Ochre Jelly (60%) or Black Pudding (40%) is searching for flesh to consume, undulating along a 
  corridor wall or rooftop.   
  12 
  1d6 Plague Worms (see Bestiary) are moving through these tunnels, tasting the air for the scent of 
  succulent flesh.  
  13 
  A Speckled Ooze (see Bestiary) has made its home in the ceiling here, burrowing itself a small 
  cavity to sleep in. It will attempt to drop onto a target that is not carrying a light source.  
  14 
  A mould known as Miner’s Woe is growing nearby. Its airborne spores require a Luck (Con) save 
  to avoid suffering a wheezing, hacking cough developing over the next 1d6 x 10 mins. The 
  condition imposes disadvantage on endurance related tests and the sufferer speaks in whispers only, 
  lasting for 1d4 days. An apothecary with the right healing herbs might reduce the duration by half. 
  15 
  A Tentacle Spawn (70% single or 30% 1d4) is exploring this area, expanding its knowledge of near 
  surface tunnels. If it thinks it can prevail, it will gladly take the opportunity to devour some surface 
  dwellers’ brains. 
  16 
  2d4 Rock Grinders (see Bestiary), burst from the walls, ceiling or floor, homing in on the resonance 
  of the party’s precious metals.  
  
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  17 
  A pile of earth and rock the size of a large wagon is lumped against a wall. The 10 HD Earth 
  Elemental is replenishing its strength from nearby stone, which slides across the walls and floor to 
  merge with it. It is in a quasi sleeping state and will be very surly if disturbed. 
  18 
  An empty well or narrow vertical chute sits in the middle of a small chamber. If travellers listen 
  carefully, they might hear clanking and grinding noises echoing from deep below.  
  19 
  A 6 ft ceramic red devil face, with a wide open mouth, is set into the wall. The mouth is large 
  enough to crawl into. The interior of the mouth is unnaturally black, as if somehow absorbing 
  nearby torchlight.   
  20 
  A naturally formed side tunnel opens up into a gigantic cavern filled with a still, dark lake, in the 
  centre of which is a small forest of giant fungi. Within the fungi rises a 40 ft, golden monolith with a 
  crenelated top. 
   
  Suurat Jungle  
  1d20 
  SUURAT JUNGLE 
  1 
  Poisonous vines or mind altering fungi spores, causing all travellers 1d6 damage and inflicting a 
  moderate madness for 2d4 days. A Luck (Con) save resists.  
  2 
  A cloud of biting insects carries a rare disease. The adventurers must make a Luck (Con) save or 
  suffer Weeping Limbs disease, causing nails to emit yellow puss and flake off (1d4 Dex loss over 
  1d3 days). An apothecary with the right healing herbs might be able to cure or delay the disease. 
  3 
  Pit traps with spikes, set by cannibals or territorial skorn, causing 1d8 damage or alternatively tree 
  snares suspending travellers 6 ft in the air. A Luck (Dex) save resists. 
  4 
  5d4 Projectile Leeches lurking in the trees waiting to pounce (50%), or 3d6 Urgot (50%) with an 
  Urgozer (30%) concealed behind a thicket of trees and vines. 
  5 
  5d6 Skorn are making a loud racket, crashing their way through the plants. There is a 50% chance 
  the skorn are upwind and have caught the party’s scent. 
  6 
  5d6 Man Eating Monkeys are in the trees, stalking the travellers and hoping to drop upon them 
  unawares (ideally when they sleep).  
  7 
  2d12 Giant Centipedes are crawling through the undergrowth, looking for a warm body to implant 
  their eggs into.   
  8 
  2d6 exploring Giant Worker Ants (70%), possibly with 1d4 Soldier escorts (30%), suddenly emerge 
  from behind a cluster of 8 ft, broad leafed aroids.  
  9 
  A wild boar comes crashing through the undergrowth, thundering past the party at high speed. A 
  few moments later, 2d4 Tigers (50% chance of 1d3 cubs) suddenly emerge in full stride. There is a 
  50% chance they abandon the boar and decide to eat the PCs instead.  
  10 
  5d6 Flesh Eating Vines (see Bestiary) are growing here. They keep perfectly still until the party are 
  among them before surging to life, desperate to strangle them and absorb their nutrients.  
  11 
  A nest of 1d6 Giant Serpents is located in the roots of some huge strangler fig trees. Their 
  Serpentman (Ssurloc) handler might also be nearby (30%). 
  12 
  A band of Serpentmen (3d4 Hraarsk and 2d4 Ssurlocs, 10% chance of a Noble (Razkarrt)) are 
  navigating through this area, on the way to a ley line junction.  
  13 
  One or more Sabretooth Tigers have been tracking the party for the last two hours, and are about 
  to spring their attack (70% solitary hunter or 2d4 pack, including some cubs). 
  14 
  2d6 Giant Apes (see LFG p.120 Owlbear variant) are lounging beneath some towering kapok trees. 
  They are fiercely protective of their territory.  
  15 
  A ravenous 40 ft Tyrannosaurus Rex is rampaging through the area. It makes a lot of noise before it 
  arrives, and smaller creatures such as boar and monitor lizards flee before it.  
  
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  16 
  A Hydra lairs here in a subterranean cave or pool with a clutch of recent hatchlings. They are very 
  hungry.  
  17 
  From the east comes the sound of hundreds of tribal drums (50% human cannibals, 50% skorn). 
  18 
  A 15 ft stone statute, carved in the likeness of a hybrid serpentman, stares imperiously, its fanged 
  jaws agape. The base of the statue is wrapped in vines, but the plants appear carefully tended rather 
  than overgrown.  
  19 
  A wooden hut is set into the branches of an enormous kapok tree high above. Vines twisted into 
  knotted ropes hang down to 9 ft above the jungle floor.  
  20 
  The crack and crash of great trees being broken and hitting the ground echoes from the west. From 
  here, distant treetops can be seen bending or buckling as something truly colossal makes its way 
  through the jungle. A humanoid scream begins and is quickly cut off.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trackless Moors 
  1d20 
  TRACKLESS MOORS 
  1 
  Quicksand pool. The leading traveller must make a Luck (Dex) save or be sucked underwater, 
  suffering 1 Con loss in the scramble to escape.  
  2 
  Stinging insect swarm. Each traveller must make a Luck (Con) save or contract Febrile Rot, a 
  feverish wasting disease, suffering 1d4 Str loss each day. An apothecary might be able to cure the 
  disease with the right healing herbs.  
  3 
  Poisonous bog fumes. Each traveller must make a Luck (Con) save or suffer 1d6 damage and a 
  mild madness (LFG p.91) that persists for 1d4 months. 
  4 
  3d10 ravenous Stirges descend on the party in a buzzing swarm.  
  5 
  3d6 Skorn (60%) or 2d6 Thuels (as Berserker) are hunting in the area, using drums or horns to 
  signal to each other. If combat begins, the other half of the war party (similar numbers) appears as 
  
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  reinforcements in 2d6 rounds.  
  6 
  5d4 Projectile Leeches lurking beneath shallow pools (50%), or 2d12 Giant Centipedes are 
  concealed in ferns and bracken (50%). 
  7 
  A curious fog descends on the moorlands that persists for 1d4 hours. There is a 50% chance 2d4 
  Will o’ Wisps appear from the gloom, hoping to lure travellers into sink holes or quicksand.  
  8 
  4d4 Serpentmen (Hraarsk), possibly with 1d4 Ssurlocs (40%), are ranging far from the Suurat 
  Jungle, scouting the area for signs of ley lines.  
  9 
  2d4 Giant Crocodiles lie in ambush, fully submerged in the filthy swamp water but for their nostrils. 
  10 
  A nest of 1d6 Giant Serpents can be found nearby, including 1d4 baby serpents and 1d4 unhatched 
  eggs the size of a man’s hand (worth 1d4 x 100 gp each to the right buyer). The serpents will defend 
  their brood at all costs.  
  11 
  Hags live nearby in a ramshackle hut made of mud bricks; either 1 (70%) or a Coven of 3 (30%). 
  There is a 50% chance the hags foresaw the party’s arrival, and are waiting for them with a prophetic 
  message, threat or offer of mutual gain.  
  12 
  1d12 Moor Trolls wander these fens, searching for sentient flesh to feast upon. When pickings are 
  scarce, they go into a state of dormancy and sink beneath the watery mud, waiting for prey to rouse 
  them.  
  13 
  1d4 Hammer Snails (see Bestiary) come surging out of a wide thicket of bracken, crowberry or 
  scattered birch trees, gliding towards the party with a sickening slurping noise. 
  14 
  2d6 amphibious Giant Eels (see Bestiary) emerge from dank, clouded pools, hoping to take a bite 
  out of the adventurers before fleeing back into the muck.  
  15 
  A grove of 1d4 Bloodroot Treants are masquerading as bald cypress trees. They attempt to drown 
  passers-by in shallow pools. Their red stained roots might tip off the wary. 
  16 
  1d8 Claw Toads (See Bestiary) are croaking loudly in the area, signalling to each other to gather for 
  spawning, or alternatively to feast on the adventurers (or both).  
  17 
  A gigantic, half submerged dragon skeleton lies in the water. Although ancient and highly 
  decomposed, a handful of scales remain intact, and could be worked into a shield, breastplate or 
  helmet (any special properties at the GM’s discretion). 
  18 
  A 10 ft wide pile of green brown refuse sits in the middle of a dark pool. Careful examination of the 
  pile reveals a number of shiny objects within. Anyone approaching might notice ripples in the water, 
  or tremors from the pile itself (a concealed Slop Gorger, see Bestiary).  
  19 
  An ancient mangrove tree has carvings of capering, demonic frogmen lording over humans. A 
  number of roots have merged with an oaken chest (1 x Valuables, LFG p.147), sealing it shut more 
  securely than any lock. There is a 50% chance 2d4+1 Toadmen (see Bestiary) are nearby the sacred 
  ground, preparing to enact loathsome rituals. 
  20 
  A wooden hut stands elevated on stilts within a bog cluttered moor. Smoke rises from a small 
  chimney, and light flickers behind a set of shutters. The insects here are eerily silent.  
   
  White Drifts 
  1d20  
  WHITE DRIFTS 
  1 
  A terrible blizzard lasting many hours erupts. Unless the party can find or build adequate shelter, 
  each PC must make a Luck (Con) save or suffer 1d3 Con loss.  
  2 
  Avalanche! Each traveller suffers 4d6 damage (Luck (Dex) save for half). 
  
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  3 
  A crevasse breaks open beneath the lead traveller, who must make a Luck (Dex) save or fall to the 
  bottom (1d10 x 10 feet deep).  
  4 
  3d10 Varnori raiders (as Human Guardsmen) are travelling south on the way to Vorngard, pulling 
  their gear on sleds.  
  5 
  A pack of 3d4 Wolves (70%) or 2d4 Winter Wolves (30%; as Dire Wolves) are tracking the party 
  through the wastes, hoping the humans will suffer exhaustion before targeting the weakest member. 
  6 
  The smoke from a single campfire wafts into the air beyond the next rise. A mysterious explorer sits 
  by the flames, a thick fur cowl pulled over their head. 
  7 
  2d4 Ice Beetles (as Fire Beetles, but deep blue and without any luminescence) are hibernating in 
  frost covered shells. From a distance they look like 3 ft long snow mounds. 
  8 
  An encampment of 5d10 Urgot, led by an Urgozer, live nearby in a permanent hide skin 
  encampment. In the desolate wastes, they practice dark and dangerous rituals, hidden away from 
  the rest of the world.  
  9 
  2d4 Frost Worms (see Bestiary) are burrowing their way through the surface ice or snow, attracted 
  to the party’s foot tremors, hoping for a meal of warm flesh. 
  10 
  3d6 Cyclopes are scavenging here. They are outcasts from a large tribe in the Ironhull Mountains, 
  and are looking to resettle. They are in a ferociously foul mood.  
  11 
  Lurking beneath the snow or ice is a Black Pudding that burrowed up from the earth before falling 
  into a dormant state. Travelers approaching within 20 ft have a 50% chance of awakening the 
  starving monstrosity.  
  12 
  An Ice Bulette (as Bulette, but amphibious and immune to cold damage) hunts in this region. If 
  burrowing up through ice, the travellers feel the tremors and cracks at least one round before it 
  arrives (if burrowing up through clear ice, they will see it).  
  13 
  A lumbering, shaggy, vicious 14 ft Yeti prowls here, hoping for warm flesh to feast upon (as 
  Owlbear, but double hit points, Off Turn Attacks and immune to cold damage). 
  14 
  A Roc flies far overhead, scouring the white wastes for a suitably sized meal (it usually hunts frost 
  giants, polar bears or mammoths). Humans however make for good entrees.  
  15 
  1d10 Frost Giants are traversing the snow or ice fields, on their way to an important meeting with 
  other giant kin. It’s been a long time since humans were on the menu.  
  16 
  A 15 HD Water Elemental (quasi ice) is gathering strength here. Unlike most of its kind, it has 
  developed a degree of intelligence (Int 4), and will attempt to communicate with the adventurers. It 
  is interested to learn about what lies beyond the white wastes. 
  17 
  A Purple Worm lies dormant beneath the ice, waiting for travellers of sufficient size or noise to 
  awaken it. 
  18 
  A serpent like cave mouth is set into a rise, ridge or escarpment. Flickering torchlight can be seen 
  within.  
  19 
  A ring of humanoid statues, seemingly made of ice, encircle a black, altar like rock. A yellowed, 
  bone drinking horn sits atop the altar, covered in frost.  
  20 
  A breaking glacier has unearthed a metallic, 40 ft cylindrical object, mostly (or entirely) encased in a 
  shelf of deep ice.  
   
   
   
  cylindrical object, mostly
  
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  Region Events 
  From time to time, in order to help convey that a sandbox setting is a living world, or to prompt action from 
  NPCs or the party, the GM may announce a Region Event. These events are large scale and/or particularly 
  important changes in the region, often with permanent and wide reaching effects.  
   
  The GM may roll on (or choose from) the table below at any time. Alternatively, there is a 30% chance of a 
  Region Event every 3d4+6 months. Some events are tied to specific cities or locations, others the GM may 
  place anywhere (or randomly determine which city, etc). The entries are examples only and GMs are 
  encouraged to customise the table to suit their purposes.  
   
  1d20  
  Region Event 
  1 
  The King is Dead. Uldred of Crow’s Keep dies suddenly from what appears to be heart 
  failure, but talk of poison and Melek assassins are spreading like wildfire. The noble court is 
  in uproar; Uldred was the last of his line, with no obvious successor; who will replace him? 
  At least three families have staked their claim to the throne, and are already marshalling their 
  forces. Civil war appears inevitable, but can the Midlanders afford to be killing each other 
  with Nydissia prowling their border? 
  2 
  Retching Fever. A nightmarish plague is sweeping a random city, causing people to vomit 
  blood and break out in agonizing welts. The source of the disease is unknown, but most 
  infected die within the fortnight, feverishly weak and bedridden. The dead are burnt, the sick 
  quarantined and forced to wear bells to warn of their approach. Despite this, more people 
  are falling ill every day. Panic is setting in.  
  3 
  Rebellion in Northgate. The commoners of Northgate are in open revolt, rioting in the 
  streets and seizing control of large sections of the city under the direction of Grand Librarian 
  Bridonna. The people want the sorcerer and his Anointed dead or exiled, and believe the 
  king has abandoned them. Most of the guard still take orders from the Anointed, but some 
  are beginning to defect. The Stargazer has yet to make an appearance, and is holed up in his 
  citadel.  
  4 
  Boom Town. A random city has unearthed a slew of new mines, including rare mithril. The 
  influx of wealth tempts migrants to make the dangerous journey, greatly expanding the 
  settlement’s range of goods and services. As the favoured city grows in power, nearby 
  neighbours suffer shortages that are unlikely to improve until a new political equilibrium can 
  be found.  
  5 
  Guild Showdown. One of Port Brax’s big three gangs (Red Hooks, Dockside Valkyries or 
  Sumptown Rats) is destroyed by a series of unfortunate events and determined enemies. In 
  the fall out, the two remaining guilds go to war in the streets, seizing the rare opportunity to 
  destroy their biggest rival and seize full control of the city.   
  6 
  Famine Crisis. Fish disease and crop blight across the Argos basin leads to widespread 
  famine. Over the next 24 months, one in four city folk die of starvation, malnutrition or 
  infectious disease. Gangs, crime and desperation sky rocket, leading to heavily armed patrols, 
  dusk curfews and grave sentences. 
  7 
  Nydissian Invaders. Imperator Setirus deploys thousands of soldiers from Melek, via the 
  Trackless Moors, to lay siege to Crow’s Keep. Catapults, trebuchets and similar war 
  machines hammer the city day and night, as well as any ships within range. King Uldred 
  
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  bides his time, hoping for reinforcements from other Midlander cities before retaliating. In 
  the meantime, residents are effectively trapped in a war zone. 
  8 
  Empress’ Games. To celebrate the newly ascended Empress Narcene, Melek holds weeks of 
  celebratory games in the Ogorien Fighting Pits. The spectacle includes gladiator battles, 
  athletic contests, horse races, mock sea battles, sorcerer burnings and theatrical 
  performances. Trade, migration and Lucentum membership swell, strengthening national 
  pride, and redoubling Imperator Setirus’ will to carve his mark on the region. 
  9 
  Broken Circle. One of the five ruling Houses of Dol-Karok (determine randomly) has been 
  usurped; infiltrated and betrayed by House Fortuzo (previously a second tier house, 
  specialising in medicine, herbalism, alchemy and poison). The fallen house is in ruins, its 
  bloodline decimated, retainers scattered and assets seized to pay outstanding debts; there will 
  be winners and losers in the fallout, affecting traders across the region. House Fortuzo wastes 
  no time exploiting its new found power, extending envoys to all corners, seeking new 
  alliances and opportunities.  
  10 
  Karok’s Doom. The Mother Wyrm, a 120 ft colossus and progenitor of the plague worms, 
  has awoken from hibernation since the First Age. All consuming hunger drives it to attack 
  Dol-Karok, eating most of the residents and reducing the city to rubble. Karok refugees flood 
  the lake cities, blindly fleeing what is later dubbed Karok’s Doom. 
  11 
  Varnori Invaders. Jarl Osgerd sends a fleet of longships to attack Northgate, sinking 
  Midlander vessels, pillaging half the city and blockading the northern lake. Thousands of 
  Varnor’s fearless warriors now occupy the western districts, fighting ongoing skirmishes with 
  the remaining guard and Anointed. Even if the Varnori can be repelled, the losses are 
  catastrophic. The Stargazer has called for reinforcements from Port Brax and Crow’s Keep, 
  but is otherwise yet to show his hand.  
  12 
  Return of the Scaled Ones.  From the Hidden City in the Surrat Jungle, the serpentmen are 
  re-emerging, revealing themselves for the first time in centuries. At long last, they have 
  perfected their weather magic, lifting temperatures and humidity across the basin, shifting the 
  climate back in their favour. In the Second Age when the Scaled Ones ruled, they enslaved 
  the warmbloods for a thousand years. They mean to do so again. 
  13 
  March of the Giants. Hill giants and cyclopes from the high peaks of the Ironhull Mountains 
  join forces and occupy the lower ranges, blocking mountain passes. They quickly lay siege to 
  Dol-Karok, cutting off trade but unable to breach her great adamantine gates. The giants 
  appear to be organised and act with purpose, but at whose direction, and to what end? 
  14 
  Worse than Death. Gorgarsa, the Witch of Drelnor, has been devoured by Uln-Rgaoon, an 
  alien entity that broke through the Veil (p.181). The aberration’s continuing presence is 
  bending reality, warping flesh and intensifying instincts to feast, mate and destroy. Waves of 
  skorn, thuels and beasts are on the rampage, spearheading pockets of mindless carnage. The 
  number of trade caravans that make it to Port Brax, Crow’s Keep and Melek are halved, and 
  those that arrive suffer heavy losses. 
  15 
  Shenzu Outpost. Shenzu warriors of the Undying Sovereign arrive suddenly from the east, 
  invading the Argos Plateau and enslaving the local thuels. The fortified town of Yin Dao is 
  swiftly erected, drawing increasing numbers of easterners, trade goods and services. 
  16 
  Divine Prophet. A mysterious woman appears in a random Midlander city, claiming to be 
  the Prophet of Argona. Eye witnesses claim the prophet is able to work miracles: curing the 
  sick, steadying the mind of the mentally ill, and even raising the dead. The church of Argona 
  
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  swiftly embraces the prophet, swelling their ranks, tithe coffers and political power. 
  17 
  Pirate Fleet. Pirates hidden in the eastern coves and inlets form an alliance to take control of 
  Lake Argos, patrolling the western coast and blockading the cities. The freebooters demand 
  outrageous tributes to allow traders’ passage, and scuttle or commandeer all armed vessels 
  they come into contact with. Lake based trade is halved, causing goods shortages and inflated 
  prices as long as the pirates’ accord remains intact. 
  18 
  Skorn Horde. Thousands of skorn emerge from the Spine of Ulgoth, gathering with those of 
  the plains and moors to form an overwhelming horde. They target competing barbarian 
  tribes first, wiping them out or driving them from the map. Once the horse lords of the plains 
  are dealt with, they settle at the Rock of Gorzat, sizing up Port Brax. 
  19 
  The Dragon. An ancient, 100 ft dragon awakens from its artic slumber and razes Vorngard to 
  the ground, burning and devouring everyone in sight. Those few that survive flee to the 
  southern cities, never to return. The monster settles in the ruins, marking the north as its new 
  domain while it gauges the rest of the region.  
  20 
  Year of the Comet. A fiery comet crash lands somewhere in the region with a boom that 
  echoes across the basin. The meteor might be a prophetic sign, hostile aliens from a distant 
  star, flesh melting ooze, robotic wizardry, magical metal, or anything else the GM wishes to 
  introduce to the campaign world.  
   
   
   
   
   
   
   
   
  
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  Rival Adventurers 
  Below are tables for making quick, simplified NPC adventurers. Each combat, a rival adventurer may use 
  their class abilities a number of times as indicated in the relevant column (choose one ability to use each 
  time). To Hit bonus is equal to HD, like any monster. Naturally the GM is free to tweak details or create 
  NPC adventurers more consistent with the PC creation rules (note: NPC Luck usually relates to HD; see 
  p.94 for guidance).  
   
  Class & Stats  
  Level 
  AC 
  HP 
  Luck 
  Class Abilities 
  (Uses) 
  Main Weapon  
  Armour  
  ARTIFICER 
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  Int 15 
  Dex 13 
  Other 10 
  1-3 
  14 
  4, 8, 12 
  4, 5, 6 
  Hellfire glass 
  Flash rig (2) 
  Spear 1d6+1  
  Chain shirt  
  4-6 
  14 
  16, 20, 24 
  7, 8, 8 
  + Fume flask 
  Mutagen (3) 
  Hammer 1d8+1 
  Scale shirt 
  7-9 
  14 
  28, 32, 36 
  9, 9, 10 
  + Corroding spray 
  Thunder gauntlet (4) 
  Black powder 
  weapon 4d4 
  Breastplate 
  10-12 
  14 
  37, 38, 39 
  10, 11, 12 
  + Ironward 
  Xray goggles (5) 
  Chaintooth 2d4+1 
  Chain shirt 
  BARBARIAN  
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  Con 15 
  Str 15 
  Other 10  
  1-3 
  14 
  9, 18, 27 
  4, 5, 6 
  Ferocious rage (2) 
  Battle axe 1d8+2 
  Heavy hide, shield 
  4-6 
  13 
  36, 45, 54 
  7, 8, 8 
  Ferocious rage (3)�
  Great axe 1d12+2 
  Monstrous chitin�
  7-9 
  14 
  63, 72, 81 
  9, 9, 10 
  Ferocious rage 
  Second attack (4)�
  Spear 1d6+3 
  Chain shirt, shield�
  10-12 
  13 
  84, 87, 90 
  10, 11, 12 
  Ferocious rage 
  Second attack (5)�
  Flail 1d8+2 
  Breastplate�
  BARD 
   
  Cha 15 
  Str 13 
  Other 10 
  1-3 
  11 
  5, 10, 15 
  4, 5, 6 
  Inspire greatness (2) 
  Spear 1d6+2 
  Leather 
  4-6 
  13 
  20, 25, 30 
  7, 8, 8 
  Inspire greatness (3)�
  Longsword 1d8+1  
  Chain shirt 
  7-9 
  14 
  35, 40, 45 
  9, 9, 10 
  Inspire greatness 
  Rallying shout (4)�
  Long bow 1d8 
  Scale shirt, shield 
  10-12 
  13 
  47, 49, 51 
  10, 11, 12 
  Inspire greatness 
  Rallying shout (5)�
  Great sword 1d12+1 
  Chain shirt 
  FIGHTER 
   
  Str 15 
  Con 13 
  Other 10  
   
  1-3 
  15 
  7, 14, 21 
  4, 5, 6 
  Deadly strikes 
  Charger  
  Two hander (2) 
  Great Hammer 
  1d12+2  
  Chainmail  
  4-6 
  16 
  28, 35, 42 
  7, 8, 8 
  + Single weapon style 
  Ranged (3) 
  Bastard sword 1d8+2 
  Splint armour, shield 
  7-9 
  16 
  49, 56, 63 
  9, 9, 10 
  + Opportunist 
  Protector 
   Second attack (4) 
  Heavy mace 1d8+2 
  Ringmail, shield 
  10-12
  15
  66, 69, 72
  4, 5, 6 
  + Dual weapons 
  Rearguard (5) 
  Sword & axe 1d8+2 
  Platemail 
  
  �
  ����
  �
  Class & Stats  
  Level 
  AC 
  HP 
  Luck 
  Class Abilities 
  (Uses) 
  Primary Weapon  
  Armour  
  MAGIC 
  USER 
  �
  Int 15 
  Dex 13 
  Other 10 
  1-3 
  12 
  4, 8, 12 
  4, 5, 6 
  Shield, Disguise self 
  Hold person (3) 
  Spear 1d6+1  
  Leather 
  4-6 
  12 
  16, 20, 24 
  7, 8, 8 
  + Lightning bolt  
  Ritual magic 
   Suggestion (4) 
  Longsword 1d8 
  Leather 
  7-9 
  12 
  28, 32, 36 
  9, 9, 10 
  + Slow 
  Cone of cold 
  Wall of thorns (5) 
  Shortsword 1d6 
  Studded leather 
  10-12 
  11 
  37, 38, 39 
  10, 11, 12 
  + Conjure elemental 
  Etherealness  
  Control weather (6)  
  Dagger 
  No armour 
  MONK 
  �
  Will 15 
  Dex 15 
  Str 13 
  Other 10  
  1-3 
  12 
  5, 10, 15 
  4, 5, 6 
    Acrobatics 
  Mind over matter (2) 
  2 x Unarmed 1d6+1 
  No armour 
  4-6 
  12 
  20, 25, 30 
  7, 8, 8 
  + Redirect attack 
  Moment of clarity (3) 
  2 x Unarmed 1d6+1 
  No armour�
  7-9 
  12 
  35, 40, 45 
  9, 9, 10 
  + Deflect projectile 
  Stunning fist (4) 
  2 x Unarmed 1d6+1 
  No armour�
  10-12 
  12 
  47, 49, 51 
  10, 11, 12 
  + Channel spirit 
  Perfection of will (5) 
  2 x Unarmed 1d6+1 
  No armour�
  RANGER 
   
  Perc 15 
  Dex 13 
  Str 13 
  Other 10 
  1-3 
  12 
  6, 12, 18 
  4, 5, 6 
  Nature’s venom 
  Seasoned explorer (2) 
  Throwing axe 1d6+1 
  Hide 
  4-6 
  14 
  24, 30, 36 
  7, 8, 8 
  + Sharpshooter 
  Veteran scout (3) 
  Short bow 1d6+1 
  Reinforced leather 
  7-9 
  14 
  42, 48, 54 
  9, 9, 10 
  + Cover fire 
  Ranger’s ointment (4) 
  Long bow 1d8+1 
  Chain shirt 
  10-12 
  14 
  56, 58, 60 
  10, 11, 12 
  + Off hand adept 
  Slip away (5) 
  2 x Axes 1d8+1 
  Chain shirt 
  ROGUE 
   
  Dex 15 
  Str 13 
  Other 10  
   
  1-3 
  13 
  5, 10, 15 
  4, 5, 6 
  Backstab, Finisher 
  Quick reflexes 
  Hidden blade (2) 
  2 x Daggers 1d4+1 
  Leather 
  4-6 
  13 
  20, 25, 30 
  7, 8, 8 
  + Cat’s grace 
  Unseen whip (3) 
  Short bow 1d6+2 
  Leather 
  7-9 
  13 
  35, 40, 45 
  9, 9, 10 
  + Rapid dose 
  Smoke Bomb (4) 
  Rapier 1d8+1 & 
  Dagger 1d4+1  
  Studded Leather 
  10-12 
  13 
  47, 49, 51 
  10, 11, 12 
  + Blind sense 
  Glue pot (5) 
  2 x Shortswords 
  1d6+1 
  Studded leather 
   
   
   
  
  �
  ����
  �
  Special Abilities 
  At the GM’s option, an NPC adventurer might 
  exhibit one or more of the following special 
  abilities (GM’s choice or roll 1d20): 
   
  1.� Scrapper: Suffers half damage while  
  staggered. 
   
  2.� Bloodletter: Rolls double the normal 
  number of melee damage dice (eg 2d8 
  for longsword). 
   
  3.� Warlord: Advantage on Cha and Will 
  related checks, including Luck saves. 
  Allies within 60 ft gain advantage on 
  morale checks. 
   
  4.� Eldritch Blood: Advantage on all tests to 
  resist magic, and/or the character’s spells 
  impose disadvantage on targets’ saves.  
   
  5.� Ruinous Corruption: Roll on the Dark & 
  Dangerous Magic table, entry 99 or 100 
  (even chance). 
   
  6.� True Prodigy: Contrary to the usual 
  rules, this NPC may attempt one Major 
  Exploit per combat. A targeted PC may 
  make an appropriate Luck save to resist.  
   
  7.� Triple Threat: May use any weapon or 
  armour. Also annoyingly good looking. 
   
  8.� Shield Master: May use a shield, and can 
  negate up to two attacks before the shield 
  requires repair.  
   
  9.� Void Conduit: May cast one spell per 
  combat (as Scroll, but only 1 spell). 
   
  10.�Warden: Contrary to the usual rules, this 
  NPC may attempt one Rescue per 
  combat.  
   
  11.�Infamous: Beheads or otherwise ensures 
  defeated foes are definitely dead. If a PC 
  is reduced to zero hp, the body must be 
  recovered 
  in 
  one 
  round 
  or 
  the 
  adventurer dies. 
   
  12.�Mercurial: Never grants enemies a free 
  attack due to movement, and may turn  
  an opponent’s hit into a miss once per 
  combat. 
   
  13.�Auspicious: Once per combat, after the 
  character attempts an action, may reroll 
  any single die (eg attack or damage roll, 
  save, Str check to grapple, etc). 
   
  14.�Back in Black: If reduced to zero hp, 
  unless the party ensures the NPC is 
  definitely dead (eg beheading), she 
  miraculously survives to fight another 
  day. 
   
  15.�Treacherous Dog: Advantage when 
  attempting sneaky tactics or minor 
  exploits such as tripping, throwing sand 
  in eyes, using poison, etc.  
   
  16.�Lightning Reflexes: The GM chooses 
  when the NPC takes their turn instead of 
  rolling initiative for them. 
   
  17.�Monstrous Ally: The NPC has a loyal 
  dire wolf, giant eagle, giant serpent or 
  other monstrous ally that serves and 
  protects them.  
   
  18.�Arcana Equipped: The NPC has a 
  random magical item (60% one shot, 
  40% permanent). 
   
  19.�Call for Backup: When staggered, 2d6 
  allies break from nearby cover to assist 
  the NPC (mercenary Guard LFG p.114). 
   
  20.�Doom Pact: When reduced to zero hp, a 
  horrifying monstrosity bursts forth from 
  the corpse! (Roll on the Dark & 
  Dangerous Magic table, entry 11). 
  
  �
  ����
  �
  Street Names 
  For those GMs that like to add street names to their city location descriptions, roll 1d12 three times, and 
  consult the tables below (divided by culture): 
   
  Varnori Streets 
  1d12  
  NAME PART A 
  NAME PART B 
  SUFFIX 
  1 
  Blood 
  Hammer 
  Bend 
  2 
  Night 
  Spear 
  Road 
  3 
  Winter 
  Knife 
  Pass 
  4 
  Red 
  Run 
  Alley 
  5 
  Grim 
  Crest 
  Trail 
  6 
  Rum 
  Saw 
  Drung 
  7 
  Long 
  Axe 
  Hill 
  8 
  Grey 
  Helm 
  Square 
  9 
  Shadow 
  Moon 
  Row 
  10 
  Black 
  Wolf 
  Flat 
  11 
  Silver 
  Horn 
  Walk 
  12 
  Last 
  Fern 
  Way 
    
  Midlander Streets 
  1d12  
  NAME PART A 
  OPTIONAL PART B 
  SUFFIX 
  1 
  Willem 
  -ton 
  Street 
  2 
  Morgan 
  -berry 
  Road 
  3 
  War 
  -bran 
  Lane 
  4 
  Evers 
  -by 
  Alley 
  5 
  Loden 
  -son 
  Court 
  6
  Rickers 
  -stern 
  Bridge 
  
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  �
  7 
  Butter 
  -wood 
  Way 
  8 
  Lorne 
  -gart 
  Square 
  9 
  Croft 
  -burne 
  Row 
  10 
  Dunn 
  -stein 
  Crescent 
  11 
  Foss 
  -mon 
  Point 
  12 
  Gibbs 
  -worth 
  Run 
   
   
   
   
   
   
   
   
   
  Dol-Karok Streets 
  1d12  
  PREFIX OR SUFFIX 
  NAME PART A 
  NAME PART B 
  1 
  Junction 
  Ancient 
  Stone 
  2 
  Passage 
  Grand 
  Jewel(s) 
  3 
  Tunnel 
  Shining 
  Gem(s) 
  4 
  Pass 
  Glittering 
  Iron 
  5 
  Chamber 
  Elder 
  Vein 
  6 
  Cavern 
  Silver 
  Barrow 
  7 
  Square 
  Brilliant 
  Ore 
  8 
  Hall 
  Gilded 
  Steel 
  9 
  Underpass 
  Golden 
  Anvil 
  10 
  Road 
  Venerable 
  Tomb 
  11 
  Corridor
  Gleaming
  Hand
  12 
  Vault 
  Resplendent 
  Hammer 
  
  �
  ����
  �
  Nydissian Streets 
  1d12  
  PREFIX OR SUFFIX 
  NAME PART A 
  NAME PART B 
  1 
  Plaza 
  Noble 
  Clarity 
  2 
  Street 
  Imperial 
  Sun 
  3 
  Parade 
  Burning 
  Torch 
  4 
  Terrace 
  Glittering 
  Light 
  5 
  Boulevarde 
  August 
  Soldier 
  6 
  Court 
  Revered 
  Tome 
  7 
  Road 
  Iron 
  Thought 
  8 
  Arcade 
  Eternal 
  Imperator 
  9 
  Alley 
  High 
  Centurion 
  10 
  Avenue 
  Sovereign 
  Sword 
  11 
  Lane 
  Mighty 
  Shield 
  12 
  Row 
  Illuminating 
  Heart 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  �
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  �
  Taverns 
  TAVERNS 
  1d20  
  Name 
  Details 
  1 
  The Red Flagon 
  Single storey, wooden. Small rooms with cheap food and ale. Eye 
  catching bar wenches, some of whom double as informants.  
  Feature: Seats are really hard and uncomfortable. No cushions. 
  Proprietor: Lorne, Midlander, raven haired. Audacious jewellery, 
  especially large earrings and clattering bangles. 
  2 
  The Naked Nymph 
  Two storey, stone. Large rooms, good food, cheap mead. Barkeep 
  likes to sing to the patrons (regardless of the audience’s wishes). 
  Feature: Large mural of a Naked Nymph.  
  Proprietor: Harper, Midlander, bald. Sings and smiles at everyone 
  a lot, especially as he pockets their coin. 
  3 
  The Bloody Crow  
  Single storey, brick. Medium sized rooms, excellent food and wine. 
  Card games with high stakes in the back room, overseen by Master 
  Brick (barbarian behemoth, speaks limited common).  
  Feature: Master Brick is ever present. 
  Proprietor: Marcellus, Nydissian, ex-soldier. Always wears leather 
  vambraces and carries a cleaver. Not overly talkative. 
  4 
  The Howling Moon 
  Two storey, wooden. Small rooms, some of which have bed mites. 
  Standard food and ale. Proprietor keeps hounds (mostly friendly) 
  in the common room.     
  Feature: Hounds sit beside the best fire spots, under tables, or steal 
  food from tables, but no-one seems to mind. 
  Proprietor: Guntarr, Varnori, ex-sailor. Booming, infectious laugh. 
  5 
  The Yellow Lotus 
  Single storey, stone. Large rooms, high quality beds and linen. 
  Expensive food, fine spirits. Wood carvings and other decorations 
  have an exotic/eastern motif. 
  Feature: Yellow Lotus tree growing in the corner by the window. 
  Proprietor: Lu Shen, portly Easterner from distant lands, wears a 
  silk vest with blossom theme, long moustache. Drinks herbal tea 
  with a “secret ingredient” (alcohol). Curses in the Shenzu tongue 
  (Wo Mai!  Chen lo pa!  Sing mun chu na!). 
  6 
  The Knife & Cudgel 
  Three storey, brick. Large rooms with quality locks. Standard food, 
  cheap ale. The attic rooms have excellent views over town, and easy 
  access to the rooftops. Hang out of local thieves.  
  Feature: One of the back tables always seems to be occupied by a 
  rotating crew of hard eyed, rough nut miscreants. 
  Proprietor: Garrett “Stone Eyes”, Midlander, a compulsive 
  gambler, constantly complains about his family of twelve to provide 
  for. Close ties with the local thieves’ guild, who support him with 
  loans and “jobs” to pass onto interested patrons. 
  
  �
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  �
  7 
  The Laughing Weasel 
  Single storey, wooden. Small rooms with compact furniture. Good 
  food and spirits, cheap prices, always draws a crowd. The 
  proprietor maintains a second common room for women only. 
  Feature: Heraldry shield with the star icon of Argona proudly hung 
  above the fireplace. 
  Proprietor:  Krista, Midlander, ex-priestess of Argona. Believes in 
  spreading good will as much as she is able. 
  8 
  The Hapless Hare 
  Two storey, stone. Standard rooms and fare, good mead. Regular 
  trivia contest is widely regarded, with a new “champion table” 
  appointed each month.  
  Feature: Bar staff are exceptional, amiable and always at your table 
  at just the right moment. 
  Proprietor: Morgane, Midlander, highly flirtatious with both men 
  and women. Always gesturing, touching and pointing.  
  9 
  The Bell & Bone 
  Single storey, brick. Standard rooms. Poor food, excellent ale. 
  Cheap prices. The proprietor is also the resident apothecary and 
  surgeon. He sometimes performs discreet patch ups in his back 
  room after midnight. 
  Feature: An enormous bronze bell on the bar counter, rung to 
  indicate last drinks. 
  Proprietor: Willett, Midlander, grey-haired and balding, slim, with 
  spectacles. Sharp wit and a sharp tongue for fools. Soft spot for the 
  young and old. Detests thuels. 
  10 
  The Half Cask 
  Two storey, wooden. Small rooms with threadbare blankets. 
  Standard food, good ale cheaply priced. Arm wrestling is the 
  favourite past time of the locals who are keen to test outsiders. 
  Feature: The tables are worse for wear with all the arm wrestling; 
  they creak incessantly. 
  Proprietor: Samuel, Midlander, 4 ft 8 inches, wears high iron shod 
  boots. Brand on his left arm for thievery.   
  11 
  The Broken Bottle 
  Single storey, stone. Standard rooms with barred windows and 
  doors. Good food and ale at very reasonable prices. The proprietor 
  has had run ins with the local crime boss, which has scared patrons 
  away. 
  Feature: This establishment is always quiet with few patrons. 
  Proprietor: Susha, middle aged, silver hair, ex-adventurer and 
  missing her left calf (peg leg). Tough as nails, likes a crude joke. 
  12 
  The Squat & Scorned 
  Two storey, brick. Standard rooms, standard food, cheap ale, finest 
  whiskey in the region (expensive). Operates a charity food stall out 
  back once a week.  
  Feature: Pair of skorn skulls set into the front bar panel.  
  Proprietor: Torzug, Thuel, roguishly handsome despite scarring on 
  cheek. Loves a chat, broken common. 
  13 
  The Fiery Witch 
  Three storey, wooden. Large rooms, good food and ale at 
  reasonable prices. The establishment is renowned for its drinking 
  competitions, which the proprietor often wins. 
  
  �
  ����
  �
  Feature: An enormous cold iron cauldron hangs over the fireplace. 
  Proprietor: Peratese, Nydissian of advanced years, carefully 
  trimmed grey goatee which he strokes while thinking. Mutters to 
  the furniture from time to time.  
  14 
  The Bronze Monkey 
  Single storey, stone. Large rooms, good food and wine. Moderate 
  prices. The proprietor is a prodigious smoker of pipe weed and 
  instantly befriends those of similar inclination. 
  Feature: The air is always filled with smoke, courtesy of Rorston. 
  Large bronze monkey idol on the bar. 
  Proprietor: Rorston, Midlander, has a nickname for everyone. 
  Proud of his ability to blow smoke rings (gladly demonstrates).  
  15 
  The Affable Imp 
  Two storey, brick. Large rooms, standard food, cheap wine. Darts 
  are very popular here; there is usually a game going day or night, 
  often with wagers on the side.  
  Feature: Bedroll in one corner that Vizanius sometimes takes 
  advantage of (or is laid upon by patrons). 
  Proprietor: Vizanius, Nydissian, middle aged with grey stubble, 
  always in comfortable clothes and his apron. Suffers from 
  narcolepsy, yawns, falls asleep over the bar, dozes off standing up, 
  etc. Patrons and staff ensure he doesn’t injure himself, especially 
  with all the darts flying about. 
  16 
  The Hunting Harlot 
  Single storey, wooden. Standard size rooms but with quality 
  bedding, poor food, excellent spirits at moderate prices. Congruent 
  with the name, courtesans are often present.  
  Feature: Bows, javelins and spears are fixed to the walls. An open 
  but inoperative bear trap hangs above the fireplace. 
  Proprietor: Ramsey, Midlander, late thirties, strong with broad 
  shoulders. Previously a bounty hunter. Constantly complains that 
  his sludding marks were easier to deal with than his patrons. 
  17 
  The Fat Hog 
  Two storey, stone. Large well appointed rooms, great food and ale, 
  expensive prices. The Fat Hog’s clientele are predominately of high 
  social standing or wealth. There is a dress code most commoners 
  cannot afford.  
  Feature: Massive boar head above the bar. 
  Proprietor: Master Wallace, an elderly gentlemen always 
  impeccably dressed, always carrying his walking cane. Warm and 
  sociable but cluelessly patronising towards commoners. 
  18 
  The Bull & Bear 
  Three storey, brick. Small rooms, standard food and drink at cheap 
  prices. Rough and tumble establishment, with boxing and wrestling 
  matches in the basement (coupled with enthusiastic gambling). 
  Feature: Rows of long tables and benches only, no small tables or 
  single chairs (harder to wield in bar fights). 
  Proprietor: Rasturr, Varnori, blonde beard, 7 ft giant, clumsy. 
  Always seems to be eating something. 
   
  
  �
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  �
  19 
  The Old Barrow 
  Single storey, wooden. Standard rooms, food and drink, at 
  standard prices. Always a few hard drinkers in here, on the way to 
  passing out. 
  Feature: An ancient, wooden wheelbarrow in the corner, which is 
  used to carry out drunken scobs at closing time. 
  Proprietor: Ms Elsbeth, Midlander, hates her life and complains to 
  one and all about it. Hates her sludding patrons most of all, but 
  they like her ales, and she likes their coin, so they put up with each 
  other.  
  20 
  The Gilded Goat 
  Two storey, stone. Large rooms, standard food and ale at cheap 
  prices. Very comfortable chairs and booths. The watch (on duty or 
  off) are often found drinking and socialising here. 
  Feature: Stuffed Goat hanging from the ceiling with a fancy 
  waistcoat on.  
  Proprietor: Bhernov, Varnori, outrageous red hair and platted 
  beard. He thinks the goat, “Herg” is hilarious, and regularly dresses 
  it in different clothes. Likes to slap others on the back to emphasize 
  his point, or when he laughs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  �
  Menus & Drinks 
  Tavern drinks include water (often not purified), cider (apple, alcoholic), beer (ale, lager, stout, porter, 
  malt), wine (red, white, spiced), spirits (brandy, whiskey) or mead (honey, spiced). Tavern menus usually 
  include one or more of the following: (i) heavy bread rolls (ii) cheese, (iii) salty broth, (iv) tart or pudding, (v) 
  eggs, (vi) local seasonal fruit (apples, pears, plums, berries), plus:  
   
   
  1d20  
  TAVERN MENU 
  1 
  Bison Marrow Pie 
  Eel in Spicy Broth 
  Pork Sausage with Thuel Salad 
  Best Brew: Lost Roads Lager (pale & 
  bitter) 
  2 
  Mutton Shoulder with Spicy Radish 
  Beef Meatballs in Red Wine 
  Liver Pie with Onion Experiment 
  Best Brew: Kerzog’s Maltmilk (dark with 
  hints of caramel, dangerously potent) 
  3 
  Roast Bream with Potatoes 
  Frolicsome Pastries 
  Venison with Mystery Gravy 
  Best Bottle: Huffnaggle’s Own (white 
  wine, sharp & fruity) 
  4 
  Lucky Cuts of Boiled Bison  
  Sturgeon in Onion Sauce 
  Chicken Stew with Mash 
  Best Brew: Balls Out Stout (dark, bitter, 
  potent) 
  5 
  Rabbit Strips with Foreign Beans 
  Beef Ribs with Onion & Spinach 
  Sheep Tongue with Crispy Taters 
  Best Brew: Wolfpack Porter (dark, fruity 
  & dry) 
  6 
  Perch with Lemon 
  Bacon Soup with Carrots 
  Grilled Crayfish with Butter 
  Best Brew: Huge Ox Ale (reddish amber 
  & full bodied) 
  7 
  Boiled Pox Pigeon  
  Cheese & Spinach Pastries 
  Honeyed Hare with Orange Rind 
  Best Brew: Icematron Ale (very pale, dry 
  & unforgiving) 
  8 
  Rat on a Stick 
  Snail & Slug Stew 
  Ox Tail & Ledergrass Soup 
  Best Brew: ‘Shroom Water (bitey & 
  strangely potent) 
  9 
  Roast Pig in Napple* Sauce 
  Venison with Shredded Carrot 
  Crispy Potatoes in Garlic Sauce 
  Best Bottle: Boffknocker Red (soft, 
  supple plum flavour) 
  *Not Apple 
  10 
  Spicy Beef with Curiously Shaped 
  Vegetables 
  Duck with Orange Sauce 
  Bison & Spinach Pie 
  Best Bottle: Silverfern White (crisp, clean 
  & fruity) 
  11 
  Chicken with Spiced Potatoes 
  Ham on the Bone with Gravy 
  Green Salad with Taste 
  Best Brew: Magnar’s Fist (pale ale, crisp & 
  highly potent) 
  12 
  Beef, Onion & Cabbage Rolls  
  Special Mushrooms with Good Time 
  Garlic & Basil Bison 
  Best Brew: Old Renny (honey mead, 
  heavy & sweet) 
  13 
  Mutton Ale Stew 
  Spinach Pie with Interesting Gravy 
  Pork Sausage with Pickled Cabbage 
  Best Bottle: Son o’ Gantrix (spiced red 
  wine, smooth with tones of nutmeg & 
  cinnamon) 
  14 
  Roast Boar with String Beans 
  Barley Porridge with Goat’s Cheese 
  Vegetable Stew with Wonder Chunks 
  Best Spirit: Morrigan’s Delight (potent, 
  smokey whiskey)  
  
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  15 
  Braised Hare with Spiced Cabbage 
  Blood Sausage in Rousing Broth 
  Left Over Goose with Roasted Almonds 
  Best Wine: Northgate’s Finest (red, 
  pungent and spicy) 
  16 
  Probably Chicken with Pinenuts 
  Pork Tenders with Pear Sauce 
  Fresh Cod & Artichokes 
  Best Spirit: Thulgor’s Nectar (brandy; 
  smooth, rich and fruity) 
  17 
  Seared Trout with Lemon  
  Ginger Venison in Suspicious Grit 
  Braised Duck with Green Peas 
  Best Brew: Port Brax Draft (spiced mead, 
  dark and heavy with a cinnamon zest) 
  18 
  Boiled Lettuce and Cheese Curd 
  Beef Shanks with A Spicy Something 
  Roasted Pheasant with Garlic Butterball 
  Best Brew: Slackjaw Scrumpy (highly 
  potent apple cider)  
  19 
  Fresh Turnip Stew sans Stew 
  Buttered Crayfish with Shredded Parsnips 
  Husky Sausage Puree 
  Best Brew: Crawjack’s Libation (cloudy 
  ale, refreshingly zesty) 
  20 
  Boar Skewers with Roasted Hazelnuts 
  Cuttlefish Soup with Extra Tentacles 
  Chicken & Saffron Gruel  
  Best Brew: Westrun Remedy (blonde ale, 
  light and crisp)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tavern Brawls 
  If (when) the party becomes involved in a tavern 
  brawl, the GM might like to use the following 
  table to spice things up. Have a different player 
  roll at the start of their turn each round.  
   
  1d20  
  BAR BRAWL 
  1 
  Break it up. 3d6 guards enter the tavern, 
  putting an end to the brawl. 
  2 
  KO! The PC is knocked out by a lucky 
  haymaker for 2d6 rounds (Luck (Con) 
  save resists). 
  3 
  Wear the Chair. A brawler breaks a chair 
  on the PC (roll on the Injuries & Setbacks 
  table, ignore permanent results, Luck 
  (Con) save resists) 
  4 
  Pile on! 2d4 brawlers pile onto the PC, 
  pinning them down (helpless, Str contest 
  vs Str 16 to resist). 
  5 
  Grunnit, a skinny thief skirting the edges 
  of the brawl, yells out 3 to 1 odds on the 
  PC being the last to be knocked out. 1d6  
  brawlers take up the wager and converge 
  on the PC. 
  6 
  Bloody ruffians! One of the bar staff 
  whacks a PC on the head with a skillet, 
  stunning them (lose next action). 
  7 
  Where’d you come from? A small dark 
  haired child, Rani, suddenly scuttles out 
  from under a table, about to be crushed 
  by a toppling brawler! (Dex check to 
  intervene).  
  8 
  Fire! A shattered lantern flares in some 
  spilt alcohol, setting part of the tavern on 
  fire! 
  9 
  Looters. The PC glimpses the tavern 
  owner unconscious on the floor, being 
  looted by an opportunistic brawler.  
  10 
  Cat Projectile! A flying feline rockets 
  across the tavern, claws outstretched, 
  latching onto the PC’s head (blind, spend 
  an action to make a Str check to remove). 
  11 
  Duck! A shower of mugs, bottles and 
  plates hurtle across the tavern. All PCs 
  
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  must make a Dex check or suffer 1d8 
  damage.  
  12 
  Who is that? A mysterious patron in a 
  deep hood sits unperturbed in the midst 
  of the fight, eating stew as the brawl rages 
  around them.  
  13 
  A bard, Devin, begins beating his drum, 
  breaking into song as the brawl unfolds.  
  All brawlers gain advantage on their next 
  attack. 
  14 
  Cutpurse! An opportunistic pick pocket 
  tries to steal something from the PC (Perc 
  (Detection) contest vs Dex 15).  
  15 
  Hard Steel. One of the PC’s opponents 
  turns serious, pulling a knife.  
  16 
  The biggest, meanest looking warrior in 
  the tavern (Fighter 3+) cracks the head of 
  his current foe before pointing at the PC 
  and nodding enthusiastically. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  17 
  Bitey. An old woman with crazy eyes 
  suddenly bites at the PC from under a 
  nearby table, causing 1d4 damage and 
  tripping them (Dex check resists). 
  18 
  Bar Slide! The PC is grabbed by three 
  brawlers and thrown across the bar, 
  knocking off mugs and plates (1d6 
  damage and lose 1 Dex, Luck (Con) save 
  resists).  
  19 
  Window exit! The PC is hurled out the 
  nearest window into the street (Str contest 
  vs Str 15 resists). 50% chance of being 
  knocked out for 1d6 rounds. 
  20 
  Surprise Refreshment. In the rafters, a 
  mischievous child pours a pitcher of ale 
  on the PC, along with a cheeky grin. The 
  PC restores 1d6 hp (regains consciousness 
  if at zero hp, or if otherwise knocked 
  out/incapacitated). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Weather 
  For starting weather, roll 1d8 with a -1/-2 
  modifier in especially hot climates, or a +1/+2 
  modifier in very cold climate. GMs might also 
  consider a 1 point modifier to reflect the season. 
   
  STARTING WEATHER 
  1d8 
  Weather 
  -1 
  Extreme Heat/Wildfire 
  0 
  Severe Heat/Humid 
  1 
  Hot and Sunny 
  2 
  Clear and Sunny 
  3 
  Warm, partly cloudy 
  4 
  Warm and Cloudy 
  5 
  Cool and Cloudy 
  6 
  Cold, Cloudy and Windy 
  7 
  Rain (and/or Fog 50%) 
  8 
  Thunderstorm 
  9 
  Snow 
  10 
  Heavy Snow/Blizzard 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shifting Weather 
  After determining starting weather, roll 1d12 on 
  the following table at the end of each day, week 
  or other interval (GM discretion) to determine 
  if/how the weather shifts.   
   
  SHIFTING WEATHER 
  1d12  
  Weather Change 
  1 
  Much Hotter 
  2 
  Warmer 
  3 
  Similar but Drier 
  4 
  Similar but More Humid 
  5 
  Similar but Less Windy 
  6 
  Similar 
  7 
  Similar or reroll on Starting 
  Weather Table (50%) 
  8 
  Similar but Windier 
  9 
  Similar but Less Humid 
  10 
  Similar but Wetter 
  11 
  Cooler 
  12 
  Much Colder 
   
  Micro Climates 
  As noted in the region descriptions, some 
  geographic locations have entrenched weather 
  conditions (for example, the Surrat Jungle is 
  predominately hot, humid and wet all year 
  round). In such instances the GM might skip the 
  Starting Weather table. 
   
  Catastrophic Weather 
  Truly catastrophic weather such as cyclones, 
  tsunamis, etc are left to GM discretion/reserved 
  as plot devices. 
  
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  Wilderness Exploration 
  For GMs seeking further guidance on wilderness 
  navigation, some abstract rules appear below. 
  Note these are supplementary to LFG p.160. 
   
  Each day the party are in the wilds, the following 
  process (or similar) applies: 
   
  (i)� Roll on the Weather table to determine 
  starting or changing weather, which may 
  impact on choice of objective, random 
  encounters, ease of navigation, etc, 
   
  (ii)� PCs choose a specific site or area at large 
  that they wish to reach/investigate, 
   
  (iii)�PCs pick a route for the day, often 
  requiring choices between terrain, travel 
  speed, distances, and likely dangers. An 
  Int (Wilderness Lore) check might be 
  required to stay on course and avoid 
  becoming lost. If the party becomes lost, 
  they lose 1 day of travel doubling back to 
  regain their bearings, and roll on the 
  While You Were Lost table below. 
  Whether lost horses, hirelings, etc are 
  able to be recovered etc is left to GM 
  discretion. 
   
  (iv)�Check for Random Encounters by 
  terrain. The simplest approach is to roll 
  twice, once for day and night. If an 
  encounter occurs and the particular hour 
  is important, roll 1d12.  
   
  (v)� PCs make camp to rest. If a random 
  encounter occurs while some PCs are 
  asleep, randomly determine which PC is 
  on sentry duty at the time. 
   
  Whilst travelling, the PCs might get up to a 
  number of things including scouting, sneaking, 
  foraging, talking to NPCs, and so on. At the 
  GM’s discretion, the party’s travel speed (slow & 
  careful, normal, fast & reckless, etc) might 
  impose modifiers on such activities.  
  WHILE YOU WERE LOST 
  1d12  
  Event 
  1 
  Roll for Shifting Weather. 
  2 
  The party loses another day whilst 
  lost. Roll again.   
  3 
  A random encounter occurs. 
  4 
  1d4 horses or other animals are lost, 
  injured or fall ill (equal chance, not 
  including ranger pets). 
  5 
  1d2 hirelings or NPCs are lost, injured 
  or fall ill (equal chance, not including 
  important NPCs). 
  6 
  A random encounter occurs. 
  7 
  One PC loses/uses up a random 
  mundane item or bundle of items 
  (climbing gear, rope, torches, etc). 
  8 
  One PC suffers exhaustion, losing 1 
  point of Str, Dex or Con (equal 
  chance). 
  9 
  A random encounter occurs. 
  10 
  1d4 PCs’ rations/water supplies are 
  lost or used up (parasites, etc). 
  11 
  One player regales the group with a 
  travel montage, a tale about their 
  background, or other worldbuilding. 
  12 
  A random encounter occurs, then roll 
  again. 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ADVENTURE FRAMEWORKS 
   
  The final chapter contains fifty “adventure 
  frameworks”; stand alone, episodic adventure 
  sites or situations for the GM to sprinkle around 
  the Midlands to assist in running a sandbox style 
  campaign.  
   
  The mini adventures are arranged by geography 
  type (mountains, forests, cities, etc), and most 
  have a suggested location, but are easily moved to 
  similar sites (eg a Drelnor Forest adventure could 
  be switched to the Wistwood or other woodland, 
  etc). 
   
  All of the scenarios come with suggested “hooks” 
  (rumours etc) to get the PCs involved, and 
  provide enough information for the GM to run 
  the adventure with minimal prep. In combination 
  with the other tools in this book, the GM has 
  everything they need to play these scenarios “off 
  the cuff”, improvising and expanding as desired.  
   
   
   
   
   
   
   
  Note that, consistent with the Low Fantasy 
  Gaming RPG rules, the adventures are not 
  divided up according to level (although some are 
  clearly harder than others). If the party gets in 
  over their heads, they may simply have to flee or 
  otherwise abandon their intended course (likely 
  with some fallout or opportunity cost). In a 
  sandbox campaign, there are always other options 
  that the party might pursue, including published 
  modules, the GM’s custom adventures, and 
  player instigated side treks or quests.  
   
  Note that the frameworks do not include boxed 
  text. This is by design and intended to encourage 
  GMs to paraphrase and use natural speech, 
  blurring the line between pre-planned and  
   
  impromptu material. Further, where maps are 
  provided, there are no grids simply because it is 
  easier to add a grid (via free software such as 
  GIMP 2.8, Roll20, etc) than it is to remove one.  
   
  Starting a New Campaign 
  For those interested in tips about starting a new 
  campaign, and/or sandbox games in particular, I 
  commend to you the many excellent RPG blogs 
  and forums of the internet! In this limited space, 
  I offer three suggestions.  
   
  Firstly, holding a “Session zero” before kicking 
  off an adventure can work wonders. The 
  opportunity to have an open discussion about the 
  upcoming campaign, and what everyone would 
  like out of it, helps align expectations. 
   
  A Q&A about genre, campaign style, GM style 
  (including the possibility of rotating GMs), 
  deadliness, approach to rulings on specific topics 
  (eg how does the GM adjudicate stealth, noticing 
  secret doors, social interactions), dice rolling 
  protocols (in secret, in the open, or in between?), 
  character creation, house rules, and so on will 
  help ensure everyone is on the same page.  
   
  Secondly, for a new sandbox campaign, try not to 
  overprepare. Offering the party three hooks 
  relating to nearby adventures should be plenty to 
  get a game underway. Familiarise yourself with 
  the random encounter tables, just in case the 
  players don’t bite, and have an adventure in your 
  back pocket that “comes to them” if the players 
  are indecisive. Hunt for Lord Hargraves (p.163) 
  might be a good back up; it has some inherent 
  urgency, low physical danger, and can be run in 
  the PC’s starting city (assuming they start in one).  
   
  Most important of all, remember we do this for 
  fun with friends. Have a few drinks, roll some 
  dice, and try not to smile too much when your 
  next troll eats one of the hirelings. Enjoy. 
  
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  Rumour Table 
  If the GM wishes to generate random rumours, simply roll on the table below and refer to the relevant 
  adventure framework later in this chapter. Depending on the party’s present location, certain adventures 
  may not be suitable, or require tweaking. GMs are encouraged to add further rumours relating to custom-
  made and published adventures, as well as the occasional false entry, to keep players guessing.  
   
  RUMOUR TABLE 
  1d8 
  Adventure  
  Location  
  Rumour Page Number 
  1 
  Cities 
  Roll 1d6: 
  1.� It Came from the Sewers (p.149) 
  2.� Delecarte’s Carnival of Wonders (p.154) 
  3.� Door of Varg-Sharsûni (p.161) 
  4.� Hunt for Lord Hargraves (p.163) 
  5.� Red Hooks’ Tourney (p.166) 
  6.� Warehouse Heist (p.177) 
  2 
  Forests & Woods 
  Roll 1d8: 
  1.� The Witch of Drelnor (p.181) 
  2.� Missing Merchant (p.182) 
  3.� Shrine of the Horned Beast (p.184) 
  4.� Riverstone Village (p.191) 
  5.� Forest Runes (p.194) 
  6.� Morgak’s Monolith (p.195) 
  7.� Wizard’s Portal (p.197) 
  8.� River Run (p.199) 
  3 
  Ice & Snow 
  Roll 1d3: 
  1.� The Key to Creation (p.202) 
  2.� Varn Karagoss (p.205) 
  3.� Mammoth Hunt (p.211) 
  4 
  Jungles 
  Roll 1d6:  
  1.� Spire of the Void Caller (p.213) 
  2.� Into the Furnace (p.223) 
  3.� Drums in the Jungle (p.231) 
  4.� A Fallen Star (p.232) 
  5.� Mark of the Ancients (p.235) 
  6.� Keeper of Skulls (p.240) 
  5 
  Lakes & Rivers 
  Roll 1d8: 
  1.� Silverfane Cove (p.243) 
  2.� The Lake Below (p.249) 
  3.� Eventide Isle (p.255) 
  4.� Haunted Mine (p.263) 
  5.� Shipwreck (p.266) 
  6.� Babe on the Water (p.268) 
  7.� Battle for Rivertop p.270) 
  8.� Reroll or GM special  
  
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  6 
  Mountains & Hills 
  Roll 1d8:  
  1.� Prison of Yol-Uzarc-Drem (p.277) 
  2.� Gap of Garrios (p.281) 
  3.� The Black Lake (p.284) 
  4.� Cloudcrag (p.287) 
  5.� Dornhold (p.294) 
  6.� Twin Horns Plateau (p.296) 
  7.� Caverns of Melusiah (p.299) 
  8.� Pillar Pass (p.305) 
  7 
  Plains 
  Roll 1d8:  
  1.� The Ruddy Rooster (p.309) 
  2.� Yashnarg’s Gambit (p.312) 
  3.� Chamber of Eight (p.314) 
  4.� Old Bengart’s Mill (p.320) 
  5.� Green Crystal Tower (p.323) 
  6.� Wayfarers (p.324) 
  7.� Betrayal at Siradorn (p.327) 
  8.� Reroll or GM special 
  8 
  Swamps & Moors 
  Roll 1d6: 
  1.� Izranorae’s Tree (p.336) 
  2.� Dead Tree Grove (p.341) 
  3.� Vault of Graxus (p.342) 
  4.� Gift of the Silent God (p.349) 
  5.� Pond of the Moon Pixies (p.354) 
  6.� Ruin of the Nine Skulls (p.357) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  CITIES 
   
  (1) IT CAME FROM THE SEWERS 
   
  Rumours & Hooks:��
  A number of sailors have gone missing recently, 
  spooking the dock locals. Some say the “lost” 
  abandoned ship and stowed away to fairer climes, 
  but others say something took them. Something 
  from the sewers.  
   
  The Shanks, a thieves’ guild specialising in 
  smuggling and fencing stolen goods, is said to 
  have a secret warehouse in the sewers. Might be 
  worth a quiet visit. 
   
  Dock workers report a stray dog was found dead 
  in an alley near the harbour, with a trio of giant, 
  one ft leeches attached to its husk.  
   
   
  Dwellers Below 
  The extensive sewer complex of Port Brax is not 
  generally a place for people; it’s dark, filthy, 
  smelly and foul - literally doused in refuse. But 
  for some, these underground tunnels provide a 
  shunned and secret sanctuary.  
   
  The Shanks gang, for instance, have excavated a 
  hidden strongroom beneath the city. Close to 
  large drains emptying into the harbour, and a 
  short hop onto smugglers’ ships (or vice versa), 
  the sewers play a valuable role in their 
  bootlegging operations.  
   
  But worse than thieves lurk in the wretched 
  undercity, and sometimes they emerge, hungry 
  for a warm meal.  
   
  In recent weeks, a number of sailors, dock 
  workers and street walkers have gone missing, 
  care of a newly arrived Slop Gorger. The 
  monstrosity swam into the sewer complex via 
  Lake Argos. With refuse, offal and humans 
  readily available for eating, the thing has made  
  itself a den, and begun preparations to spawn 
  more of its kind. The shanks know that 
  something awful lives in the eastern tunnels, but 
  so far it hasn’t braved the flickering of their torch 
  flames. Still, the smugglers steer well clear, and 
  have trapped Area 10 to dissuade it wandering 
  their way. With easier meals to be found 
  elsewhere, the gorger has mostly left them alone 
  (for now).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The adventurers might become involved in this 
  adventure by (i) hearing about the shank’s secret 
  warehouse (and want to break into it, or hire 
  smuggling services), (ii) investigate rumours of 
  giant leeches killing a favourite family pet, or (iii) 
  being hired by guardsmen (who have zero interest 
  in searching the sewers) to rule out “wild claims” 
  that “something down there” is behind a spate of 
  missing locals. 
   
  Sewer Access & Conditions 
  Entry to the sewers is easiest via the large outlets 
  opening into the harbour, but barred drains and 
  2 ft diameter manholes are also scattered about 
  the city streets. At the GM’s discretion, manholes 
  and drains might grant access to anywhere on the 
  map marked with small circles.  
  
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  During the day, the sewers are poorly lit via 
  filtered sunlight from overhead drains, imposing 
  disadvantage on sight based checks. At night the 
  tunnels are completely dark. The passages echo 
  with the sounds of dripping, bugs skittering, and 
  unseen things slurping through the muck. As 
  might be expected, the stench is awful and 
  overpowering at the best of times.  
   
  The sewer is constructed of cut stone, carefully 
  laid hundreds of years before, when the city was 
  first raised. The ceilings are roughly 8 ft high. 
  Most of the sewer has narrow 1 ft walkways 
  running alongside the walls, albeit these are often 
  slippery with filth, especially after a powerful 
  storm. Those wanting to wade through the 
  channels of muck will generally find them a few 
  feet deep. The pool chambers are the “slushiest”. 
   
  Random Encounters  
  While the party explores the sewers, there is a 
  30% chance of a random encounter every 20 
  minutes. If an encounter occurs, roll 1d8:  
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1.� A single Dire Rat (LFG p.121) quietly 
  sniffing out smaller rodents for eating. 
   
  2.� 1d4 Shanks ferrying goods to/from the 
  strongroom in Area 9. 
    
  3.� A Giant Spider (LFG p. 125) has set up 
  home here, spinning webs across the 
  corridor, hoping to ensnare something 
  juicy.  
   
  4.� A shrill scream echoes throughout the 
  whole of the sewer complex, abruptly cut 
  off. 
   
  5.� A Ssurloc Hatchling (Serpentman) is 
  wandering the sewers as if lost (as 
  Serpentman, LFG p.123, but 2 ft tall, 1 
  HD, 1d4 + poison damage, S8, I5).   
   
  6.� 2d4 Green Slimes (LFG p.112) are stuck 
  to the ceiling, hoping to drop onto living  
   
  Map
  
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  creatures moving underneath (or fling 
  foul slime up to 30 ft).  
   
  7.� 2d12 Giant Centipedes (LFG p.102) are 
  swimming in the refuse, engaging in 
  mating rituals. They respond poorly to 
  being interrupted.  
   
  8.� 3d6 Vampire Bats (LFG p.100) come 
  screeching down the tunnels, drawn to 
  the party’s warm bodies.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – Main Entry 
  Several 5 ft wide, 8 ft tall tunnels are used for easy 
  maintenance access, crisscrossing beneath the 
  city. Some light filters into these entryways, but 
  further in the sewers are more dimly lit The 
  sound of ships and dock workers resonates in 
  these entry tunnels, but soon quietens.  
   
  Area 2 – Leech Pool 
  This 10 ft by 20 ft chamber is the home of 3d4 
  Projectile Leeches. They are hiding in the sewer 
  water (automatic surprise, unless the PCs take 
  steps to test the refuse pool with a long pole or 
  similar). The leeches will attempt to feed on the 
  party if given the chance.  
   
  Projectile Leech, AC 10, HD 1, Bite 1d3 + 
  blood drain, 19: the leech latches onto the target’s 
  face, causing an eye injury; (Luck (Con) save 
  resists, with advantage if wearing a helm), S10 
  D10 C16 I2 P14 W8 Ch3 L3, Mv 20 ft  inc walls, 
  ceiling, etc. May launch up to 10 feet to attack. 
  Immune to bludgeoning damage. On a hit, 
  latches on automatically causing 1d4 damage and 
  1 Con loss each turn. A Str contest (Str 16) at 
  disadvantage removes the parasite. Alternatively, 
  salt, fire or acid automatically kills the leech.  
   
  Area 3 – Roach Nest 
  A swarm of 6 inch cockroaches are nesting here. 
  The insects hide in the walls or under refuse until 
  disturbed, at which point they come swarming out 
  from everywhere – under detritus, cracks in the 
  walls, out of the water, etc. The chittering mass 
  scuttle past the party in a panicked attempt to find 
  a new hiding place. The swarm is harmless, but 
  noisy, and might alert other nearby creatures. 
   
  Area 4 – Giant Rat Den 
  3d6 Giant Rats have made their home in the 
  small dug out cave to the west. The bones of 
  smaller mammals are scattered about the vicinity.  
   
  Giant Rat, AC 11, HD 1d4 hp, Bite 1d3, 19: 
  another Giant Rat (60%) or Dire Rat (40%) 
  comes to aid this one, S3 D14 C8 I2 P14 W6 
  Ch4 L3, Mv 40 ft. A giant rat bite has a 50% 
  chance of carrying Flaking Rot disease, causing 
  1d4 Str loss each day until bedridden at zero Str. 
  A Luck (Con) save resists. An apothecary may be 
  able to cure the disease with the right healing 
  herbs.  
   
  Area 5 – Jelly in Waiting 
  This approximately 20 ft by 15 ft chamber is 
  particularly foul smelling, burning the hairs on 
  the inside of one’s nostrils.  
   
  An Ochre Jelly is hibernating at the bottom of 
  this pool area. Warm blooded humanoids will 
  rouse it from slumber, hungry for a meal.  
   
  Ochre Jelly, AC 11, HD 8, Pseudopod 2d8, 19: 
  the jelly splits in two, S18 D10 C16 I2 P13 W16 
  Ch1 L9, Mv 30 ft inc walls, ceiling, etc. Jellies 
  absorb any adventurer reduced to zero hit points 
  in one round, making recovery of the body 
  
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  impossible. They are immune to fire and split in 
  two via cold damage (divide hit points in half).  
   
  Area 6 – Noxious Fumes 
  This 15 ft by 20 ft pool of wretchedness is 
  releasing bubbles of noxious gas (caused by an 
  unfortunate mix of refuse and alchemical 
  ingredients). Passing through this chamber has a 
  50% chance of releasing headache inducing 
  fumes, requiring a Luck (Con) check to avoid 
  nausea (-1 penalty on all checks) for 1d6 hours.  
   
  Area 7 – Wererat  
  A solitary wererat has made her home here, lined 
  with straw, flee ridden blankets and the clothes of 
  dead victims. Narci was once a beggar on the city 
  streets, but was bitten by a nomadic lycanthrope 
  before the beast moved on. She has until the next 
  full moon before the change is permanent. In the 
  meantime, Narci struggles between her human 
  and bestial urges, slowly turning mad in the 
  bowels of the city.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Narci, Wererat, AC 12,  HD 3, Bite 2d3 and 
  Knife 1d4, 19: a giant rat comes to Narci’s aid, 
  S14 D18 C10 I13 P14 W10 Ch8 (Hybrid), L6, 
  Mv 30 ft. Narci is a lycanthrope with the usual 
  benefits (LFG p.95). By spending an action, she 
  may exert control over and issue orders to 
  ordinary rats, giant rats and dire rats, which are 
  compelled to obey. Wererats are extremely 
  sneaky and gain advantage on Stealth checks. 
  Narci carries 1 x Trinkets & Curios (LFG p.141). 
   
  Area 8 – Floating Corpse 
  A bloated corpse is floating here in the channel. 
  It is still clothed but lacks any pouches or 
  weapons. An Int (General Lore) check recognises 
  the body as that of Iaine; an old farmer that went 
  missing three days ago. The widow would surely 
  like to know the fate of her husband. Inspection 
  of the body reveals deep cutting wounds around 
  the neck and kidneys (Int (Apothecary) check 
  confirms the wounds were made by knives or 
  similar weapons).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  AArea 9 – Shank’s Strongroom 
  Shank novices or members serving punishment 
  for some transgression are often “sentenced” to 
  guarding this area by the guildmaster. Today 
  there are 1d3 young rogues doing their time. If 
  just one thief is present, there is a 50% chance 
  he/she is in an intoxicated sleep.  
   
  Shank, AC 12, HD 1, Shortsword 1d6 19: 
  disarm, S10 D13 C10 I11 P13 W9 Ch10 L4, Mv 
  30 ft.  Shanks have a 40% chance of carrying 1d3 
  doses of giant centipede poison (LFG p.102).  
   
  Since the gorger appeared, the thieves keep 
  burning torches on hand, the flickering of which 
  is easily spotted from afar. The north eastern 
  steps are trapped by way of tripwires (dimly lit, 
  imposing disadvantage on Perc checks). The 
  wires connect to bells in the hall, forewarning 
  other shanks of approaching danger.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The steps end in a barred wooden door. 
  Breaking down the door is difficult (Str check at 
  disadvantage, requires 3 successful checks, or 2 
  with an axe). Alternatively the party might extract 
  the secret knock from the rogue sentries, and fool 
  their way in. 
   
  Inside is an excavated 30 ft by 50 ft hall, lined 
  with crates, baskets and shelves of trade goods. 
  There are 2d4 shanks working here (cataloguing 
  items, appraising, deciding what to smuggle out 
  next, etc). One of these is the shift manager 
  Norsen (Midlander, lithe, quick left hander, as 
  shank but 5 HD, Off Turn Attacks, 1d6 doses of 
  giant centipede Poison. May choose from the 
  following Rogue tricks three times per combat: 
  Choking Dust, Hidden Blade, Quick Reflexes, 
  Rapid Dose, Unseen Whip).  
   
  The strongroom contains 1 x Valuables and 1 x 4 
  HD Lair Treasure (LFG p.147, 140). 
   
  Area 10 – Fire Trap 
  This 10 ft by 15 ft chamber has been trapped by 
  the shanks, in the hopes of keeping the gorger in 
  Area 11 away. The western, eastern and southern 
  arches are rigged with tripwires, running up the 
  walls to a cache of fire pots on the ceiling (corners 
  and centre).  
   
  The pots and/or wires running up the walls can 
  be spotted with a Perc check at disadvantage if an 
  adventurer is moving cautiously. If triggered, the 
  fire pots drop and explode, causing 5d6 damage 
  to anyone in the chamber or within 5 ft of an 
  entry (Luck (Dex) save for half). The alchemical 
  fire mixes with the refuse to burn for another 1d4 
  rounds before extinguishing itself. Needless to 
  say, the explosion echoes throughout the whole 
  complex, and the street above. There is a 40% 
  chance guards or other curious bystanders 
  investigate (via the northern manhole). 
   
  Area 11 – Slop Gorger Den 
  This junction is relatively clean of waste, on 
  account of the resident slop gorger eating it. The 
  monster is either asleep in the northern tunnel, 
  or if it has heard the party approach, is waiting to 
  ambush them at the junction.  
   
  Slop Gorger, AC 13, HD 9+2, 3 Tentacles 
  1d8+1 and Bite 3d4, 19: Random limb is 
  crushed, breaking bones (per Injuries & Setbacks 
  table entry 2 or 3), S19 D8 C17 I3 P10 W9 Ch3 
  L10, Mv 30 ft or 40 ft swim. On a hit, the target 
  
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  must make a Luck (Con) save or catch Bulging 
  Veins disease (after 1d6 hours, the target suffers 1 
  Cha loss, 1 Int loss, and a serious madness. 
  These effects persist for 1d4 months). An 
  apothecary might halve the disease duration with 
  the right healing herbs. See the Bestiary for more 
  details. 
   
  If the tunnel is investigated, the half eaten bodies 
  of some of the recent missing can be found 
  beneath the water (1 x Carry Loot, LFG p.136). 
  2d4 gorger egg sacks are also present (due to 
  hatch in a few months, worth 100 gp each to the 
  right buyer).  
   
  Aftermath 
  If the party steal from the shanks, the guildmaster 
  will attempt to track down the culprits and make 
  an example of them (by cutting one of their 
  hands off, for instance). Whether the adventurers 
  can be identified will depend on a number of 
  circumstances, including whether they left any 
  survivors, where and how they fence the stolen 
  loot, etc. 
   
  If the slop gorger is not dealt with, its baby 
  gorgers hatch in a few months, which leads to a 
  Bulging Veins outbreak, and further missing 
  persons in the docks area. Eventually the gorgers 
  spread to other parts of the city, ultimately forcing 
  the guard to investigate and deal with the 
  problem. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (2) 
  DELECARTE’S 
  CARNIVAL 
  OF 
  WONDERS  
   
  Rumours & Hooks 
  Lady Ignis, an influential noble and powerful 
  money lender, has offered a sizable bounty for 
  the capture of Mathias the Viper, a fugitive 
  criminal. 
   
  A town crier bellows “Hear ye, hear ye! 
  Delecarte’s Carnival of Wonders is leaving soon! 
  Goggle at the Giant Gators! Puzzle at the 
  Moustached Lady! Behold the Giant Egg of 
  Corvex! Delight at Grumpleton’s Magic! More 
  Marvels than the Gods Know What to Do With! 
  Just three days left! Three days only! Two Silvers 
  Entry, or Three with the Grand Event! Tickets 
  Here! Get your Tickets Here!” 
   
  Mathias the Viper 
  Lady Ignis, a wealthy money lender in Crow’s 
  Keep, has an urgent task for the adventurers. She 
  wishes to hire them to hunt down the fugitive 
  known as Mathias the Viper, accused of 
  murdering Ignis’ husband Gustarn three nights 
  earlier (in her experience the city watch are 
  blithering, incompetent fools). The lady has 
  procured word that Mathias is masquerading as a 
  member of Delecarte’s Carnival of Wonders, 
  hoping to slip out of the city when the show 
  departs in three days time. 
   
  The viper is an exemplary actor, skilled 
  impersonator, and master of prosthetics and 
  disguise. To carry out his assignments, he often 
  adopts multiple identities, bypassing guards and 
  other security measures before eliminating his 
  target. At his core he is cunning, ruthless, and 
  sorely 
  lacking 
  in 
  common 
  decency 
  or 
  compassion. 
   
  As might be expected, few people know what the 
  viper actually looks like, but Ignis has unearthed 
  the following genuine facts: 
   
  
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  1.� Mathias has a deep scar on the back of 
  his left hand, care of an old sword wound 
  with a knight. 
   
  2.� He is almost entirely bald.  
   
  3.� He has a natural medium build, and is 
  approximately 5’ 9” to 6’ tall.  
   
  Mathias has indeed infiltrated the circus as 
  Nimbin “Squirrelboots”; a harmless alcoholic 
  who lost his family to plague, with a strong back 
  and a penchant for sleeping late. His clown 
  persona, “Squirrelboots”, is a jovial fellow in 
  bright patchwork garb, white face paint, a green 
  wig and brown furry boots.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The viper signed on with the company a week 
  earlier (a few days before he assassinated 
  Gustarn), along with several others throughout 
  the week (two female acrobats; Urta and Flamel, 
  three labourers; Bok, Rudgur and Mikhail, and a 
  new 5 man clown act: Artur, Rinbo, Morgus, 
  Telefed and Nimbin – aka Mathias).  
   
  Of the new recruits, 1d3+2 of the men roughly 
  match Mathias’ height and build descriptions 
  (including Mathias). Only one of them is bald 
  (not Mathias, who is wearing a wig). None of 
  them display scarred hands (Mathias covers his 
  hand scar with paste and makeup, or wears 
  gloves).  
   
  The Circus 
  Delecarte’s travelling circus consists of 15 wagons, 
  33 
  horses, 
  and 
  approximately 
  85 
  crew, 
  performers and guards. Stalls, animal enclosures, 
  tents and rest grounds are spread out over some 
  500 yards, between to fortified towers. 
   
  Entry to the grounds is 2 silvers, or 3 silvers with 
  the Grand Event. Two carnie’s stand at the entry, 
  and another ten walk the wire fence perimeter. 
  Crowds filter through the grounds between noon 
  and sundown, with the Grand Event running 
  approximately 2 hours from 7–9 pm. 
   
  Clues & Legwork 
  If the party make small talk with the 
  crew/performers about newcomers to the circus 
  who might be (i) bald, (ii) have scars on their 
  hands, or (iii) seem like murderous killer types, 
  they might learn the following (Charisma checks 
  and/or modifiers at GM’s discretion). If the party 
  manages to extract some information, roll 1d4:  
   
  1.� A few nights earlier, a tent nearly blew 
  away in high winds. Nimbin grabbed a 
  rope and wrestled it back to earth, but 
  cut his hands up in the process. The 
  back of one hand in particular had a 
  nasty gash in it.  
   
  2.� Some kids in the crowd were throwing 
  eggs, one of which hit Nimbin on the 
  head. Shocked, he pulled off his spoiled 
  clown wig and threw it at the kids in 
  mock anger. He was bald underneath. 
   
  3.� One afternoon three roughnecks were 
  giving the ringmaster a hard time outside 
  his wagon until Nimbin intervened.  He 
  pulled the three aside and whispered 
  
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  something to them. The group left 
  immediately and never returned.  
   
  4.� Yesterday, one of the crew accidentally 
  locked herself in the gator enclosure. 
  Nimbin somehow popped the lock open 
  in a flash.  
   
  Random Encounters 
  While wandering the grounds looking for clues to 
  Mathias’ whereabouts, there is a 50% chance of a 
  random encounter every hour. If an encounter 
  occurs, roll 1d8:  
   
  1.� A half drunk band of 2d6 young ne’er do 
  wells (Bandit, LFG p.139) accost the 
  party, wanting to brawl with the most 
  fearsome looking adventurer.  
   
  2.� Celuria, a wealthy noblewoman, takes a 
  liking to one of the party and strikes up a 
  conversation. If befriended, she might be 
  able to open doors to the party in the 
  future.  
   
  3.� A Sabretooth Tiger (LFG p.127) escapes 
  its enclosure (breaks loose, or is set free 
  by a business rival or reckless drunkard), 
  and pounces on a nearby onlooker.  
   
  4.� A band of 3d6 monkeys (Dex 17) 
  scampers by, swinging from tent ropes 
  and leaping from the shoulders of 
  onlookers. They entertain the crowd with 
  playful winks, touches and calls, and are 
  harmless. 
  Their 
  handler 
  however, 
  Zookie (a young teenager with buzz cut 
  hair) is a pickpocket, and will attempt to 
  steal something while the party is 
  distracted (Perc (Detection) vs Dex 16 
  contest).  
   
  5.� 2d4 mimes wearing faceless masks 
  appear in the crowd. At first they interact 
  with others, but quickly surround and 
  mimic the party alone. The mimes are 
  utterly silent, copying the PCs perfectly. 
  This goes on for a minute or two, until a 
  sudden screech rises above the hubbub 
  of the crowd, causing the mimes to 
  scatter like rats. 
   
  6.� An elderly, thuel soothsayer by the name 
  of Argyle the Decrepit waves one of the 
  party members over to her stall. She 
  gestures for the adventurer to lean in 
  close 
  to 
  her, 
  whispers 
  something 
  unintelligible, then casts some bone 
  runes on the table between them. She 
  studies the runes, and… 
   
  a.� (50% chance) shakes her head 
  sadly, draws back into her booth, 
  and pulls the curtains shut 
  behind 
  her 
  (PC 
  suffers 
  disadvantage on their next Luck 
  check). 
   
  b.� (50% chance) smiles a toothless 
  grin, pats the stranger on the 
  hand, and whispers “you earned 
  it”. (PC may turn one failed 
  Luck save or check into a 
  success in the next 12 months). 
   
  7.� Corvex, the falconer, is clearing a path 
  and directing 4 labourers who are rolling 
  an enormous, 6 ft speckled egg through 
  the gawking public at speed. The 
  falconer is angry and obviously wants the 
  egg back under cover quickly.  
   
  8.� Dao Mai, a towering, sumo-like warrior 
  (Barbarian 5) from the far east, is walking 
  the grounds, enjoying mixing with the 
  crowd, crouching down to shake hands 
  with small children. He has a range of 
  garish tattoos covering his bulbous frame. 
  He speaks broken common. Anyone he 
  finds annoying is dubbed “Shen Gwa!” 
   
  
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  IInvestigative Encounters 
  Seven circus performer encounters are provided 
  below as examples for the PCs to interact with. 
  Encounters 1–6 might reveal a clue that guides 
  the party towards Mathias (or contain some other 
  point of interest). The last encounter deals with 
  the viper himself.  
   
  (1) The Moustached Lady 
  The moustached lady, Roberta, is a tanned 
  behemoth of tremendous strength and heart. She 
  is a talented yodeller, and as part of her act 
  crushes melons between her thighs and ample 
  bosom.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Far stronger than most men (Str 18), she is also a 
  skilled combatant (Fighter 2), and does not 
  hesitate to intervene if she becomes aware of 
  matters of domestic violence, especially against 
  children. Many a fool has underestimated her 
  speed and met their fate at the end of her mighty 
  fist. Roberta doesn’t know anything special about 
  Mathias/Nimbin, but might make a valuable 
  henchmen, ally or mobile contact for the PCs.  
   
   
  (2) Falconer’s Loft 
  Corvex the Falconer (dark skinned, braided, 
  receding hair, wheezing laugh), puts on an 
  amazing hunting bird demonstration, showcasing 
  a wide range of hawks, falcons, eagles and owls. 
  In the last week, Corvex happened upon an 
  extraordinary opportunity: a genuine Roc egg. 
  The egg is speckled, 6 ft tall, heavy, and warm to 
  the touch. Anyone placing their ear against it can 
  hear the heartbeat of the baby roc within. 
  Unfortunately for everyone at the carnival, the 
  mother roc has been tracking her egg for days, 
  and might just find it. At the GM’s discretion, 
  there is a 50% chance the egg hatches while the 
  party is near, freeing a goop laden, 5 ft featherless 
  chick! The chick immediately begins a loud, 
  repetitive squawking.  
   
  Every minute thereafter, there is a 50% chance 
  the mother roc homes in on her newborn, diving 
  out the clouds with a blood curdling screech! 
  Untold chaos follows, the roc tearing apart 
  anything and anyone to reach her chick.  If the 
  roc retrieves her baby, she is likely to grab a 
  human or two as lunch, then depart. If the chick 
  is anything other than intact, however, she will go 
  on a bloody rampage.  
   
  Roc, AC 13, HD 14, 2 Claws 2d6 and Bite 
  2d10+2, 19: special, S23 D13 C20 I2 P14 W16 
  Ch10, L14, Mv 240 ft flying. 15 ft reach. On a 
  Claw 19-20 attack roll, the target is grabbed and 
  flown away with (target may spend an action to 
  make an opposed Str or Dex check to slip free). 
   
  With respect to Nimbin clues, Corvex can say 
  that he has noticed Nimbin watching the birds for 
  extended periods, as if transfixed by their 
  predatory nature. Or perhaps he likes their sleek 
  feathers. Who can tell.  
   
  (3) Zookeeper  
  Guntharrg (5½ ft, blonde ponytail, broad 
  shouldered) 
  is 
  the 
  carnival 
  zookeeper, 
  maintaining multiple fenced and caged areas for 
  dangerous beasts such as a giant crocodile, sabre 
  
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  tooth tiger, dire wolf, and terrifying owlbear. Two 
  guards stand watch at every steel cage, ensuring 
  no-one meddles with the enclosures or the 
  monsters within. The zoo also includes an 
  assortment of very cute and cuddly animals such 
  as rabbits, deer, squirrels and so on for attendees 
  to pet.  
   
  Guntharrg is a bitter soul, angry at society, and 
  prefers to keep the company of his beasts. What 
  series of unfortunate events led him to this point 
  is left for the GM to determine, but there are 
  camp rumours that his wife left him for another 
  when his mining business ruined them years 
  earlier.  
   
  Guntharrg knows little of Nimbin, but has 
  noticed a calmness about the man that he likes. 
  Most folk are nervous around his beasts, but 
  Nimbin has an unexpected ease about him, and 
  Guntharrg enjoys their “companionable silence”.  
   
  (4) Grumpleton of the Seven Suns 
  The elderly Grumpleton (70’s, thinning grey hair, 
  jet black robe embraided with seven golden suns) 
  is the resident “wizard” of the travelling show. He 
  employs a mix of flash powder, rudimentary 
  fireworks and other parlour tricks to achieve 
  most of his magical effects. He does however 
  possess a genuine enchanted object; the Staff of 
  T’Serossk. 
   
  T’Serossk was a serpentman of the Second Age, a 
  scheming warlock dedicated to the rites of the 
  Scaled Ones. Many a crying babe was sacrificed 
  to the Nest Beyond the Stars to fashion his staff. 
  A person attuned to the weapon may invoke a 
  Phantasmal Force effect once every 1d4 days. If 
  the wielder unlocks the second attunement, the 
  staff may also transform into a 10 HD Giant 
  Serpent once per month (LFG p.122). If the 
  serpent is killed, the staff reverts to normal but 
  does not function for 1d6 months.  
   
  Over the years, Grumpleton has unlocked both 
  attunements. Whilst no sorcerer, he is acutely 
  aware of the dangers of true magic (anyone who 
  carefully observes Grumpleton over a long period 
  might notice that he does not breathe; see 
  Breathless DDM effect). The charlatan almost 
  never invokes the staff’s power, but from time to 
  time, when his arthritic fingers fail him and the 
  crowd turns angry, he will call on the staff to wow 
  spectators.  
   
  Grumpleton is a friendly but increasingly 
  confused and dangerous old man, who has so far 
  managed to avoid the true terrors his staff might 
  unleash. He enjoys entertaining the crowds, is 
  proud of his fame, and treats the circus as his 
  home. He does not know anything special about 
  Nimbin, and even if he did, would not rat on a 
  fellow “carny”. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (5) Doctor Ruben’s Miracle Tonics 
  “Doctor” Ruben (40s, female, genuine beauty, 
  amazingly shiny hair, Dex 15, Cha 17, Bard 2, 
  especially skilled in deception) has travelled “all 
  over the land”, explored every “nook and 
  cranny”, from the “highest peaks of the Ironhull 
  Ranges” to the “deepest interior of the Suurat 
  Wilds”, to gather together, distil and perfect the 
  most powerful, most potent, most effective and 
  most delicious medicinal elixirs known to woman 
  or man!  
  T
  
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  The doctor offers a wide range of strange elixirs, 
  including:    
   
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  Dr Ruben’s Effervescent Restorative 
  (increases stamina for intimate late night 
  antics), 
   
  ��
  Dr Ruben’s Affliction Effluxion (causes 
  the imbiber to quickly throw up whatever 
  they last ate, might be helpful for certain 
  poisons, etc), 
   
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  Dr Ruben’s Incogitable Cure All (the 
  most expensive of Dr Ruben’s mixtures, 
  this cloudy tincture smells of chlorine 
  and causes skin to redden. If ingested 
  however, the drinker gains one final save 
  to resist any non-magical disease or 
  poison they are suffering). 
   
  ��
  Dr Ruben’s Salts of Exuberant Rhapsody 
  (taken with water, the salts greatly elevate 
  serotonin levels, making the imbiber feel 
  “happier” for 1d6 days, at the end of 
  which they lose 1 Con). 
   
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  Dr Ruben’s Hairful Helper (rubbed onto 
  skin, this ointment causes hair to quickly 
  sprout from the affected area within 1d6 
  minutes, before dropping out in a further 
  1d6 hours. Could be handy for disguise 
  purposes).  
   
  Ruben has as many doses of her mixtures 
  available as the GM decides (alternatively 1d6+1). 
  They are generally 2 gp each, or 50 gp for the 
  Incogitable Cure All.  
   
  The doctor had a one night stand with Nimbin a 
  few nights ago (part of his alibi – Mathias slipped 
  away later that same night to kill Gustarn). With 
  some persuasion, she might reveal that Nimbin 
  wears a wig (for reasons she can’t fathom; Ruben 
  finds him perfectly handsome as is). 
   
   
  (6) Ringmaster Delecarte 
  The circus owner and ringmaster lives in a 
  modest wagon with a three crown flag. Delecarte 
  is in his 50’s, tall & gangly, with expressive eyes 
  and curly black hair, born and raised in a 
  travelling show.  
   
  Contrary to appearances, Delecarte is extremely 
  wealthy, holding significant investments with a 
  number of prestigious businesses. Despite his 
  material 
  success, 
  Delecarte 
  continues 
  as 
  ringmaster because he loves the crowd: the 
  adoration, the applause, the wonder, and 
  sometimes even the anger. For the ringmaster, his 
  life is a perfect cavalcade of unending pleasures, 
  dangers and surprises – with himself at the centre 
  of it all.  
   
  Delecarte presides over the Grand Event, 
  introducing acts, calling on volunteers and 
  generally ensuring the crowd has a wonderful 
  time. The main show runs about 2 hours, 
  including acrobats, contortionists, jugglers, fire 
  eaters, Shenzu “sword saints”, dancers, wild 
  beasts and freak show exhibits, not to mention 
  Roberta, Grumpleton, etc. 
   
  (7) Clown Town 
  The clown tent, aka Clown Town, is where Artur, 
  Rinbo, Morgus, Telefed and Nimbin/Mathias can 
  generally be found, entertaining the people with 
  foolish antics and bawdy songs. Brightly painted 
  suns, moons and clouds adorn the tent, 
  accompanied by wooden cut outs of bears, 
  griffons and dragons. Rickety chairs, low tree 
  branches and the grass serve as seating for 
  onlookers. 
   
  The five men have their gear and sleeping rolls 
  stashed out the back, in five curtained off 
  sections. 1 x Carry Loot (LFG p.136) might be 
  scavenged after a thorough search (note the 
  clowns come in from time to time during 
  performances for a quick change, or cup of 
  water/ale).    
   
  
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  Nimbin/Mathias’ area contains a locked suitcase 
  (with curious straps that allow the case to be slung 
  over one’s back) with a large variety of realistic 
  and show wigs, make up and artificial prosthetics 
  (noses, ears, etc), as well as a sharp, finely made 
  knife (perfectly clean). Mathias keeps the key on 
  him at all times (the lock may be picked with a 
  Dex (Traps & Locks) check at a -1 penalty).  
   
  Three 
  clown 
  costumes 
  hang 
  from 
  pegs, 
  inspection of which reveals hidden straps and 
  pockets, large enough to hold small alchemical 
  satchels or blades (currently empty).  
   
  Concealed at the very bottom of the bedroll is a 
  long, thin tube about half an inch in diameter. A 
  small incision on one corner has been stitched 
  up. Inside the tube are 2 x doses of flash powder 
  (LFG p.24) and 1 x dose of wyvern poison (LFG 
  p.130).  
   
  If Mathias suspects he is being hunted by anyone 
  competent, he will keep an eye on them, but take 
  no immediate action. If he suspects he has been 
  found out, he departs at the first opportunity, 
  hoping to disappear into the city. He will attempt 
  to retrieve his suitcase and bedroll first, if 
  possible.  
   
  If cornered, Mathias will not hesitate to take 
  hostages, set the wagons on fire, or loose 
  monsters from the zoo to facilitate his escape.  
   
  Optional Twist 
  At the GM’s discretion, the following twist might 
  apply. Mathias killed Gustarn, true enough, but 
  his main objective was not to slay Gustarn, but to 
  rescue Sunni; a 2 year old toddler, from her 
  grandfather’s cruel clutches. Sunni’s mother, 
  Kristen, has been trying to retrieve her daughter 
  for months (after being exiled from the family for 
  an extramarital affair).  
   
  In this twist, Sunni is also inside the suitcase, in a 
  drug induced coma (no long terms ill effects, but 
  she appears non-responsive and her breathing is 
  shallow). An adventurer skilled in apothecary 
  might wake the child with an Int check and the 
  right herbs. If woken, Sunni will be incredibly 
  scared, but believes that Mathias is helping her 
  return to her mother in a nearby city.  
   
  If the party kill or capture Mathias, the fate of 
  Sunni will be in their hands. In this instance, if 
  the party seeks the bounty for dealing with the 
  assassin, Lady Ignis will inquire about the girl, 
  and demand her return.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Mathias the Viper, Boss Monster, AC 15, HD 
  8 (90 hp), 2 x Dagger 1d4+4, 19: as dagger, S15 
  D18 C10 I15 P16 W14 Ch16, L14, Mv 30 ft. 
  Mathias is a Boss Monster with all the usual 
  benefits 
  (LFG 
  p.95). 
  He 
  has 
  Backstab, 
  Skirmisher and Finisher abilities like a 8
  th level 
  rogue, and may choose from the following tricks 
  four times per combat: Choking Dust, Hidden 
  Blade, Quick Reflexes, Smoke Bomb, Cat’s 
  Grace, Flash Powder, Unseen Whip, Glue Pot.  
   
  
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  Mathias carries an enchanted set of 2d4, two inch 
  tin warriors. Once per month, if thrown on the 
  ground (as an action), they enlarge to life size and 
  follow his orders for 2d6 rounds (no action, as 
  Skeleton LFG p.124, but AC 17, 2 HD). If 
  defeated, Mathias is carrying 1 x Carry Loot and 
  1 x Valuables (LFG p.136, 147). 
   
  Aftermath 
  If Mathias is slain or captured, Lady Ignis is 
  pleased and promptly pays the agreed bounty, 
  keeping the party in mind for future endeavours.  
   
  If the party doublecrosses Ignis (including to sort 
  out Sunni, if that variant is used), the lady holds a 
  long grudge, and will take steps to punish the PCs 
  if the opportunity arises down the track.  
   
  Returning Sunni to her mother earns the party 
  the family’s eternal gratitude, as well as some 
  honourable fame within the city as word spreads.  
   
  If Grumpleton is left with his staff, in a further 
  1d12 months, the party hears the sad news that 
  the carnival was disbanded after a hideous 
  monster slew scores of spectators in the midst of 
  Grumpleton’s act.  
   
  (3) DOOR OF VARG-SHARSÛNI 
   
  Rumours & Hooks:��
  The derelict, boarded up home of a long dead 
  artist is said to be haunted. Some say his most 
  precious works were never found, and might be 
  hidden within.  
   
  A wealthy grandmother, dying of old age, wants 
  someone to explore the derelict home of the 
  dead artist, Salic Reynard. She is convinced that 
  there is something in the house that will help her 
  (a book, a potion? She can’t be sure, but refers to 
  it as the “great gift”).  
   
   
  In an abandoned block, slums district, or other 
  widely avoided area, stands a derelict old home. 
  Boarded up and decrepit, the building appears to 
  be on the brink of collapse, and is generally 
  avoided by local squatters who fear it might bury 
  them if they reside there. Inside however, within 
  the darkness of the stone cellar, is a strange and 
  diabolical looking door.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Entry 
  Entering the building is not particularly difficult. 
  The front and back doors are locked tight with 
  masterwork locks (disadvantage on Dex (Traps & 
  Locks) checks), and the windows mostly boarded 
  up (there are one or two where some of the 
  boards have been pulled off). The old mahogany 
  doors are worse for wear, and can be forced 
  upon with a Str check (albeit loudly). Pulling 
  boards off the windows, or tiles off the roof, is 
  easily done with sufficient time or a crowbar. 
   
  Layout & Clues 
  The precise floor plan is left for the GM to 
  determine, but includes some bedrooms, living 
  room, bathroom, a kitchen and loft. There are 
  no perishables remaining, but antique furniture 
  decorates most spaces (some of it badly weather 
  stained where the roof has leaked). Most of the 
  valuables of the home were stolen long ago, but a 
  thorough search of the upper level will locate 1 x 
  Carry Loot and 1 x Trinkets & Curios (LFG p. 
  136, 141) hidden away someplace.  
   
  In a back room are stony steps that lead to an 
  iron door. The door is locked, sturdy and well 
  
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  preserved. Breaking it down would take many 
  hours and the right tools. The lock may be 
  opened with a Dex (Traps & Locks) check. At 
  the GM’s discretion, the key might be with the 
  guardian (see below). The door leads to the 
  cellar.  
   
  40 years ago, the house was residence of Salic 
  Reynard, an eccentric, successful writer and artist. 
  After his death, the house passed to his daughter, 
  a terrible drunkard who now suffers dementia 
  and is tended to by cultists of Shennog in one of 
  their asylums. The house has been boarded up 
  for decades (subject to the occasional looter, 
  before being boarded up again). 
   
  The only pieces of Reynard’s art left in the house 
  are hidden; unframed paintings rolled up in a 
  scroll tube which has been inserted into a bed 
  mattress. Careful inspection of the corner of the 
  mattress reveals where an incision has been 
  restitched (Perc (Detection) check at -1 penalty if 
  the mattress is inspected, or automatically found 
  if the corners are specifically examined). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The artworks are quality paintings of portraits, 
  landscapes and lewd sketches. One sketch in 
  particular is quite disturbing: a woman in chains 
  kneeling before a diabolical looking door (the 
  door of Varg-Sharsûni).  
   
  In addition to the paintings, one of Reynard’s 
  journals can be found behind a bookcase in one 
  of the bedrooms. The journal is penned in very 
  deliberate, very clearly formed handwriting. At 
  first the journal simply records the mundanity of 
  day to day life, but occasional snippets of 
  philosophy are also noted. Later the author 
  records his wife’s passing, his lament that the 
  couple had but one daughter; a wretch of a child, 
  and growing feelings of despair. Towards the end, 
  the author appears more upbeat, indicating he 
  has found a new muse (a follower of Shennog), 
  and that his feckless daughter has gone. 
   
  Random Encounters 
  The house is not entirely devoid of others. Roll 
  1d6 three times to determine what else occupies 
  these decrepit walls.  
   
  1.� 1d4+1 Giant Spiders (LFG p.125) have 
  taken up residence in one of the rooms, 
  spinning their webs between the walls.  
   
  2.� A gang of 2d6 ruffians (LFG p. 114) 
  hooked on the rare, and highly addictive, 
  psychotropic Ulgoth Mushrooms are 
  squatting here. They react poorly to any 
  intruders, becoming highly aggressive and 
  paranoid about the watch storming in. 
   
  3.� 2d6 Giant Centipedes (LFG p.102) have 
  made a burrow beneath the floorboards 
  of one room. They will be startled by any 
  loud noises, and will defend their nest if 
  required.  
   
  4.� A solitary Hammer Snail (see Bestiary) 
  occupies one of the rooms, hanging 
  upside down from the ceiling beside a 
  large hole. It is covered in dust; 
  apparently hibernating for a very long 
  time. Or perhaps it’s dead.  
   
  5.� A patch of 2d4 Yellow Mould (LFG 
  p.131) have sprouted here in one corner 
  of the ceiling. The mould has been 
  The artworks are quality
  landscapes and
  partic
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  r
  
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  dormant for some time, but will awaken 
  to 
  loud 
  noise 
  or 
  warmbloods 
  approaching within 60 ft.   
   
  6.� A Ghost (LFG p.109) of one of 
  Reynard’s sacrificial victims lingers here, 
  her translucent head severed from her 
  neck. 
  Consumed 
  by 
  feelings 
  of 
  loneliness, Tesha seeks only have others 
  join in her suffering, hoping to trap them 
  in the house with her. Tesha’s bones are 
  buried elsewhere in the city; if exhumed, 
  her spirit is released.  
   
  Cellar & Door 
  The 40 ft cellar contains a number of racks of 
  aged wine, liquor and spirits. Some have turned, 
  but if transported out the collection is worth 1d6 
  x 100 gp to the right buyer.  
   
  On one wall is a large, moth eaten black curtain, 
  which if pulled aside reveals a menacing door. 
  Made of hardened steel, the 6 ft round doorway 
  is edged with arcane glyphs and topped with what 
  appears to be a genuine demon skull. Twin cold 
  iron bands secure the central lock. 
   
  Careful examination of the door reveals narrow 
  gouges on the steps (as if struck by a sword or 
  similar; Reynard would execute victims here, 
  cutting their head off with an axe).  
   
  The door is enchanted and cannot be opened 
  without dealing with the ward first. Killing an 
  intelligent humanoid on the steps suspends the 
  ward for several minutes, or it might be removed 
  via Dispel Magic, Knock, or similar. The physical 
  door has a dual lock, requiring two Dex (Traps & 
  Locks) checks at disadvantage to open.  
   
  If opened, where exactly the door leads to is left 
  to the GM to determine. Alternatively, the door 
  channels the power of entities from beyond the 
  Veil, requiring a roll on the Dark & Dangerous 
  Magic Table, and granting the user a single 
  Forbidden Wish (as the spell).  
  If the wish is taken up, the user suffers a 
  permanent serious madness (incurable, by magic 
  or otherwise). Invoking the door a second or 
  third time escalates the user’s madness to 
  pervasive and finally incapacitating (LFG p.93).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (4) HUNT FOR LORD HARGRAVES 
   
  Rumours & Hooks:��
  Lady Hargraves, a prestigious noblewoman and 
  infamous socialite, has a desperate mission for 
  the party: her husband Lord Hargraves is on a 
  drinking binge once again, and she wants him 
  returned home, in one piece, ASAP.  
   
   
  The Hargraves name is well known throughout 
  the circles of the social elite of the city. They 
  made their fortune in textiles, food, and not a 
  small amount of illegal smuggling, a stressful 
  business that often put the whole family’s nerves 
  on edge.   
   
  Lord Jaykin Hargraves (Fighter 3, 60’s, towering 
  6 ft 6”, heavy set with dark eyes and an 
  impressive silver beard) came from a poor 
  background. He built his wealth year by year, 
  daring the wilds to lead trade caravans between 
  the Argosan cities and beyond.  
  
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  Trading was lucrative but hard; Hargraves lost 
  many friends in his travels and quickly found 
  solace in the bottom of a bottle. Despite Lady 
  Hargraves’ best endeavours, the old trader was 
  never able to shake the habit, and is now an 
  entrenched alcoholic. The lady manages to keep 
  him occupied and out of trouble most nights, but 
  from time to time Jaykin decides the time is right 
  to slip away for a big night on the town. Which 
  would be perfectly fine, except that Lord 
  Hargrave’s prior outings have involved punching 
  out other lords, setting stables on fire, emptying 
  his gold purse in some of the less reputable 
  “dancing” houses, and so on. Conduct that is 
  heavily frowned upon in certain circles, in 
  particular, Lady Hargraves’ circles. 
   
  The lady wants her husband returned home 
  tonight, ASAP. She can provide the party with his 
  portrait and physical description to aid them in 
  tracking him down. She is willing to pay a 
  significant “finder’s fee” of 100 gp, on the 
  condition that the party acts discretely and 
  attempts 
  to 
  minimise 
  embarrassment. 
  If 
  successful, Lady Hargraves will consider she owes 
  the party a big favour, which they can call on at 
  some future time.  
   
  To be perfectly frank, Lady Hargraves has no 
  real idea where Jaykin is, but previously he’s 
  visited pretty much every tavern in town. She 
  suggests starting with some of the local drinking 
  holes.  
   
  Pub Crawl 
  As the party searches the city, making inquiries 
  throughout the various inns and taverns, roll 
  1d12 (or choose from the list below) to 
  determine which drinking hole they come across 
  next. 
   
  The Tavern Tables in the GM section, and 
  Chance Encounter Tables in the Cities chapter, 
  might assist to flesh out details: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1.� The Rat Trap is a squalid den of mostly 
  cheerful inebriates. The tavern is not 
  crowded and a few of the patrons recall 
  seeing Hargraves earlier in the evening. 
  The barkeep Rundell heard Hargraves 
  whinging about “the old ball and chain” 
  wanting him to eat more broccoli. He felt 
  sorry for the guy.  
   
  2.� Bunderstone’s is a large, airy inn with an 
  enormous and very crowded common 
  room. The clientele here are a mix of 
  wealthy and less affluent folk, sprinkled 
  with a handful of guards. There is a 50% 
  chance a pickpocket (Nigri) attempts to 
  steal from the party (opposed check Perc 
  (Detection) vs Dex 15). Hargraves hasn’t 
  been in here tonight.  
   
  3.� The Fox & Raven; hang out of the local 
  Gilderfunk Girls, an all female gang, 
  specialists in smuggling and fencing. 
  They’ve not seen Hargraves tonight, but 
  they probably know someone who has… 
  “What’s it worth to ya?” 
   
  4.� The Farmer’s Lament is a raucous, 
  bellicose bar of yelling, laughing and 
  back slapping. Hergmarr, a 7 ft Varnori, 
  
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  says he saw Hargraves earlier – but he 
  won’t say where unless the party bests 
  him in a friendly arm wrestle! (Str contest 
  vs Str 16, best of 3 rounds). Whether he 
  wins or loses, if treated honourably, 
  Hergmarr reveals their quarry was at the 
  Rat Trap earlier.   
   
  5.� TThe Horny Toad is well known for its 
  regular fisticuffs between drunk and 
  disorderly patrons, and tonight is no 
  exception. One minute after the party 
  enters, a massive brawl breaks out, 
  engulfing 5d6 patrons in a flurry of fists, 
  knees, elbows and headbutts. If the party 
  can stop the fighting before it gets too out 
  of hand, there’s a 75% chance Menicus 
  (Nydissian, good boxer) saw Hargraves 
  earlier at the Farmer’s Lament.  
   
  6.� Nobby’s Alehouse caters to the well to 
  do professionals and merchants of the 
  city, including some of Hargraves’ 
  contemporaries. Getting in requires a 
  dress code of sorts (entrants need to 
  “look rich”) enforced by the 6 ft 8” 
  doorman, Master Grumold (Thuel, Barb 
  4). One of Hargraves’ mates, Boris, 
  intentionally steers the party in the wrong 
  direction, 
  directing 
  them 
  to 
  Bunderstone’s. An Int/Perc (Insight) 
  check might detect something is up. If 
  Boris is pressured, he reveals Hargraves 
  is likely in the back rooms at the Black 
  Flagon (wagering). 
   
  7.� Corner of Lowbrook is a charming, older 
  pub decked out in quality woodwork and 
  comfortable seating. A hand painted sign 
  by the door declares “No Foreigners”. 
  The proprietor has limited tolerance for 
  non-locals, but might be inclined to talk 
  for a few gold. He can reveal that 
  Hargraves got into a fight with another 
  patron, Norvert, and left soon after with a 
  shining black eye for his trouble. Norvert 
  is still in the corner, nursing bruised 
  knuckles. Norvert can indicate that the 
  fight was over money. Hargraves “owes 
  gold to some people”, and Norvert was 
  just “reminding the old scob that his debt 
  is due.”  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8.� The Gravy Barrel is known for its hard 
  liquor and harder clientele. Favourite 
  haunt of the Bloodnut Bandits, up to 3d6 
  thieves (as Bandit LFG p.114) will 
  attempt to intimidate the party and extort 
  money from them. Hargraves hasn’t 
  been seen here.  
   
  9.� Forkenspoon’s is famous for its food first 
  and entertainers second (primarily bards 
  but prostitutes are not uncommon). Dice 
  games are a feature, and if the party 
  throws a few rounds, one of the other 
  players might reveal that Hargraves was 
  at the Black Tankard just an hour earlier.  
   
  10.�At TThe Pickled Boar, one thing is first 
  and foremost: boozing. Bruun, a swarthy, 
  watery eyed thuel, has information about 
  Hargraves, but will only reveal it if the 
  party wins a drinking contest with him 
  (they’re paying; opposed Con (Athletics) 
  checks, best of 3). Bruun heard 
  
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  Hargraves was going to Forkenspoon’s 
  earlier for dinner (then likely passes out).  
   
  11.�TThe Violent Vagrant has a decent sized 
  common room surrounded by lots of 
  intimate booths. While the party is here, 
  2d6 guards enter, declaring a “Routine 
  weapons 
  check”, 
  inquiring 
  after 
  “licences” to bear arms in the city. 
  Anyone without a licence will have to pay 
  an on the spot fine of 20 gp, and have 
  their 
  weapons 
  confiscated 
  until 
  a 
  “licence” is obtained from the watch 
  sergeant. Hargraves has not been here.  
   
  12.�The Black Tankard is famous for two 
  things; its cheap ale, and illegal card 
  room out the back. Hargraves is here 
  (see below).  
   
  The Black Tankard 
  Hargraves is at the Black Tankard, outrageously 
  drunk and playing cards like a madman in the 
  back room. The proprietor, Skerric (Rogue 5, 
  Midlander, skinny, missing his left eye) doesn’t 
  let just anyone out the back, but might be 
  persuaded to grant entry to the party if they flash 
  some gold around to grease the way.  
   
  Out back are a handful of tables and 3d6 people 
  playing cards and wagering coin. Hargraves is at 
  one table, losing badly, but seemingly enjoying 
  himself none the less (he has found himself a 
  doting lady “friend” during the course of the 
  night, keeping him in good spirits).  
   
  Persuading Hargraves to depart with the 
  adventurers will be no easy task. He has no 
  intention of going home “early”, and means to 
  see out the night with more drinking, more 
  dancing, and more “lady friends”. He doesn’t 
  give a hoot what his wife wants, and indeed – he 
  offers to pay the party 20 gp just to leave him 
  alone! 
   
  At the GM’s discretion, Hargraves might be 
  talked around by reminding him of the family’s 
  reputation, his wife’s endless concern, his marital 
  vows, and/or some other clever device the PCs 
  come up with. Alternatively, they can hasten his 
  passing out by drinking him into a stupor. Once 
  unconscious, he can be carried back to his manor 
  (or pushed on a small cart, etc).  
   
  2d4 thieves of the Roof Monkeys gang (as Bandit, 
  LFG  p.114) are present to ensure no violence in 
  the back room (well, no violence that they don’t 
  start). Causing trouble here would have an 
  undesirable knock on effect with the gang, who 
  are sure to seek reparation/vengeance).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (5) RED HOOKS’ TOURNEY 
   
  Rumours & Hooks: 
  Once every four years, the Red Hooks Thieves’ 
  guild organises a contest of wits, agility and grit, 
  open to all brave brethren of the underworld, 
  known as the Red Hooks’ Tourney. Word on 
  the street suggests the next tourney is imminent, 
  and preparations are already underway. The 
  location is said to be an abandoned manor in the 
  old quarter.  
   
  
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  Once every four or five years, the Red Hooks 
  Thieves’ guild of Port Brax organises a contest 
  infamous throughout the shady back alleys of all 
  nearby cities: the Red Hooks’ Tourney.  
   
  The challenge is open to any cutpurse, thief, 
  scoundrel, smuggler or ne’er do well that has 
  crossed blades with the law. Occasionally the 
  guild also allows like minded adventurers to 
  participate (for a fee). 
   
  Overseen 
  by 
  Guildmaster 
  Marakett, 
  an 
  abandoned building (colloquially known as “the 
  deathtrap”) is rigged with traps, hazards and other 
  dangers. Contenders, known as “hunters”, 
  compete to retrieve a single prize: a silver wolf 
  amulet in veneration of Fenrir, the god of luck. 
   
  To the victor go the spoils: a purse of uncut 
  diamonds worth 1,000 gp, and rare fame amongst 
  the criminal milieu as the “deathtrap champion” 
  for years to come. As might be expected, 
  outrageous gambling stakes rise and fall on the 
  event, from which Marakett profits, in addition to 
  consolidating the Hooks’ reputation as the pre-
  eminent guild.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Rules 
  For the hunters there are no rules bar one: 
  whoever exits the deathtrap with the amulet 
  clearly hung around their neck wins. Exiting with 
  the amulet in hand, or in a pocket for example, 
  doesn’t count. Indeed, in a prior tourney, the wily 
  victor Ropek ambushed the near winner from a 
  rooftop, cut the amulet from her grip, and hung it 
  around his own neck to claim victory.  
   
  Entering the Manor 
  On this occasion, the deathtrap is an abandoned 
  manor in the old quarter, far from prying eyes 
  and watch patrols. 
   
  The manor is constructed of wood and stone, 
  with the windows and rear door boarded up from 
  the inside. The most obvious entry is via the front 
  landing, but PCs might also gain access by pulling 
  up roof tiles, breaking through boarded areas 
  (requiring a Strength check and 1d3 minutes) or 
  making their own hole in a wall with enough time 
  and the right tools.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ting the Hooks’ reputation as the pre-
  uild. 
  
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  The ground is solid earth and rock. Tunnelling 
  beneath the manor to gain access would take 
  longer than the tourney duration. There is 
  however a hidden trapdoor on the western side 
  that leads to Area 16 (checking for secret doors 
  allows a Perc (Detection) check to find it).  
   
  Adventurers might also gain access via the eastern 
  tower roof or balcony. The tourney begins at 
  midnight and concludes when someone emerges 
  victorious, or at dawn, whichever occurs first.  
   
  At the commencement, 4d6 hunters gather 
  around the outside of the manor, considering the 
  best means of entry. Once Marakett gives the 
  signal to begin (a flaming arrow fired overhead 
  from an adjacent building), the various thieves 
  either make their approaches or fade into the 
  shadows to observe how others fare first. 
   
  Features of the Interior 
  The inside of the manor is generally one of 
  elegant decay; 10 ft ceilings, smelling of mould, 
  with threadbare cushions, drapery and paintings, 
  cracked or broken knickknacks (decorative 
  bowls, statuettes, etc) and rotting furniture. The 
  interior is dark but not completely so; lantern 
  light filters in from the street via cracks in 
  boarded up windows. Sight based Perception 
  checks will generally be at disadvantage without a 
  proper light source.  
   
  Random Encounters 
  While the party are exploring the manor, there is 
  a 75% chance of a random encounter every 15 
  minutes. If an encounter occurs, roll 1d10: 
   
  1.� 1d4 Thieves (as Bandit LFG p.114), but 
  3 HD, D15, L6, with shortswords and 
  throwing knives.  They have Backstab, 
  Skirmisher and Finisher abilities like 3
  rd 
  level rogues, and may choose from the 
  following tricks twice per combat: Smoke 
  Bomb, Hidden Blade or Choking Dust. 
   
  2.� If the party are on the roof, or possibly in 
  a large room with multiple doors, a 
  sniper with a light crossbow takes a pot 
  shot at one of them. Roll 1d20+3 vs AC, 
  2d4+2 damage. Whether the shot is 
  successful or not, the sniper then retreats 
  (as Bandit but with 3 HD). 
   
  3.� A horrible, gurgling death cry echoes 
  from upstairs, downstairs, or some other 
  place the PCs aren’t. What caused the 
  poor scob’s death, and whether his body 
  remains in situ, is up to the GM. 
   
  4.� There is a dart trap nearby that the party 
  is at risk of setting off. Perhaps a pressure 
  plate, an anchored object yet to be 
  disturbed, or a timed mechanism. If 
  activated, the trap requires a Luck (Dex) 
  save to avoid 1d6 damage plus 1d4+1 
  Dex loss due to poison. 
   
  5.� Bronze cage bars on a mechanical timer 
  horizontally slide into place after the 
  party enters the next doorway (the false 
  doorframe can be detected with a Perc 
  (Traps & Locks) check, if inspected). 
  Without the right cutting tools, breaking 
  a hole through the bars takes 1d4 hours. 
  The wall itself has been reinforced in a 
  similar fashion (the other walls are 
  normal).   
   
  6.� Toska, a street tough and new Red 
  Hooks recruit (as Bandit), is sitting here, 
  blood oozing from a serious leg wound 
  given to him by a blade trap in the wall. 
  He is semi conscious from blood loss. If 
  patched up, he might have valuable info 
  for the party about a room they haven’t 
  seen yet. Or he might stab them in the 
  back, or pick their pockets. That’s 
  thieves for you.  
   
  7.� Twins Zamir and Saman ambush the 
  party, hoping to steal their loot. They  
  
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  have no genuine interest in retrieving the 
  Fenrir amulet, unless the party happen to 
  have it on them already.  
   
  Zamir & Saman, AC 14, HD 6, 2 
  Shortswords 1d6+2, 19: Disarm, S14 
  D17 C12 I14 P14 W15 Ch14 L8, Mv 30 
  ft. They have Backstab, Skirmisher and 
  Finisher abilities like 6
  th level rogues, and 
  may choose from the following tricks 
  three times per combat: Cat’s Grace, 
  Hidden Blade, Quick Reflexes, Glue 
  Pot, Rapid Dose, Unseen Whip. 1d4 
  doses of Fireblood poison (LFG p.33), 
  caltrops (5 ft area, Dex check or half 
  movement rate until short rest), short 
  bows, knives and climbing gear. 
   
  8.� 1d4+1 Thieves burst into the room or 
  hallway, in the middle of a fight with 
  another 1d4+1 thieves. They might 
  ignore the party, turn on them, or seek 
  their 
  aid, 
  depending 
  on 
  the 
  circumstances.
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9.� A Giant Spider (LFG p.125), released 
  into the manor by the Red Hooks, is 
  hiding nearby or stalking the party. This 
  particular spider has 5 HD and a deadly 
  bite: Luck (Con) save or suffer damage 
  equal to half the target’s maximum hit 
  points.  
   
  10.�The Mimic is here, unless the party has 
  already encountered it in Area 4.  
   
  Area 1 – Entry, Dining Room, Sitting Room  
  The stone steps and tiled landing appear to be in 
  good repair, as does the heavy wooden entry 
  door. The door is not trapped but is locked, 
  requiring a Dex (Traps & Locks) check to open. 
  If closed, the lock automatically resets. 
   
  The steps are slick with oil which makes footing 
  difficult if fighting or running (and is susceptible 
  to being lit) but is otherwise a nuisance only.  
   
  The tiled landing is trapped. Several tiles beside 
  the window are only a shell, and will break if 
  
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  stood upon. Beneath them are sharp spikes, 
  requiring a Luck (Dex) save to avoid a foot injury 
  (see the Injuries & Setbacks table entry 3, LFG 
  p.54). 
   
  Once inside, Area 1 contains a small entry hall 
  decorated with decrepit sideboards, a fireplace, 
  stairs to Area 3 above and Area 6 below, and 
  doorways to Area 2 and the rear of Area 1 (see 
  below). The stairs are trapped in both directions, 
  with fishing line trip wires (a Perc (Detection) 
  check notices them, if the steps are examined). If 
  triggered, blades spring out from the step above, 
  causing 2d6 damage and a leg injury (per the 
  Injuries & Setbacks table) unless avoided via a 
  Luck (Dex) save.  
   
  The back half of Area 1 is a dusty sitting room 
  with mildewed cushions, and a large dining room 
  with fragile looking, austere furniture, cracked 
  mirrors and broken candlesticks.  There is a 50% 
  chance of 1d4+1 thieves in either of these rooms, 
  waiting to ambush the party (or be ambushed, as 
  they poke around seeking the amulet).  
   
  Area 2 – Music Room, Kitchen, Servants’ 
  Quarters 
  The western wing of the ground floor consists of 
  a music room at the front (sporting a cittern, 
  harp, rebec, drums, various flutes and bells, and 
  perhaps even a piano, at the GM’s discretion), 
  and a small kitchen (empty pantry, but many 
  knives) and servants’ quarters at the back (small 
  bunks with rotting blankets and discarded 
  clothes).  
   
  All three rooms are trapped. The various mouth 
  pieces of the wind instruments in the music room 
  are laced with a fine powder that causes insanity if 
  ingested (Luck (Con) save or effect like a 
  Confusion spell). An adventurer with the Traps & 
  Locks or Wilderness Lore skill, or a poisoners 
  background, might be able to extract one dose of 
  poison from the instruments if detected.  
   
  The kitchen has a 5 ft square double trapdoor 
  that opens when the pantry door is opened. A 
  Luck (Perc) save will notice an odd mechanical 
  tension on the pantry door as it begins to open, 
  allowing an adventurer to stop before the trap is 
  sprung. Otherwise, any character above the 
  trapdoor must make a Luck (Dex) save or 
  plummet 8 ft into Area 8 below. The trapdoors 
  are spring loaded and lock back into place 
  immediately after opening. A Dex or Int (Traps 
  & Locks) check picks the lock or disarms the 
  mechanism by jamming the coil or similar.  
   
  The 
  servants’ 
  quarters 
  contains 
  piles 
  of 
  discarded, mouldy, moth eaten clothes, blankets 
  and cribs. 3d4 gp can be found stashed within a 
  rotting mattress. Marakett has placed 2d4 giant 
  rats in the room, which are hiding beneath 
  clothing. They are starving and will attack when 
  the opportunity presents itself.  
   
  Giant Rat, AC 11, HD 1d4 hp, Bite 1d3, 19: If 
  appropriate, another Giant Rat comes to aid this 
  one, S3 D14 C8 I2 P13 W6 Ch4, L3, Mv 40 ft. 
  50% chance of exposing a bitten target to Baal’s 
  Boils (disease, incubation time 1d4 hours, Luck 
  (Con) save or lose 1d3 Cha permanently. A 
  Regenerate spell restores lost Cha). 
   
  Area 3 – Library, Bedrooms, Terrace 
  The decorative ball toppers on the bannisters of 
  Area 3 are delicately balanced and fall off if 
  touched, activating a salvo of poisoned darts from 
  the ceiling above (Luck (Dex) save or suffer 3d6 
  damage and 1d3 Str loss). 
   
  Area 3 consists of a landing off the stairs, 
  fireplace, a library at the front, and two bedrooms 
  at the back. If the boarded up doors to the east 
  are broken down, the party can gain access to the 
  raised terrace outside.  
   
  Juro Venosteri, a master thief and assassin, is 
  lurking in one of the three rooms. He intends to 
  take over the Red Hooks, and winning the 
  tourney is another step in his grand plan, earning 
  
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  him the fame he needs. He wears an eyepatch, 
  having lost an eye to a Nydissian warrior years 
  ago. He has cultivated an unhealthy hatred for all 
  southerners since, and will target them first. 
   
  The GM determines which room Venosteri is in 
  (alternatively there is a 50% chance he is hiding in 
  any given room when the party enters it. He is a 
  particularly gifted at stealth, gaining advantage 
  when attempting to hide or move silently). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
  Venosteri, Boss Monster, AC 14, HD 10, 2 
  Daggers 1d4+3 + poison, 19: Disarm, S15 D17 
  C10 I14 P16 W15 Ch14 L10, Mv 30 ft. 
  Venosteri is a Boss Monster with all the usual 
  benefits 
  (LFG 
  p.95). 
  He 
  has 
  Backstab, 
  Skirmisher and Finisher abilities like a 10
  th level 
  rogue, and may choose from the following tricks 
  five times per combat: Choking Dust, Hidden 
  Blade, Quick Reflexes, Smoke Bomb, Cat’s 
  Grace, Flash Powder, Rapid Dose, Unseen 
  Whip, Blind Sense, Glue Pot. He has 2 doses of 
  Choking Spore and 1d4+1 doses of Fireblood 
  poison by the time he encounters the party (LFG 
  p.33). He also has a scroll of Stinking Cloud. If 
  defeated, he is carrying 1 x Carry Loot and 1 x 
  Valuables (LFG p.136, 147). 
   
  The bedrooms contain double wardrobes, large 
  iron frame beds with mouldy mattresses and 
  linen, threadbare throw rugs and discarded 
  clothes. In the back of one wardrobe is a secret 
  panel that allows access to the wardrobe in the 
  other bedroom (Perc (Detection) check to locate, 
  or automatically found if the back of the 
  wardrobe is examined). Venosteri is aware of the 
  secret door and may use it to surprise or escape 
  the party (if escaping, he drops Choking Spore in 
  the wardrobe as he flees). 
   
  A cursory search of the bedrooms reveals three 
  dead bodies under one bed, and two dead bodies 
  under the other (Venosteri’s recent victims). A 
  Perc (Detection) check notices drops of blood 
  around the beds (any larger blood stains have 
  been covered with discarded clothes) 
   
  Choking Spore dust has been sprinkled under 
  one bedcover by Venosteri; pulling back the 
  covers releases the toxin into the air. Any other 
  original traps in the two bedrooms have been 
  disarmed by Venosteri or others.  
   
  In the library, the walls are lined with books, and 
  adjacent bookshelves divide the room into three 
  short corridors. A reading desk can be found at 
  both ends of the large room.  
   
  The books cover a vast range of mundane and 
  exotic topics, including travel journals to distant 
  locations.  A complete search reveals a secret 
  compartment at the top of one of the 
  bookshelves (spring loaded corbel that pops 
  open), concealing a bundle of 1d3 random magic 
  scrolls (LFG p.152).  
   
  The library is trapped. The ceiling conceals five 
  caches of fire pots, situated above the three rows 
  of bookshelves and two reading desks. The 
  
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  bookshelves and desks have been coated with a 
  very 
  fine, 
  grey-brown 
  powder 
  accelerant 
  (detectable by touching the furniture with a bare 
  hand, or very careful observation).  
   
  One set of floorboards in each aisle is rigged to 
  depress if stood upon (50% chance if an aisle is 
  traversed), dropping the fire pots into the bone 
  dry library. Anyone sitting at a reading desk, or 
  on top of a bookshelf, suffers 3d6 fire damage 
  (Luck (Dex) save for half). More importantly, the 
  library immediately catches fire, and becomes an 
  uncontrolled conflagration within 1d3 rounds. 
  After this time, the fire is not containable, and it 
  only a matter of time before the manor burns to 
  the ground. Exact times are left to the GM to 
  determine, but generally the conflagration will 
  spread to another adjacent room every 1d3 
  minutes.  
   
  The rigged floorboards or ceiling caches may be 
  identified with careful scrutiny and/or a Perc 
  (Detection) check at a -2 penalty.  
   
  Characters fighting in a burning room are subject 
  to the rules on suffocation (LFG p.159) due to 
  the thick smoke, and suffer a 33% miss chance. 
   
  The terrace outside is approximately 15 ft high. It 
  is not trapped per se, but there is a 50% chance 
  of 1d4 malicious onlookers shooting at the party 
  with heavy crossbows from adjacent buildings 
  (1d20+2 attack roll, 2d8+1 damage).   
   
  Area 4 – Master Bedroom, Bathroom, 
  Lavatory, Chapel 
  The western wing of the second storey has the 
  master bedroom at the front, and a bathroom, 
  lavatory, and small chapel at the back. A manhole 
  in the hallway leads to the attic (there is no ladder 
  to easily reach it).  
   
  The main bedroom consists of a large bed, 
  double wardrobe, side table with broken mirror 
  and a trunk. It was once opulently decorated, but 
  has since been stripped of valuables or left to rot 
  (picture frames are missing off walls, ornate urns 
  shattered, moth eaten fine gowns, etc). There is a 
  50% chance of 1d4 thieves hiding in this room (as 
  Random Encounter 1). 
   
  A faded mural decorates one wall (countryside 
  with an apple tree). Pressing one the apples ejects 
  it from the wall, revealing a secret nook 
  containing a black velvet bag (1 x Valuables, LFG 
  p.147).  
   
  The bathroom contains a large wooden tub 
  draped with mouldy linen (to prevent splinters), 
  and a ceramic basin.  
   
  The lavatory is a stone alcove with a large 
  wooden box and a hole. In fact, the wooden 
  repository is a Mimic, a unique shapeshifting 
  guardian creature Marakett recently procured.  
   
  “Quato” the Mimic, AC 14, HD 5, Bite 
  1d10+1, 19: Quarto glues one of the target’s 
  limbs to its own body (Str contest to break free), 
  S18 D10 C16 I8 P13 W15 Ch4 L8, Mv 30 ft. 
  Quarto is a sorcerous oddity of shapeshifting 
  sentience, a living trap, brought to life by a 
  foreign warlock at Marakett’s request. The 
  mimic’s body is covered in super adhesive 
  tendrils, causing weapons that touch it to become 
  stuck if Quato wishes (Str contest to break free, 
  or  alcohol automatically dissolves the bond). 
  Quato may change forms to impersonate an 
  object from as small as a shoe to as large as a bed 
  by using an action. It is generally indistinguishable 
  from a mundane object unless touched or 
  threatened with fire. Quato has Off Turn Attacks 
  and is protected by 50% magic resistance. If 
  reduced to zero hit points, Quato does not die 
  but enters a dormant state for 1d4 days, unless set 
  on fire (in which case it dies).  
   
  Marakett is particularly fond of Quato and is 
  likely to seek vengeance against anyone killing his 
  unique pet, regardless of the circumstances. 
   
  
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  The small chapel contains a number of rotting 
  benches and a marble altar. A heavy tome with a 
  skull on top sits above the altar, contrasting the 
  benevolent sun and star motifs decorating the 
  faded walls. The skull appears to be a candle of 
  sorts, releasing wisps of incense.  
   
  Naturally, the chapel is trapped. The incense 
  wafting from the skull is poisonous and causes 
  anyone lingering in the room for more than a 
  minute to make a Luck (Will) save or suffer a 
  serious madness (LFG p. 91): “My so called 
  friends have brought me here to die; fodder for 
  the pit traps and hidden blades! Steel is my lone 
  ally. Together we will cut through their treachery, 
  and seize the prize.”  
   
  The book is a rare religious text on the teachings 
  of Shennog, imploring the importance of mystery 
  and wonderment (worth 200 gp to the right 
  buyer). A search of the room reveals a curtained 
  compartment behind the altar, containing a 
  golden chalice (400 gp).  
   
  Area 5 - Attic 
  The 5 ft high attic is accessible via the manhole in 
  Area 4, or by removing tiles from the roof. It is 
  filled with thick dust and rat droppings. A sealed 
  chimney 
  stack 
  occupies 
  the 
  centre, 
  and 
  numerous heavy beams support the roof 
  structure. Weapons in this confined space suffer 
  a -2 penalty on attack rolls except for daggers or 
  the like. The area counts as cramped conditions 
  for great swords and similar. 
   
  Marakett has set a giant serpent loose in here, 
  and it is very hungry.  
   
  Giant Serpent, AC 13, HD 5, Bite 1d8 + 
  poison, 19: special, S19 D16 C13 I3 P10 W12 
  Ch5 L8, Mv 30 ft. Poison causes 1d6 damage and 
  1d4 Dex loss (a Luck (Con) save resists). On a 
  natural 19-20 attack roll, the target is constricted, 
  rendering it helpless. A trapped victim may spend 
  their action to make an opposed Str check to 
  break free. 
  Area 6 - Basement 
  This stone basement is completely dark. Entry is 
  via the wooden stairs or a heavy oak door leading 
  to Area 7.  
   
  In the centre of this room are a pile of 
  decapitated 
  heads; 
  the 
  grisly 
  remains 
  of 
  Marakett’s enemies. Stuffed into the mouth of 
  one of the heads is a piece of parchment with the 
  numbers 3518 scrawled on it. This is the 
  combination code to open the strongbox 
  containing the Fenrir amulet.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The heads are diseased. Anyone touching them 
  must make a Luck (Con) save or suffer 
  Poorman’s Palsy, causing 1d4 Str loss each day 
  until permanent paralysis in one limb (determine 
  randomly) at Str zero. An apothecary with the 
  right healing herbs grants a second Luck (Con) 
  save to fight off the disease. 
   
  Area 7 - Cellar 
  There is only one entryway into the cellar, a 
  heavy oak door from the basement in Area 6. 
  The interior is completely dark. Inside are 
  
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  numerous barrels containing whiskey and other 
  spirits, as well as shelved bottles of wine.  
   
  The chamber is trapped. Moving any of the 
  barrels sets off a weight sensitive trigger (Perc 
  (Detection) test to notice the floor tile shift 
  slightly if the barrel is nudged), causing a false 
  roof to collapse. The roof is lined with fire pots, 
  which explode when they hit the floor, 
  immediately igniting the alcohol from the (now 
  broken) bottles and barrels! Everyone in the 
  room suffers 5d6 damage (falling debris and fire), 
  and a deafening explosion rattles the manor (to 
  the cheers of onlookers outside). The blast 
  imposes disadvantage on hearing checks for 1 
  hour. The structure here is stone, so the fire 
  burns itself out relatively quickly.  
   
  Area 8 – Acid Pool 
  This 8 ft stone basement is empty and the old 
  doorway sealed up with recent brickwork. The 
  chamber is filled with 4 ft of clear, potent 
  smelling acid. Anyone dropping into this death 
  pool suffers 2d6 acid damage at the end of each 
  round.  
   
  Area 9 – Display Hall 
  This relatively narrow 8 ft wide hall is decorated 
  with mildewed paintings and cracked sculptures, 
  urns and statuettes.  
   
  Predictably the hall is trapped. A spring loaded 
  sliding trapdoor will trigger if stepped upon (50% 
  chance, Luck (Dex) save to avoid), dropping an 
  adventurer into Area 10 below. Once activated, 
  the trapdoor locks back into place on a 5 minute 
  clockwork timer, and cannot be reopened 
  without a Dex (Traps & Locks) check at a -2 
  penalty. The sliding door is reinforced steel and 
  very difficult to break through without the proper 
  tools.  
   
  The eastern wall appears to be a bricked up dead 
  end. There is a narrow, 20 ft high vertical 
  crawlspace that may be scaled with a Str 
  (Athletics) 
  or 
  Dex 
  (Acrobatics) 
  check. 
  Approximately 13 ft up is a false wall made of 
  soft plaster that is easily broken through, creating 
  a crawl way into Area 11.  
   
  Area 10 – Old Storage Room 
  This 5 ft high storage room is made of granite 
  and the original doorway has been bricked up. 
  Entry is via the sliding trapdoor in Area 9, which 
  locks back into place for 5 minutes on a 
  mechanical timer after activation. A Traps & 
  Locks check at a -2 penalty will open the door. 
   
  Anyone dropped into this room falls directly into 
  the Gelatinous Cube that occupies the middle of 
  the room. Breaking open the sliding door 
  releases the cube into the manor proper.  
   
  Gelatinous Cube, AC 11, HD 4+4, Bite 2d4 + 
  poison, 19: the target is sucked into the Cube 
  (Luck (Dex) save resists), S18 D10 C16 I2 P14 
  W16 Ch1 L7, Mv 30 ft inc up walls, ceiling, etc. 
  A creature that touches the cube must make a 
  Luck (Con) save or be paralysed for 1d6 hours, 
  during which time the victim is completely 
  dissolved. A creature caught inside a cube 
  automatically suffers 2d4 damage every round, 
  but may spend an action to make an opposed Str 
  check to escape (if not paralysed). 
   
  The remains of two earlier thieves are inside the 
  cube, already reduced to skeletal matter. Two 
  daggers, a shortsword and a steel flask float inside 
  (random potion, LFG p.150). 
   
  Area 11 - Study 
  This study has a central desk and ring of tall 
  bookshelves concealing most of the circular 
  staircase (up to Area 14, which display some 
  webbing, and down to Area 12). Like much of 
  the manor, the woodwork is in poor repair, 
  rotting and sagging. In the lower west corner, 
  between two bookshelves, is a false section of wall 
  that is easily broken through, creating a crawl way 
  (and 13 ft drop) into Area 9. 
   
  
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  There is a 50% chance of 1d4+1 thieves (as 
  Random Encounter 1) being here, discussing 
  what to do next while they study the room. 
   
  In plain view on the desk is a diamond shaped 
  brooch with an obsidian gemstone in the centre 
  (400 gp). A number of tomes are also spread 
  around the desk (on topics of scouting, cookery, 
  cartography and life after death).   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Carefully placed beneath the books are four inch 
  Ridgeback Scorpions, a particularly aggressive 
  and venomous breed with a hardened carapace. 
  The books pin them in place (and make them 
  furious), but otherwise cause them no harm. 
  Anyone moving the books is stung for 1d6 
  damage and 1d4 Con loss (Luck (Con) save 
  resists, with advantage if wearing gauntlets). Once 
  revealed, the small scorpions are easily crushed 
  underfoot or otherwise dealt with.  
   
  Area 12 – Display Room 
  This display room is adorned with faded murals, 
  tapestries and empty picture frames that were 
  stripped long ago. The room was originally 
  connected to Area 9, but a freshly built brick wall 
  now separates the two spaces.  
   
  On long chains (allowing them access to the 
  whole of Area 12) are 2d4 vicious pit fighting 
  dogs. They bark furiously (heard throughout the 
  house from time to time, as the adventurers 
  explore elsewhere) and attack anyone who enters 
  the room. Characters skilled with animals might 
  be able to appease them with food, or trick them 
  into attacking each other. The chains are pinned 
  in place but not locked. 
   
  Pit Fighting Dogs, AC 12, HD 1+2, Bite 1d4+1, 
  19: the target is knocked prone, S13 D14 C15 I2 
  P12 W10 Ch6 L4, Mv 60 ft. Advantage when 
  flanking instead of +1 bonus. 
   
  Area 13 – Stairwell Base 
  The base of the tower’s wooden staircase leads 
  up to Area 12. The bottom foot or so is 
  submerged in dark water, which fills the entire 
  room. The ceiling at the western end slopes 
  down until it touches the water approximately 50 
  ft distant. Careful prodding around will find the 
  submerged steps beneath Area 10. See Area 16 
  for more details.  
   
  Area 14 – Tea Room and Balcony 
  This tower chamber was originally a tea room 
  and still retains a number of rotting, petite chairs 
  and circular tables. The entire chamber is 
  covered in thick webs. Wooden stairs in poor 
  condition wind around the tower walls, up to 
  Area 15 and down to Area 11. The balcony 
  outside is in reasonable condition, its metal 
  railing still strong enough to support a rope for 
  climbing, for example. The balcony door into 
  Area 14 has been boarded up. 
   
  Prying the boards away reveals thick, grey, sticky 
  webs of unusual strength and adhesiveness. 
  Inside are 1d4 Giant Spiders, courtesy of 
  Marakett. Any prodding around with the webs 
  alerts the spiders, which take action to investigate. 
  
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  If there is sufficient space, the spiders will surge 
  out onto the terrace to attack potential meals.  
   
  Giant Spider, AC 13, HD 2+2, Bite 1d6+1 + 
  poison, 19: special, S14 D16 C12 I2 P12 W10 
  Ch4 L5, Mv 40 ft inc up walls etc. On a natural 
  19-20 attack roll, a giant spider wraps its victim in 
  webs, rendering them helpless (a Luck (Str) save 
  resists). On its turn, a trapped victim may spend 
  its action to attempt to break free (an opposed Str 
  check vs Str 17). A giant spider’s poisonous bite 
  causes 1d6 damage and 1 Dex loss (a Luck (Con) 
  save resists). An adventurer has a 25% chance of 
  harvesting 1d3 doses of poison from a dead 
  spider.  
   
  An adventurer reduced to zero Dex is wrapped in 
  webs and strung up in Area 14 to hang for a few 
  days, before being eaten and/or implanted with 
  spider eggs.  
   
  Area 15 - Observatory 
  Access to the observatory is via the stairs in Area 
  14 (which display some webbing), by opening the 
  boarded up windows, or prying tiles off the roof.  
   
  This chamber houses a large telescope on a 
  heavy stand, tarnished and with a marred lens. 
  Yellowed star charts hang on the walls, and there 
  are shelves bearing brittle books (astronomy, 
  religion, philosophy and celestial observation 
  records).  
   
  The telescope tube is rigged with poison gas. 
  Dismantling the tube in any way releases a blue 
  gas with a loud hissing sound and pungent 
  chemical odour. The gas affects humans only, 
  and is heavier than air, filling the room then 
  sinking down through the tower stairs (or out the 
  windows if they are unboarded) once released. 
  The gas causes blindness (50% chance only one 
  eye is affected) for 2d6 hours (Luck (Con) save 
  resists).  
   
  If the books are carefully studied, it becomes 
  clear 
  that 
  the 
  author 
  was 
  painstakingly 
  researching Ksoth-Nul’Saan, an entity theorized 
  to have originated from the far reaches of space, 
  now dormant and sleeping somewhere beneath 
  the earth or sea. The journals become 
  increasingly discursive over time and include 
  references to disturbing lore and cult activity. 
  Anyone studying the journals for an extended 
  period (some months) may gain the ability to cast 
  one 1
  st level spell per adventure (determine 
  randomly), at the cost of a permanent moderate 
  madness (only curable by magic, but the spell 
  casting ability is lost).   
   
  Area 16 – Secret Passage 
  A 5 ft high secret passage runs east to west 
  beneath the manor (about 120 ft). Entry from the 
  west is via a secret trapdoor (Perc (Detection) 
  check to locate) that is locked (Dex (Traps & 
  Locks check to open), or Area 13. 
   
  The entire tunnel is filled with 5 ft of jet black 
  water, leaving no room for a torch, lantern, etc. 
  An adventurer must swim underwater to make 
  their way through (LFG p.159).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The water is filled with 1d20+50 ravenous flesh 
  eating fish. Anyone entering is attacked by a 
  school of 3d6 fish, causing 1 point of damage per 
  fish each round. An adventurer may stab, crush 
  or otherwise fend off the fish by spending an 
  
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  action and making a Luck save (negating the 
  damage). The carnivores might also be distracted 
  with corpses or other food offerings at the GM’s 
  discretion.  
   
  The stone steps directly beneath Area 10 are 
  trapped. There is a 50% chance of standing on a 
  pressurised step, causing a large block of masonry 
  to fall from above. The block causes 4d6 damage 
  to anyone below (Luck (Dex) save for half), with 
  a 10% chance of knocking the target unconscious 
  (and floating in the fish pool). A target with a 
  helmet is immune to this effect, other characters 
  may make a Luck save to resist.  
   
  Amulet Location 
  The Fenrir amulet is inside a 3 inch adamantine 
  box with an exquisite combination lock. The box 
  is all but indestructible to mundane forces. The 
  combination code is in Area 6, or it may be 
  picked with a Dex (Traps & Locks) check at 
  disadvantage with a -4 penalty. The amulet is 
  located wherever the GM wants it to be, or 
  alternatively it is at the bottom of the acid pool in 
  Area 8 (30%), inside the Gelatinous Cube in Area 
  10 (30%), on a high bookshelf in the library 
  (30%) or Venosteri acquires it just moments 
  before the party encounters him in Area 3 (10%). 
   
  Aftermath 
  If the adventurers successfully obtain the Fenrir 
  amulet, and one of them is wearing it when 
  he/she exits the manor, that person is declared 
  the champion. He/she receives the purse of gems 
  and enjoys genuine infamy and respect within the 
  criminal community for years to come. 
   
  If the party killed Quato, Marakett will seek 
  vengeance (or at least compensation, perhaps by 
  way of a favour) in the fullness of time. He is the 
  patient, calculating type, and will wait for the right 
  opportunity.  
   
  If Venosteri emerges victorious, it is not long 
  before Marakett is assassinated and he takes over 
  the Red Hooks. What this means for city politics 
  is left for the GM to decide, but there will be a 
  wide range of stakeholders (both legitimate and 
  otherwise) vying to improve their lot. 
   
  The reality or otherwise of the ancient star entity 
  known as Ksoth-Nul’Saan, and any related cult 
  activity, are left for the GM to determine. 
   
  (6) WAREHOUSE HEIST 
   
  Rumours & Hooks: 
  Master Gallagos, a Karok book merchant, wants 
  someone to steal an antique tome for him for a 
  handsome fee.  
   
  Lord Tenson recently doubled the guards at his 
  fortified warehouse in the merchant quarter. 
  There must be something extra valuable being 
  there stored there. Might be worth a midnight 
  visit.  
   
  Setup 
  Gallagos of House Sortini (a minor Karok 
  enclave, specialising in rare books), is after an 
  antique that he was outbid on at a recent, secret 
  auction: the Tome of Two Blades.  
   
  The tome is being held in a fortified warehouse, 
  protected by thick walls, barred gates and a small 
  retinue of capable guards.  
   
  Gallagos is uncertain as to where exactly in the 
  warehouse the book is stored, but he is certain it 
  is there. The party’s job is to break in and steal it, 
  for the generous fee of 400 gp (the book is worth 
  about 600 gp, but Gallagos is doing it more out of 
  spite than anything).  
   
  Legwork 
  If the party makes discrete inquiries, they might 
  be able to learn (i) the general layout of the 
  warehouse, (ii) that Gallagos is known for “taking 
  matters into his own hands” when outbid at 
  auction, and that the owner, Lord Tenson, is half 
  expecting a raid on the warehouse and has 
  increased security, or (iii) the Tome of Two  
  
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  Maps 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Blades is relic of the early worshippers of 
  Wodon, said to contain the wisdom of the Twin 
  Oracles. A Cha (Gather Information) check 
  might be required at the GM’s discretion.  
   
  Fortified Warehouse 
  The warehouse consists of enclosed stone and 
  brickwork buildings, with a second storey tower 
  to the north. Entry is generally via the east or 
  western doors, or the loading dock to the south. 
  The storage areas are unlit, and guard areas 
  illuminated with lanterns.  
   
  The western entry has a set of two doors, each 
  locked. A Dex (Traps & Locks) check at a -1 
  penalty opens them. The eastern door has a 
  similar lock, but also has a (relatively) lightweight 
  portcullis. Two extremely strong characters (at 
  least Str 16) might be able to work together to 
  prop the portcullis up for a short time (Str checks 
  at disadvantage and a -3 penalty, both characters 
  must succeed). The winch for the portcullis is in 
  the small room south of Area 2. 
   
  Access is also possible via shuttered and barred 
  windows (although difficult to force without 
  proper leverage), or via the roof by removing 
  tiles, or dropping into the central courtyard.  
   
  Guards 
  The warehouse is protected by a number of 
  security measures. A patrol of 1d4+3 guards walk 
  the grounds with 1d4+1 war mastiffs, and a sentry 
  falcon keeps watch from the northern tower 
  (Area 5). The falcon is trained to alert the guards 
  to any rooftop intruders with loud screeches. 
  Spotting the falcon on top of the tower is difficult 
  at night (opposed Dex (Stealth) vs Perc 
  (Detection) check with disadvantage for the 
  observer). There is a 40% chance of encountering 
  the roaming patrol every 10 minutes.  
   
  Area 1 – Loading Dock 
  1d3+1 guards are stationed in the 35 ft by 20 ft 
  loading dock area. The southern and eastern 
  doors are locked (a Dex (Traps & Locks) check 
  opens them. The winch here controls the loading 
  crane which can be scaled to reach the roof.  
   
  Area 1a – Southern Guard Room 
  This guard area has a table, some chairs, ale 
  barrels and shelves with spare weapons (blades 
  mostly, but also two heavy crossbows). 1d4+1 
  guards occupy the room playing cards. Any noise 
  outside will draw their attention. One of the 
  guards will seek reinforcements from Areas 2, 3 
  or 4. 
   
  Guard, AC 14 (chain & shield), HD 1, Sword 
  1d8, 19: disarm, S14 D10 C12 I10 P12 W10 
  Ch10 L4, Mv 30 ft. The guard’s shield may be 
  used to negate one attack (LFG p.40).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 2 – Northern Guard Room 
  2d4+1 guards occupy this 25 ft room, along with 
  Sergeant Arnem (as Guard, but 3+1 HD, S16, 
  1d8+2 damage). They have access to three heavy 
  crossbows. If the guards are defeated, they have 1 
  x Carry Loot and 1 x Trinkets & Curios (LFG 
  p.136, 141).  
   
  Area 2a – Squat Watchtower 
  One 
  guard 
  typically 
  occupies 
  this 
  squat 
  watchtower, keeping watch outside via the arrow 
  slits. Two heavy crossbows and three fire pots are 
  stored here. If required, up to three guards may 
  
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  launch ranged attacks through the narrow 
  openings.  
   
  Area 3 – Western Guard Room 
  3d4 guards occupy these rooms (total), along with 
  1d4 mastiffs. They have access to three heavy 
  crossbows. If the guards are defeated, they have 1 
  x Carry Loot (LFG p.136, 141).  
   
  Mastiff, AC 13 (barding), HD 1+2, Bite 1d4+1, 
  19: knocked prone, S13 D14 C15 I2 P12 W10 
  Ch6, L4, Mv 60 ft.  
   
  Area 4 – Main Barracks 
  These three rooms include a small barracks, gear 
  lockers and the ground level of the watchtower. 
  2d4 guards are present, including Captain 
  Ronson (as Guard but AC 16 (heavy chain and 
  shield), 5 HD, Sword 1d8+2, Off Turn Attacks). 
  Ronson has the keys to Area 6 and commands 
  the men; they will not flee while he is present. 
  The guards have access to three heavy crossbows 
  and three fire pots. The stairs in the northwest 
  corner lead to Area 5. If defeated, the guards 
  have 1 x Carry Loot and 1 x Valuables (LFG 
  p.136, 147).  
   
  Area 5 – Central Watchtower 
  This elevated tower has good views over the 
  warehouse rooftops and central courtyard. The 
  locked doors to the east and south have sliding 
  latches that double as firing ports. Two heavy 
  crossbows hang from the walls, ready for use. 
  Guards may fire from here into the southern 
  courtyard, or across most of the roof. The guards 
  may reposition onto the roof itself for better firing 
  angles, or for rooftop melee. The tower roof is 
  approximately 25 ft high (most of the roofing 
  here is approximately 12 ft high). 
   
  Area 6 – Main Storage  
  This 15 ft by 20 ft storage room is secured with 
  expert quality locks, imposing disadvantage and a 
  -2 penalty on checks to pick them. The keys are 
  with Captain Ronson in Area 4. Valuable silks 
  and wines are kept here (800 gp). The Tome of 
  Two Blades sits on a wooden stand, covered with 
  a sheet. The two bottles stored underneath the 
  book (see picture) are one random potion (LFG 
  p.150) and two doses of fireblood poison (LFG 
  p.33). 
   
  The tome itself is not magical in any way but is 
  sacred to Wodon Disciples. They are not aware 
  of the book’s whereabouts (alternatively they do 
  know and hire the party to retrieve it, as opposed 
  to Master Gallagos). Returning it to them would 
  earn the party their enduring gratitude. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  FORESTS & WOODS 
   
  (1) THE WITCH OF DRELNOR 
   
  Rumours & Hooks: 
  For years, an elderly witch has walked the elder 
  forest, beguiling those she encounters. Those that 
  displease her are sacrificed to dark and terrible 
  powers for her own amusement.  
   
  A seamstress’ child by the name of Emilia has 
  gone missing. Locals say the forest witch 
  Gorgarsa was seen in the same area the day 
  before. The family is desperate for someone to 
  investigate.  
   
   
  Gorgarsa, the Witch of Drelnor, has been lurking 
  in the old forest for over a decade. She believes, 
  perhaps 
  correctly, 
  that 
  Uln-Rgaoon, 
  a 
  blasphemous entity of terrible power, is seeking 
  her above all others, and wishes to consume her.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  As it happens, the best place for the demon to 
  cross the Veil into the Midlands is through the 
  potent ley lines that crisscross the forest.  
   
  Gorgarsa knows this, and has been working hard 
  to prevent such. She maintains a large number of 
  invisible 
  abjurations 
  warding 
  against 
  Uln-
  Rgaoon’s crossing, preventing it from building 
  sufficient energy to break through. Unfortunately 
  for all concerned, the magical rituals required to 
  maintain these abjurations require regular human 
  sacrifice.  
   
  Initially, Gorgarsa used the blood of barbarians, 
  bandits and other ne’er do wells, but over time, 
  and with the expansion of her powers and 
  knowledge of the forbidden, she has become 
  indifferent to her choice of victim. Gorgarsa will 
  end a child just as soon a serial murderer, so long 
  as the warding ritual is maintained.  
   
  Like most practitioners of magic, the witch suffers 
  from a degree of madness. She thinks the arrival 
  of Uln-Rgaoon is ultimately inevitable, and that it 
  is her sole responsibility to delay this awful doom 
  as long as possible. In her own twisted view, she 
  considers the human sacrifices a kindness, 
  sparing those souls the horror of what is to come.  
   
  A party that happens upon the witch is likely to 
  find her mid travels, patrolling the ley lines, or in 
  the midst of a warding ritual (in which case, 
  human sacrifice, or some form of tainted blood 
  magic, will be involved).  
   
  Gorgarsa will not necessarily be hostile to the 
  party. At any time there is a 30% chance that she 
  requires an imminent human sacrifice, which is 
  likely to lead to bloodshed. But otherwise, she 
  may be happy to trade information or herbal 
  remedies with the adventurers.  
   
  Gorgarsa often has troubles with one or more 
  thuel or skorn tribes, who abhor and fear her, 
  and may offer the party spell casting services in 
  return for their assistance. 
  
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  Gorgarsa, Boss Monster, AC 12 (heavy robes), 
  HD 7 (51 hp), Crooked Staff 1d8, 19: as weapon, 
  S9 D13 C14 I17 P14 W15 Ch13, L9, Mv 30 ft. 
  Gorgarsa is a Boss Monster (LFG p.95) with all 
  the usual benefits, but she does not Cause 
  Injuries. May choose from the following spells 
  five times per combat (7
  th level): Shield, Sleep, 
  Charm Person, Cure Wounds, Hold Person, 
  Invisibility, Cure Malady, Phantasmal Force, 
  Speak with Dead, Fly, Speak with Dead, Dispel 
  Magic, 
  Ritual 
  Magic, 
  Hypnotic 
  Pattern, 
  Suggestion, Dimension Door, Plant Growth, 
  Polymorph. The witch has advantage when 
  resisting adverse mind effects such as sleep, 
  charm, fear and madness.  
   
  Gorgarsa has limited use for material wealth, but 
  carries a magical item: the crooked staff, 
  fashioned by a sorcerer of the Second Age, which 
  allows the user to invoke a Lightning Bolt once 
  every 1d4 days.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (2) MISSING MERCHANT 
   
  Rumours & Hooks: 
  A herbalist named Rinehold has gone missing on 
  a trade expedition into the Wistwood, where he 
  was to meet with thuels of the Ghost Serpent 
  tribe. Mistress Suffria, Rinehold’s business 
  partner and trader in Crow’s Keep, is offering a 
  sizable reward to determine Rinehold’s fate, and 
  to recover any goods. 
   
   
  Aarek Rinehold, a herbalist and trader, has fallen 
  upon disaster on the outskirts of the Wistwood. 
  Hoping to trade with a (relatively) co-operative 
  thuel tribe with access to rare plants, he and a 
  small but veteran retinue of guards were 
  overwhelmed during a skorn ambush.  
   
  The halfmen ransacked the wagon, taking the 
  foodstuff and metal trade items, and draining 
  most of the ale barrels. Those humans that 
  survived the attack were taken for later eating. 
  Most of the bodies were dragged away, but 
  Aarek’s corpse remains on display, along with 
  that of his dead horse. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The forest floor reveals obvious tracks of a large 
  number of humanoid creatures. A Perc or Int  
  (Wilderness Lore) check reveals approximately 
  ten guards were set upon by more than two score 
  skorn, and the bodies/survivors dragged away.  
   
  Whether any of those taken are still alive, and 
  might be rescued, is up to the GM to determine. 
  It is common knowledge however that skorn 
  prisoners do not stay prisoners for long, and are 
  usually shortly devoured. 
   
  More immediately, not all of the skorn have 
  departed. 2d12 skorn remain here waiting in 
  ambush, concealed amongst the trees. An 
  adventurer surveying the trees may make a Perc 
  (Detection) vs Dex (Stealth) contest to notice one 
  or more of the ambushers, negating any chance 
  of surprise.  
   
  Either way the skorn launch their attack. Skorn 
  loathe magic users, and will target any obvious 
  spell casters first.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The warband is lead by Karg Gugnut, a 
  bloodthirsty and revered werewolf, accompanied 
  by a pet dire wolf, Ruknuk (50%).  
   
  Skorn, AC 11, HD 2, Club 1d6+1, 19: the target 
  is clubbed in the head, losing its next action 
  (Luck (Will) save resists), S15 D10 C13 I7 P12 
  W8 Ch8, L5, Mv 30 ft. Rudimentary dark vision, 
  advantage when detecting danger or scents.  
   
  Karg Gugnut, Werewolf, AC 13, HD 6+4, Bite 
  2d6, 19: a wolf (60%) or dire wolf (40%) comes to 
  the lycanthrope’s aid, S18 D14 C14 I10 P15 
  W13 Ch8, L8, Mv 30 ft. Gugnut is a Lycanthrope 
  with all the usual benefits (LFG p.95). By 
  spending an action, he may exert control and 
  issue orders to wolves and dire wolves, which are 
  compelled to obey. Rudimentary dark vision, 
  advantage when detecting danger or scents. Skorn 
  lycanthropy cannot be spread to non-skorn. 
   
  Ruknuk, Dire Wolf, AC 13, HD 3+4, Bite 
  2d4+1, 19: a wolf (60%) or dire wolf (40%) comes 
  
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  to aid the dire wolf, S18 D15 C17 I2 P13 W14 
  Ch6, L6, 60 ft. Advantage when tracking and on 
  attack rolls when flanking.  
   
  If defeated, the skorn and their karg relinquish 1 
  x Carry Loot (LFG p.136). There is a 50% 
  chance one of the skorn stole a metal flask from a 
  dead guard containing a random potion. The 
  remains of the wagon might be salvageable with 
  some repairs. Otherwise, there is approximately 
  5d10+150 gp worth of residual clothing and tools. 
   
  (3A) SHRINE OF THE HORNED BEAST  
   
  Rumours & Hooks: 
  Hidden in the Forest of Drelnor, situated atop a 
  tall plateau, stands the Shrine of the Horned 
  Beast. Records suggest this colossal statue is an 
  ageless sentry to a bygone tomb.  
   
   
  The Horned Beast marks the resting place of 
  Horutep, an ill favoured prince from the 
  Ramoran empire of the Second Age.  
   
  Beneath the statue is a trapped tunnel that leads 
  to the underground crypt proper. In addition, a 
  skorn tribe, the Korrug, has claimed the site, and 
  venerate the statute as a physical manifestation of 
  their bestial deity. At any time of the day or night,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4d12 skorn bear witness to the Horned One, 
  ready to repel any who might despoil their sacred 
  ground. Of these sentries, one quarter will be 
  “blessed” with wereboar lycanthropy (the most 
  favoured sons of the tribe).  
   
  Generally speaking, about half of the skorn will 
  be stationed on the high cliff to the east, armed 
  with throwing spears and slings. The other half, 
  including the wereboars, will be hiding in the 
  northern trees. None dare enter the entry tunnel, 
  on pain of death.  
   
  Korrug, Wereboar, AC 13, HD 5+4, Tusk 
  2d4+1 and 2 x Claws 1d4+1, 19: target is severely 
  gored, roll on the Injuries & Setbacks table, S19 
  D10 C15 I8 P13 W16 Ch7, L8, 60 ft. Korrug is 
  a Lycanthrope with all the usual benefits (LFG 
  p.95). By spending an action, he may exert 
  control and issue orders to boars and dire boars, 
  which are compelled to obey. Rudimentary dark 
  vision, advantage when detecting danger or 
  scents. Skorn lycanthropy cannot be spread to 
  non-skorn. 
   
  Skorn, AC 11, HD 2, Club 1d6+1, 19: the target 
  is clubbed in the head, losing its next action 
  (Luck (Will) save resists), S15 D10 C13 I7 P12 
  W8 Ch8, L5, Mv 30 ft. Rudimentary dark vision, 
  advantage when detecting danger or scents. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  On this sacred site, the Korrug are utterly fearless 
  and do not make morale checks. They will not 
  retreat or surrender. If defeated, 1 x Carry Loot 
  (LFG p.136) may be scavenged. There is a 50% 
  chance one of the skorn is in the contagious stage 
  of Night Tremors, a wasting disease, requiring 
  looters to make a Luck (Con) save or contract the 
  virus (1d4 Str loss over 24 hours).   
   
  The Tunnel  
  The tunnel beneath the idol is 5 ft wide and 25 ft 
  long, ending in a stone door. The corridor 
  includes two trapped flagstones at the 10 ft and 
  20 ft mark, which require a Perc (Detection) test 
  at disadvantage to spot.   
   
  If either of the traps are triggered, 10 ft blocks of 
  ceiling stone drop down, crushing those below. A 
  Luck (Dex) save is required to avoid being 
  reduced to zero hit points. The large blocks are 
  connected to vast chains controlled by a water 
  timer that slowly hauls the ceiling back into place 
  after 15 minutes.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The doorway to the tomb depicts a humanoid, 
  horned head, surrounded by plaques of tarnished 
  bronze inscribed with mysterious runes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The door is protected by a Wizard Lock spell 
  cast at 8
  th level. If the party cannot dispel or 
  otherwise overcome the magic warding, the door 
  may be broken down with the right tools and 
  sufficient time (albeit making lots of noise in the 
  process). After bypassing the door, the party may 
  enter the Tomb of Horutep.  
   
  (3B) TOMB OF HORUTEP 
   
  Unless otherwise indicated, the tomb has 
  masonry walls, 8 ft ceilings, and expertly cut 
  flagstone floors. The air is still and musty, with 
  dust covering all surfaces. The tomb is eerily 
  silent and completely dark. Adventurers will 
  require their own light source.  
   
  The tomb has been sealed for millennia and 
  there are no wandering monsters inside, unless 
  the GM desires otherwise (something might have 
  crawled out of the chasm in Area 4, for example). 
   
  Area 1 – Entry Hall 
  After bypassing the door in (3A) Shrine of the 
  Horned Beast, the party may enter the tomb.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A short corridor and steps descend into the large 
  entry hall beyond, approximately 15 ft wide and 
  40 ft long. The walls are decorated with faded 
  murals 
  depicting 
  pale 
  skinned 
  humans 
  worshipping a god-like giant holding twin moons 
  overhead with four arms. Six ceramic urns, of 
  faded red colouration, are placed along the walls. 
  They contain pairs of skeletal hands preserved in 
  embalming fluid.  
   
  Area 2 – Offering Chamber 
  This oddly shaped room is approximately 30 ft 
  on each side. Along the southern wall are six 
  open verdigris copper urns. Inside the urns is 
  dust of various shades. 
   
  On the northern wall are two life sized bronze 
  statues of warriors with moulded breastplates, tall  
   
  Map       
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  desires otherwise (something might have
  ut of the chasm in Area 4, for example).
  Entrtrtryry Hall
  passing the door in (3A) Shrine of the 
  Beast, the party may enter the tomb. 
  Map
  
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  helms and long spears. The statues are enchanted 
  guardians and will animate and attack anyone 
  who attempts to pass them, seeking to drive 
  intruders back to the entry tunnel before 
  returning to their starting location. The guardians 
  are fearless, cannot be bargained with, and are 
  immune to all mind affecting magic.  
   
  If an offering is left in one or more of the bronze 
  urns, the guardians do not animate (or cease 
  attacking and return to their starting location, if 
  an offering is made mid-combat). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bronze Guardian, AC 15, HD 9, Spear 2d8, 
  19: the target’s weapon is snatched away by the 
  guardian and crushed (Luck (Dex) save resists), 
  S21 D11 C23 I- P13 W- Ch-, L10, Mv 30 ft.  
   
  Area 3 – Altar Room 
  This small chamber is about 20 ft on each side, 
  with a bronze door (unlocked). Inside is a man 
  sized alabaster statue of the four armed god (from 
  Area 1), glaring imperiously. Further into the 
  room is a low stone bench, and four sealed 
  ceramic urns (containing hearts preserved in 
  embalming fluid) on the eastern and western 
  walls. The ceiling here is adorned with bas-relief 
  of the moon and familiar stars. On the northern 
  wall is a raised altar of black basalt, carved with 
  runic scrawl. Anyone who glances at the runes 
  feels uneasy. An adventurer studying the runes is 
  immediately struck with a severe madness: “The 
  Moon speaks to me, and through me, to all 
  mankind. She alone protects us from the sun 
  devils” (a Luck (Will) save resists).  
   
  Area 4 – The Chasm 
  This 30 ft long, 15 ft wide chamber is split down 
  the middle by a deep chasm. The chasm is 10 ft 
  wide at its narrowest point and drops down 300 
  ft. The chasm walls are covered in red, yellow, 
  orange and brown coloured mould.  
   
  Most of the mould is harmless, but 1d6 
  dangerous Yellow Mould are also present. The 
  mould has been in and out of stasis like 
  dormancy for centuries. A living creature or open 
  flame within 60 ft of the mould will awaken it 
  after 2d4 rounds. Applying fire directly to the 
  mould causes double damage, but it awakens in 
  one round.  
   
  The mould is ravenous and will immediately 
  attack, seeking to incapacitate, merge with and 
  finally incubate inside the adventurers’ corpses.      
   
  Yellow Mould, AC 10 (automatic hit in melee), 
  HD 3, Projectile Spore (see below), 19: the spore 
  is extra strong, bursting in a 10 ft radius, S6 D- 
  C16 I2 P14 W- Ch-, L6, Mv immobile. Yellow 
  mould is immobile but attacks by way of 
  projectile spores up to 60 ft that burst in a 10 ft 
  diameter. Failing a Luck (Con) save against the 
  spores means that the adventurer dies a horrible 
  choking death in 1d6 rounds. An adventurer 
  protecting their nose and mouth with a mask has 
  advantage on the check.  
   
  A narrow, 2 ft wide stone arch bridge spans the 
  dark chasm. A Perc (Detection) check notices 
  that various moulds are also on the underside of 
  the bridge. An adventurer struck by a projectile 
  spore whilst on the bridge risks being knocked off 
  (Dex (Acrobatics) check resists).  
   
  There is no treasure in this chamber. An 
  adventurer with the apothecary skill has a 25% 
  chance of harvesting a single dose of yellow 
  mould, for use as a choking dust poison 
  (assuming the mould was not destroyed by fire).  
   
  
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  AArea 5 – Servant’s Crypt 
  In the centre of this 30 ft long, 15 ft wide 
  chamber is a large stone crypt, 20 ft long, 5 ft 
  wide and 7 ft tall. 
   
  The crypt is inscribed with moon worship 
  hieroglyphs and benedictions in the Old 
  Ramoran tongue. The crypt is completely sealed, 
  but may be broken into with the right tools and 
  sufficient time. Alongside some of the walls are 
  three verdigris bronze urns (sealed, containing 
  dust and 3d20 gp worth of precious metal 
  trinkets; the prized belongings of the servants 
  noted below).   
   
  Inside the crypt are the mummified bodies of 
  eight of Horutep’s slaves. Their ghastly ritual 
  murders transformed 1d8 of the poor souls into 
  Shades, bound for eternity to the tomb and their 
  cursed prince. Time has utterly erased all vestiges 
  of their personalities. The shades now exist only 
  as supernatural forces of base hunger, manifesting 
  as humanoid shadows. The shades are only 
  released if the party opens the crypt or urns.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shade, AC 12, HD 4, Touch 1d6+1 + Str drain 
  19: the target’s weapon or armour (50%) is 
  transformed into shadow (Luck save resists), S- 
  D16 C- I10 P13 W10 Ch7, L7, Mv 40 ft inc 
  walls, ceiling, etc. Shades are Incorporeal 
  Undead with the usual benefits (LFG p.94, 95). 
  On a hit, the target loses 1 Str. Targets reduced to 
  zero Str are slain and have a 50% chance of rising 
  as a shade.  
  Area 6 – Twin Guardians 
  This 15 ft diameter antechamber houses two 
  stone statues carved in the likeness of Ramoran 
  Moon Priests, bare chested and tattooed, with 
  flowing skirts and sandals. The statues hold a 
  crescent moon in each hand.  
   
  The idols are golems and activate if anyone 
  attempts to pass them. The golems seek to kill 
  intruders, or drive them into the chasm to the 
  northwest. The golems are slow, and cannot 
  jump. They will not attempt to navigate the 
  chasm. The eyes of both golems are sapphires 
  worth 900 gp each (total 3,600 gp).  
   
  Stone Golem, AC 16, HD 11+3, 2 x Crescent 
  Moons 2d8, 19: bear hug, S21 D11 C23 I- P13 
  W- Ch-, L11, Mv 20 ft. The statues are Golems 
  with the usual benefits (LFG p.112). They have 
  60% Magic Resistance, except against Stone to 
  Flesh, Transmute Rock to Mud, Stoneshape or 
  Move Earth spells which cause 6d8 damage (once 
  only). A golem that hits a target with both attacks 
  crushes the target (Luck (Con) save to avoid 
  rolling on the Injuries & Setbacks table).  
   
  Area 7 – Audience Room 
  This 15 ft wide, 25 ft long audience room has a 
  ceramic tiled floor, covered in dust. Jet black 
  steps are set into the eastern corner, flanked by 
  two marble columns and a 6 ft marble sculpture 
  of a full moon. Behind the moon sculpture is a 
  tarnished copper door bearing the winged 
  serpent sigil of House Horutep. In the western 
  corners of the room are two further marble 
  pillars.  
   
  The audience chamber is trapped. If three or 
  more humanoid creatures enter at once, the 
  entire floor - except for the raised steps and the 
  marble pillars - drops away, disintegrating in a 
  shower of tiles into a 200 ft chasm.  
   
  A Luck (Dex) save allows an adventurer to grab 
  hold of a pillar, spring onto the steps, or leap out 
  of the room to save themselves. An adventurer 
  that studies the room gains a Perc (Detection) test 
  to notice one or more nearby tiles are not sitting 
  completely flat. Pulling up a tile reveals the chasm 
  beneath.  
   
  released if the party opens the crypt or urns.
  
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  The copper door to the sarcophagus chamber is 
  expertly locked. There is no key to unlock it. A 
  Dex (Traps & Locks) check at disadvantage picks 
  the lock.  
   
  Area 8 – Sarcophagi Chamber  
  This 15 ft square chamber has two upright 
  sarcophagi leaning against the eastern corners of 
  the room. The sarcophagi have gold edging but 
  are otherwise relatively plain.  
   
  The eastern corridor is flanked by two black 
  ebony urns (sealed, they contain the preserved 
  innards of the two mummies). The corridor ends 
  in a black stone door inscribed with a chart of 
  unfamiliar stars.  
   
  Two mummies sleep in the sarcophagi. They 
  awake and attack only if someone disturbs them 
  or the door to the east. They will not stop 
  attacking until the intruders are dead or driven 
  into the entry tunnel.  
   
  Mummy, AC 13, HD 7, Fist 1d12 + Mummy 
  Rot, 19: the target is cursed and loses 1 point of 
  Luck, S19 D8 C16 I3 P10 W14 Ch3, L9, Mv 30 
  ft. Mummies are Undead with the usual benefits 
  (LFG p.95). They are particularly susceptible to 
  fire which causes double damage. Mummies have 
  no real intelligence and simply follow the orders 
  of their master, even if their master has long since 
  passed. Their touch inflicts Mummy Rot, a 
  magical curse that causes 1 Con loss and prevents 
  healing of all kinds until the adventure ends  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (Luck (Will) save resists). A Cure Malady spell 
  will lift the mummy’s curse. 
   
  If the mummies are defeated, in the sarcophagi 
  are 1 x Carry Loot and 1 x Trinkets & Curios 
  (LFG p.136, 141).  
   
  Area 9 – Invocation Circle 
  The door is expertly locked (the key is in Area 
  10). A Dex (Traps & Locks) check at -1 penalty 
  with disadvantage picks the lock.  
   
  This 15 ft circular chamber is constructed entirely 
  of black basalt. In the centre of the room is a 
  white marble spiral about 3 ft wide. Three large 
  stone shelves protrude from the northern, 
  southern and eastern walls.  
   
  The shelves hold various metal trinkets (ancient 
  bracelets, necklaces, etc worth 1d10 x 300 gp) 
  and three ceramic urns containing preserved 
  human brains. Two of the brains have bite marks 
  in them.  
   
  If Detect Magic is used, the white marble spiral 
  radiates divination magic. Standing in the spiral 
  induces a powerful feeling of hunger. An 
  adventurer who stands in the spiral, and eats part 
  of one of the preserved brains, falls into a magical 
  stupor for 1d3 minutes.  
   
  During this time, the character communes with 
  an inscrutable entity from beyond the Veil, with 
  unpredictable results. Roll 1d10: (1) Gain 1 Int, 
  (2) Gain 1 Will, (3) Gain 1 Perc, (4) Gain 1 Cha, 
  
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  (5) Gain the ability to cast Charm Monster once 
  per week, (6) Gain the ability to cast Dimension 
  Door once per week, (7) Lose 1 Perc, (8) Lose 1 
  Will, (9) Lose 1 Int, (10) make a Luck (Will) save 
  or die of soul destroying horror. These effects are 
  permanent and not subject to mortal magic. 
   
  Additionally, the adventurer must roll on the 
  DDM table, and gains a serious madness (LFG 
  p.91). These effects may be removed in the usual 
  way.  
   
  Area 10 – Horutep’s Crypt 
  The door to Horutep’s chamber is expertly 
  locked (the key is lost). A Dex (Traps & Locks) 
  check at disadvantage with a -3 penalty picks the 
  lock.  
   
  The 3 ft wide corridor before the chamber 
  proper is trapped. Four alcoves with frescos 
  depicting ancient battle scenes each conceal a trio 
  of horizontal spear holes. There is a 50% chance 
  of setting off a spear alcove by stepping on a 
  pressure plate. An adventurer who carefully 
  examines the dust covered floor notices a trapped 
  flagstone with a Perc (Detection) test at a -2 
  penalty. If triggered, the spears cause 3d6+3 
  damage (Luck (Dex) save for half).  
   
  The final chamber is an intimate 10 ft square. In 
  the corners are 2 ft gold urns containing the 
  preserved innards of Horutep. In the centre of 
  the chamber is an ornate sarcophagus, lined with 
  gold and studded with gemstones. The mummy 
  Horutep sleeps inside.  
   
  If the party had to break down the door, or set 
  off the spear traps, Horutep has already awoken 
  by the time the party enters. Otherwise he 
  awakens after 1d4 rounds, his sarcophagus 
  crumbling to pieces around him as he rises.  
   
  Horutep appears as an emaciated, linen wrapped 
  mummy with a golden crown. Three skeleton 
  crows sit on his shoulders, squawking and 
  flapping about him. He does not immediately 
  attack (except to defend himself).  
   
  Unlike most mummies, the cursed prince retains 
  fragments of his personality and memory, 
  blended with unnatural arrogance and sense of 
  divine entitlement. The undead prince asks the 
  party in Ramoran “Ro tan du sular?” (what time 
  is this?), and “Tuk’n han zara” (bow before me). 
  He will wait to see how the party responds before 
  deciding what to do. Now that he has been 
  awakened, Horutep wishes to explore this new 
  world, and will seek guidance from the invocation 
  circle (Area 9). Horutep will not suffer any insult, 
  challenge to his authority or looting of his tomb. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Prince Horutep, Mummy, Boss Monster, AC 
  13, HD 7 (86 hp), Fist 1d12 + Mummy Rot or 
  Blade of Ramora 1d8+5 and see below, 19: the 
  target is cursed and loses 1 point of Luck, S19 
  D12 C18 I13 P10 W17 Ch8, L9, Mv 30 ft. 
  Prince Horutep is a Boss Monster (LFG p.95) 
  and Undead (LFG p.95) with all the usual 
  benefits. If Horutep is hit by a single target attack, 
  he may choose to sacrifice one of his crows 
  instead of taking damage. That crow is 
  automatically destroyed if so (the crows cannot 
  attack). Horutep has the usual mummy traits (see 
  Area 8 mummies). 
   
   
  
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  If Horutep is defeated, hidden in the floor 
  beneath the sarcophagus are 1 x 7 HD Lair 
  Treasure (LFG p.140), 2 x Valuables (LFG 
  p.147), 1 x Potion (LFG p.150), 1 x Scroll (LFG 
  p.152), 1 x Permanent Magical Item (LFG p.152) 
  and the key to Area 9. 
   
  Alternatively, the permanent item might be the 
  royal Blade of Ramora, a mithril bastard sword 
  with a skull motif guard. If this is the case, the 
  prince is armed with the sword when he faces the 
  party. The blade allows the user to cast 
  Earthquake once every six months. If this power 
  is invoked, the user automatically rolls on the 
  DDM table. In addition, on a natural 20 attack 
  roll, the sword subjects the target to a Blindness 
  spell. Test for a DDM effect each time this 
  occurs. One or both of the these powers might 
  require an extended period of attunement before 
  manifesting (LFG p.154).  
   
  Aftermath 
  If Horutep is slain, the golems and guardians stop 
  functioning, and the shades disappear. The party 
  is free to loot the area and make their way home 
  with the spoils as best they can.  
   
  The Altar Room (Area 3) and Invocation Circle 
  (Area 9) continue to function, and over time 
  might draw the attention of cultists or similar. If 
  the entry door in Area 1 was broken down or is 
  left unlocked, other creatures might eventually 
  make the tomb their lair. The yellow mould in 
  Area 4 is likely to spread, and/or something more 
  sinister rise from the depths of the chasm.  
   
  If Horutep is not slain, he consults with the 
  invocation circle and makes short forays into the 
  region, attempting to understand this new world. 
  Eventually he attracts cultists, who assist him to 
  learn sorcery and gather more followers. Where 
  this might all end is left for the GM to determine.  
   
   
   
   
   
   
   
   
   
  (4) RIVERSTONE VILLAGE 
   
  Rumours & Hooks: 
  The Riverstone thuels of the old forest are the 
  unmatched masters of herbalism in the region, 
  with a special place of importance amongst the 
  tribes. 
   
  Mistress Rhea, a herbalist of Port Brax, wants an 
  order of rare herbs and poultices collected from 
  the Riverstone tribe in Drelnor Forest. She offers 
  her expert services for completing this task. 
   
  Lord Bergolt of Northgate is dying of the White 
  Ash Rot. He believes the legendary healers of the 
  Riverstone tribe have a cure for him, and is 
  willing to pay handsomely to get it.  
   
  Few thuels have the luxury of settling in one area, 
  but the small (less than 60 member) Riverstone 
  tribe have earned themselves a permanent home 
  by becoming experts in herbalism.  
   
  Other larger tribes, and even some local skorn 
  kargs, rely on the herbalists’ secret skills for rare 
  treatments. The clan stays out of the blood feuds, 
  politics and turf wars that erupt between the other 
  tribes, maintaining a scrupulous neutrality.  
   
  Unfortunately, a plague of giant tree spiders has 
  recently decimated their ranks. When the 
  adventurers arrive, the spiders have eaten most of 
  villagers, and cocooned the remainder in a 
  handful of huts.  
   
  100 ft up in the trees, in the shadows of the thick 
  canopy, the spiders wait with nets of silk to catch 
  their next meal. Areas 1–4 on the map indicate 
  the trap sites. There are 2d4 spiders at each site.  
   
  Giant Tree Spider, AC 13, HD 3+1, Bite 
  1d6+1 + poison, 19: special, S14 D16 C12 I2 P12 
  W10 Ch4 L6, Mv 50 ft inc up walls etc. Giant 
  Tree Spiders are 7 ft long, camouflaged like the 
  leaves and branches they hide within (+2 bonus 
  on hide checks). They possess great cunning and  
   
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  hunt in packs, stalking their prey from the high 
  branches before dropping 5 ft nets of black silk.  
  A Luck (Dex) save is required to prevent 
  becoming entangled and helpless. A trapped 
  victim may spend its action to attempt to break 
  free (opposed Str check vs Str 17). On a natural 
  19 attack, the victim is subject to a web attack. 
   
  The spider’s poisonous bite causes 1d2 Con loss 
  (a Luck (Con) save resists). An adventurer 
  reduced to zero Con falls into a coma, and  is 
  later eaten or used to lay eggs in. An adventurer 
  has a 25% chance of harvesting 1d3 doses of 
  poison from a dead spider.  
   
  The spiders have strands connecting all of the 
  trap sites, enabling them to signal each other. 
  Once an ambush is triggered at one site, the 
  spiders at the next closest site will converge on 
  the same area in 1d4+1 rounds, and so on, 
  attacking the party in four waves.  
   
  If the ambush spiders are defeated, there remains 
  one other threat to contend with. High in the 
  trees, in the very uppermost canopy, sleeps the  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  female brood mother. This horrific beast is 15 ft 
  long, and takes 3d4 rounds to awaken after the 
  last set of male spiders signals her.  
   
  The brood mother is a canny, ancient creature, 
  and will observe the party before deciding what to 
  do. If the party appears badly wounded, or splits 
  up, she will attempt to pick off individuals with 
  her web hooks, hoisting the victim into the 
  canopy to face her alone. If the party appears 
  strong, and stays together, she will attempt to 
  avoid them whilst she sneaks through the 
  branches. If she gets the opportunity, she will 
  seek to retrieve some of her eggs in the huts.  
   
  Brood Mother, AC 12, HD 14, Bite 1d10+1 + 
  poison, 19: special, S18 D16 C16 I4 P12 W15 
  Ch5 L14, Mv 40 ft inc up walls etc. The brood 
  mother is 15 ft long, possessed of unnatural 
  cunning and hunts in packs with her smaller 
  males. She makes web attacks like the male 
  spider, and has Off Turn Attacks. 
   
  On a natural 19 attack, the brood mother leaps 
  onto the target, crushing it beneath her bulk and 
  
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  forcing a roll on the Injuries & Setbacks table. 
  The brood mother’s poisonous bite causes 1d6 
  Con loss (a Luck (Con) save at a -2 penalty 
  resists). An adventurer reduced to zero Con falls 
  into a coma, and  is later eaten or used to lay eggs 
  in. An adventurer has a 25% chance of harvesting 
  1d3 doses of poison from a dead female.  
   
  If the party investigates the huts, roll 1d8 to 
  determine what is inside: 
   
  (1)� 1d4 cocooned tribe members, each with 
  a 50% chance of being a corpse 
  implanted with eggs or 6 inch baby 
  spiders. Otherwise the victim is alive. 
     
  (2)� A ramshackle hut of broken furniture, 
  shelving and rugs: nothing of value.  
   
  (3)� Amongst the ruins are 1d4 clay pots of 
  healing poultices. The poultices have a 
  50% chance of curing any disease or 
  restoring lost Str, Dex or Con, within 1d4 
  days.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (4)� 1 x Carry Loot (LFG p.136) stashed 
  under a fur rug.  
   
  (5)� A lone male spider, tending 1d3 
  cocooned tribe victims. The victims are 
  still alive and awaiting being implanted.  
   
  (6)� A female child named Barbula, who 
  somehow managed to hide from the 
  spiders. She is scared but hopeful at the 
  sight of the party. She is ravenously 
  hungry and thirsty. 
   
  (7)� 1 x random potion (LFG p.150) in a 
  waterskin marked with cryptic symbols.  
   
  (8)� A blood stained willow staff carved in the 
  likeness of twisted vines. The staff is 
  magical, a relic from a lost druidic order. 
  Once every 1d4 days the user may cast 
  Speak with Plants. In addition, hostile 
  plants will only target the wielder if 
  attacked by them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ((5) FOREST RUNES 
   
  Rumours & Hooks: 
  In the most dangerous parts of the Wistwood, the 
  trees are carved with runic symbols of protection, 
  warding against lurking predators. Some say a 
  cache of gems is buried beneath such trees, but 
  digging them up ends the protection.  
   
  Thrangould, a sage in Northgate, is interested in 
  the Wistwood Tree Runes; ancient symbols 
  carved into the bark of certain trees of the forest, 
  said to provide magical protection. He would like 
  to study them in the comfort of his personal 
  laboratory, and offers a sizable reward for 
  retrieving one. 
   
  In centuries long past, a benevolent hedge wizard 
  carved a series of protective runes throughout 
  Wistwood. They have endured long after his 
  death, but not in the way in which he intended.  
   
  Three centuries ago a spiteful hag named 
  Menethorii subverted the runes with fey sorcery, 
  twisting them into cursed symbols of doom. 
  Instead of shielding travellers, the runes court 
  disaster, drawing monsters and catastrophe. 
   
  If Detect Magic is used on the runes, they radiate 
  abjuration magic, courtesy of a powerful illusion. 
  Actually touching the runes reveals that the 
  carvings do not match the visual image. An Int 
  (Arcana) check (the character must be proficient) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  deduces that the real carving is a curse, not a 
  boon. The runes count as magical items for 
  Dispel Magic purposes.  
   
  Any mortal creature that observes the runes must 
  make a Luck (Will) save or is subject to 
  Menethorii’s curse, which lasts until the party 
  leaves Wistwood (or removed via a Cure Malady 
  spell). The effects of the curse are as follows:  
   
  (a)� The chance of a random encounters 
  doubles,  
    
  (b)� Random 
  encounter 
  monsters 
  have 
  maximum hit points, and  
   
  (c)� Random 
  encounter 
  monsters 
  have 
  advantage on all morale checks.   
   
  In addition, within 1d100 minutes of first seeing 
  the runes, there is a 50% chance that Fey 
  Creepers coalesce from the undergrowth to 
  attack the party.  
   
  Fey Creeper, AC 14, HD 5, Bite 1d10 + 
  disease, 19: special, S19 D10 C14 I7 P10 W15 
  Ch4 L8, Mv 30 ft.  On a natural 19, the target is 
  partially drawn into the creeper; crushed, choked 
  and raked for an extra 2d4 damage each round. 
  A contested Str check breaks free (no action). 
  The Bite is diseased, requiring a Luck (Con) save 
  to avoid Flesh Blight, halving all healing effects 
  on the victim for 1d6 months (an apothecary 
  might be able to halve the recovery time). See the 
  Bestiary for more details. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ((6) MORGAK’S MONOLITH 
   
  Rumours & Hooks: 
  Ceremond the alchemist is looking to hire 
  explorers to venture into the Wistwood to 
  retrieve some shards of a magic obelisk. The 
  stone is protected by the Morgak skorn tribe.  
   
   
  Ceremond, an elderly alchemist and potion 
  brewer, has been working on a serum to restore 
  his dead wife Lyssa to life. Her preserved body 
  has been lying in wait in the bottom of his cellar 
  for three years, and time is running out.  
   
  Ceremond has finally perfected his concoction, 
  but for one ingredient: crushed stone flakes from 
  Morgak’s Monolith. He is willing to pay the party 
  up to 1,000 gp (most of his wealth) to retrieve a 
  handful of monolith shards.  
   
  The Morgak are typical skorn; dull witted, brutal 
  and aggressive cannibals with a taste for human 
  flesh. By luck or fate, the tribe came upon the 
  magical relic in the deep forest; a towering 
  obelisk of the First Age. The tribe cleared the 
  area and claimed the surrounding land as its own, 
  raising a fortified camp around their idol.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The camp is approximately 150 ft wide, 
  surrounded by an 8 ft high log wall, with a raised 
  platform running the length for sentry patrols. 
  The areas numbered 1–4 on the map indicate 
  where the sentries (1d3) are typically stationed, 
  although they tend to get restless and wander up 
  or down the wall from time to time.  
   
  If there is more than one beastman on duty, there 
  is a 50% chance they end up fighting and 
  distracted, imposing disadvantage on any Perc 
  checks. 
   
  To the north of the camp are three barrow 
  mounds, containing the skorn’s buried dead, and 
  the skulls and bones of their humanoid meals. 
  Scavenging through the mounds locates 1 x 
  Trinkets & Curios (LFG p.141) and 1d20 gp. 
   
  The distance between the forest edge and the 
  camp wall is approximately 60 ft at the closest 
  point, towards the southern end.  
   
  In most cases a frontal assault on the camp is 
  likely to end in disaster. The log wall is poorly 
  maintained in some places, making it possible to 
  widen existing gaps and squeeze through with a 
  few minutes work. A distraction outside the camp 
  might draw many of the skorn away.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The camp houses a total of 4d100+50 skorn, 
  including 20% children. Of these, 3d6 are 
  werebears; the elite, most bloodthirsty and most 
  revered warriors of the tribe, delighting in 
  bending other creatures to their will. 
   
  Skorn, AC 11, HD 2, Club 1d6+1, 19: the target 
  is clubbed in the head, losing its next action 
  (Luck (Will) save resists), S15 D10 C13 I7 P12 
  W8 Ch8, L5, Mv 30 ft. Rudimentary dark vision, 
  advantage when detecting danger or scents. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Werebear, AC 12, HD 9, Bite 2d4+1 and 2 
  Claws 1d6+1, 19: the werebear tears off a random 
  limb below the joint (Luck (Dex) save resists, S19 
  D8 C17 I7 P10 W13 Ch7, L10, Mv 40 ft. 
  Werebears are Lycanthropes with all the usual 
  benefits (LFG p.95). By spending an action, they 
  may exert control and issue orders to bears and 
  owlbears, 
  which 
  are 
  compelled 
  to 
  obey. 
  Rudimentary dark vision, advantage when 
  detecting danger or scents. Skorn lycanthropy 
  cannot be spread to non-skorn. 
   
   
   
   
   
   
   
   
  
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  The karg is Druntog, a shaggy 8 ft behemoth with 
  silverback fur. He is a werebear with 64 hp and 
  makes Off Turn Attacks.  
   
  The monolith is 50 ft tall and made from dark 
  blue-green stone. A human approaching within 
  20 ft feels strangely at peace. The longer a person 
  lingers at the site, the less coherent they become.  
  After 1d4 hours a human falls into a dreamless 
  sleep. Left to their own devices, the victim would 
  starve, their life slowly siphoned away by the 
  eldritch stone.  
   
  At any point in the process, a target may attempt 
  to break away from the monolith with a 
  successful Luck (Will) check. The monolith has a 
  different effect on skorn, muting their natural 
  rage and aggression to the point that conversing 
  with them is possibility (assuming any language 
  barriers can be overcome). A negotiated trade for 
  a few shards of the monolith is not impossible, if 
  they can ingratiate themselves with Druntog. 
   
  Chipping away a few monolith shards takes 1d4 
  minutes. The stone is incredibly hard and 
  resistant to being cut. Appropriate tools reduce 
  this time by half.  
   
  Apart from the monolith shards, each of the 
  beastman huts has a 10% chance of hiding 1 x 
  Carry Loot (LFG p.136), and in the karg’s hut 
  (the largest one, nearest to the monolith) is a 
  woven basket with 1 x Lair Treasure (LFG p.140) 
  and 1 x Potion (LFG p.150). 
   
  (7) WIZARD’S PORTAL 
   
  Rumours & Hooks: 
  Legend tells of a nameless wizard that crafted a 
  magic portal in the trunk of an old Drelnor oak. 
  He used the portal to travel to the Wistwood, 
  Dol-Karok and other places besides. When he 
  died, the wizard’s tower was dismantled stone by 
  stone, but there was no sign of his fabulous 
  treasures. Some say that before his passing, the 
  wizard stashed his hoard somewhere only his 
  magic portal could reach.
   
  An inquisitor of the Ordo Malefactos has gotten 
  wind of a sorcerous portal hidden in the depths 
  of Drelnor. Officials of Melek want it investigated 
  immediately and a full report compiled. They are 
  willing to pay well for such a service. 
   
  A lone thuel by the name of Sheeba is seeking 
  assistance. She reports her hunting party came 
  across an old tree in Drelnor Forest with a 
  doorway carved into it. Their druid foolishly 
  meddled with it, and tentacled beasts emerged 
  and killed all of them bar her. Now, she seeks 
  vengeance, and offers the reward of her 
  chieftain’s thanks (Sheeba is his niece).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Centuries ago a nameless wizard created a portal 
  capable of transporting himself across the 
  Midlands and beyond. The portal is contained in 
  the trunk of a vast oak tree, marked with a copper 
  runeplate. After the wizard died, skorn found the 
  portal and shunned it as a cursed place, marking 
  the opening with skulls as a warning to others.   
   
  The interior of the tree trunk is wide enough to 
  accommodate three or possibly four people. 
  
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  Inside, a series of carved runes can be seen at 
  about head height, beneath which are barely 
  perceivable 
  reddish 
  stains 
  (ancient 
  blood) 
  smeared on all sides.  The tree radiates 
  transmutation magic if Detect Magic is used.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spilling one’s own blood does not activate the 
  portal, instead it requires freshly drawn blood 
  from another person or an animal. After the 
  blood is applied, a person must chant one of the 
  rune phrases to activate the portal’s magic 
  (requiring an Int check by someone skilled in 
  Arcana).   
   
  The portal functions only once per year for any 
  individual. Without the wizard to maintain it, the 
  magic is unravelling, and has grown increasingly 
  dangerous over time. Regardless of the rune 
  phrase used, the effect is randomised as noted 
  below, and requires a DDM check. Roll 1d8 to 
  determine the portal’s effect:  
   
  (1)� The inside of the trunk rains gems, gold 
  and other valuables, regurgitating the 
  wizard’s hidden treasure trove from 
  some other time or dimension. Roll for 1 
  x 6 HD Lair Treasure, 1d3 Scrolls and 
  1d3 Potions (LFG p.140, 152, 150). 
   
  (2)� One object within the tree becomes 
  permanently enchanted. Roll on the 
  Permanent Magic Item tables (LFG 
  p.152) to determine the nature of the 
  enchantment. This result drains the last 
  of the portal’s magic, rendering it a 
  mundane tree evermore.   
   
  (3)� Anyone in the tree increases their Int, 
  Will, 
  Cha 
  or 
  Perc 
  by 
  1 
  point 
  permanently (their choice).  
   
  (4)� Anything in the tree is teleported to a 
  similar portal (fashioned by the same 
  nameless wizard) in the Wistwood. This 
  process occurs over 1 round, with the 
  teleportees growing increasingly faint and 
  insubstantial. Nearby onlookers that react 
  quickly may touch the tree or those 
  inside to be teleported with them.  
   
  (5)� One object within the tree is affected by 
  an Animate Object spell, and attacks 
  nearby targets, pursuing them until the 
  spell ends.   
   
  (6)� If there are two or more people within 
  the tree, their spirits/personalities swap 
  bodies. 
  The 
  GM 
  determines 
  the 
  mechanics (the Polymorph spell might 
  provide 
  some 
  guidance). 
  The 
  enchantment lasts 1d6 months or until a 
  Cure Malady or similar spell is applied.  
   
  (7)� If there are two or more people or 
  creatures within the tree, they are merged 
  into a single, grotesque mutant form (or, 
  if there is only one person in the tree, 
  they merge with the tree itself). The 
  merging is painful and each entity 
  automatically gains a serious madness. 
  Onlookers must succeed in a Luck 
  (Will) save or suffer a moderate 
  madness.  The exact details of the 
  merged state are left to GM discretion. 
  The enchantment lasts 1d3 months or 
  until a Cure Malady or similar is applied.  
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  (8)� The tree implodes, compressing in on 
  itself with a terrible splintering sound 
  before winking out of existence, leaving a 
  small crater in the ground. Anyone inside 
  the tree must make a Luck (Dex) save to 
  escape. If unsuccessful the victim dies 
  (50%) or is trapped in the Veil (50%), the 
  details of which are left to the GM. 
  Either way, after 1d10 rounds, 2d4 
  Squirming Terrors manifest in the crater, 
  emerging from the void to wreak havoc 
  in the material world.  
   
  Squirming Terror, AC 14, HD 5, Oozing 
  Tentacle 1d6+1 + special, 19: an oozing tentacle 
  is thrust down the target’s throat, causing them to 
  wretch and lose their next action, S14 D14 C16 
  I5 P10 W13 Ch4, L8, Mv 30 ft. The wriggling 
  abominations are Aberrant Terrors with all the 
  usual benefits (LFG p.98). A squirming terror 
  that lands an Oozing Tentacle attack forces the 
  target to make a Luck (Will) save or suffer a 
  moderate madness.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (8) RIVER RUN 
   
  Rumours & Hooks: 
  It has long been said that the Fennorn River, in 
  the midst of the Drelnor Forest, has healing 
  properties. Anyone brave enough to make their 
  way to its waters, and bathe it in during a full 
  moon, finds their illnesses swept away by its 
  glittering currents. 
   
  The Lute family, of Lute’s Armoury in Crow’s 
  Keep, have a son recently disabled by disease. 
  They believe in the healing waters of the Fennorn 
  River, and are willing to pay in arms and armour 
  for an escort.  
   
  The Fennorn River has no magical properties 
  and bathing in its waters produces no special 
  curative effects. What it does have is lots of fish, 
  crabs, eels and the occasional lurking river 
  monster.  
   
  The Lute family however, of Lute’s Armoury in 
  Crow’s Keep, believe in the old tales. Their son 
  Barton, a 13 yr old apprentice armourer, 
  contracted a blood borne disease eight months 
  ago that attacked his brain and left him seriously  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  disabled. The Lutes are willing to pay the party in 
  arms and armour to take their son (and his 
  elderly father, Ralo) to the river and bathe him in 
  it, praying to Argona for a miracle.  
   
  In fact, Barton does not suffer from a disease. He 
  is the unwitting host of an Ear Slug, a rare half 
  inch crawling parasite that enters the victim’s skull 
  via the ears, and burrows to reach the brain. 
  Once attached, the slug feeds on its host’s brain 
  juices. Over  time, the victim invariably suffers 
  increasing disability (including for example 
  confusion, 
  paralysis, 
  madness, 
  muteness, 
  deafness, blindness, etc) and eventual death, 
  mimicking a range of natural diseases. 
   
  Spells such as Cure Malady do not remove the 
  slug. They can be identified using the Locate 
  spell, or detected by a skilled apothecary who 
  performs a full body examination and knows 
  what to look for (an Int (Apothecary) check at 
  disadvantage, with a -2 penalty, deduces the 
  truth). Additionally, a little known tell is that 
  when the host sleeps, so does the slug, and 
  sometimes victims show signs of recovery during 
  this time. In Barton’s case, for instance, he might 
  sleepwalk without the aid of his crutch, or speak a 
  few words.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Once detected, the brain slug can be removed 
  with surgery (requiring an Int (Apothecary) check 
  from a surgeon with the correct tools, and a Con 
  check from the patient to survive the procedure). 
  Once the slug is removed, the patient fully 
  recovers in 3d4 months.  
  Barton is a compliant companion but walks only 
  with the aid of a crutch, with a movement rate of 
  20 ft. He can ride double with someone 
  supporting him from behind, but not alone.  He 
  is mute, and cognitively impaired, and generally 
  does not understand what people say to him. 
  Despite all these things, Barton is generally in an 
  amiable frame of mind, and likes to hum tunes to 
  himself. Those observing him at night might 
  notice his condition improves while dreaming.  
   
  Like most large water sources, the Fennorn River 
  draws predators and their prey to drink. The 
  banks are heavily thicketed, providing excellent 
  ambush and stalking opportunities,  and the loose 
  and slippery sediment makes hasty exits from the 
  waterline fraught with danger.  
   
  When the party arrives at the river, 2d4 Dire 
  Wolves  begin stalking them. They recognise that 
  Barton and the elderly Ralo are weak, and will 
  seek to grab one and drag them into the forest if 
  possible. If the opportunity arises however (for 
  example if a PC wanders off alone) they will 
  pounce on solitary party member.  
   
  Dire Wolf, AC 13, HD 3+4, Bite 2d4+1, 19: a 
  wolf (60%) or dire wolf (40%) comes to aid the 
  dire wolf, S18 D15 C17 I2 P13 W14 Ch6, L6, 60 
  ft. Advantage when tracking and on attack rolls 
  while flanking.  
   
  If Barton is submerged in the river as planned, it 
  has no curative effect on his brain injury. Ralo, 
  already suffering from long standing chronic 
  depression, falls into acute madness and despair.  
   
  He explains to anyone who inquires that this was 
  Barton’s last chance, and that his son will not be 
  returning with them to Crow’s Keep. Ralo offers 
  one or more party member(s) (either the most 
  sympathetic, or alternatively the most callous or 
  greedy) an additional 500 gp to end Barton’s life 
  (Ralo fears his son will overpower him if he 
  attempts to do it himself). Ralo simply cannot 
  cope with his son’s suffering, and in his impaired 
  view, this is the only humane solution.  
   
  What the party does with this grim request is up 
  to them. If the PCs refuse, Ralo takes matters 
  into his own hands, and drowns Barton that 
  
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  night, while the rest of the party are sleeping or 
  distracted. He then goes into complete shutdown 
  and will not communicate with anyone. If the 
  party separates Ralo and Barton, Ralo sinks into a 
  fugue like state.  
   
  Either way, the first submerging causes the ear 
  slug to give birth to 1d6 ear sluglets, which must 
  find their own hosts to feed upon. At an 
  opportune time, ideally when Barton is sleeping, 
  the sluglets crawl out of his ear and target those 
  nearby.  
   
  The slugs crawl slowly and can leap minute 
  distances. If the party is on the move they leave 
  the awful parasites behind. If they are camped 
  however, the sneaky parasites detect body heat up 
  to 120 ft, and can tell which direction a person is 
  facing (similar to a leech).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An opposed Perc (Detection) vs Dex (Stealth) 
  check (the slugs have Dex 13, and make the 
  check with a +2 bonus) detects the parasite. If 
  detected, it is a simple matter to crush a slug 
  underfoot.  
   
  If undetected, the creature burrows into the 
  host’s brain that night whilst sleeping, and the 
  debilitating cycle begins anew. The exact 
  progression of symptoms, and opportunities to 
  identify the parasite for what it is, are left to GM 
  discretion.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  ICE & SNOW 
   
  (1) THE KEY TO CREATION 
   
  Rumours & Hooks 
  An enduring legend amongst Varnori and 
  Midlanders alike is that the first men descended 
  from the White Drifts. But if the old tales are 
  true, how did the elder cultures survive such 
  wastes, and what did they leave behind?  
   
   
  In the furthermost reaches of the White Drifts, 
  past the ice floes and far beyond any place man 
  has a right to be, is a perfectly silent field of 
  mirror like ice.  
   
  Just reaching this location is a colossal endeavour, 
  crossing 
  ancient 
  glaciers 
  and 
  treacherous 
  crevasses, at altitudes where the oxygen is poor. 
  The GM determines how many days travel is 
  required, but eventually each day of travel 
  requires a Con check to avoid losing 1d3 Con to 
  sheer exhaustion. 
   
  There is a 30% chance of a random encounter 
  every 12 hours. If an encounter occurs, roll 1d8: 
   
  1.� 1d10 Frost Giants (LFG p.110) are out 
  journeying across the snow, with an 
  oversized chest to be delivered to a rival 
  chief (contains blood money in coins and 
  gems, 2,000 gp worth). They are startled 
  to find humans this far north, but relish 
  the 
  chance 
  for 
  such 
  scrumptious 
  delicacies!  
   
  2.� Crevasse! A snow covered crevasse 
  suddenly opens beneath the party, 
  requiring a Luck (Dex) save to avoid 
  falling 3d4 x 10 ft. The skeleton of an old 
  explorer is down the bottom (1 x Carry 
  Loot, 1 x Trinkets & Curios, LFG p.136, 
  141). 
   
  3.� 1d4+2 Ice Bulettes (LFG p.102 but 
  amphibious 
  and 
  immune 
  to 
  cold 
  damage) burst from the ice, eager to 
  devour the party. The ice shudders and 
  cracks 1d4 rounds before the pack 
  arrives. 
   
  4.� The corpse of a stunning 5½ ft female elf 
  in black and green furs is encased in the 
  ice. No fey have been sighted for 
  millennia, the last were slain by the 
  Serpentmen in the Second Age. The 
  body is well preserved, and clearly very 
  ancient (although precisely how old is 
  uncertain). If dug out, 1 x Valuables and  
  1 x Trinkets & Curios (LFG p.147, 141) 
  may be retrieved. 
   
  5.� 2d4 Feathered Mouthers (see Bestiary) 
  spy the party from the thermals high 
  above, and begin to circle. They will wait 
  until sunset to attack, and swoop in with 
  the glaring sun behind them. 
   
  6.� 1d4+1 Mammoths (LFG p.117) are 
  walking in a line along a nearby ridge, 
  glacier or snow field. The largest of the 
  herd, a 15 ft fearless brute (13 HD), 
  breaks off to challenge the party, issuing 
  a trumpeting blast that echoes for miles. 
  The 
  male 
  charges 
  anyone 
  that 
  approaches or signals a challenge of their 
  own. 
   
  7.�  A sudden Blizzard engulfs the area, 
  dumping blinding snow and dropping 
  temperatures even further. PCs must  
  make Con checks or suffer exhaustion, 
  losing 1d3 Str. There is a 50% chance Ice 
  Bulettes take the opportunity to attack 
  (ranged attacks are impossible).  
   
  8.� The party crests a small rise, revealing a 
  human tucked in furs, carrying a staff. 
  Vignell 
  (Varnori, 
  bedraggled 
  and 
  sunburnt) can be heard muttering to 
  
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  himself (or is he chanting?). It’s hard to 
  tell over the howling wind. Vignell might 
  be a monk seeking enlightenment, an 
  artic druid dedicated to keeping the 
  uninitiated at bay, or an exiled Rune Seer 
  who fell out of favour with a vindictive 
  Jarl. Or perhaps he’s just a genuine 
  hermit, unfond of visitors.  
   
  The Monolith 
  Upon reaching the field of mirror ice, it is 
  immediately apparent that something is not right. 
  The bizarre locale brooks no wind, no heat, and 
  no sound. The ice itself is somehow pristine and 
  free from snow and debris, reflecting the sky and 
  the adventurers as they walk upon it.  
   
  Moving onto the ice is somehow even colder than 
  the wastes in general; a mind numbing, muscle 
  cramping, jaw clenching cold, causing breath to 
  form tiny ice crystals even as one exhales. Silent 
  as the grave, no sounds enter or leave the area; 
  the absolute stillness of the place is inherently 
  disturbing. 
   
  No sentient animals enter this place willingly; 
  those that inadvertently do quickly turn tail and 
  flee. An adventurer seeking to press on must 
  make a Luck (Will) check to do so, else they are 
  compelled 
  to 
  withdraw 
  to 
  the 
  Ironhull 
  Mountains, and lose all memory of this place 
  (this effect cannot be reversed by mortal magic). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  After some hours of trekking across the ice, a 
  shape up ahead phases into sight, hazing into 
  focus like a desert mirage: a towering 40 ft 
  monolith of glistening black stone. The edifice is 
  clearly some manner of construct, wedge like in 
  shape, with a large domed protrusion on one 
  side. The monolith appears to be at least partly 
  buried in the ground; tendrils of ice wrap around 
  it, reaching up to 15ft. 
   
  Approaching within 20 ft of the construct 
  summons the guardian, a 25 ft Elder Elemental. 
  The guardian attempts to kill or drive off any 
  mortals it is aware of.  
   
  Elder Elemental, AC 20, HD 20, Fist 3d10, 19: 
  special, S23 D12 C22 I4 P15 W20 Ch5, L16, Mv 
  40 ft. The elder elemental is a Boss Monster with 
  the usual benefits (LFG p.95), immune to 
  mundane weapons except those of cold iron. 15 
  ft reach. On a natural 19, the target’s armour or 
  weapon (determine randomly) is transmuted into 
  water, air, earth or fire (destroyed). The elder 
  elemental may shift between fire, water, air and 
  earth forms each round (no action), gaining the 
  special abilities of that elemental type. 
   
  The monolith is still and silent. Careful 
  observation notes that the black stone is inlaid 
  with barely perceivable geometric hieroglyphs, 
  entirely alien and unlike anything the party has 
  seen before. There are no signs of entry. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Touching the monolith’s domed side causes the 
  construct to slowly pulse into life, emanating a 
  deep, rolling force that can be felt but not heard; 
  building until it reverberates through each 
  character’s chest.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  After this, a person maintaining contact with the 
  edifice may choose to make a Luck (Will) save. If 
  successful, the PC feels slightly nauseas and their 
  ears begin to ring, but they instinctively feel that 
  the monolith is an oracle of forbidden 
  knowledge, and that it has something important 
  to impart to the PC, if they wish to hear it.  
   
  If the adventurer agrees, the monolith’s orb 
  bathes them in a column of azure light, rendering 
  the PC blind and rooting them to the spot. All 
  sound is muted but for the timbre of voices, 
  human voices, but not the voices of the party. 
  The speech slowly become audible….  
   
  …. and the PC hears the voices of the players at 
  your table!  
   
  The player controlling the PC does so as normal, 
  but the character “hears” the voices of your 
  players (but not the GM), discussing what’s 
  happening, infallibly doing whatever it is the 
  player says his/her PC does.  
   
  After a brief time, the monolith’s light fades and 
  the adventurer returns to normal. A trickle of 
  blood oozes from their nostrils, and the PC 
  immediately gains 1 Will permanently.  
   
  Now cognizant to the possibility that their every 
  thought and action is directed by some 
  inexplicable entity from beyond the Veil, a Luck 
  (Will) save is required to avoid a serious madness 
  (LFG p.93, curable in the usual way).  
   
  Aftermath 
  Once activated by a PC, the monolith no longer 
  responds to their touch, and is impervious to 
  mortal force or magic. On the trek home, the 
  party encounters Vignell (if they haven’t already), 
  who asks them if they found the monolith, and 
  whether they heard the voices from beyond, just 
  as he did, all those years ago. If questioned, 
  Vignell says that he heard the voice of the demon 
  known as [insert weird variant of GM’s name], 
  and that he cannot unhear it, no matter the years 
  that pass.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  ((2) VARN KARAGOSS 
   
  Rumours & Hooks  
  In an old, wax sealed tube is a map to Varn 
  Karagoss (translation in old Varnori: Place of 
  Ending). The location is leagues to the distant 
  north, surely encased in ice and snow. Some rare 
  texts suggest the site is an ancient burial ground 
  of the giants. 
   
  Legends say that Varn Karagoss, an ancient 
  shrine and graveyard, is maintained by the Frost 
  Giants of the White Drifts. The dying journey to 
  the temple to offer not only themselves, but great 
  tithes, smoothing their transition to the next life.  
   
    
  Varn Karagoss: Place of Ending.  
   
  Long forgotten by men of the present day, every 
  giant knows and dreads the great boneyard of 
  their forebears; the secret place where the giants 
  go to die.  
   
  Located far to the distant north, locked within the 
  glaciers and ice floes of the White Drifts, the 
  blessed temple awaits, summoning the sick and 
  decrepit to settle their life debt, and honour the 
  old gods.  
   
  Since before written history, the Frost Giants 
  have been charged with maintaining the ice 
  temple, holding to the first rituals and entombing 
  their brethren. Each decade, the keepers light the 
  great signal fires of Karagoss, summoning their 
  kin from across the mountains to bring forth their 
  dead and dying, as they have done for millennia. 
   
  Those that make the final trek do not venture 
  alone; they are accompanied by family, guards, 
  pilgrims, and those of holy office (shamans, 
  priests, etc, depending on race and clan). Perhaps 
  more importantly (from an adventurer’s point of 
  view) the giants are also accompanied by valuable 
  gifts, offerings to appease the spirits and coax a 
  favourable reincarnation. 
  The adventurers might become involved in this 
  adventure by (i) finding an old map referencing 
  the boneyard of the giants, (ii) seeing the signal 
  fires from nearby mountains and travelling to 
  investigate, or (iii) happening upon a dying hill 
  giant shaman, who begs the party to take her 
  heart to Varn Karagoss, and earn her kin’s eternal 
  gratitude. 
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The White Drifts 
  Crossing the White Drifts is a journey not 
  undertaken lightly. The snow fields run for 
  leagues, followed by glaciers and ice floes, in 
  temperatures low enough to freeze a man’s heart. 
  In the unthawed north, nothing grows and few 
  creatures are tenacious enough to survive. For the 
  most part, the artic wastes are a collection of 
  bleak but awe inspiring vistas, overseen by the 
  glimmering aurora borealis. 
   
  Each day a character spends on foot trekking 
  through the White Drifts requires a Con check to 
  avoid losing 1 Con due to extreme exhaustion. 
  
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  This Con loss does not begin to return until the 
  adventurer is back in normal climes (or a place of 
  relative comfort, such as an inn). 
   
   
   
   
   
   
   
   
   
   
   
   
  First Leg 
  The first leg of the journey requires navigating icy 
  inlets that cut across the north-eastern drifts. The 
  adventurers will need to charter a ship from a 
  Varnori outpost, or captain their own.  
   
  Either way, the voyage takes 1d3+1 days 
  (depending on the weather and thickness of the 
  ice). Each day there is a 30% chance of a random 
  encounter. If an encounter occurs, roll 1d8, 
  adding +1 during the last two days: 
   
  1.� Bergs forward bow! During the night the 
  ship becomes embroiled in a maze of 
  giant icebergs. A group Luck save is 
  required to avoid a collision, sinking the 
  ship.   
   
  2.� A stowaway makes their presence felt on 
  board. If the ship is large, an 11 yr old 
  orphan thief named Ruper is filching 
  purses and food (Dex 17). If the ship is 
  small, the stowaway is a Sprite (Nixie 
  LFG p.125 or Xornling LFG p.130) 
  instead. 
   
  3.� A Varnori Longship with 20 rowing 
  benches (about 50 crew) is on a training 
  mission in remote waters. There is a 75% 
  chance they take the opportunity to 
  “blood” the crew, and attack (as Bandit, 
  with 20% Berserkers, LFG p.114). 
   
  4.� Severe Thundersnow (a blizzard with 
  lightning) 
  ravages 
  the 
  region, 
  with 
  howling winds and massive waves. If the 
  ship is small, individual Luck saves are 
  required to prevent PCs being swept 
  overboard. If the ship is large, a Group 
  Luck check is required to prevent ship 
  damage (30%), being blown off course 
  (40%, adding 1d3 days to the voyage), or 
  being sunk (30%). 
   
  5.� 2d6 Argosan Stranglers (see Bestiary) 
  begin tracking the ship from beneath the 
  ice floes. They wait until the vessel gets 
  stuck in thick ice, or nightfall, to attack.   
   
  6.� 1d4+2 Artic Falcons (as Giant Eagle LFG 
  p.106) are hunting in the skies overhead, 
  circling out from gigantic iceberg eyries. 
  Humans make excellent chick food. 
   
  7.� A thick fog envelops the ship for 4d6 
  hours, slowing travel and making hazard 
  spotting difficult. A Group Luck save is 
  required to avoid any icebergs (see entry 
  1). 2d4 Will o’ Wisps (LFG p.129), the 
  souls of lost sailors, attempt to lure a PC 
  into the sea (when they attack). One of 
  the wisps is able to use the Silent Image 
  spell (shadows and light only) to assist in 
  the deception. 
   
  8.� A flotilla of 1d3+3 primitive catamarans 
  round a nearby iceberg, on their way to 
  Varn Karagoss. Each boat carries 1d3+2 
  Hill Giants (LFG p.110, half of whom 
  are elderly/dying, in no condition for 
  combat). Some humans to snack upon 
  would surely make their trip more 
  bearable.  
   
  9.� A small dark cloud, about 1000 ft across, 
  is moving at low altitude across the sky. 
  
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  An exceptionally rare contingent of 
  1d3+1 Storm Giants (LFG p.110) are 
  borne aloft by weather magic unknown to 
  man. One of the storm lords is dying, 
  and en route to Karagoss. The cloud 
  seems to match the party’s ship for a 
  time, the giants curious to see humans 
  this far north. There is a 50% chance 
  they make contact, querying the business 
  of such childlike beings in the frozen 
  wastes.  
   
  Second Leg 
  The second leg of the journey to reach the 
  boneyard requires ten days of navigating snow 
  fields, frozen glaciers and treacherous crevasses. 
  Use the random encounter table for the White 
  Drifts, or another table from this section.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Varn Karagoss 
  The temple of the frost giants is fashioned of 
  hardened snow and ice, erected on a glacier 
  plateau, surrounded by a deep chasm. Everything 
  here is giant sized: the benches, shelves, doors, 
  stairs, etc, making navigation/searching more 
  difficult. Thick plumes of black smoke waft into 
  the sky from signal fires stoked by the temple’s 
  keepers, guiding the giants across the drifts.  
   
  Two long bridges stretch across the chasm to 
  reach the temple, lit by braziers day and night. At 
  the time the PCs arrive, giant kin are coming and 
  going, entering the temple with their dying and 
  dead. Many wear voluminous, hooded robes of 
  white (escort), sky blue (dying) and yellow (other 
  pilgrim). Nearby are several smaller temporary 
  buildings and/or tents that the pilgrims rest in for 
  a few days as the ceremonies are performed.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  When the end comes, the dying throw 
  themselves into the chasm, adding their bodies 
  (and tithes) to their ancestors 200 ft below.  
   
  Area 1 – Entry Bridges  
  The 100 ft by 25 ft entry bridges are made of 
  hardened snow and ice, lined with braziers. 
  Smoke from the signal fires wafts nearby, cloying 
  the air. At the head of each bridge are 1d3 frost 
  giant guards. The guards are here more as a point 
  of ceremony than any sentry concern, and are lax 
  about their duties. There is a 75% chance the 
  guards are distracted (throwing rocks into the 
  distance, casting rune bones, drinking, dozing, 
  etc). The guards are accompanied by 1d3 
  Hoarfrost Wolves (as modified Dire Wolf 
  below). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Frost Giant, AC 15, HD 12+4, Giant Halberds 
  3d8+2, 19: Causes Injuries, S21 D10 C16 I11 
  P11 W14 Ch11, L12, 50 ft. Throw boulders, 
  humans, barrels etc up to 120 ft for 4d6 damage. 
  Reach 15 ft. Creatures of 2 HD or less must 
  make a Luck (Will) save or flee for 2d6 rounds. 
  The giants will not hurl PCs into the chasm 
  (adding humans to the ancestor pile would be 
  desecration).  
   
  Hoarfrost Wolf, AC 13, HD 3+4, Bite 2d4+1, 
  19: a random limb is frozen with ice, paralysing it 
  for 1d4 hours (Luck (Con) save resists), S18 D15 
  C17 I2 P13 W14 Ch6, L6, 60 ft. Advantage when 
  tracking and on attack rolls when flanking. 
  Hoarfrost wolves are immune to cold damage.  
   
  Area 2 – Nave of Supplicants 
  This massive hall is approximately 150 ft by 100 
  ft on the south eastern side (adjacent to Area 4). 
  The 50 ft drawbridge is in a constantly lowered 
  position while the signal fires burn. The vaulted 
  ceiling is 60 ft high, ice carved in intricate bas 
  reliefs reflecting giant history. Massive 15 ft 
  diameter pillars support the ceiling, decorated 
  with symbols of protection, death and renewal. 
  Tiled paths of black stone contrast the ice hewn 
  walls.  
   
  A 35 ft by 60 ft raised dais dominates the centre 
  of the gathering chamber, lit by hanging lanterns. 
  The dying are presented on the 20 ft high 
  platform to Thraago, a frost giant priest garbed in 
  scarlet vestments and a deep hood (75 hp, 
  criticals on 18+, Huge Hammer 3d8+3). 
   
  4d6 giants (60% Hill, 30% Frost and 10% Storm) 
  gather in the sanctified hall, where all are equal 
  and bloodshed forbidden under elder law. Some 
  stand and some sit on snow hewn benches set 
  about the walls. A non-giant entering the chamber 
  is unheard of, but will be extended the same 
  protections as any other (outside however, is an 
  entirely different matter!).  
   
  Hill Giant, AC 12, HD 8+2, Giant Club 2d8+2, 
  19: Causes Injuries S20 D8 C15 I6 P9 W12 Ch8, 
  L9, 40 ft. Throw boulders, humans, barrels etc 
  up to 120 ft for 3d6 damage. Reach 10 ft. 
  Creatures of 2 HD or less must make a Luck 
  (Will) save or flee for 2d6 rounds. Advantage on 
  smell related checks. 
   
  
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  Storm Giant, AC 18, HD 16+6, Giant Trident 
  3d10+2, 19: Causes Injuries S22 D12 C18 I14 
  P15 W16 Ch14, L16, 50 ft. Throw boulders, 
  humans, barrels etc up to 120 ft for 5d6 damage. 
  Reach 10 ft. Creatures of 2 HD or less must 
  make a Luck (Will) save or flee for 2d6 rounds. 
  May cast Fog Cloud, Lightning Bolt or Control 
  Weather once/day. 
   
  If the giants are defeated, or otherwise stolen 
  from, they carry 2 x Carry Loot and 2 x Valuables 
  (LFG p.136, 147). 
   
  Area 3 – Disciples’ Chambers 
  1d3+1 frost giant disciples live in this 55 ft bed 
  chamber with 25 ft ceilings, decorated with 
  austere, giant size bunks, tables and scarlet robes. 
  A spiral staircase in the centre of the room leads 
  to the upper level. There are no books, maps or 
  scrolls (the frost giants employ complex oral 
  histories and do not keep written records). A 
  search of this room scrapes together 1 x Carry  
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Loot, 1 x Trinkets & Curios and 1 x Potion (LFG 
  p.136, 141, 150). 
   
  Area 4 – Preparation Room 
  This 40 ft room contains 18 ft shelves of oils, 
  unguents and incense, as well as huge chests of 
  ceremonial clothing (mostly sky blue robes with a 
  thick black line down the centre, which the dying 
  put on before dropping into the chasm). 1d3 frost 
  giant priests are here to prepare the dying for 
  their final descent.  
   
  Area 5 – Last Sanctuary 
  These twin 35 ft sanctuaries are the last chambers 
  the dying see before their end.  Entry is via runed 
  archways obscured with heavy scarlet curtains. 
  The chambers within are windowless, lit by 
  phospherant glow bugs in lanterns.  
   
  A single frost giant priest waits inside. After 
  proclaiming the final litanies, the priest opens the 
  door to the chasm and uses an iron winch to 
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  wind out a wooden platform painted sky blue. 
  The supplicant stands on the platform until they 
  are suspended above the chasm. Finally, the 
  priest intones the blessed note of ending, at the 
  completion of which the supplicant leaps, steps 
  or topples into the abyss. 
   
  Temple - Upper Level 
  The spiral staircase from Area 3 accesses the 
  upper level of the temple (and continues up to 
  the top level); a 130 ft square chamber, divided in 
  half by heavy black curtains. Windows allow 
  some light during the day, but at night visibility is 
  poor, lit only by glow bugs in oversized lanterns.  
   
  Each half belongs to one of the Sisters of Ice and 
  Snow. The sisters are incredibly old and infirm 
  frost giant twins, alive solely by means of strange 
  magic even they do not fully understand. They 
  came to Karagoss decades earlier to die, but did 
  not perish; somehow sustained by otherworldly 
  forces. They are dark oracles, able to predict the 
  future or see into the past through repugnant 
  blood rituals. They will perform the rites for any 
  that ask, but plucking at the strands of fate 
  imposes 1d4 Luck drain and a moderate 
  madness. The offeree may ask the soothsayers 
  one question about the past, present or future, 
  and the GM must answer truthfully (albeit 
  cryptically or in riddles at the GM’s discretion).  
   
  Soothsayers, AC 12, HD 12+4 (half normal hp), 
  No physical attacks (incapable), 19: NA, S6 D6 
  C10 I14 P15 W18 Ch7, L16, 10 ft. The 
  soothsayers are too fragile to fight with weapons, 
  but may cast up to three of the following spells 
  once per week (9
  th level): Cone of Cold, Fog 
  Cloud, Thunderwave, Magic Missile, Shield. 
   
  If the sisters are slain and the level searched, 1 x 
  Trinkets & Curios and 1 x Valuables (LFG p.141, 
  147) may be found amongst the enormous 
  sleeping furs. 
   
   
   
  Temple - Top Level 
  The spiral staircase from Area 3 and the upper 
  level continues to the top level; a 110 ft wide 
  tower, 50 ft deep with a 200 ft ceiling. Chains of 
  copper and silver descend from hooks on the 
  ceiling to connect with a 10 ft diameter crystal orb 
  in the centre of the room.  
   
  The orb collects lightning from occasional bolts 
  attracted to the metal spines sprouting from the 
  top of the temple. The orb is used by those 
  supplicants too fearful to plunge to their doom; it 
  stores deadly electricity that will stop a giant’s 
  heart by touching it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Anyone approaching the orb can feel a distortion 
  in the air, and discerns a slight hum emanating 
  from it. Touching the orb (by hand or conductive 
  metal) sends waves of lightning strobing through 
  the target, causing 10d6 damage each round until 
  dead. A Luck (Con) save allows the PC to wrench 
  their hand free of the orb, ending the lightning 
  chain. 
   
  
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  TThe Chasm 
  The 200 ft deep chasm is sheer and treacherous, 
  prone to breaking away in great shards when 
  heavy weight is applied. Scaling the slippery cliff 
  requires 
  1d4 
  Str 
  (Athletics) 
  checks 
  at 
  disadvantage by each climber (proper climbing 
  gear grants automatic success with enough time, 
  or negates disadvantage if in a hurry). A failed 
  check requires a Luck (Dex) save to avoid falling 
  at a random point (if the climber survives, they 
  must roll on the Injuries & Setbacks table), or if 
  tied off to other PCs/an anchor point, slamming 
  into jagged ice for 4d6 damage.  
   
  At the bottom of the chasm are hundreds of giant 
  corpses, stacked up over the centuries, the older 
  layers buried beneath rising ice, or swallowed by 
  shifting cracks. Spread amongst the dead is a 
  hoard of treasure. A quick scavenge scrapes 
  together 1 x 7 HD Lair Treasure and 1 x 
  Valuables. A full excavation (taking at least a 
  week) produces 1 x 12 HD Lair Treasure, 3 x 
  Valuable and 3 x Trinkets & Curios (LFG p.140, 
  147, 141). 
   
  As might be expected, the boneyard of the giants 
  is not unguarded. 3d4 Frost Worms are 
  hibernating about 100 ft down the cliffs, in a 
  hidden burrow. They awake if the adventurers 
  approach within 120 ft.  
   
  Frost Worm, AC 15, HD 7, Bite 2d8, 19: 
  special, S19 D10 C15 I3 P8 W14 Ch4 L9, Mv 40 
  ft or 5 ft burrowing. On a natural 19-20 attack 
  roll, the worm exhales a blood freezing fog (10 ft 
  diameter) causing a Slow effect (as the spell, Luck 
  (Con) save resists). Frost worms are immune to 
  cold damage. See the Bestiary for more details. 
   
  The frost worms take 1d4 rounds to awaken, at 
  which point they burrow up through the cliffs, 
  bursting out to snap at PCs. At the GM’s 
  discretion, the worm attacks might snap climbing 
  lines, dislodge anchor points and so on, requiring 
  Dex checks or Luck saves to avoid disaster.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  Graverobbing the giants is potentially very 
  lucrative, but also extremely dangerous. If the 
  PCs manage to get away with any treasure but are 
  identified, the giants will take steps to punish 
  them, including sending out tracking parties, 
  hiring bounty hunters and blockading mountain 
  passes until the PCs are turned over to them. If 
  the PCs are not easily identified, the smarter 
  giants make discrete inquiries through human 
  fences and other agents, or perhaps even employ 
  sorcery to facilitate their revenge. The giants 
  never forgive, and they never forget, but careful 
  PCs might just escape their wrath entirely. 
   
  (3) MAMMOTH HUNT 
   
  Rumours & Hooks  
  Rumour has it a wealthy karok noble is looking 
  for an armed escort to take him deep into the 
  White Drifts. Apparently he wants to hunt 
  mammoths. 
   
    
  Mithri Aguilar, head of House Varruz in Dol-
  Karok (third tier house, specialising in wines, 
  spirits and brewing), wishes to go on an 
  expedition to hunt woolly mammoths (he wants a 
  pair of huge ivory tusks), and is willing to pay 
  handsomely for an escort to the White Drifts.  
   
  Mithri Aguilar, AC 12 (leather & heavy firs), 
  HD 1 (7 hp), Axe 1d8+2, 19: as weapon, S15 
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  D10 C11 I10 P13 W15 Ch13, L4, 30 ft. Aguilar 
  is extremely disciplined, gaining advantage on 
  morale checks. 
   
  Naturally, it is imperative that the Mithri be kept 
  alive during the expedition. If their employer 
  dies, the adventurer’s don’t get paid, not to 
  mention the damage to their reputations amongst 
  the Mithri of Dol-Karok.  
   
  Foot Trek 
  The journey across the Ironhull Mountains to 
  reach the drifts takes as long as the GM 
  determines, or alternatively 2d6+10 days. Certain 
  passes are too narrow, or too steep for horses, 
  requiring the adventurers to scale parts of the 
  peaks. Each day there is a 30% chance of a 
  random encounter. If an encounter occurs, use 
  the Ironhull Mountains encounter table.  
   
  Upon reaching the White Drifts, it takes 1d4+3 
  days to track down a herd of mammoths (a Perc 
  (Survival) check is required; a great success halves 
  the time). Each day there is a 40% chance of a 
  random encounter (use the White Drifts table or 
  a table from earlier in this section).  
   
  Frost Giants 
  In the last day before the party catches up to their 
  quarry, 1d10 Frost Giants happen upon the same 
  trail, also seeking mammoth food. They first 
  appear over a small rise, with a 50% chance of 
  being upwind of the party, automatically detecting 
  them if so. If the giants notice the adventurers, 
  they immediately begin throwing ice boulders at 
  them, eager to feast on man flesh.  
   
  Frost Giant, AC 15, HD 12+4, Giant Halberds 
  3d8+2, 19: Causes Injuries, S21 D10 C16 I11 
  P11 W14 Ch11, L12, 50 ft. Throw boulders, 
  humans, barrels etc up to 120 ft for 4d6 damage. 
  Reach 15 ft. Creatures of 2 HD or less must 
  make a Luck (Will) save or flee for 2d6 rounds.  
   
   
   
  Mammoths 
  Eventually the party catches up to a herd of 2d4 
  shaggy mammoths, 12 ft tall elephant like beasts 
  with thick woolly fur, curling ivory tusks and 
  savage tempers.  
   
  The largest of the herd will blare warning 
  trumpets at the party for a short time, stomping 
  his 
  feet 
  and 
  swinging his 
  tusks 
  around 
  threateningly. As this unfolds, half of the other 
  mammoths join in, fanning out between the party 
  and smaller herd members.  
   
   
   
   
   
   
   
   
   
   
   
  Mammoth, AC 13, HD 11+3, Gore 3d6+2, 19: 
  target trampled, roll on the Injuries & Setbacks 
  table, S21 D9 C20 I3 P12 W13 Ch8, L11, 60 ft. 
  10 ft reach, immune to normal cold, advantage 
  against magical cold. If the mammoth moves at 
  least 30 ft, it may trample a foe, causing double 
  damage and requiring a roll on the Injuries & 
  Setbacks table.  
   
  If the party do not swiftly depart, the threatening 
  mammoths stampede, furiously attacking until at 
  least one of the party are dead or are driven off. 
  The other half of the herd (smaller calves) will 
  also attack after 1d4 rounds. 
   
  If the mammoths are defeated, it is a simple 
  matter to remove the tusks (each pair is worth 
  2d4 x 200 gp). Assuming the Mithri survives, he 
  is very happy with his trophy and directs the party 
  to escort him home immediately. He pays them 
  the agreed fee, and spreads word of their 
  endeavours, bolstering the party’s reputation in 
  certain quarters. 
  
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  JUNGLES 
   
  (1) SPIRE OF THE VOID CALLER 
   
  Rumours & Hooks:��
  The Spire of Abartu, named after an infamous 
  warlock of the ancient Suun people, has 
  resurfaced in the Suurat Jungle. Some records 
  suggest his seminal work, the Book of Bound 
  Flesh, is buried with him beneath the spire.  
   
  Serpentmen have been spotted scouting the 
  western fringes of the Suurat Jungle, putting a 
  nearby outpost on high alert. The overseer wants 
  someone to investigate; preferably self sufficient 
  drifters with steel swords, sturdy shields and an 
  overabundance of self confidence.  
   
   
  The Suun 
  In the vast Suurat Jungle of the Second Age, at 
  least one human society is known to have 
  persisted for hundreds of years: the Suun, a 
  ferocious warrior culture rich in gold, blood 
  rituals and stepped pyramids.   
   
  Lead by a tyrant Chief of royal descent, the Suun 
  respected their warriors first and their civilians 
  second. Beset by enemies, the great tribe battled 
  skorn, serpentmen, trolls and more, but with 
  each defeated foe, another took its place.  
   
  In time it became clear that willpower and sinew 
  alone could not win victory. Sorcery, previously 
  shunned by the Suun, was turned to, and quickly 
  became an indispensable tool in the chief’s 
  arsenal.  
   
  Book of Bound Flesh 
  During this period, Abartu the Void Caller, the 
  greatest and most perilous of the Suun warlocks, 
  constructed a ruinous tome of terrible power; the 
  Book of Bound Flesh. Within its papyrus pages 
  the warlock recorded awful truths no mortal 
  ought bear, secrets no man should wield.  
  During the Suun reign that followed, certain 
  locations within the jungle were identified as 
  eldritch junctions; focal points where the ley lines 
  crossed, weakening the barrier between this world 
  and the next.  
   
  The Abartu Spire was constructed atop one such 
  junction, multiplying arcane forces for the 
  warlocks to harness. For generations the spire 
  helped the Suun fend off enemy incursions, and 
  a number of respected priests and warlocks were 
  buried below.  
   
  Ultimately however the Suun were defeated and 
  the spire lost, hidden away by powerful abjuration 
  magic. Abartu’s remains, and his fell tome, sat 
  silent and forgotten.  
   
  In recent months however, the ward concealing 
  the spire has begun to decline, and serpentmen 
  scouts from the Hidden City have arrived to 
  investigate. The cold bloods understand the 
  importance of the ley lines, and suspect the spire 
  is more than just a burial site. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The PCs might become involved in this 
  adventure by (i) reading about the Book of 
  Bound Flesh in an ancient Suun scroll, (ii) 
  investigating serpentmen scouts spotted along the 
  borders of a fortified jungle outpost, or (iii) by 
  wandering into the area while trekking through 
  the jungle at large. 
   
  Jungle Encounters 
  The spire is located on the north western side of 
  the jungle, about 2 days from the closest edge. 
  This section of the jungle is the least humid and 
  insect ridden, and some rough paths penetrate 
  the first half day into the wilds, making travel 
  easier. Nonetheless, the heat is palpable, and by 
  the second day the party must hack their way 
  through heavy vines and scrub. To top it off, 
  showers often roll in at dusk, turning the earth 
  into rivulets of slick mud.  
   
  There is a 40% chance of a random encounter 
  every 8 hours. If an encounter occurs, roll 1d8: 
   
  1.� An influx of Skorn (Bestiary) have taken 
  over this region, hanging skulls from 
  trees to mark their territory. The party 
  crosses paths with 4d6 hooting hunters 
  chasing game (70%), or hear the grunting 
  and barking of the enormous 5d100 
  member camp (30%). 
   
  2.� 3d4 Trapdoor Spiders (as Giant Spider 
  LFG p.125, but 3 HD, 2d4+1 damage, 
  poison causing 2 Con loss) are waiting in 
  ambush beneath the jungle floor. They 
  sense ground based meals within 50 ft, 
  and burst out of their hidden burrows to 
  attack (advantage on hiding checks). A 
  victim reduced to zero Con is paralysed 
  and dragged into the spider’s tunnel to 
  be devoured at their leisure. 
   
  3.� A Giant Serpent (LFG p.122) is shedding 
  its skin, peeling off old scales by rubbing 
  between two massive kapok trees. There 
  is a 40% chance the serpent is a fearless 
  19 ft, 11 HD monster, with Off Turn 
  Attacks. 
   
  4.�  A solitary old crone emerges from the 
  jungle, bowed and shuffling. How she 
  made her way through such hostile and 
  trying terrain is a mystery. The stranger 
  does not speak, but wishes to share the 
  party’s camp or path for a time. If treated 
  well, the old woman smiles at the party, 
  revealing no teeth. If treated poorly, she 
  slaps at them with her walking stick and 
  “tut tut’s” at them disapprovingly. After a 
  few hours, the old woman disappears 
  back into the jungle as quietly as she 
  came.  
   
  5.� A patch of Flesh Eating Vines (see 
  Bestiary) are spread out here, waiting for 
  prey to pass through.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6.� A towering karok tree fills the canopy 
  here, black as night, wreathed in vines 
  with exposed roots taller than a man. 
  Strange faces and figures have been 
  carved 
  into 
  the 
  trunk. 
  Anyone 
  approaching feels extra hot, and is 
  
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  accosted by flies. Touching it drains or 
  restores 1 Luck (50/50 chance).  
   
  7.� In this corner of the jungle, lifelike 
  statues of small mammals litter the 
  undergrowth. A Medusa (LFG p.118) 
  lairs within a vine shrouded trunk, eager 
  to add more idols to her permanent 
  “audience”. The monster is allied with 
  Kith’Sirak (see below), and will attempt 
  to flee to the spire if truly endangered.  
   
  8.� 1d4+1 Ssurlocs (LFG p.123) from 
  Kith’Sirak’s retinue (see below) are 
  scouting or on sentry duty, driving off 
  humanoids and other potential threats to 
  the spire.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Serpentmen Scouts 
  Kith’Sirak, a serpentman Razkarrt (LFG p.123), 
  leads the serpentmen scouting party on its 
  mission to secure the lonely spire.  
   
  Like all serpentfolk of the noble caste, Kith’Sirak 
  is ruthless, cunning, and domineering, with an 
  entrenched hatred for all warm blooded 
  creatures. The change in climate over millennia 
  has forced her cold blooded kin into humid 
  equatorial climes, and it galls her to see the man 
  monkeys ruling lands once the controlled by the 
  scaled folk.    
   
  Kith’Sirak, Razkarrt, AC 18, HD 9+4, Bite 1d6 
  + Poison (Luck (Con) save or 1d6 and 1 Str loss), 
  19: the Razkarrt unleashes a potent charm effect, 
  Luck (Will) save or Confusion (as the spell), S12 
  D19 C14 I18 P16 W18 Ch14, L10, Mv 30 ft. 
  Kith’Sirak may spend an action to shift between 
  human, noble and hybrid forms. May choose 
  from the following spells five times per combat 
  (8
  th level): Charm Person, Cure Light Wounds, 
  Detect Magic, Disguise Self, Shield, Wizard 
  Lock, Detect Hidden, Levitate, Phantasmal 
  Force, Speak with Animals, Darkvision, Hypnotic 
  Pattern, Lightning Bolt, Fireball, Speak with 
  Dead, Suggestion, Dimension Door, Wall of 
  Fire, Object Reading. 
   
  Kith’Sirak is accompanied by a vanguard of 3d6 
  Ssurlocs and 3d6 Hraarsks (LFG p.123). 
   
  Ssurloc, AC 16, HD 6+3, Bite 1d6 + Poison or 
  Spear 1d6+3 + Poison, 19: tail whip 1d8 and 
  knocked prone, S18 D16 C14 I10 P11 W13 
  Ch10, L8, Mv 40 ft. Ssurloc poison causes 1d6 
  damage and 1 Dex loss (Luck (Con) save resists). 
   
  Hraarsk, AC 14, HD 2+2, Bite 1d4 + Poison or 
  Dagger 1d4 + Poison, 19: momentary hypnotic 
  effect causing the target to lose their next action 
  (Luck (Will) save negates), S12 D13 C10 I10 P12 
  W10 Ch9, L5, Mv 30 ft. Hraarsk poison causes 
  1d4 damage and 1 Will loss (Luck (Con) save 
  resists). 
   
  More than most razkarrt, Kith’Sirak enjoys 
  masquerading as human to entice and entrap 
  oafish men before gutting them and offering their 
  innards to the Nest Beyond the Stars. She has 
  sworn herself to claiming the spire, and would 
  rather die than return to the Hidden City in 
  shameful failure.  
  
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  TThe Spire  
  The spire appears as a towering edifice of igneous 
  rock, expertly carved in the Suun style
  3 and 
  surrounded by a handful of man sized rune 
  stones. The last vestiges of the sorcerous warding 
  causes the spire to flicker and bend from time to 
  time, as if viewed through a distorted lens. Once 
  the party is within 500 ft, a group Luck save (LFG 
  p.42) is required to avoid being diverted around 
  the spire and all memory of it erased from the 
  adventurers’ minds. In the unlikely event the 
  party fails this group save (even with their Reroll 
  pool), the adventure ends early
  4. The party can 
  try again when they gain another level, after a 
  period of downtime, or at some other future time 
  as determined by the GM.    
   
  1d4+1 ssurlocs are on sentry duty around the 
  spire, standing guard in the shadows of nearby 
  jungle, watching the stairs to the stone entry door. 
  In addition to spears, they carry longbows and 
  arrows coated with their poison spittle. If the 
  ssurlocs fare poorly in battle, at least one heads 
  into the spire to raise reinforcements.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Sunlight filters into the spire interior care of high, 
  narrow windows, or is lit at night with braziers. 
  The inside ground level is a single, massive 
  chamber, the walls etched with fading jungle 
  murals lined in jade and gold leaf. The floor is 
  tiled with a silver circle interspersed with arcane 
  runes and ancient bronze braziers. Statues of lost 
  Suun heroes stand in each corner in eternal vigil. 
  On the northern wall are descending stone stairs 
  (Area 1).  
   
  Catacomb Encounters 
  The catacombs are cold, silent and completely 
  dark, except as noted in the individual room 
  descriptions. There is a 35% chance of a 
  catacomb encounter every 30 minutes. If an 
  encounter occurs, roll 1d6:  
   
  1.� The Bulette from Area 11 is hungry and 
  has detected the party’s foot falls. It 
  bursts from the floor or wall, or comes 
  charging down the corridor to devour the 
  PCs! 
   
  2.� A mysterious wind howls down the 
  corridor, 
  extinguishing 
  torches 
  and 
  causing lanterns to stutter violently. In 
  the distance, a faint, flickering light 
  emanates from around the next corner 
  (Will o’ Wisp, LFG p.129). 
   
  3.� The spirit of a cursed witchpriest, 
  Toshuga, is trapped in the catacombs, 
  aimlessly wandering the folds between 
  worlds in tormented limbo. Toshuga has 
  lost the power of coherent speech and 
  seeks only to end his suffering, or cause 
  others pain (as Banshee, LFG p.99). 
  Targets slain by the witchpriest have a 
  50% chance of rising as obedient 
  zombies in 1d4 hours. 
   
  4.� Cave in! Part of the ceiling here is 
  dangerously fragile, and the movements 
  of the party set off a partial collapse. 
  Everyone in the area must make a Luck  
  
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  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map
  
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  (Dex) save or suffer 3d6 damage from 
  falling rock.  
   
  5.� A Speckled Ooze is stuck to the ceiling 
  in a dormant state, waiting for a potential 
  meal to move within 60 ft.  
   
  Speckled Ooze, AC 13, HD 7, Pseudopod 4d4 
  + special, 19: the ooze puffs out a toxic cloud, 15 
  ft radius, causing 1d6 Int or Will loss (50/50 
  chance, Luck (Con) save resists), S13 D14 C17 I2 
  P14 W15 Ch1, L9, Mv 5 ft burrow or 30 ft (inc 
  walls, ceiling, etc). On a hit, victims suffer 1d8 
  damage due to painful flesh melting for the next 
  1d4 rounds (alcohol negates). 
   
  6.� The power of the ley line junction surges 
  for a moment, causing an almost 
  imperceptible distortion in the air. All 
  magic users or characters carrying a 
  magical item must make a Luck save or 
  roll on the Dark & Dangerous Magic 
  table.  
   
  Area 1 – Entry Stairs  
  These 8 ft broad stairs grow wider as the staircase 
  descends 60 ft to the second level, and a 15 ft 
  wide corridor. The air is cooler and mustier, lit 
  by flickering torchlight from Area 2. Hissing can 
  be heard echoing from below.  
   
  A single Hraarsk stands watch here, with orders 
  to advise the serpentmen in Area 2 of any 
  problems. There is a 30% chance the guard is 
  napping. 
   
  Area 2 – History Hall 
  This 25 ft wide 35 ft long entry hall has a 12 ft 
  vaulted ceiling. Massive bronze braziers stand in 
  the side alcoves, and a tiled mural is set into the 
  floor. The jade and gold mural records the Suun 
  empire’s glorious advancements, culminating in 
  blood magic at the time of the spire’s 
  construction. The writing is in the dead Suun 
  language, but an Int (General Lore) check at 
  disadvantage and a -3 penalty divines the gist of 
  the record. A great success or Int (Arcane Lore) 
  check identifies prayers to the demon Dran-
  Soj’Kruug and the Chalice of Tears. 
   
  Kith’Sirak’s serpentmen are set up here, coiled 
  nearby the braziers, studying the tiles, ornate 
  murals and runes. The serpentmen have not yet 
  opened the warded double doors to the 
  southwest (studying the doors reveals that an 
  “offering to the Suun gods” must be made to 
  open them. A vial of human blood spilt on the 
  floor mural causes the doors to swing open). 
   
  The razkarrt will be inclined to kill the party and 
  use their blood to open the double doors, but she 
  might be inclined to join forces with them to 
  explore the catacombs if such an offer is made. 
  She will not hesitate to double cross the humans 
  however once Area 12 is secured. If battle with 
  the party goes poorly, Kith’Sirak fights to the 
  death; she simply cannot stomach the humiliation 
  of defeat at the hands of man monkeys. If 
  defeated, the serpentmen carry 1 x Carry Loot 
  and 1 x Valuables (LFG p.136, 147). 
   
  Area 3 – Place of Three Pillars 
   
  This 30 ft by 20 ft chamber contains three 
  columns with gold icons of the sun, sky, and 
  earth: the three sacred pillars of original Suun 
  theology. Verdigris bronze urns are set in the 
  south and west corners of the room (filled with 
  grey dust).  
   
  Depositing an item related to the sun (eg: a torch, 
  lantern), sky (arrow, telescope) or earth (plants, 
  rocks, gems) invokes a “blessing” from fickle 
  forces that still watch over this sanctified place 
  (once only). Roll 1d8:  
   
  1.� Gain 1 point to a random attribute 
  permanently. 
   
  2.� Lose 1 point to a random attribute 
  permanently (Luck save to reduce the 
  duration to 1d12 months).  
   
  
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  3.� Gain Darkvision (as spell) until the end 
  of the adventure.  
   
  4.� Suffer Blindness (as spell) until the end 
  of the adventure.  
   
  5.� Gain the ability to cast a single random 1
  st 
  level spell once per adventure. Also lose 
  1 HD permanently. The HD can only be 
  restored by magical means (eg Cure 
  Malady), but if so, the spell ability is lost.  
   
  6.� Roll on the Dark & Dangerous Magic 
  table. 
   
  7.� Immediately gain the effect of one 
  random potion (LFG p.151). 
   
  8.� Immediately age 3d6 years. A Cure 
  Malady spell reverses the curse. 
   
  Area 4 – Stone Receptacles 
  This irregularly shaped 20 ft by 40 ft chamber 
  contains three stone chests and a bookshelf of 
  moulding texts and scrolls. The chests are 
  unlocked. If the heavy lids are removed (Str 
  check required) remnants of preserved organs 
  and the tattooed skin of sacrificial victims are 
  revealed. The bookshelf is lined with ancient 
  philosophical and religious texts of the Suun, in 
  their dead language. Handling any of these books 
  causes them to crumble to dust, but for one 
  random magic scroll (LFG p.152).  
   
  Area 5 – Golem  
  This alcove of faded red, green and yellow tiles 
  holds a statue of black volcanic stone; an 
  imposing Suun warrior with crossed arms, staring 
  imperiously and wearing a golden torc (700 gp). 
  The statue is a Stone Golem, charged with 
  protecting the eastern catacombs, and will 
  animate and attack if not provided with the 
  ancient Suun password (long since lost). 
   
  Stone Golem, AC 16, HD 11+3, 2 Fists 2d8, 19: 
  bear hug (see below), S21 D11 C23 I- P13 W- 
  Ch-, L11, Mv 30 ft. The golem has the usual 
  benefits (LFG p.112). 60% Magic Resistance, 
  except against Stone to Flesh, Transmute Rock to 
  Mud, Stoneshape or Move Earth spells which 
  cause 6d8 damage (once only). If both Fist attacks 
  hit, the target is crushed (Luck (Con) save to 
  avoid rolling on the Injuries & Setbacks table). 10 
  ft reach.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 6 – Bedchamber 
  The stone door to this 20 ft by 10 ft bedchamber 
  is locked, the key lost (a Dex (Traps & Locks) 
  check opens the door). The door is also trapped. 
  A number of small sun and moon circles are 
  carved into the door, one of which may be 
  rotated 90 degrees to disarm the trap. Otherwise 
  a heavy stone block drops from the ceiling (Luck 
  (Dex) save to avoid) causing 5d6 damage and a 
  roll on the Injuries & Setbacks table. A PC that 
  studies the area may make a Perc (Detection) 
  check to notice perpendicular cracks in the 
  ceiling, telegraphing the block, and/or locate the 
  disarming sun/moon dial. 
   
  The caretaker’s ancient bedchamber contains a 
  fragile bedframe, a stone chest and bookshelf, 
  and some personal affects (1 x Trinkets & Curios, 
  
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  1 x Carry Loot and 1 x random Potion (LFG 
  p.141, 136, 150). The key to Area 12 is also in 
  the chest.   
   
  Area 7 – Chapel 
  This 30 ft by 20 ft chapel has a 15 ft ceiling and 
  walls covered in faded murals. The tiled scenes 
  depict dark scenes of war, mutilation, blood 
  sacrifice, drowning and worse. Towering black 
  humanoids with horns or antlers lurk in the 
  background of the murals, hands outstretched, as 
  if somehow puppeteering the humans before 
  them. An altar dedicated to strange powers is 
  located to the northwest, and a stone sarcophagus 
  to the southeast.   
   
  The chapel is especially cold, causes goose 
  bumps and misty breath upon entering. There 
  are faded red stains on the floor. Centuries of 
  sacrifices here have monumentally weakened the 
  barrier of the Veil. Any magic cast in this room 
  inadvertently summons 1d4 Gibbering Terrors.  
  Additionally, each magic item brought into this 
  chamber has a 10% cumulative chance of 
  releasing 1d4 aberrations.   
   
  Gibbering Terror, AC 14, HD 8, Bite 2d8, 19: 
  disturbing howl, enemies within 20 ft must make 
  a Luck (Will) save or suffer a moderate madness, 
  S16 D7 C16 I3 P10 W14 Ch1, L9, Mv 30 ft. The 
  Terrors have the usual benefits (LFG p.98). 
  These monster’s howls are especially potent and 
  impose disadvantage on the relevant Luck (Will) 
  save. 
   
  The sarcophagus contains the preserved skulls of 
  hundreds of victims, as well as various ornaments 
  and trinket offerings (1 x Valuables, LFG p.147). 
   
  Area 8 – Experiment Chamber 
  The walls of this 20 ft by 30 ft chamber are 
  bronze etched with garbled pseudo scientific 
  formulae and principles. Two bookcases on the 
  northwest wall are lined with clay jars and 
  crumbling tablets. On top of two massive stone 
  benches are two preserved corpses, still and 
  unmoving. Within one of the corpses is a Grey 
  Ooze, in a dormant state, but susceptible to 
  waking if a humanoid moves into the room. The 
  Grey Ooze takes 1d4 rounds to rouse before 
  surging to attack, ravenous for brains.  
   
  Grey Ooze, AC 12, HD 6, Tunnelling 
  Pseudopod 2d4 + special and Emotion Burst, 19: 
  a psychic lash drains 1d4 Int (Luck (Will) save 
  resists), S18 D16 C16 I4 P14 W16 Ch1, L8, Mv 
  40 ft inc walls, ceiling etc. Emotion Burst 120 ft 
  range, Luck (Will) save or suffer a moderate 
  madness, 40% chance recharge each hour. May 
  project basic emotions up to 120 ft at will.   
   
  Area 9 – Pillar of Skulls 
  The corridor to this chamber is unsafe and 
  susceptible to a cave in, care of the Bulette in 
  Area 11. Moving through this passage has a 50% 
  chance of setting off a collapse, causing 6d6 
  damage and requiring a roll on the Injuries & 
  Setbacks table (Luck (Dex) save for half and no 
  injury roll). 
   
  In the chamber beyond is an expertly carved 
  twisting pillar, set with the skulls of ancient 
  warlocks throughout the centuries. The skulls are 
  patterned in jade, with quartz or sunstone gems 
  for eyes. Prying the gems loose will garner 2d6 x 
  100 gp worth of stones.  
   
  Spells cast in this chamber use 1 spell level slot 
  less than normal (minimum 1
  st level), last twice as 
  long, and automatically cause maximum dice 
  effects. They also however increase the DDM 
  chance by 3 instead of 1.  
   
  The small chest in the western corner contains 
  personal trinkets of the dead warlocks (1 x Curios 
  & Trinkets, and 1 x random Scroll, LFG p.152).  
   
  Area 10 – March of Sentinels 
  This 10 ft by 65 ft corridor is lined with 5 
  guardian skeletons; warlock novices who gave 
  their lives to protect the western catacombs from 
  tomb robbers. The skeletal sentinels wear ornate 
  ceremonial masks. They lurch forward to attack, 
  
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  shaking off centuries of dust as they creak and 
  clack across the tiled floor, grasping for intruders.  
   
  Suun Sentinel, AC 13, HD 2+2, Crushing 
  Grasp 2d4 + curse, 19: a defeated sentinel re-
  animates to aid this one, S15 D13 C14 I- P14 W- 
  Ch-, L6, Mv 30 ft. Skeletal sentinels are Undead 
  with the usual benefits (LFG p.95), automatically 
  sense the living within 60 ft and are immune to 
  piercing weapons such as arrows. On a hit, targets 
  suffer the Curse of Golden Blood, losing 1d4 
  Dex each week as their blood hardens. A victim 
  reduced to zero Dex dies, their blood congealed 
  and turned a golden yellow hue.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The curse may be removed by a Cure Malady 
  spell, or by going on a quest to restore a stolen 
  treasure to its rightful resting place or owner (as 
  determined by the GM, but not including any 
  Suun treasures from this adventure. Restoring 
  treasures from this adventure slows the Dex loss 
  to 1d4 per fortnight instead). 
   
   
  Area 11 – Bulette Den 
  This 20 ft by 35 ft chamber was once a 
  preparation and ritual slaughter room, but a 
  resident Bulette has destroyed most of it. A huge 
  hole and collapsed bulette tunnel occupies the 
  northwest wall. Fractured wall murals, a few 
  bronze knives and clay bowls (50 gp) are all that 
  remain of the original contents. If the Bulette has 
  not previously been alerted to the party, it is 
  either asleep (50%) or detects them within 120 ft 
  of this chamber (in which case it comes 
  rampaging out, eager to make a meal of them).  
   
  Bulette, AC 18, HD 9+4, Bite 3d6, 19: the target 
  is dragged underground and begins asphyxiating. 
  A Str check at disadvantage is required to dig 
  free, S22 D13 C19 I2 P13 W14 Ch3, L10, Mv 
  30 ft inc when burrowing. Detects movement 
  tremors within 120 ft, Causes Injuries on critical 
  hits. This bulette is particularly ferocious and 
  gains Off Turn Attacks when staggered (LFG 
  p.53).   
   
  Area 12 – Abartu’s Tomb 
  This cross shaped 50 ft by 30 ft chamber has a 20 
  ft vaulted ceiling, supported by six pillars of 
  obsidian stone. The pillars are wrapped in the 
  flesh of dead humans (including faces), stretched 
  around and secured with gold chains (total 300 
  gp). An ornate sarcophagus sits beside the 
  northwest wall, marked with ancient Suun 
  hieroglyphs and golden runes. The ceiling here is 
  painted black like the night sky, sprinkled with 
  familiar stars but two moons instead of one.  
   
  The burial chamber was originally a place of 
  quiet reverence and contemplation, enchanted to 
  dampen sounds, quieting all noises to a fraction 
  of their normal volume. Speaking normally 
  sounds like whispering, for instance. Abartu’s 
  skeletal remains and the Book of Bound Flesh 
  are inside the sarcophagus. Any attempt to open 
  the coffin causes six Shades to manifest (one 
  from each of the six pillars), and a single 10 ft tall 
  Elder Shade to slide out from between the 
  sarcophagus and its lid.   
  
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  Shade, AC 12, HD 4, Touch 1d6+1 + Str drain 
  19: the target’s weapon or armour (50%) is 
  transformed into shadow (Luck save resists), S- 
  D16 C- I10 P13 W10 Ch7, L7, Mv 40 ft inc 
  walls, ceiling, etc. Shades are Incorporeal 
  Undead with the usual benefits (LFG p.94, 95). 
  On a hit, the target loses 1 Str. Targets reduced to 
  zero Str are slain and have a 50% chance of rising 
  as a shade.  
   
  Elder Shade, Boss Monster, AC 14, HD 7 (66 
  hp), Touch 1d6+1 + Str drain 19: the target’s 
  weapon or armour (50%) is transformed into 
  shadow (Luck save resists), S- D16 C- I15 P15 
  W15 Ch9, L7, Mv 40 ft inc walls, ceiling, etc.  
   
  The Elder Shade is a Boss Monster and 
  Incorporeal Undead with the usual benefits (LFG 
  p.94, 95). On a hit, the target loses 1d4 Str. 
  Targets reduced to zero Str are slain and have a 
  50% chance of rising as a shade. The elder shade 
  may spend an action to invoke the following 
  magical effects up to three times per day (7
  th 
  level): Silent Image, Darkness 15 ft radius, Fog 
  Cloud, Dispel Magic and Shadowbolt (as 
  Lightning Bolt, but made of life leeching 
  darkness rather than lightning). 
   
  BBook of Bound Flesh 
  The Book of Bound Flesh is an enchanted tome 
  that requires attunement to open and read. A 
  human face is stretched across its accursed cover, 
  the sheets constructed from magically preserved 
  reed paper. Within its yellowed pages are terrible 
  secrets of the universe, unhinging the mind of any 
  mortal that seeks to fathom them. Such a 
  character gains a serious madness and the ability 
  to cast two random 1
  st level spells once per week 
  (or if the character is a Magic User, three random 
  spells of level 1 and/or 2, at the character’s 
  option). The madness is curable only by ending 
  the attunement (which also ends the spell casting 
  ability). Over time, a second level of attunement 
  may be unlocked, allowing the character to distil 
  obscure knowledge from the text (as Contact 
  Other Plane) once every six months. 
  Aftermath 
  If the party retains the sorcerous manuscript, the 
  tome acts as a natural curiosity to aberrations and 
  demons from across the Veil. From time to time, 
  at the GM’s discretion, an attuned character 
  and/or those around them might have disturbing 
  dreams of alien observers watching them from 
  another reality. Eventually, on a triggered Dark & 
  Dangerous Magic check, the GM may choose to 
  substitute a demon or aberrant terror instead of 
  the usual random result (representing an 
  opportunistic being come to retrieve, eat, merge 
  with or destroy the tome).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The serpentmen do not give up on the spire, 
  sending more and more of their kind to secure it 
  as the months roll on. Unless the structure is 
  destroyed, the Hidden City soon harnesses the 
  resident ley lines to bolster their magical power, 
  unlocking new secrets in weather magic (useful in 
  their ongoing quest to restore the sweltering 
  climate of the Second Age).  
  
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  ((2) INTO THE FURNACE 
   
  Rumours & Hooks 
  Explorers report that a tribe of cannibals in the 
  Suurat Jungle have discovered a fist sized ruby, 
  crafted in the shape of a human heart.  
   
  Master Bourgermont, a successful prospector and 
  owner of several slave mines, has heard of a new 
  ruby ore discovery somewhere near Mount 
  Rokan. Savages claim the area, making surveying 
  difficult. He wants to pay someone to drive them 
  away. Or kill them. He’s not fussed either way. 
   
  Heart of the Fiery Furnace 
  Every magic item is unique, but not all magic 
  items are created equal. Some arcane objects are 
  of a calibre not seen more than once an age, 
  items of such potency that no mortal could 
  possibly have fashioned them.  
   
  The Heart of the Fiery Furnace is such a device. 
  Crafted from a flawless stone of red ruby, the 
  artifact resembles its namesake in both size and 
  shape. Warm to the touch, anyone holding it will 
  feel a rhythmic beating, a sorcerous facsimile of 
  life’s tempo. 
   
  And in one sense, the Heart is alive. Imbued with 
  a malign sentience, the stone has slept for 
  countless centuries at the bottom of Mount 
  Rokan, until a recent tremor delivered it to an 
  unsuspecting jungle.  
   
  Strayed upon by cannibals of the Cromaga tribe, 
  the Heart quickly made its way into the hands of 
  Chief Korgu, who was swiftly controlled by it. 
  Shortly thereafter, the previously nomadic clan 
  took up residence in the ancient worship 
  chambers of the fiery mountain, reinstating blood 
  rituals not seen for millennia.  
   
  The nameless entity residing in the Heart has 
  Will 19, and observes everything the bearer 
  experiences. It is malignant and eternal, an 
  emotional infusing more than a dominating 
  intellect, steering its host to greater and greater 
  acts of deviancy.  
   
  Anyone within 10 ft of the stone is subject to 
  subtle direction from it (an opposed Will check 
  resists). If attuned, the Heart’s influence is much 
  stronger, and may attempt to usurp full control of 
  the host for up to 1d4 hours (an opposed Will 
  check resists), during which time the host 
  experiences an addictive, ecstatic dream state. An 
  attuned host cannot voluntarily relinquish the 
  Heart (unless it wishes to be relinquished), and 
  inexorably morphs into an increasingly cruel, 
  callous and vile version of their former selves.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Heart has six levels of attunement, granting 
  increasingly potent abilities over time. Activation 
  of any of the powers requires a Dark & 
  Dangerous Magic check.  
   
  1.� The bearer is immune to fire and heat, 
  natural or otherwise. 
   
  2.� Any weapon the bearer wields may be 
  wreathed in flame (no action), causing an 
  additional 1d6 fire damage on a hit.  
   
  
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  3.� Once every 1d4 days, the bearer may 
  invoke a Wall of Fire (no action).  
   
  4.� Once every 1d4 days, the bearer may 
  cast Fireball. 
   
  5.� Once per month, the bearer may spend 
  an action to summon a 20 HD Fire 
  Elemental that obeys commands without 
  question. The elemental disappears after 
  1d4 hours. 
   
  6.� Once every six months, the bearer may 
  conduct a 1d4 hour ritual to cast 
  Forbidden Wish. 
   
  The party might become involved in this 
  adventure by (i) hearing rumours of the ruby 
  heart stone and its cannibal caretakers in the 
  Suurat Jungle, (ii) finding reference to it in the 
  mouldering pages of the Codex Amaranthine, or 
  (iii) hired by a rich prospector to investigate 
  stories of a ruby mine inhabited by barbarians of 
  Mount Rokan. 
   
  Jungle Trek 
  Entry to the sacred tunnels is via a cave in the 
  eastern face of the small volcanic peak known as 
  Korakuda, or “Molten Catacombs”, adjacent to 
  the towering Mount Rokan. 
    
  The trek to reach Korakuda is not short nor easy, 
  requiring a minimum of seven days from the 
  closest edge of the jungle (assuming porters to 
  carry supplies, extra hands to slash a path through 
  vines, and an experienced guide). The air is 
  humid and the heat oppressive, often mixed with 
  a steamy downpour as night approaches. Trees, 
  vines and shrubs are thick and resilient, protected 
  by thorns, poison and other defences. Factor in 
  plague like mosquitoes, savage animals and head 
  hunting cannibals, and it becomes clear why none 
  of the civilized nations have attempted to settle 
  here. 
   
  A handful of savage tribes (5d20 people per tribe) 
  survive in this harsh environment by working 
  together and keeping on the move. There is a 
  60% chance an encountered tribe are cannibals 
  and keen to add the party to their diet. They 
  speak an ancient regional dialect. There is a 20% 
  chance of a single scout speaking fractured 
  common. 
   
  Random Encounters 
  Generally speaking, there is a 30% chance of a 
  random encounter every 8 hours. If an encounter 
  occurs, roll 1d8 and consult the table below:  
   
  1.� A Savage Tribe is in the middle of a 
  secret ceremony, and intruders are 
  considered very bad luck (60% chance 
  the tribe are cannibals, in which case 
  intruders are a welcome feast!). The 
  tribesmen (5d20, as Berserker LFG 
  p.114) are armed with spears, short bows 
  and daggers. 2d4 hunters each have one 
  dose of Yellow Suckle poison (blow dart 
  up to 60 ft, 1 point of damage, Luck 
  (Con) save or Slowed (as the spell)).  
   
  2.� Pit Trap! A pit trap to catch wild pig or 
  possibly people is concealed on a game 
  trail, beneath a latticework of sticks, earth 
  and vines. Stepping on the trap requires a 
  Luck (Dex) save to avoid falling 15 ft into 
  the spikes below (4d6 damage). A hunter 
  concealed in a nearby tree might attempt 
  to slink away and alert her fellows (40%), 
  tracking the PCs with 5d6 tribesmen. 
   
  3.� A pond of water is located here, 
  surrounded by bushes and low hanging 
  vines. Careful inspection of the area 
  reveals no recent tracks (animal or 
  otherwise). The pond is diseased and 
  local life give it wide berth. If the party 
  camps here, there will be no random 
  encounters. Drinking from the pond, or 
  lingering here more than 1d4 days risks 
  air borne infection (Luck (Con) save or  
  
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  contract Oozing Eye Pox, causing 1d4 
  Con loss and blindness in one (80%) or 
  both eyes (20%) for 1d4 months). 
   
  4.� A tame monkey, Fifu is in the trees 
  above, calling playfully to the party. If 
  they attempt to catch her, she will take 
  them on a merry chase, but eventually 
  jump into their arms if she judges them 
  safe. Fifu is in fact the lost pet of a local 
  shaman, who would be grateful to see her 
  again. 
   
  5.� 4d6 Cannibals (as Berserker, LFG p.114, 
  but armed as Encounter 1 above) are out 
  hunting. It would be a great honour to 
  return to camp with fresh foreigners for 
  the stew pot. 
   
  6.� 2d4 Sabretooth Tigers (LFG p.127) are 
  lying in wait in nearby scrub, hoping to 
  ambush the party as they pass by.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  7.� 4d4 Serpentmen (3d4 Hraarsk, 1d4 
  Ssurlocs, LFG p.122) are camping by a 
  deep pool. 1d4+1 sentries have been set 
  to warn them of intruders. They are on 
  their way to treat with Chief Korgu, and 
  learn whether the rumours of the Heart 
  resurfacing are true. 
   
  8.� The party is set upon by 5d6 Man Eating 
  Monkeys (LFG p.117), which drop from 
  the trees to attack. During the battle, a 
  thumping and splintering noise can be 
  heard growing in volume (as if something 
  very large approaches). After 3 rounds, 
  the monkeys immediately scatter. The 
  next round, a hungry T-Rex (LFG p.126) 
  bursts out of the trees with a ribcage 
  rattling roar!  
   
  Korakuda 
  The peak known as Korakuda is a relatively small 
  vent on the southern side of Mount Rokan. It 
  
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  issues forth smoke and pungent fumes some 
  days, but has not erupted for generations. Small 
  lava flows and rock debris are not conducive to 
  most plant life, leaving much of the mountainside 
  bare, soot stained rock. Approaching from the 
  western face reveals a large entry cave.    
   
  The catacombs within are igneous rock, naturally 
  formed, winding and uneven in width and height. 
  The temperature inside is generally just as bad as 
  outside 
  due 
  to 
  radiated 
  heat 
  from 
  the 
  subterranean magma flows. Footing is poor and 
  uneven, scattered with tiny rocks (any running 
  requires a Dex check to avoid falling prone part 
  way through the movement).  
   
  There is a 50% chance of a random encounter 
  every 20 minutes in the catacombs. If an 
  encounter occurs, roll 1d6:  
   
  1.� 1d6 Cannibals are about to turn the 
  nearest corner. They’re talking and 
  laughing about a lewd joke.  
   
  2.� A tremor shudders throughout the whole 
  of the complex, shaking loose flakes of 
  rock that drop from the ceiling. There is 
  a 1% chance of a volcanic eruption, the 
  extent of which is left to the GM to 
  determine.  
   
  3.� Two Cannibals can be heard fighting 
  around the next bend. They are yelling 
  and pushing each other, about to break 
  into fisticuffs. 
   
  4.� 1d4 cannibal kids silently round the 
  corner, playing a game of hide and seek. 
  They stop dead in their tracks when they 
  see the party.  
   
  5.� A Giant Spider (LFG p.125) has been 
  lurking in a high, dark corner of this  
  passage for two days, and is growing 
  hungry. Any shiny or clinking characters 
  will attract its attention.  
  6.� Chief Korgu is marching down the 
  passage with 2d6 tribesmen, making his 
  way to Area 9 (to join in the marriage 
  festivities) or Area 4 (to collect Usha for 
  sacrifice/wedding feast). 
   
  Area 1 – Cave Entry 
  The entry to the catacombs is approximately 20 ft 
  high and 80 ft wide at its broadest point. The cave 
  extends about 110 ft (to the back wall of Area 2). 
  During the day, enough sunlight filters in to see 
  clearly. At night flickering torches and a small 
  campfire can be seen from a distance.  
   
  Area 2 – Sentry Post 
  2d6 cannibal sentries are always on watch here, 
  spread about Areas 1 & 2. At any sign of trouble, 
  one sentry will head to Area 3 for reinforcements, 
  whilst the rest investigate further. Three 5 ft rises 
  are set into the back of the cave, granting the 
  sentries some cover from fire below. The ceiling 
  here rises to about 30 ft.  
   
  Cannibal, AC 11, HD 1+1, Spear 1d6+1 or 
  Short bow 1d6, 19: as weapon, S12 D10 C11 I8 
  P12 W12 Ch9, L4, Mv 30 ft. 1d4 of the sentries 
  each have one dose of Yellow Suckle poison 
  (blow dart up to 60 ft, 1 point of damage, Luck 
  (Con) save or Slowed (as the spell)).  
   
  Area 3 - Barracks 
  This 30 ft chamber is lit by flickering torches set 
  into holes in the walls. 2d6 “off duty” cannibal 
  warriors eat, socialise and rest here. They will be 
  reluctant to assist their kin in Area 2 unless clear 
  and obvious danger is present and needs to be 
  dealt with.  
   
  Area 4 – Larder  
  This 20 ft wide, 25 ft long chamber is the tribe’s 
  larder, filled with root vegetables, hanging 
  smoked meats and clay jars containing spices. 
  Additionally, a rival tribeswoman, Usha, is bound 
  to a rock pillar (Barbarian 1, 50% chance Usha is 
  also a cannibal). Usha has been here for three 
  days and is dehydrated and dishevelled, but 
  
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  suffers only minor injuries. The cannibals intend 
  to sacrifice/eat her as part of the wedding feast 
  (see Area 9). Usha does not speak common, but 
  if released, will be glad to assist her rescuers until 
  an opportunity to escape arises.  
   
  Area 5 – Main Sleeping Quarters 
  This large 90 ft by 20 ft cavern serves as the main 
  sleeping quarters for the tribe. The children and 
  young women generally gather on the eastern 
  side. Beds consist of tanned hides, soft vines, 
  leafy branches and so on. There are 4d6 
  cannibals resting here at any one time. A 
  thorough search of this area turns up 1 x Carry 
  Loot (LFG p.136).  
   
  Area 6 – Ancient Burial Site 
  This section of the catacombs is notable for the 
  remnants of three melted sarcophagi that are 90% 
  buried in the earth. The lids have been sealed 
  shut by molten lava.  
   
  The sarcophagi are made of a strange, dark 
  purple stone, covered in marred glyphs and 
  pictograms of what appear to be various snakes 
  and snake hybrid creatures. The Cromaga 
  consider the burials cursed and do not touch 
  them. A character with a background in ancient 
  history, or the General Lore skill, may make an 
  Int check to recognise references to Shasurroc, a 
  serpentman culture from the prior age (and the 
  makers of Areas 12-13).  
   
  If the burials are broken into (the lids are fused 
  shut, a Str check at -3 and disadvantage opens 
  one), 3 x Valuables (LFG p.147) are found. 
  There is a 70% chance one of the sarcophagi is 
  protected by a magic ward (as the Blindness 
  spell). 
   
  Area 7 – Chief’s Chamber 
  This 40 ft cavern is open to the central vent of the 
  volcano and the magma pool below. Despite the 
  oppressive heat, Chief Korgu has made it his 
  living chamber in order to be as close as possible 
  to Area 13 (he doesn’t feel the heat anyway while 
  he has the Heart). Luxurious skins and trinkets 
  from past meals litter the chamber. Korgu’s wife 
  and children reside in Area 5. Looting this 
  chamber nets 1 x Carry Loot and 1 x Valuables 
  (LFG p.136, 147). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the party has managed to sneak into this area, 
  there is a 50% chance Korgu is meditating here 
  with the Heart, seeking to establish a higher 
  connection with it (he has yet to unlock the 6
  th 
  attunement). Otherwise the chief is in Area 13 
  performing another sacrifice. The artifact is 
  always with him.  
   
  Chief Korgu, Boss Monster, AC 12, HD 8 (73 
  hp), 2 x Spear 1d6+4, 19: special, S17 D16 C14 
  I9 P11 W12 Ch14 L9, Mv 30 ft. Korgu is a Boss 
  Monster (LFG p.95) with all the usual benefits. 
  He may use Ferocious Rage like an 8
  th level 
  Barbarian. 
  Korgu 
  would 
  rather 
  die 
  than 
  relinquish the heart, and will invoke all of its 
  powers if necessary.  
   
  Area 8 – Gathering Chamber 
  This enormous underground cavern is 270 ft 
  long and up to 100 ft wide. Entry is via sloping 
  
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  tunnels from Area 2 or 5, or Area 10. The ceiling 
  ranges from 25 ft to 80 ft high. A tiered floor 
  drops away in increments of 10 ft, except at Area 
  9, which rises 15 ft.  
   
  Sunlight filters in from Area 2 for a short 
  distance, but otherwise intermittent torches 
  provide limited light. Patches of this enormous 
  cavern are dark, which the cannibals prefer. 
   
  Area 8 is trapped with a family of 1d4+1 Cave 
  Impalers. This particular group of impalers has 
  been trained not to drop on anyone wearing a 
  skull necklace (which is all of the Cromaga tribe).  
   
  Cave Impalers, AC 14, HD 2, see below for 
  attack 19: the target must roll on the Injury & 
  Setbacks table, S7 D5 C17 I2 P14 W12 Ch4 L5, 
  Mv 10 ft. Cave Impalers are stony skinned, 
  undulating predators that climb walls to hang 
  from ceilings and drop onto prey, skewering 
  them with their spike tail. They have a natural 
  camouflage ability and are easily mistaken for 2-4 
  ft stalactites (advantage on stealth checks). An 
  impaler’s initial drop attack is made at advantage 
  if the target is unaware, causing 3d6 damage. 
  Once on the ground, impalers are slow and 
  cumbersome, but may still attack with an acid spit 
  (up to 60 ft, causing 1d4+1 damage). They see in 
  darkness as well as light. 
   
  Aside from the impalers, the space shared by 
  Areas 8 and 9 is used as the main living space for 
  the bulk of the tribe. Up to 7d10 cannibals will be 
  here at any one time; socialising, cooking and so 
  on.  
   
  Area 9 – Speaking Mound 
  This 60 ft plateau rises about 15 ft higher than the 
  floor below, and includes a further 5 ft platform 
  in the centre. At the time the PCs arrive, the 
  tribe’s shaman will be on the rock plinth, 
  conducting an energetic marriage ceremony for a 
  very loud, drum beating crowd. Up to 7d10 of 
  the cannibals referred to in Area 8 will be in Area 
  9, distracted by the festivities. This might provide 
  an opportunity for the party to sneak past or 
  escape without being detected.  
   
  If the party is detected, the cannibals waste no 
  time 
  grabbing 
  knives 
  and 
  other 
  hunting 
  implements, hoping to serve them up as part of 
  the wedding feast.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 10 – Transition to Area 11 
  This section of the catacombs opens up into Area 
  11 of the next map. If the party has not dealt with 
  the occupants of Area 7 or 9, they might have to 
  deal with them now, depending on their actions.  
   
  Area 11 – Magma Pool Edge 
  This 220 ft edge is adjacent to a bubbling pool of 
  hot magma 100 ft below. The radiant heat here is 
  palpable, and toxic fumes induce a mild feeling of 
  dizziness (-1 penalty on balance related checks).  
   
  In the centre of the volcano vent is a 120 ft wide,  
  300 ft tall column of dark rock, suspended above 
  the volcano’s magma pool by impossibly large 
  chains. The honeycomb like exterior of the 
  “chained citadel” reveals multiple entry holes to a 
  hollow interior.  
  
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  Upper Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lower Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lower M
  
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  The air temperature here is searingly hot, yet the 
  chains are perfectly cool (enchanted to resist heat 
  and fire, as is the citadel). The only access to the 
  structure is via the chains which are large enough 
  to walk along. Crossing a chain without falling off 
  requires a Dex check at advantage, or is 
  automatic if a PC slowly slides their way across on 
  their belly. A character that falls into the magma 
  pool dies instantly.  
   
  Area 12 – Chained Citadel (Lower Level) 
  This 120 ft diameter chamber is dotted with 
  winding pillars and massive exterior entry holes 
  alongside gigantic chains. The interior is 
  illuminated by the reflected glow of the magma 
  pool, casting a red hue over everything. In the 
  northwest corner, a set of hand carved steps 
  spirals upwards (to Area 13).  
   
  4d4 Magma Zombies protect the lower level. 
  Anyone who isn’t a member of the Cromaga tribe 
  is attacked. The zombies will attempt to push 
  opponents into the magma pool if possible. 
   
  Magma Zombie, AC 11, HD 3+1, Fiery Fist 
  1d10, 19: special, S15 D7 C18 I- P12 W- Ch- L6, 
  Mv 20 ft. The magma zombies look like normal 
  tribesman zombies, but release a glob of magma 
  anytime they hit something or are struck. The 
  magma causes an extra 1d4 damage and requires 
  a Dex check to avoid catching on fire (causing 
  another 1d4 damage each subsequent turn, until 
  the Dex check is successful). On a Nat 19, a 
  magma zombie explodes in a 10 ft radius, causing 
  4d6 damage and knocking targets back 10 ft 
  (Luck (Dex) save for half and to negate the push). 
   
  Area 13 – Chained Citadel (Upper Level) 
  The upper level is similar in size and appearance 
  to the lower level, except the floor is partially 
  tiled, and the centre includes three concentric 
  rings of different coloured rock. The central 
  circle is 25 ft wide and covered in blood stained 
  sand.  
   
   
  Sixteen stone plinths (about 4 ft high) line the 
  outside of the rings. Each plinth has some kind of 
  charred human organ on it (eyes, heart, lungs, 
  etc).  
   
  There is a 50% chance Korgu is here (along with 
  4 cannibal helpers), carrying out some kind of 
  hideous blood sacrifice within the circle. If he is 
  not present, his wife, Tosugi, is performing the 
  ritual in his stead.  
   
  A Fire Demon guards this level at all times, 
  summoned by Korgu/the Heart via dark magic. 
  The demon can move freely within the citadel, 
  and to the length of the giant chains, but no 
  further. It follows the commands of Korgu, 
  Tosugi, or the shaman in Area 9. If all three are 
  slain, the demon becomes uncontrolled and goes 
  on a rampage for 1d4 hours (including setting fire 
  to the jungle), then vanishes. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Fire Demon, AC 16, HD 13, Fiery Blast up to 
  60 ft causing 2d8+2 damage, 19: a circle of flame 
  blasts outward from the demon, causing 2d6 
  damage to all within 15 ft. S19 D12 C16 I7 P13 
  W16 Ch3 L13, Mv 120 ft flying. The fire demon 
  
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  has the usual Demon benefits (LFG p.94), as well 
  as Off Turn Attacks and 60% Magic Resistance.  
   
  Aftermath 
  If the Heart remains with Korgu, he eventually 
  transforms into a ruthless despot, conquering the 
  whole of the Suurat Jungle with the aid of the 
  Heart.  
   
  If the adventurers obtain the Heart, they will 
  need to decide what to do with it. It is immune to 
  natural forces and mortal magic of all kinds. 
  Retaining it for any period will quickly reveal its 
  detrimental influence. If the players refuse to 
  attune to it, the Heart will attempt to direct the 
  PCs to pass it onto a more sympathetic keeper. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (3) DRUMS IN THE JUNGLE 
   
  Rumours & Hooks 
  As the party traverses a difficult stretch of the 
  jungle, the beating of scores of drums can 
  suddenly be heard. The drumming grows louder 
  and is swiftly accompanied by the unmistakable 
  crowing of skorn on the hunt.  
   
   
  An Unfortunate Coincidence 
  As the party is making its way through the jungle 
  for some reason, their scent is stumbled upon by 
  upwind skorn scouts. Unfortunately for the PCs, 
  the entire Skurgg tribe is in the vicinity, at the tail 
  end of a funeral ceremony.  
   
  A feast is customary, and while roast pig and 
  other game are available, Karg Gogrut simply 
  cannot ignore the fortuitous chance for succulent 
  man flesh. 
   
  Within minutes, 5d100 Skorn are crashing 
  through the jungle, hooting and beating their 
  drums, chasing down the party to eat them.  
   
  Assuming the adventurers do not have the 
  resources to defeat such a huge number of foes, 
  this scenario is resolved as a chase (LFG p.83). 
   
  Run! 
  The length of the chase may be randomly 
  determined as usual, or an Int (Wilderness Lore) 
  check allows a PC (or guide) to recall that there is 
  a nearby ravine with a rope bridge. If the party 
  can cross the bridge, they could cut the ropes and 
  ensure their escape from the skorn. If this plan is 
  pursued, the chase automatically ends after 8 legs.  
   
  When the chase begins, the closest 8d6 scouts 
  are 6d10+60 ft away. Improvised terrain hazards 
  and obstructions might include pit traps, tree 
  strung noose traps, poison vines, a sudden 
  downpour, 
  thick 
  scrub, 
  a 
  scorpion 
  nest, 
  carnivorous plants, etc.   
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  Improvised third parties might include: a 
  pouncing sabretooth tiger, rival skorn tribes, thuel 
  scouts, eccentric hermit, stealthy hunters/rangers, 
  etc.  
   
  Skorn, AC 11, HD 2, Club 1d6+1, 19: clubbed 
  in the head, lose next action (Luck (Will) save 
  resists), S15 D10 C13 I7 P12 W8 Ch8 L5, Mv 30 
  ft. Rudimentary dark vision, advantage when 
  detecting danger or scents. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  There is a 50% chance that Karg Gogrut is 
  infected with lycanthropy, in this case a werecat.  
   
  Werecat, AC 14, HD 4, Bit 2d6, 19: a tiger 
  (60%) or sabretooth (40%) comes to the werecat’s 
  aid, S15 D18 C12 I8 P15 W10 Ch8 (Hybrid), 
  L7, Mv 40 ft. The werecat is a lycanthrope with 
  all the usual benefits (LFG p.95). By spending an 
  action, werecats may exert control and issue 
  orders to tigers and sabretooths, which are 
  compelled to obey.  
  Rope Bridge 
  If the party make it to the end of leg 8 and reach 
  the rope bridge, they automatically cross before 
  cutting the ropes and ending the chase. Hundreds 
  of skorn soon gather on the other side of the 
  ravine, beating their drums, crying in rage and 
  shaking their spears at the party.  
   
  (4) A FALLEN STAR 
   
  Rumours & Hooks 
  A wealthy astronomer, Mistress Carrow, is 
  looking to hire some explorers to retrieve a small 
  asteroid that fell in the Suurat Jungle twelve 
  months ago.  
   
   
  Approximately twelve months ago, a celestial 
  body fell in the deepest reaches of the Surrat 
  Jungle. The few astronomers that observed it 
  assumed the object would burn up on descent; a 
  small asteroid or other piece of space debris, but 
  Mistress Carrow believes otherwise.  
   
  A keen student of the ancient Suun prophecies, 
  Carrow suspects the object might be the Uxul, 
  aka the Crucible of Dreams. The astronomer has 
  already sent two search parties to retrieve the 
  device, but both were lost. Most would leave 
  things well enough alone, but Carrow has 
  developed an obsession with the Uxul, and is 
  willing to sacrifice more lives to claim it. 
   
  The Uxul is an alien technology from a distant 
  time and galaxy. Fashioned from a mysterious 
  alloy, the four inch cube is marked with strange 
  hieroglyphs not previously known. The precise 
  purpose of the Uxul is uncertain, but Suun 
  legends consider it the herald of great change, a 
  catalyst from one age to the next.  
   
  By happenstance, Giant Apes were the first to 
  stumble upon the Uxul and claim it. Within 
  months, some of the apes developed the ability to 
  speak, and began fashioning more advanced 
  tools. 
  
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  Six months later, the apes cleared part of their 
  jungle territory and built a small tree village. 
  Numerous troops of Man Eating Monkeys 
  worship the apes like gods, and all humans 
  encountered are slain and devoured (including 
  Carrow’s search parties).  
   
  Crash Site 
  The astronomer provides rough co-ordinates to 
  the crash site location, which is determined by 
  the GM, and may require a number of random 
  encounter checks during the trek to reach it 
  (using the Suurat Jungle table, or adapting other 
  tables from this section).  
   
  The crash site itself is a small 60 ft diameter 
  crater, 5 ft deep and overgrown with fresh brush, 
  vines and infant trees. Tracks of the giant apes 
  are clearly apparent in the vicinity, which can be 
  followed back to their village (Int (Wilderness 
  Lore) check confirms a mix of giant ape and man 
  eating monkey tracks). The apes and their loyal 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  monkey 
  servants 
  visit 
  the 
  site 
  regularly, 
  considering it the sacred “birth place” of the 
  Uxul. 
   
  There are 2d4 Man Eating Monkeys on watch 
  duty at the crater at all times. If they spot the 
  party, all but one attack, hoping to drive the party 
  away. The last monkey heads back to the village 
  to raise the alarm.   
   
  Man Eating Monkeys, AC 13, HD 1d4 hp, Bite 
  1d6, 19: disarmed (Luck (Dex) save resists), S10 
  D17 C10 I4 P13 W8 Ch8 L3, Mv 30 ft inc 
  climbing. Man eating monkeys go into a frenzy 
  when a target becomes staggered; all monkeys 
  within 30 ft attack the wounded target, ignoring 
  other targets and risking free attacks to do so. On 
  a critical hit, a monkey climbs the target’s back 
  and knocks them prone (Str check resists). 
   
  If the monkeys are defeated, the journey to the 
  village is about a day distant.  
   
  
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  TTreetop Village 
  If the sentry monkey made it to the village, the 
  party is intercepted by a giant ape war party of 
  2d6 apes and 5d6 monkeys before they reach the 
  village, which the primates hope to keep secret.  
   
  Giant Ape, AC 13, HD 6+3, 2 Fists 1d6+2 and 
  Bite 2d4, 19: bear hug, S19 D14 C16 I5 P10 
  W15 Ch4 L8, Mv 40 ft inc climbing. May throw 
  small boulders up to 50 ft for 2d6 damage. If an 
  ape hits with both fists, the target is crushed in a 
  bear hug, requiring a roll on the Injuries & 
  Setbacks table (Luck (Con) save resists).  
   
  These apes are much more intelligent than most, 
  but have not yet learnt to talk. They will however 
  act tactically, laying in wait to ambush the party, 
  and throwing boulders from cover before closing 
  for melee. They will flank with their monkey 
  allies. If the sentry monkey was killed, there is no 
  war party.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The village itself consists of wooden lodges, 
  lashed together with tough vines (no doors). The 
  dwellings are clearly newly built, some more 
  ramshackle than others, but a significant feat of 
  construction considering many were built high in 
  the trees.  
   
  1d6+1 sentry monkeys keep watch in the trees, 
  and will alert the residents to any humans they 
  detect. Outsiders setting foot in the secret village 
  is expressly forbidden by the talking apes, and a 
  swift death is generally the best outcome a human 
  can hope for.  
   
  If it comes to battle, there are 4d6 giant apes 
  within, and another 5d6 man eating monkeys. Of 
  the giant apes, only 1d4+2 are talking apes. They 
  speak fluently in a hooting, barking language, and 
  very haltingly in common, which  they learnt 
  from the prior search parties (and some 
  unfortunate barbarians) before eating them. The 
  leader calls himself Oot-Arn, a truly gigantic 10 ft 
  silverback, rippling with muscle (Int 7, may have 
  unlocked one or both Uxul powers at the GM’s 
  discretion; see below). Oot-Arn wears a primitive 
  tunic with rudimentary pockets (holding food and 
  the Uxul) and carries a heavy steel battle axe 
  (taken from a thuel, which he wields in one 
  hand).  
   
  The talking apes are concerned about the pattern 
  of recurring intruders and might speak with the 
  party instead of immediately killing them, if 
  encouraged to do so (particularly if the party 
  offers useful information, or practical skills to 
  learn). Ultimately however, Oot-Arn explains that 
  “In the village, part of village”; the humans may 
  remain as teachers, but can never leave. Any 
  attempt to escape is met with immediate and 
  brutal death as a stark deterrent to others.  
   
  The huts mostly contain bedding and perishable 
  food such as flowers and root vegetables. One 
  also contains some valuables from the prior 
  search parties and random thuels (1 x Carry 
  Loot, Trinkets & Curios, Valuables, LFG p.136, 
  141, 147).  
   
  
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  TThe Uxul 
  The power source of the alien artefact is 
  uncertain, at the GM’s discretion it might be high 
  technology, magic or a mix of the two. Either 
  way, the Crucible of Dreams has the following 
  effects:  
   
  (1)� All creatures within 120 ft gain +2 Int 
  (max 18) after 1d3 months. The bonus 
  fades if they are away from the cube for 
  more than a month.  
   
  (2)� A sentient creature attuned to the orb (or 
  that the orb calibrates itself to, if high 
  technology) gains a further 2 Int (max 
  18).  
   
  (3)� The second attunement or calibration 
  allows the user to cause effects similar to 
  (a) Suggestion, and (b) Telekinesis, once 
  per week. Whether these are magical or 
  high tech effects, a distortion of the Veil 
  is involved and requires a DDM check.  
   
  (4)� Any further attunements or calibrations, 
  and whether the true owners of the cube 
  eventually come looking for it, are left to 
  the GM to determine.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (5) MARK OF THE ANCIENTS 
   
  Rumours & Hooks 
  The serpentmen once ruled the Midlands, 
  enslaving men, herding dwarves and skorn like 
  cattle, and destroying the last of the elves. But 
  when the climate changed, the scaled folk 
  withdrew to humid jungles and other more 
  equatorial climes. Ancient texts suggest at least 
  one serpentfolk pyramid was raised in the Suurat 
  Jungle; a tomb, temple and treasure trove in one.  
   
   
  In the southern reaches of the Suurat Jungle, a 
  small pyramid stands in a rough clearing, 
  towering above nearby trees.  
   
  Serpentmen built the edifice in the First Age to 
  align with certain ancient stars, some of which 
  have vanished over the millennia. In recent years, 
  the cold bloods managed to reclaim the 
  monument, using it as a tomb, ritual temple and 
  library in one.  
   
  1d4+4 Ssurlocs stand watch over the pyramid at 
  any one time, spread about the four faces. 
  Generally they linger under the shade of the 
  trees. Humans approaching the pyramid will be 
  shot at with poison arrows, or intercepted for 
  melee if close enough. 
   
  Ssurloc, AC 16, HD 6+3, Bite 1d6 + Poison or 
  Spear 1d6+3 + Poison or Bow 1d8+1 + Poison, 
  19: tail whip 1d8 and knocked prone, S18 D16 
  C14 I10 P11 W13 Ch10, L8, Mv 40 ft. Ssurloc 
  poison causes 1d6 damage and 1 Dex loss (Luck 
  (Con) save resists). 
   
  In addition to the ssurlocs, 3d4 Winged Snakes 
  have been trained to defend the pyramid from 
  mammals. They swoop in from nearby treetops 
  to snap at any intruders who step foot on the 
  monument.  
   
   
  
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  Winged Snake, AC 14, HD 3, Bite 1d6 + 
  Poison, 19: disarmed, and the snake flies away 
  with the weapon, S12 D17 C10 I3 P13 W9 Ch4, 
  L6, Mv 50 ft. Bite poison causes 1d2 Con loss 
  (Luck (Con) save resists). Once per day, may spit 
  concentrated poison 60 ft at a single target, 
  causing 2d4 damage and 1d2 Con loss (Luck 
  (Dex) save resists). See Bestiary for more details. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – Water Trap 
  Doors to enter this chamber are set into each side 
  of the pyramid face. Fashioned of black stone, 
  they are decorated with ancient serpentmen 
  glyphs, depicting their illustrious conquering of 
  the Argosa territory under the auspices of the 
  Unflinching Mother and the Nest Beyond the 
  Stars. The doors are locked, the keys long lost. 
  Picking the lock requires a Dex (Traps & Locks) 
  check.  
  
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  The 60 ft chamber is tiled in black and white 
  hexagons, the walls decorated with bronze and 
  gold frescos. Serpentfolk, the moon and the stars 
  are the predominant theme, sprinkled with 
  legions of human, skorn and dwarven slaves. The 
  fall of the fey is also depicted with a pile of 
  broken elven skulls, leered over by a colossal 
  dragon. In the centre of the room is a 2 ft 
  stepped hexagonal pit. Set in the floor of the pit is 
  a circular, golden trapdoor. 
   
  Despite the intricate frescos and glyphs, the 
  purpose of this room is to trap tomb robbers. 
  Pulling on the hand ring of the (false) golden 
  trapdoor causes all of the stone doors to slam 
  closed. Rain gathered via drains atop the 
  pyramid, and stored in a roof reservoir, floods 
  into the chamber from slots that open above. The 
  room takes 1d6+5 rounds to fill, at which time 
  characters being to drown (LFG p.159). An hour 
  after the room is filled, drains open in the floor to 
  allow the water to escape. Every so often, 
  serpentmen enter the chamber to remove any 
  dead. 
   
  The trap might be avoided by spotting the 
  concealed slots in the ceiling, or the hidden 
  drains along the edges of the floor tiles (Perc 
  (Detection) check at disadvantage). If the trap is 
  triggered, adventurers nearby an open door might 
  have a chance to leap outside or block the door 
  from closing with a sturdy object (Dex check 
  required). If wedged open, the water escapes 
  outside and does not fill the room (but might 
  draw the attention of other inhabitants of the 
  pyramid). Forcing open a wedged door to allow 
  egress requires two Str checks at disadvantage.   
   
  Area 2 – Entry Halls 
  The outline of this secret door is difficult to spot 
  (Perc (Detection) check with -2 penalty), revealing 
  an arched door. The door is magically sealed 
  (Wizard Lock spell at 8
  th level) or will open if 
  hissed at for a few seconds. Adventurers that 
  surveil the pyramid for a 1d4 hour period might 
  observe serpentfolk opening the doorway in this 
  manner. Alternatively, PCs might extract this 
  secret from a captured serpentman, or a Detect 
  Magic spell and Int (Arcana) check may be used 
  to deduce the solution. 
   
  Inside, the 120 ft by 60 ft entry hall is lit with 
  bronze lanterns and tiled in glossy black volcanic 
  rock. The walls are decorated with swirling, 
  circular patterns and etched in gold. A large iron 
  cage holds 1d3 human and/or skorn captives, 
  emaciated and bloody.  
   
  4d6 Hraarsk servants wander in an out of the hall 
  to tend to the captives, religious rites and other 
  housekeeping duties. Ssurloc sentries also come 
  and go, dragging in prisoners or setting off on 
  hunting expeditions. Arched wooden doors to the 
  left and right of this room lead to sleeping and 
  eating quarters (50% chance of 1d3 Ssurlocs).  
   
  A golden trapdoor (similar to Area 1) is 
  unlocked. If pulled open, the 140 ft chute may be 
  accessed via steps and crisscrossing grooves 
  carved into the steep wall.  About halfway down is 
  a lever that activates the door to Area 6. The last 
  60 ft of chute below Area 6 has no steps, grooves 
  or handholds; the tomb’s lowest levels are not 
  intended to be accessed or disturbed.  
   
  Area 3 – Ritual Chamber 
  Bronze steps with muraled walls descend 40 ft 
  before opening up into this 60 ft ritual chamber. 
  Lining the walls are statues of black volcanic rock, 
  depicting ssurlocs, hraarsk and a single dominant 
  razkarrt. 
   
  In the centre of the room is an altar fashioned of 
  dark green stone (of curious origin, unable to be 
  identified), to which bronze shackles have been 
  attached. Faded blood stains cover the altar and 
  adjacent floor. When the party enter this room 
  there is a 50% chance of a dying, naked thuel 
  (50/50 male/female) shackled to the altar. If the 
  adventurers act quickly, they might be able to 
  save the unfortunate at the GMs discretion. In the 
  absence of a Cure Minor Injury spell or more 
  
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  potent magic, the barbarian is in no state to fight, 
  but can reveal that a razkarrt comes and goes 
  through the golden trapdoor in Area 2.  
   
  Area 4 – Diseased Water Trap 
  The secret door to this trapped 100 ft chamber is 
  easy to spot (advantage on any Perc (Detection) 
  check); thick lines forming a 5 ft rectangle shape. 
  The door is not locked, and can be opened by 
  applying pressure to the door as a whole, which 
  depresses and slides aside behind the pyramid 
  wall.  
   
  The chamber inside is similar in decoration to 
  Area 1, including the false golden door set into 
  the floor.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The trap in this case is the same as that in Area 1, 
  except that the water is laced with monkey blood 
  infected with Sweat Lurcher disease (the rain 
  water has a very slight reddish tinge). Skin contact 
  with the water requires a Luck (Con) save to resist 
  infection. Carriers suffer 1d2 points of attribute 
  loss (Str, Dex or Con; determine randomly) every 
  12 hours. After 24 hours carriers develop a 
  strange lurching walk and sweat profusely. 
  Infected may make a second (and subsequent) 
  Luck save each day. If successful, the disease 
  ends in 1d3 days. If an attribute is reduced to 
  zero, the carrier dies. Infected spread the disease 
  to other mammals by skin contact (Luck (Con) 
  save to resist). An apothecary with the right 
  healing herbs might be able to cure or suspend 
  the disease at the GM’s option. 
   
  Area 5 – Sand Trap 
  The secret door to this trapped chamber is easy 
  to spot (advantage on any Perc (Detection) 
  check); thick lines forming a 4 ft rectangular 
  shape upon the stone stairs. The door is not 
  locked, but requires two small 1 inch studs to be 
  depressed at the same time to open. With an 
  ominous click, the outlined section of the stairs 
  ratchets down with a clanking noise to allow 
  entry.  
   
  The chamber inside is similar in decoration to 
  Area 1, including the false golden door set into 
  the floor, but the ceiling is only 5 ft high. The 
  entire area is covered in a film of fine black silt.  
   
  The trap in this case is the same as that in Area 1, 
  but instead of water, fine black dirt/sand fills the 
  room. If the entry door is wedged open, 
  preventing the steps from rising back into the 
  closed position, the sand rises to about 3½ ft high 
  before spilling out (depending on how big the 
  blockage is). When this trap is set off, a bell is 
  triggered in Area 2, summoning 2d6 Hraarsk to 
  investigate. The Hraarsk bring 3d6 Giant 
  Centipedes with them, which they release into the 
  room if the door is wedged open. With the sand 
  inside, fighting conditions are cramped, imposing 
  disadvantage on attack rolls even with small 
  weapons (very large weapons may not be usable 
  at all, at the GM’s discretion).  
   
  The hraarsk clean out this chamber once the 
  centipedes finish off anyone inside (leaving 
  behind the fine black powder residue).  
   
  Area 6 – Forbidden Library 
  The stone door to this 50 ft long, 60 ft wide 
  chamber is closed but not locked, and opens by 
  
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  pulling a lever located on the western wall of the 
  chute. The stone door opens by lowering down 
  like a drawbridge, and clicks into place against the 
  far wall. Within is a dimly lit library, old wooden 
  bookcases stacked with yellowing tomes, maps 
  and scrolls. The air here is thick with a heady 
  grey smoke, courtesy of Srin’Morec, the razkarrt 
  keeper of the tomb. Srin’Morec is in a drug 
  induced haze, scrutinizing a bizarre treaty on the 
  twelve phasements of the void when the party 
  intrude. His laconic state is obvious and if battle 
  commences, he suffers disadvantage on initiative 
  checks.  
   
  Srin’Morec is conscious of his addled state and 
  will be keen to negotiate a peaceful resolution to 
  the intrusion. Depending on the state of the PCs, 
  he might offer a random magic scroll (LFG 
  p.152) or 1 x valuables (LFG p.147) to persuade 
  the party to leave. His long standing hatred for 
  humans however cannot help but shine through 
  in any conversations, constantly referring to the 
  party as “Tul Raani” (man monkeys), “Mey 
  Rovtah” 
  (stupid 
  warmbloods) 
  and 
  “Bor 
  Krasnovar” (walking pox) 
   
  Srin’Morec, AC 18, HD 9+4, Bite 1d6 + Poison 
  (Luck (Con) save or 1d6 and 1 Str loss), 19: the 
  razkarrt unleashes a potent charm effect, Luck 
  (Will) save or Confusion (as the spell), S12 D19 
  C14 I18 P16 W18 Ch14, L10, Mv 30 ft. 
  Srin’Morec may spend an action to shift between 
  human, noble and hybrid forms. May choose 
  from the following spells five times per combat 
  (9th level): Sleep, Cure Light Wounds, Detect 
  Magic, Hideous Laughter, Magic Missile, Shield, 
  Heat Metal, Detect Thoughts, Phantasmal Force, 
  Invisibility, Fireball, Haste, Monster Summoning 
  I, Suggestion, Charm Monster, Fear, Stoneskin, 
  Wall of Fire, Anti-Life Field, Creeping Doom. 
   
  Area 7 – Nameless Tomb 
  This 60 ft chamber contains an oval bronze 
  coffin, with cosmos and reptile motifs studded in 
  precious stones. An elder tomb from the First 
  Age, the interned noble has been dead so long 
  that even the scaled ones no longer remember his 
  name. As befitting a razkarrt magus, the tomb 
  holds great riches and an enchanted treasure.  
   
  Between the adventurers and the sarcophagus 
  however is a formidable Bronze Golem. Inactive 
  for thousands of years, the forgotten guardian 
  automatically senses living creatures within 60 ft, 
  and will attack any human intruders until they are 
  dead or driven away. 
   
  Ancient Bronze Golem, Boss Monster, AC 
  15, HD 13 (111 hp), 2 Fists 2d10, 19: the bronze 
  golem blasts blinding light into the target’s face 
  (Luck (Perc) save or blind for 2d4 rounds), S21 
  D8 C23 I- P10 W- Ch-, L13, Mv 30 ft. Boss 
  Monster & Golem with the usual benefits (LFG 
  p.95, 111). 70% Magic Resistance, except against 
  the Heat Metal spell which causes 7d8 damage 
  (once only). If both Fist attacks hit, the target is 
  crushed (Luck (Con) save to avoid rolling on the 
  Injuries & Setbacks table). 10 ft reach. When 
  staggered, the golem flashes brilliant light in a 20 
  ft radius blinding  targets for 2d4 rounds (Luck 
  (Perc) save resists). When reduced to zero hp, 
  the golem explodes in a blast of shrapnel, causing 
  6d6 damage in a 20 ft radius (Luck (Dex) save for 
  half). See Bestiary for more details.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the golem is defeated, the coffin contains 
  crumbling bones, 1 x 8 HD Lair Treasure (LFG 
  p.140), 1 x random Potion (LFG p150) and the 
  enchanted great sword Bazrac; a serpentman 
  blade from antiquity (named after a long extinct 
  clan, one random permanent enchantment, LFG 
  p.152). 
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  AArea 8 – Bone Pit 
  This 100 ft chamber is lined with bones 
  (beastmen, 
  human, 
  animal, 
  even 
  a 
  few 
  serpentmen) and is the prison of a Manipede 
  Demon the scaled folk summoned years earlier.  
   
  The manipede is magically bound to Area 8 and 
  cannot reach Area 6 or 7. The demon spends 
  most days eating the remains of sacrificial victims 
  thrown down to it from Area 2, and arranging the 
  bones in different shapes and patterns, or 
  grotesque statues. As an ageless, infernal spirit, 
  the manipede understands its confinement here 
  is transient, and revels in its fleshy manifestation, 
  eager to devour the souls of mortals.  
   
  Manipede Demon, AC 14, HD 9+2, 2d4 
  Paralysing Caress 1d4 + special and Bite 1d8+1, 
  19: a random limb is paralysed for 1d6 months 
  (Luck (Con) save resists), S14 D17 C10 I9 P13 
  W15 Ch6, L10, Mv 30 ft. Manipedes are 
  Demons with the usual benefits (LFG p.94). On 
  a hit, the target must make a Luck (Con) save or 
  be paralysed for 2d6 rounds. 50% Magic 
  resistance. See the Bestiary for more details.  
   
  If the demon is defeated, searching the bones 
  reveals 1 x Carry Loot and 1 x Valuables (LFG 
  p.136, 147). 
   
  (6) KEEPER OF SKULLS 
   
  Rumours & Hooks 
  While trekking through the jungle wilds, the party 
  unexpectedly stumbles across an old hut 
  protected by a wooden palisade. The hut is 
  decaying and weather beaten, but does not 
  appear to be abandoned; a flickering lantern (if 
  night) or movement (if day) can be seen within.  
   
   
  Throughout the jungle wilds, thuel clans and 
  skorn tribes rise and fall, leaving behind razed 
  and abandoned villages. Most of these fall into 
  ruin and are swiftly reclaimed by the jungle, but 
  from time to time, other creatures move in. 
  In this instance, the Black Sun thuels were 
  decimated by disease and fled their home, only to 
  be eradicated by skorn a week later. Most of their 
  abandoned village has fallen into decay, but one 
  domicile was taken over by a creature most 
  strange: a Doppelganger.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The origins of this unnamed monster are a 
  mystery even to itself, but it has managed to 
  persist through the centuries, murdering and 
  impersonating hundreds of human victims. In 
  recent years, it has become enamoured with 
  eating small children and babes, and has taken to 
  impersonating parents to steal away and devour 
  their offspring.  
   
  Most recently, the doppelganger has taken to 
  impersonating a nearby barbarian village’s 
  shaman, luring children into the jungle to be 
  consumed.  
   
  Doppelganger, AC 13, HD 4, 2 Claws 1d6, 19: 
  the doppelganger steals a deep secret from the 
  target, S16 D16 C12 I16 P15 W16 Ch16, L7, Mv 
  30 ft. May spend an action to magically mimic the 
  physical appearance (including clothing and gear) 
  
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  of any person. Immune to Detect Magic, Sleep 
  and charm effects, and has 50% Magic 
  Resistance. Limited mind reading, able to skim 
  surface thoughts of intelligent beings within 60 ft. 
  This allows them to correctly answer questions 
  the asker already knows the answer to, assisting in 
  impersonations.  
   
  The monster’s wooden mask is enchanted, stolen 
  from a victim years earlier. The maker of the 
  mask is uncertain, but its relatively simple design 
  suggests it might be skorn made (which would be 
  extremely unusual, given skorn abhor magicians). 
  An attuned wearer gains +1 AC, and may cause a 
  Fear effect (as the spell) once per week. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The doppelganger’s “standard” form is that of the 
  female shaman who previously dwelt in the hut. 
  In this form, the doppelganger appears as a 
  middle aged female with a wooden face mask, 
  wearing a cowled, sleeveless dress, decorated with 
  feathers and animal trinkets.  
   
  Like the shaman before it, the doppelganger has 
  no spellcasting abilities, but is highly skilled in 
  herbalism and the tending of wounds. Nearby 
  thuel tribes allow the “shaman” to reside in the 
  hut for this reason; “she” is considered a highly 
  eccentric, but occasionally very useful, hermit. 
  Shaman Hut 
  The majority of the village has fallen into 
  disrepair or been harvested by nearby barbarians 
  for firewood. What remains of the chief’s 
  quarters is a massive, two storey thatched hut 
  adjacent to two smaller dwellings.  
   
  The ground level of the 90 ft diameter hut is the 
  doppelganger’s main living space, adorned with 
  animal skins, flaxen mats, a fire pit and so on. On 
  one side is a small bench for preparing meals. 
  The upper level is reached by climbing knotted 
  ropes, leading to partitioned sleeping quarters. 
   
  Both of the smaller 15 ft side hut doors are 
  secured with ropes (easily cut with a sharp blade). 
  Inside the left hut is the stashed loot of prior 
  victims (1 x Valuables, Carry Loot and Trinkets 
  & Curios, LFG p.137, 141, 147). Inside the right 
  hut are a handful of bug ridden sleeping maps, 
  and a wooden trapdoor. Beneath a trapdoor (with 
  a sliding handle) are scores of human and skorn 
  skulls, painstakingly cleaned and painted in ritual 
  patterns of bright yellow, mauve and orange, 
  highlighted in white or black.  
   
  Engaging with the Party 
  The doppelganger’s hut is two days trek to the 
  nearest thuel village, meaning that most travellers 
  have been braving the perils of the jungle for at 
  least two nights, and might find a fortified shelter 
  of some interest.  
   
  The doppelganger for its part is generally 
  welcoming, provided visitors (“Mgeni”) are not 
  obviously hostile. Any questions with respect to 
  how the doppelganger survives here alone are 
  met with curious smiles and an assurance that she 
  is protected by “Kuba uchawi” (great magic). In 
  practice, the monster is generally able to trick or 
  scare 
  away 
  humanoid 
  enemies 
  with 
  its 
  shapeshifting powers, and can scare off more 
  bestial foes with her magic mask.  
   
  The doppelganger is prepared to allow the party 
  to stay with her for a small gift, provided they 
  
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  leave any large, obvious weapons beside the door. 
  The monster is interested to exchange stories of 
  the outside world, and with hundreds of years of 
  experience, is well versed in telling impressive 
  tales consistent with its shaman form; daring 
  battles with sabretooth tigers, escaping from 
  cannibals, fleeing from beastmen hordes, and so 
  on.  
   
  At some point close to dawn, the monster will 
  attempt to quietly isolate, murder and replace 
  one of the PCs. The doppelganger will then tell 
  the other PCs that the shaman left before dawn 
  (searching for flowers that only bloom with dawn 
  light), and is not expected back until the 
  afternoon. When the party depart, the monster 
  will make a judgment call about whether to 
  attempt to kill the rest of them, or to quit while 
  it’s ahead and disappear back to the hut.  
   
   
   
  
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  LAKES & RIVERS 
   
  (1) SILVERFANE COVE 
   
  Rumours & Hooks: 
  Master Elsberry, of the Port Brax Textiles Guild, 
  is offering a generous bounty to dispose of the 
  pirate ship Silverfane and her crew.  
   
  Whilst the party are sailing, exploring the eastern 
  shores of Lake Argos, they come across a hidden 
  pirate cove…  
   
   
  At 220 miles long, 100 miles wide and 1,000 feet 
  deep, Lake Argos is for all practical purposes an 
  inland sea, with a crucial role in regional trade. 
  Port Brax, its westernmost trading settlement, is 
  having trouble with pirates.  
   
  Raiders have long been a problem, striking from 
  the unsettled eastern shores. Protected by difficult 
  reefs and shifting currents, small pirate crews 
  have maintained secret hideouts in the narrow 
  inlets and other challenging waterways for 
  decades. In recent months however, one 
  particular ship has been causing a great deal of 
  damage: the Silverfane. 
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Controlled by the infamous Captain Roebuck, 
  the Silverfane has attacked more than half a 
  dozen trading vessels in the last six months.  
   
  The pompous Master Elsberry (of the Port Brax 
  Textiles Guild) has been targeted twice, and is 
  now offering a substantial bounty of 800 gp to 
  have the Silverfane neutralised.  
   
  If the party meet with Elsberry, they learn he has 
  acquired rough co-ordinates to Roebuck’s 
  hideout on the eastern shore. The adventurers 
  will need to arrange their own ship to the area. 
   
  Assuming the pirate hideout is 220 miles distant 
  on the far eastern shore, and a large vessel travels 
  approximately 40 miles every 8 hours (LFG 
  p.160), it might take about 2 days travel to reach 
  the cove.  
   
  Random Encounters 
  While the party is sailing to the pirate hideout, 
  there is a 30% chance of a random encounter 
  every 8 hours. If an encounter occurs, roll 1d20: 
   
  (1)� Severe Storm: Powerful winds, high 
  waves and lashing rain reduce visibility to 
  1d4 x 100 ft, ship speed is reduced by  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  1d6 x 10%, and there is a 50% chance 
  the ship is wrecked on a reef, island, or is 
  otherwise severely damaged (a group 
  Luck 
  save 
  resists). 
  At 
  the 
  GM’s 
  discretion, cargo might be damaged or 
  crew lost overboard (Luck saves resist). 
   
  (2)� Merchants: Up to 1d4 merchant vessels 
  (cogs, caravels or galleys) travelling 
  together for safety. They carry crew up to 
  20 (cogs), 30 (caravel) or 300 (galley, 
  including 100+ rowers). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (3)� Favourable Winds: the ship sails 2d4 x 
  10% faster for 4d6 hours.  
   
  (4)� A Roc (LFG p.121), or flock of 1d4 
  Wyverns (LFG p.130) is hunting in the 
  skies, and decides to swoop the deck for 
  convenient take away meals. 
   
  (5)� Unfavourable Winds: the ship sails 2d4 x 
  10% slower for 4d6 hours.  
   
  (6)� Marine Life: 2d6 dolphins, lake otters or 
  other harmless marine life take an 
  interest in the ship, and follow along for a 
  time.  
   
  (7)� Becalmed:  the ship covers no ground if 
  its only means of propulsion is wind. A 
  ship with oars travels at approximately 3 
  knots. A group Luck save is made at the 
  end of each day to determine if the winds 
  return. 
   
  (8)� Skirmish: On the horizon, three ships 
  are engaged in a pitched battle. One 
  appears to be a Varnori longship (up to 
  100 crew, inc rowers), the other twin 
  Northgate caravels (northern traders, up 
  to 30 crew each). 
   
  (9)� 5d4 Water Sprites (LFG p.125) take an 
  interest in the adventurers’ vessel, and 
  seek to sabotage it for their own 
  capricious enjoyment (cutting ropes, 
  spoiling rations, eating maps, etc). 
   
  (10)�Hidden Reef: the ship drifts into a little 
  known reef, requiring an Int (Sailing 
  background) check to avoid. If failed, the 
  vessel is shipwrecked until repaired or 
  rescued (there is no significant tidal 
  change on the Great Lake).  
   
  (11)�2d6 Mermaids seek to lure one or more 
  crew into a watery grave (as Harpy LFG 
  p. 113, but swim 120 ft). 
   
  (12)�Rolling Fog: Visibility is reduced to 1d3 x 
  100 ft. 
   
  (13)�1d6 Giant Sea Serpents (LFG p.122 but 
  swim 60 ft) launch themselves on board 
  the ship during some high waves, eager 
  to make a meal of some of the crew.  
   
  (14)�Ordinary Storm: Moderate to heavy rain 
  and high winds reduces visibility by a 
  factor of 10. Ship speed is increased or 
  decreased (50% chance) by 25%. 
   
  (15)�Perfect 
  weather: 
  Favourable 
  winds, 
  currents, clear passage and visibility - the 
  ship’s speed is increased by 100%.  
   
  
  �
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  (16)�Cargo: Splintered pieces of ship hull and 
  some intact cargo crates bob on the 
  horizon. A short detour will net the 
  adventurers 1 x 3 HD Lair treasure (LFG 
  p. 140) worth of jarred spices, silks, iron 
  ore or other valuable trade commodities. 
  There is a 50% chance of a survivor, 
  clinging to a piece of flotsam. 
   
  (17)�Patrol: An enormous Crow’s Keep 
  dromond is patrolling here, on the 
  lookout for pirates, smugglers or other 
  trouble (up to 300 crew, inc rowers). The 
  captain might board the adventurers’ ship 
  looking for contraband. 
   
  (18)�2d6 Argosan Stranglers (see Bestiary) 
  intercept and scale the ship, then try to 
  devour everyone on board. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (19)�Gale Force Winds: Powerful winds 
  increase the ship’s sailing speed by 100%, 
  or break one of the masts, reducing 
  speed by 50% until repaired at port (a 
  Luck save determines which).  
   
  (20)�A colossal Giant Octopus (LFG p.119) 
  or Kronosaurus (LFG p.103, Giant Croc 
  variant) surfaces from the depths, intent 
  on destroying the adventurers’ ship!  
   
  Area 1 -  Entry Cove 
  Approaching the pirate cove in daylight is 
  obvious and automatically spotted by the sentries 
  in Area 2, who alert the remainder of the 
  hideout, and prepare to fire the ballista and 
  onager. At night, the adventurers might be able to 
  infiltrate the base using a small rowboat or 
  similar. At the time the party arrives, the 
  Silverfane is away, moored at an outlaw port for 
  repairs and upgrades.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  AArea 2 - Lookout 
  This ruined Varnori longboat serves as the 
  pirates’ dock and sentry house. 1d4+1 pirates are 
  on watch here at any one time. The dock 
  includes a single ballista (vs humanoids, Luck 
  (Dex) save or be reduced to zero hp) and onager 
  (shoots alchemists fire, target ship must make a 
  group Luck save or catch fire). 
    
  Area 3 – Crew on Duty 
  2d6 crew are on duty in this area, repairing ropes, 
  nets, preparing armaments and sorting booty, etc. 
  If the sentries from Area 2 alert them to 
  intruders, they arm themselves with swords, 
  crossbows and fire pots.  
   
  Pirate, AC 12, HD 1, Cutlass/Rapier 1d8, 19: 
  Disarm, S12 D13 C11 I10 P10 W10 Ch10 L4, 
  Mv 30 ft. Also armed with light crossbows and 
  fire pots (2). 
   
  The houses here obviously started out as 
  shanties, but have been reinforced over the years, 
  and are now permanent structures. They contain 
  sleeping quarters, small pantries and the like, 
  totalling 1 x Carry Loot (LFG p.136). The 
  current booty pile is worth 1 x Valuables (LFG p. 
  147) worth of coins and trinkets.  
   
  Area 4 – Crew Quarters 
  This collection of buildings is the main living 
  area, with 8d6 pirates living here. Most are either 
  eating, sleeping, drinking or cavorting at the 
  Black Barrel, the finest (and only) drinking hole 
  in the place, owned and operated by Mickey 
  Pipeweed, a charismatic young smuggler with a 
  penchant for rich brunettes. He has 4 HD, 
  Backstab, Skirmisher and Finisher abilities like a 
  4
  th level Rogue, and may choose from the 
  following tricks three times per combat: Choking 
  Dust, Hidden Blade, Quick Reflexes. 
   
  Looting this entire area produces 1 x Valuables 
  and Carry Loot (LFG p.136, 147). 
   
   
  Area 5 – Roebuck’s Quarters 
  This house is the most finely decorated of all the 
  pirate dwellings, and is actually quite sturdy, with 
  a locked iron banded door. Captain Roebuck 
  resides here, often with a number of harlots and 
  hangers on. 1d4+2 pirates stand sentry outside his 
  home at all times.  
   
  Roebuck’s chambers are appointed with a 
  number of fine paintings, silver candlesticks, gold 
  snuff boxes, and so on. Gathering all this loot 
  produces 1 x Carry Loot and 1 x Valuables. 
  Hidden in a book with a secret cavity is a map to 
  Roebuck’s real treasure – the details of which are 
  left to the GM to determine.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roebuck, AC 13, HD 6, 2 Cutlass 1d8+2, 19: 
  Disarm, S14 D15 C11 I15 P14 W16 Ch16 L8, 
  Mv 30 ft. He has Backstab, Skirmisher and 
  Finisher abilities like a 6
  th level Rogue, and may 
  choose from the following tricks three times per 
  combat: Choking Dust, Hidden Blade, Quick 
  
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  Reflexes, Smoke Bomb, Rapid Dose, Blind 
  Sense. Roebuck has 4 doses of the extremely rare 
  Suurat Nightbloom poison (applied by injury, 
  Luck (Con) save or suffer 2d4 Str loss, at zero Str 
  the subject dies).  
   
  Roebuck is 6 ft tall, strong and athletic with a 
  commanding speaking voice. He is greedy and 
  unscrupulous, but holds a genuine respect for his 
  crew. If necessary he will seek to bargain for their 
  lives at the cost of his own. He will give no 
  quarter to the party should the situation be 
  reversed. An assault on the pirate camp is 
  extremely serious, and the crew will expect 
  condign punishment. The party will be kept in 
  the brig (see Area 8) until the Silverfane returns, 
  at which point the prisoners will be keel hauled 
  until dead. 
   
  Area 6 – Trapped Passage 
  This entry passage is trapped at the narrowest 
  point by a 15 ft drop pit filled with sharp stakes 
  (causing 4d6 damage, Luck (Dex) save resists). 
  There is a narrow 6 inch lip on the northern side 
  which allows safe passage. A Perc (Detection) 
  check notices the lack of prints across the face of 
  the pit. 
   
  Area 7 – New Recruits 
  2d6 new arrivals and crew wannabes sleep here in 
  bedrolls; they don’t graduate to full crew and 
  proper quarters until officially approved by 
  Roebuck. They are the first to respond to any 
  intruders, hoping to prove their mettle to their 
  fellow ruffians. The new arrivals have advantage 
  on morale checks.  
   
  Area 8 – The Brig 
  The brig is a solid looking dwelling with boarded 
  up windows and 1d4+1 pirates on guard duty at 
  all times, unless they’re drunk (50% chance). 
   
  There is only one prisoner in the brig: Margrite 
  “Iron 
  Marge” 
  Halister, 
  Roebuck’s 
  double 
  crossing bosun. Iron Marge is pleasing to the eye 
  and walks with obvious confidence. 
  She 
  attempted a mutiny against Roebuck a few days 
  earlier, and is awaiting her perfunctory trial 
  before the crew, and inevitable execution. She is 
  currently shackled in one of the rooms. The 
  bosun in fact commands the respect of about half 
  of the pirates, and will gladly help the party to kill 
  Roebuck, and any who side with him, if given a 
  chance. On the other hand, Iron Marge is a 
  double crossing sociopath, and can’t be trusted to 
  keep her word any longer than it suits her. 
   
  Iron Marge, AC 13, HD 5, Cutlass 1d8+1 and 
  Hook 1d4+1, 19: Disarm, S13 D15 C13 I14 P15 
  W17 Ch15 L7, Mv 30 ft. She has Backstab, 
  Skirmisher and Finisher abilities like a 5
  th level 
  Rogue, and may choose from the following tricks 
  three times per combat: Choking Dust, Hidden 
  Blade, Quick Reflexes, Smoke Bomb, Cat’s 
  Grace. Iron Marge goes into a murderous rage 
  when staggered, gaining Off Turn Attacks. She 
  never tests for morale.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  AAftermath 
  If the entire cove is wiped out, the area is likely to 
  fall into ruin. Given time it might become 
  reinhabited by skorn, other pirates or possibly 
  even used as a staging ground for far eastern 
  Shenzu explorers. If Roebuck is killed but Iron 
  Harg lives, he is likely to replace any dead and 
  continue raiding with the Silverfane. If both 
  leaders are dispatched, any remaining crew are 
  likely to disband or kill each other over old slights 
  or whatever baubles remain.  
   
  At the GM’s discretion, as the party departs the 
  cove, the Silverfane (2d10+50 crew) might appear 
  from a nearby inlet and give chase. Unless the 
  adventurers are in a warship of their own, a 
  pitched battle is unlikely to end well.  
   
  If the adventurers are crewing their own ship, the 
  Chase rules (LFG p. 83) might serve to resolve 
  the situation with some modifications:  
   
  (1)� The ships begin 1000 yards apart. The 
  chase ends if the ships become more 
  than 2000 yards apart (escape), zero 
  yards (boarded) or the legs end. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (2)� The two leaders make opposed Int 
  (Sailing 
  background) 
  checks. 
  The 
  winning side opens or closes the gap by 
  3d10 x 10 yards.  
   
  (3)� Assaults with ballistae, onagers and other 
  artillery may be made up to 250 yards. 
  Such a battery requires a Luck save from 
  the target ship’s leader, or the attacker 
  rolls to widen or close the gap. On a 
  terrible failure, the target ship is 
  incapacitated or sunk.  
   
  (4)� Possible hazards might include storm 
  fronts, torn sails, broken ropes, damaged 
  rudder, adventurer overboard, reefs, fog, 
  unfavourable currents or winds, other 
  ships, Argosan Stranglers or even a 
  unique Water Elemental (LFG p.107). 
  The “Large Crowd” result might be 
  substituted with a possible mutiny 
  instead. 
   
  If the ship is mainly crewed and captained by 
  NPCs, a group Luck check might resolve the 
  escape, as normal.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  ((2) THE LAKE BELOW 
   
  Rumours & Hooks  
  Years ago, a church of Argona was erected on 
  some frontier shores of Lake Argos. Unknown 
  forces set upon the building, slaying or stealing 
  away the priestesses within. Abandoned shortly 
  thereafter, some say a great evil lingers over the 
  site.  
    
  High Priestess Ulna is offering a handsome 
  reward to investigate and reclaim an abandoned 
  church on the Lake Argos frontier.   
    
  Some years ago, the faithful of Argona (goddess 
  of hope, health and happiness, female clergy 
  only), erected a frontier church on Lake Argos 
  borderlands.   
    
  Unfortunately for the priestesses, a band of 
  toadmen living in underwater caverns nearby 
  took exception to the intrusion, dragged them 
  and their guards beneath the lake, and ate them.   
    
  Investigators from Crow’s Keep were unable to 
  determine the exact fate of the clergy, and 
  chalked it up to thuels or skorn. When a second 
  set of priestesses and guards also disappeared, 
  the site was declared cursed and abandoned.   
    
    
   
    
    
    
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  The adventurers might discover the ruined 
  church while exploring the Great Lake, or seek it 
  out as agents of High Priestess Ulna (50’s, heavily 
  overweight, raven haired with streaks of grey), 
  who offers 500 gp to unravel the mystery and 
  secure the site.  
    
  Random Encounters  
  Depending 
  on 
  whether 
  the 
  adventurers 
  approach by lake or forest, there is a 25% or 
  40% chance of a random encounter every 8 
  hours. If an encounter occurs, roll 1d6:  
    
  Forest  
    
  1.� 2d4 Giant Spiders (LFG p.125) are 
  hiding in the trees. They drop massive 
  webs (Luck (Dex) save to avoid), before 
  pouncing, hoping to devour or cocoon 
  their victims.  
    
  2.� Poisonous Scrub. The adventurers pass 
  through a patch of poisonous, thorny 
  vines. An Int (Wilderness Lore) check 
  avoids swollen and inflamed cuts 
  (causing 1 Dex loss).   
    
    
    
    
    
    
    
    
    
    
    
    
   
   
   
   
   
   
    
    
    
  
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  3.� 10d6 Skorn (see Bestiary) have made 
  camp nearby; their drums can be heard 
  clearly up to half a mile away. Roaming 
  sentries (2d4) carry primitive horns to 
  summon more of their man eating kin.  
    
  4.� A large pack of 5d4 Wolves (LFG 
  p.129) are prowling here, hungry for a 
  meal. They will surround and target 
  pack mules or horses before targeting 
  humanoids, if possible. They might be 
  placated with party rations.  
    
  5.� A single Giant Scorpion (LFG p.122) 
  has 
  flattened 
  itself 
  beneath 
  the 
  undergrowth, hoping to take its prey by 
  surprise 
  (Dex 
  (Stealth) 
  v 
  Perc 
  (Detection) contest).   
    
  6.� Awful, guttural speech can be heard 
  from two voices beyond the next copse 
  of trees (an Ettin (LFG p.108) talking to 
  itself).  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Lake  
    
  1.� 2d4 six ft Giant Wasps (see Bestiary) 
  buzz down from the sky or nearby 
  shore, hoping to paralyze and carry away 
  a meal.  
   
   
   
   
   
   
   
   
   
   
   
  2.� 2d4 canoes, each carrying 1d4 Thuels 
  (as Berserker LFG p.114) armed with 
  bows and spears, appear from a small 
  island or inlet.   
   
  Map 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  a meal.
  
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  3.� 2d4 Giant Crocodiles (LFG p.103) are 
  lurking in the waters nearby. If the 
  adventurers are using a small boat, they 
  might try to overturn or breach it. If the 
  vessel is large, they trail along for a few 
  hours, hoping for an opportunity.   
   
  4.� A terrible storm and/or thick fog rolls in. 
  There is a 50% chance 2d6 Argosan 
  Stranglers (see Bestiary) sneak on board 
  to feast on the crew.  
    
  5.� Mutiny! If the PCs have chartered a 
  ship, the crew rebels, engulfing the vessel 
  in chaos as the quartermaster attempts to 
  usurp control!  
    
  6.� Something truly colossal rises from the 
  deep, sending gigantic tentacles slithering 
  across the deck. A Luck (Dex) save is 
  required to avoid being dragged into the 
  water (crushed for 3d10 damage each 
  round, drowning rules apply LFG 
  p.159). A Str Contest (vs Str 23) breaks 
  free. 
   
  Area 1 – Entry Path  
  The approach to the church is on a moderate 
  incline, the dirt path turning to stone steps, with a 
  handful of gravestones spread about the area. 
  The building is on a small rise and in poor 
  condition (despite being a relatively new 
  structure); the door is broken, as are the 
  windows and the tower partially collapsed  
  (leaning precariously to one side).   
    
  When the adventurers arrive, there may be one 
  or more toadmen on sentry duty (50% chance at 
  each of Areas 4, 5 and 6), concealed in the trees 
  or lake (the church occasionally attracts 
  humanoids that the toadmen prey upon). If 
  present, they are well hidden, using their 
  chameleonic ability to gain advantage on any 
  Perc (Detection) vs Dex (Stealth) checks. 
  Whether detected or not, at least one sentry 
  makes haste to summon others from their 
  underwater caverns.   
    
   
  Area 2 – Church  
  The church is wooden framed with plaster walls, 
  the 
  entry 
  door 
  and 
  windows 
  broken. 
  Concerningly, the roof and tower are collapsing.  
    
  The interior is in ruins, pews shattered and the 
  altar (which bears Argona’s starmaiden icon; a 
  beautiful woman with a trail of stars in lieu of 
  legs) defaced, smeared with blood and a 
  malodorous, translucent slime.   
    
  Wooden steps lead to the collapsing tower. Any 
  attempt to navigate the upper level requires a 
  Luck (Int) save to avoid inadvertently collapsing 
  the entire roof (causing 6d6 damage to those 
  below, and a Con check to avoid rolling on the 
  Injuries & Setbacks table, LFG p.54).  
    
  Little of value remains in the church, but a 
  thorough search reveals 1 x Trinkets & Curios 
  (LFG p.141). A search also reveals clues to the 
  toadmen menace: slime on the altar, a half eaten 
  female skeleton with a large bite from the ribs 
  (consistent with a giant toad/anuran), and a two ft 
  length of shrivelled flesh (giant toad tongue), 
  stuck beneath a broken pew.  
    
  If sentries have gone to fetch their kin, it takes 
  2d6 minutes for them to form a posse. After this 
  time, 2d6+15 toadmen (from Area 9) assault the 
  church from all directions, hoping the trap the 
  adventurers inside. If more than half are killed, 
  the remainder attempt to flee into the lake.  
    
  Toadmen, AC 13, HD 2+4, Bite 1d8+1, 19: the 
  toad’s tongue snatches the target’s weapon or 
  shield from its grasp, S17 D16 C13 I5 P10 W9 
  Ch6, L5, Mv 30 ft inc up walls, ceilings, etc. See 
  Bestiary for more details.  
   
  Area 3 – Vegetable Garden  
  This fenced off area was once a vegetable garden 
  for the priestesses, now long since overgrown. A 
  small patch of rare wolfsbane is growing here, 
  enough for three doses. A properly brewed 
  wolfsbane mixture (Int (Apothecary) check with 
  proper instructions and 25 gp reagents) splashed 
  on an area or creature will discourage wolves, 
  dogs and lycanthropes (Luck (Will) save or 
  flee/delay for 2d6 rounds).   
  
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  AArea 4 – Lake Shore   
  The lake shore is in this vicinity, dropping away 
  steeply into deep water. Area 7 is about 100 ft to 
  the northeast and 15 ft deep; the curiously 
  luminescent entry tunnel to the toadmen’s 
  underwater caverns. There is a 50% chance of 
  1d2 toadmen sentries in this area, keeping watch 
  on the lake and church. The edge of the shore 
  displays obvious, humanoid sized, webbed tracks 
  leading into the water.  
    
  Area 5 – Northern Trees  
  This large forested area has a 50% chance of 
  concealing 1d2 toadmen sentries. Scouting here 
  reveals strange, webbed tracks leading to the lake 
  (Int (Wilderness Lore) or Perc check).  
    
  Area 6 – Southern Trees   
  This small forested area has a 50% chance of 
  concealing 1d2 toadmen sentries. Scouting here 
  reveals strange, webbed tracks leading to Area 5 
  (Int (Wilderness Lore) or Perc check).  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Beneath the Lake  
  The lake water is murky and freezing cold. 
  Vision is poor, up to about 20 feet at best 
  (reducing the further a swimmer descends).  
    
  Unless the party follow some toadmen to their 
  lair, finding the 10 ft diameter entry tunnel 
  requires searching and a Perc (Detection) check 
  at a depth below 10 ft. Fighting underwater is 
  difficult and risks drowning (LFG p.159).  
    
  Area 7 – Underwater Entrance  
  This 10 ft diameter tunnel is illuminated by 
  faintly glowing lichen (as is all of the complex), 
  cultivated by the toadmen to help guide them 
  through the passages. The effect is eerie but 
  provides 15 ft of cloudy vision (disadvantage on 
  Perc checks). After descending southeast about 
  20 ft, the tunnel opens up into Area 8.  
    
   
   
  Map 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  AArea 8 – Main Cavern  
  This massive underwater cavern is approximately  
  130 ft x 110 ft, with a height of 15 ft. The entire 
  area is completely submerged until a swimmer 
  nears Area 9, when the ceiling rises a few feet, 
  allowing space to regain one’s breath.  
    
  The north eastern tunnel flows deeper under the 
  earth, to a destination of the GM’s choosing. 
  The toadmen tend to use it as a convenient trash 
  chute (when they can be bothered with such 
  things). Unless the party has a way to breathe 
  underwater, any exploration of this tunnel will 
  likely be limited.   
    
  There is a 70% chance of 1d8 Claw Toads 
  residing here (100% if the toadmen have been 
  alerted to the party). The claw toads are allies of 
  the toadmen (well, they try to resist eating them) 
  and attack intruders. Fighting underwater is 
  particularly dangerous and GMs might wish to 
  remind players of the Party Retreat rule (LFG 
  p.45). One large, spotted claw toad is missing 
  part of its tongue (see Area 2).  
    
  Claw Toad, AC 14, HD 4+2, Bite 1d12 and 
  Claw 1d6, 19: special, S19 D12 C17 I3 P10 
  W14 Ch2, L7, Mv 30 ft inc up walls, ceilings, 
  etc. Tongue attack up to 15 ft, drag target into 
  melee range, and cannot move away without 
  winning a Str contest. On a 19+ attack roll, 
  swallows target. A swallowed target may attack 
  the monster’s guts with a small weapon such as a 
  dagger, suffering 3d6 crushing and acidic damage 
  on the monster’s turn. Claw toads may spend 
  their move action to jump up to 30 ft. See 
  Bestiary for more details.  
   
  Area 9 – Dry Land  
  This 90 ft x 70 ft area rises out of the water with 
  an average 10 ft ceiling. The ground is gritty and 
  irregular, with patches of slick lichen and moss, 
  making for slippery footing.   
    
  2d6+20 toadmen live here, mostly eating, 
  sleeping and fighting. Carcasses and bones are 
  spread about, including recent meals of lost 
  barbarians and drowned beastmen. They attack 
  any intruders with savage ferocity. The toadmen 
  know what fire is, and are highly fearful of it, 
  which the party might exploit to their advantage. 
  A thorough search locates the discarded remains 
  of past victims (1 x Carry Loot, LFG p.136).  
    
  Area 10 –  Left Overs  
  This isolated corner is where the claw toads 
  “bury” the indigestible remains of their meals; 
  metals, gemstones, particularly hardy bones, etc. 
  The giant toads are not dissimilar to cats, 
  scratching the lake floor over any remains in a 
  half hearted attempt to bury them before 
  departing. Large numbers of sizable bones, 
  weapons and other metallic objects protrude 
  from the silty floor. 2d4 random weapons and 
  armour (50% chance rusted through), and 1 x 
  Carry Loot, may be scavenged with sufficient 
  time.   
    
  Area 11 –  Spawning Pool  
  A “door” of woven kelp and bark blocks the 
  entry to this chamber (wedged in place, 
  automatically moved by someone with Str 14+, 
  or else a Str check at advantage).   
    
  This 30 ft x 20 ft cavern is the toadmen’s 
  spawning pool. It has a 12 ft ceiling and is filled 
  with 6 ft of lake water that is thick with white egg 
  foam. There is a 75% chance Vt’Sut, Boss of 
  Brt’Mok (toadmen), is here cavorting with 1d6 
  female toad(wo)men. None dare disturb Vt’Sut 
  when he is in the spawning pool, and the 
  croaking 
  festivities 
  within 
  are 
  loud; 
  the 
  adventurers might take him by surprise.   
    
  Either way, Vt’Sut is highly intelligent for his 
  species, and speaks broken common (learnt 
  from the prisoners in Area 14). His preference is 
  to kill and eat the party, but he might attempt 
  parley first; he did not become Boss of Brt’Mok 
  by charging into every fight, especially when 
  faced with obviously capable warriors.   
    
  If questioned about the missing priestesses, 
  Vt’Sut admits they ate them (“Vt’Sut eat loghairs, 
  juicine, yerp” ) because they invaded their lands 
  (“Vaders Vt’Sut placen, so Brt’Mok eat, yerp”). 
  Vt’Sut cares nought for any toadmen slain by the 
  party, but is protective of his harem and himself. 
  If on the losing end of combat, he will attempt to 
  bargain 
  for 
  merciful 
  exile, 
  offering 
  his 
  “beautimus” knife, and promising to move the 
  
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  toadmen to a rugged and remote section of the 
  lake. Whether he keeps such a promise is up to 
  the GM.  
    
  Vt’Sut is a 6 ft toadman Boss Monster with all 
  the usual benefits (LFG p.95), Int 5 and 4 HD 
  (45 hp). He wears a girdle with a glass bladed 
  knife, stolen from Tulrok in Area 14 (permanent 
  magical object: LFG p.152)  
    
  Area 12 – Main Junction  
  This oddly shaped intersection is about 40 ft x 
  40 ft at its widest points. There is a 50% chance 
  of 2d4 toadmen moving through here at any one 
  time. The northern nook includes a raised 
  section with a crude bed of bones covered with 
  luminescent moss (Vt’Sut’s bed). A search of the 
  bedding reveals 1 x Valuables (LFG p.147) 
  entangled within it.   
    
  Area 13 –  Croc Nest  
  This 30 ft x 20 ft chamber is home to an elderly 
  18 ft Giant Crocodile, the original inhabitant of 
  the complex. When the toadmen arrived, they 
  sought to oust her, but she killed so many of 
  them they stopped trying. These days she mostly 
  hibernates, occasionally venturing out into the 
  lake when the toadmen forget to feed her. Vt’Sut 
  has a spiteful respect for the giant reptile, and 
  she appreciates his food offerings (including 
  recalcitrant toadmen), so they tolerate one 
  another. There is a 50% chance she is 
  hibernating when the party arrives. Unless they 
  disturb her, she will not bother them.   
    
  Giant Crocodile, AC 14, HD 6, Bite 2d6+2, 
  19: the target loses a limb (Luck (Dex) save 
  resists), S20 D10 C19 I3  P10 W12 Ch5, L8, Mv 
  30 or swim 50 ft. On a 19+, the target is caught in 
  the croc’s jaws and rolled/drowned if water 
  present (lose action each turn until successful 
  Luck (Dex) save). The veteran reptile has Off 
  Turn Attacks.  
    
  Area 14 – Prison  
  This 70 ft x 40 ft chamber has a heavy stone 
  “door” that plugs the entry. A Str check at 
  disadvantage is required to shift it enough to 
  squeeze through.   
    
  Inside are two starving human prisoners in poor 
  shape; (i) Edori, one of the original priestesses of  
  Argona (40’s, tattered rags, missing one arm,  
  half crazed with despair) and (ii) Tulrok (thuel, 
  diseased bite wounds, thin yet wiry with muscle, 
  and a defiant gaze).   
    
  Edori’s single wish is to be free of this nightmare. 
  If she survives, she can confirm the toadmen 
  attacks on the church, that she taught Vt’Sut to 
  speak, and other harrowing tales.   
    
  Tulrok wants nothing more than a chance for 
  vengeance, and will gladly attack any toadmen he 
  finds (Barbarian 3, hp: 7). Tulrok has been 
  imprisoned for only four weeks, and does not 
  speak common (only a rare tribal dialect). He 
  insists the party keep his knife (see Area 11) out 
  of gratitude for freeing him.  
    
  Aftermath  
  At the GM’s option, there is a 50% chance 3d6 
  toadmen are returning from an unsuccessful 
  hunt just as the adventurers leave the site, 
  requiring one final showdown.  
    
  If the toadmen are not discovered, any further 
  parties sent to the church are eventually eaten, 
  much to the despair of High Priestess Ulna.  
    
  If Vt’Sut and his kin are killed and/or driven off, 
  the church site might develop into a new outpost 
  on the borderlands, with a 10 ft palisade and 
  permanent retinue of holy warriors, held out as a 
  beacon of progress to worshippers back in 
  Crow’s Keep. High Priestess Ulna will be very 
  pleased and consider that she owes the party a 
  favour.  
    
   
   
   
   
   
   
   
   
   
   
  
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  ((3) EVENTIDE ISLE 
   
  Rumours & Hooks  
  For those seeking information about ancient 
  cultures and legends, all agree that none are 
  more learned than the esteemed Master 
  Dravond; the curious recluse of Eventide Isle.  
   
  Master Dravond, the elderly recluse and savant 
  of ancient legends and cultures, has sent a 
  messenger into town. If custom is anything to go 
  by, the envoy is here to extend one of Dravond’s 
  rare invitations to dine with him on Eventide Isle 
  (a great honour). 
   
    
  On a small island, located in one of the larger 
  inlets of Lake Argos, stands Eventide Manor, 
  stronghold and residence of Dravond the sage.  
   
  A longstanding recluse and eccentric, Dravond is 
  nonetheless respected for his rare knowledge in 
  the obscure fields of astronomy, dead languages, 
  ancient cultures and story tale legends. Gaining 
  an audience with the hermit is difficult, but from 
  time to time he will receive visitors with a 
  question worthy of research, or invites those he 
  has heard tale of to dine with him in person to 
  exchange stories. 
   
  Regrettably, not everyone invited to eat with the 
  sage appreciates the menu; Master Dravond is 
  secretly a vampire lord of elder lineage, and 
  occasionally feeds on his guests. Indeed, no-one 
  dwelling on Eventide Isle is alive in the usual 
  sense; not Dravond, not his servant thralls, and 
  certainly not the creatures lurking in the 
  catacombs below.  
   
  The party might become involved in this 
  adventure by (i) seeking an audience to obtain 
  rare information from the sage, (ii) be invited to 
  dine with the sage one evening to exchange tales, 
  or (iii) stumble across the island by chance while 
  exploring the Great Lake’s inlets. 
   
   
  Random Encounters 
  Whatever the reason, travel to the isle is at least a 
  few days sailing (depending on weather), with a 
  20% chance of a random encounter every 8 
  hours. If an encounter occurs, roll 1d8:   
   
  1.� 2d6 Argosan Stranglers (see Bestiary) 
  intercept the ship. They will wait till night 
  fall if possible before boarding and killing 
  everyone on board. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2.� A 
  blustery 
  storm 
  suddenly 
  blows 
  through, shipwrecking the adventurer’s 
  vessel on a shallow reef. A Group Luck 
  save resists.  
   
  3.� 2d4 Giant Wasps (see Bestiary) buzz in 
  from a nearby shoreline, attracted by the 
  swiftly moving ship. They dive bomb the 
  deck hoping to paralyse a meal and fly 
  away with it.  
   
  4.� The shattered debris of a canoe floats 
  past, a thuel corpse somehow entangled 
  in the flotsam. If the body is fished out, 1 
  x Trinkets & Curios (LFG p.141) is 
  
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  found. There is a 50% chance the body 
  carries some manner of infectious 
  disease.  
   
  5.� A colossal 20 ft Giant Serpent (LFG 
  p.122, 12 HD, Luck 12, Off Turn 
  Attacks) attempts to snatch someone off 
  the deck and drown/eat them. 
   
  6.� A cloudy mist rolls in, obscuring sight 
  beyond 50 ft. In the distance comes the 
  sound of almighty thrashing in the water, 
  followed by a deafening dolphin like 
  staccato. After a few moments a bestial 
  death moan is heard. Then nothing but 
  the ripples of large waves. 
   
  7.� 2d4 Will o’ Wisps (LFG p.124) float into 
  view, hovering around the ship in a 
  menacing manner. After some hours, 
  they select a single sailor and converge, 
  attempting to zap him/her to death. If 
  they succeed, a baby wisp rises from the 
  corpse, then the entire group flees.  
   
  8.� A Dire Bat (LFG p.100, actually 
  Dravond in bat form) flies overhead (out 
  of bow range), silently observing the ship 
  for a time before emitting a loud screech 
  and flapping away. 
   
  Eventide Manor 
  The manor is fashioned of white stone, with a 
  dark tiled roof, set upon a tiny rock island that 
  barely holds it. A handful of bushes and greenery 
  have somehow found purchase on the otherwise 
  barren isle. It is dusk when the party arrive, a 
  warning 
  lantern 
  burning 
  on 
  the 
  western 
  outcropping.  The short wharf is vacant.  
   
  Area 1 – Entry Hall 
  Double doors lead to a richly appointed hall that 
  winds around in a “u” shape, 100 ft long from 
  east to west. Paintings of distant lands and times
   
    
  Map 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 1
  
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  decorate the walls, many old and faded, 
  seemingly of such fragility that just touching them 
  might mar them. Comfortable couches are 
  spread about. A single statue bust stands on a 
  plinth, depicting a stern male with a neatly 
  trimmed beard.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When the party approaches the entrance, the 
  doors are opened wide by the beautiful Anora, a 
  dark haired Midlander female in fine dress. 
  Anora smiles warmly and welcomes the new  
  visitors. She explains that the sage is expecting 
  them, and invites the adventurers to follow her. If 
  questioned as to her role, Anora says that she is 
  the sage’s handmaiden, one of two resident 
  servants, the other being the fisherman Norris. If 
  queried about the sage, Anora says only that the 
  sage is well and looking forward to meeting them.  
   
  In fact, Anora is a Thrall, a half vampire servant 
  of Dravond, himself a vampire lord many 
  centuries old. Anora is utterly subservient to her 
  master and cannot directly act against him. She 
  has been his slave for just over seven years, and is 
  resigned to her current role, but secretly hopes to 
  be freed by Dravond or by the fortitude of a great 
  champion. She is under no illusions however as 
  to her master’s strength, and will not raise such a 
  dangerous 
  plan 
  except 
  under 
  the 
  most 
  exceptional circumstances.  
  Thrall, AC 13, HD 3, Bite 1d8 + level drain, 19: 
  special, S17 D15 C14 I12 P13 W14 Ch14, L6, 
  Mv 30 ft. A thrall is only half living, mid 
  transition to becoming a true vampire, utterly 
  subservient to the one that turned them. They eat 
  and sleep like humans but do not breathe (but 
  may feign breathing), and primarily exist as food 
  or day walkers for their master. A bite drains 1 
  level until the end of the adventure (Luck (Will) 
  save resists). On a 19+ attack roll, the thrall emits 
  a supernatural hiss cowing their foe (target loses 
  next action, no save). Thralls are immune to non-
  magical weapons, except those of cold iron, 
  which affect them normally. Thralls see as well in 
  darkness as in light.  
   
  Unless Anora is waylaid, she opens the door to 
  Area 4 and guides the party inside. She politely 
  requests that any obvious weapons are stored in a 
  large cupboard (unlocked) in the entry hall. 
   
  Area 2 – Guest Quarters 
  This 25 ft by 30 ft luxurious guest bedroom 
  contains two large double beds with feathery 
  downs, quality cotton and silk sheets. If more 
  than four adventurers stay overnight, Anora 
  produces further mattresses to lay on the floor, 
  apologising that they don’t usually have this many 
  guests at once. The door (which can be locked 
  from either side) to the east leads to a shared 
  bathroom. Pictures of Dravond’s apparent 
  ancestors hang on the walls, giving the place a 
  feeling of being watched. Several valuable 
  ornaments stand on narrow side tables (1d4 x 50 
  gp). 
   
   
   
   
   
   
   
   
   
   
   
  
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  AArea 3 – Bathroom 
  This 20 ft by 25 ft chamber has lockable doors to 
  the east and west and serves as a shared 
  bathroom. Marble and intricate mahogany 
  abound. The towels and linen are spotless white.  
   
  Area 4 – Dining Room 
  This 40 ft by 30 ft room contains an intricate 
  wooden dining table and chairs, set with fine 
  ceramic and gold candlesticks. A delicious 
  smelling meal of roast venison, carrot and potato 
  awaits, along with flagons of delightful wine and 
  biting ale.  
   
  Anora invites the party to make themselves at 
  home, and indicates the sage will join them 
  presently. The food and drink is perfectly 
  agreeable and not poisoned or otherwise. The 
  wine and ale are quite potent, an Int (General 
  Lore) check recognises expensive Highseed Red 
  and polarising Skornback Dark Ale (on account 
  of its “secret ingredient”, rumoured to be skorn 
  blood). 
   
  After a few minutes Dravond joins the party. He 
  appears as an elderly, 5½ ft broad shouldered 
  Midlander with a bulbous nose. Despite his 
  glasses, he still squints to see, and as he enters the 
  room, is half reading a scroll as Anora guides him 
  by the elbow to his chair.  
   
  Dravond feigns distraction for a moment before 
  greeting the party, inviting them to eat if they 
  haven’t already, and begins eating himself. He is 
  keen to hear tales from them, and in turn will 
  spin stories about famous battles and betrayals of 
  the last few centuries. As the stories unfold, it is 
  clear the sage is (perhaps oddly) emotional about 
  some of them (the ones in which he had a part, 
  generations ago). Those who carefully study the 
  sage might notice that he seems to take little 
  enjoyment in his meal, or perhaps more 
  accurately, he appears to be feigning enjoyment 
  (Perc (Insight) vs Int (Deception) contest). 
   
   
  During dinner, Dravond decides which of the 
  party will be his next victim. Once everyone is 
  finished, Anora re-enters the room to clear the 
  table, and the sage apologises that he needs more 
  time to research the question the adventurers 
  have for him, and/or that he has one more very 
  special tale for the party. He insists that they 
  accept his hospitality and stay as their guests 
  overnight. He assures them he will have their 
  answer in the morning. Anora will show them to 
  their rooms in Area 2.  
   
  If the party decline to stay the night, at the GM’s 
  discretion, Dravond might accelerate his plan and 
  pounce on the party as they leave, or wait until 
  they are on the lake before attempting to snatch 
  his target in Dire Bat form. Optionally, Norris 
  might have sabotaged the adventurer’s ship while 
  they were at dinner, making it more difficult for 
  them to leave before morning (see p.10). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  During the course of the evening, Dravond 
  instructs his thralls what to do should he be 
  bested by the party, prepares the poison for the 
  confrontation the next morning, and gathers his 
  strength (possibly summoning a flock of bats, if 
  he thinks he might need them). The lull might be 
  used by the PCs to secretly explore the 
  manor/isle, and/or question Anora (or possibly 
  Norris).  
   
  Area 4a – Kitchen and Secret Door 
  This 10 ft by 15 ft room is a large kitchen/pantry 
  stocked with foodstuffs and meats. It also hides a 
  secret door on the northern wall. The door may 
  be opened by pulling on a tin of spices at the 
  front of one shelf. A panel slides away to reveal a 
  similar size room beyond, empty but for a sound 
  proofed, iron banded trapdoor set into the floor.  
   
  The trapdoor is locked (Dravond and the thralls 
  carry keys), but may be picked with a Dex (Traps 
  & Locks) check, or broken apart with sufficient 
  time and the right tools (obviously making much 
  noise). Below is a pitch black, winding stone 
  staircase that leads to Area 9.  
   
  Area 5 – Anora’s Chamber 
  This 25 ft chamber is Anora’s bedroom, and is 
  richly appointed like the others, with a double 
  bed, wardrobe and dressing table. Curiously there 
  are no sentimental pictures, heirlooms or other 
  knick knacks. A shattered hand mirror lies in the 
  bottom drawer of the dressing table. If thoroughly 
  searched, a secret compartment beneath the 
  wardrobe contains a heavy crossbow, 8 bolts, trip 
  wires and a child’s doll. The doll is slightly singed 
  and carefully wrapped in a blue blanket. It 
  belonged to Anora’s dead son, and is her prized 
  possession.  
   
  Area 6 – Stair Landing 
  This landing has a large western facing window 
  overlooking the lake. The heavy wooden door to 
  Area 7 is locked (Dravond and the thralls carry 
  keys). A Dex (Traps & Locks) check at a -2 
  penalty opens the door.  
  Area 7 – Study 
  This 55 ft by 30 ft chamber is a large study, lined 
  with bookcases and a beautifully crafted desk of 
  aging oak, inlaid with gold. Various reading notes 
  and side tables are spread about the room, as are 
  plush reading chairs.  
   
  Dravond meets the party here in the morning if 
  they have not already departed. He invites them 
  to sit and rings a small bell, summoning Anora 
  with a tray of decanters (juices, tea, spirits, water, 
  bitter coffee). For himself, the sage downs an 
  “invigorating blend” (something akin to a short 
  black). All of the drinks are poisoned, but do not 
  activate until the imbiber’s adrenaline is raised.  
   
  Dravond continues the charade for several 
  minutes, regaling the party with the answer to 
  their question, or an awful tale of torture from his 
  real past. He walks as he speaks, relishing the 
  anticipation as he hobbles between the chairs. 
  Eventually he settles behind his intended victim 
  … and sinks his fangs into their neck! At this time, 
  Anora is outside the door and locks it.  
   
  Dravond, Vampire Lord, Boss Monster, AC 
  15, HD 9 (102 hp), Bite 1d12 + level drain, 19: 
  the bite is especially potent, draining 2 levels 
  instead of 1, S20 D19 C17 I16 P18 W17 Ch16, 
  L10, Mv 30 ft or 60 ft in gaseous form. 
  Supernatural gaze attack up to 10 ft as Charm 
  Person, 30% recharge at the start of the vampire’s 
  turn.  
   
  Dravond is a Boss Monster with all the usual 
  benefits (LFG p.95). He is immune to non-
  magical weapons, except those of cold iron, 
  which affect him normally. He regenerates 1d12 
  damage at the start of his turn. Fire or acid 
  suspends this regeneration for 1d6 rounds. If 
  reduced to zero hit points, Dravond turns to mist 
  and flees to Area 14, where he slowly regenerates 
  over 1d4 hours. The only way to permanently 
  slay him is to drive a wooden stake through his 
  corpse’s heart.  
   
  
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  Dravond may spend an action to summon a flock 
  of bats, a swarm of rats or transform into Dire 
  Bat form. His bite drains one level from the 
  victim (a Luck (Will) save resists) until the end of 
  the adventure. A creature reduced to zero levels 
  by a vampire’s bite rises as a thrall. Dravond finds 
  the smell of garlic repugnant and does not cast 
  reflections in mirrors (there are no mirrors in the 
  manor, excepting the one in Anora’s dresser). If 
  the holy symbol of a good deity is forcefully 
  presented to him, Dravond must make a Luck 
  save or recoil for 2d6 rounds. As a vampire lord, 
  Dravond finds direct sunlight painful, but can 
  endure it for up to 1d4 hours before 
  disintegrating.  
   
  If the vampire is defeated, Anora is compelled to 
  delay the party as they make their way through 
  the manor (for example by locking doors, taking 
  pot shots with her heavy crossbow, setting traps, 
  and rendezvousing with Norris in the catacombs),  
  Map 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  which might give Dravond time to regenerate. A 
  trapdoor in the ceiling pulls down mechanical 
  stairs to Area 8. Looting the study produces 1 x 
  Carry Loot, 1 x Valuables, 3 x Trinkets & Curios 
  and 2 x random Scrolls (LFG p.136, 141, 147, 
  152). The rare book collection is worth 2d4 x 
  500 gp to the right buyer. 
   
  Area 8 – Tower and Battlements 
  Access to the 20 ft square tower is via the 
  trapdoor in Area 7. This chamber is Dravond’s 
  apparent bedchamber, though he rarely spends 
  time here. The heavy curtains are drawn and the 
  room dark. In recent years it has become more 
  of a storage area, stacked with less valuable 
  tomes, strange brick-a-brack and stolen gear (2d4 
  random items from the LFG equipment list). 
  The vampire occasionally brings victims here to 
  feed upon, evidenced by a number of careless 
  blood stains.  
   
  Map
  
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  A single locked and iron banded door leads to an 
  outdoor landing and battlements. A table, chairs 
  and some barrels provide seating, and offer a 
  great view of the lake in all directions.  
   
  If Dravond has need to summon a flock of bats, 
  they descend from the sky here, flying around the 
  keep until someone opens a window or door to 
  allow them in. The small bats are too little to 
  cause any real damage, but impose disadvantage 
  on those flighting in the midst of them (Dravond 
  excepted). The flock will disperse after 30 hit 
  points of notional damage is done to them. They 
  also fear fire, and must make a Luck save (Luck 
  3) to swarm anyone holding an open flame (such 
  as a torch, but not a lantern). 
   
  Area 9 – Stairs to Catacombs 
  These stone cut steps wind down approximately 
  200 ft before emerging into a large, cold cavern. 
  The area is pitch black and adventurers will need 
  their own light source to see. The ceiling here is 
  45 ft high, beyond the range of most torches, and 
  is 20 ft wide at its broadest point.  
   
  The cavern extends about 35 ft east before 
  revealing a manmade corridor to the north, while 
  the main cavern continues to open to the east. A 
  5 ft rise to the south branches off into another 
  natural tunnel. If Anora and Norris have not yet 
  been dealt with, they are waiting here in ambush, 
  and fire their heavy crossbows from the darkness 
  (both thralls see as well in darkness as in light). 
  The thralls continue to harass the party with 
  guerrilla tactics until dealt with. 
   
  Area 10 – False Coffin 
  This 70 ft by 20 ft cavern has a 45 ft ceiling. Two 
  lifelike statues stand in the northwest and 
  southwest corners, one depicting Wodon, two 
  headed god of justice, the other Soliri, the World 
  Tree (but badly defaced and broken). Five 
  shallow alcoves to the north and south hold 
  raised iron braziers and sweet smelling incense 
  holders, unlit for decades.  
   
  Stairs carved into the stone lead to a raised 
  platform on the eastern side. An ornate 
  hardwood coffin (decorated with studded gems 
  worth 1d4 x 200 gp) is flanked by two 10 ft yellow 
  curtains. The entire area is overlooked by an 8 ft 
  idol to Baal, god of death (in this instance 
  depicted as a rising murder of crows).  
   
   
   
   
   
   
   
   
  The coffin is trapped and opening it drops an 
  iron chain net from above. The net covers the 
  entire raised dais, causes 4d6 damage, and 
  imposes disadvantage on attacks while entangled. 
  The chain net is extremely heavy and requires a 
  Str check at disadvantage to wriggle free. The net 
  falls with an almighty clang, drawing the attention 
  of the ghouls in Area 11 and/or any thralls.  
   
  Inside the coffin is a half decayed corpse (of 
  similar proportions to Dravond, but the face is 
  too decayed to compare) resting on grave dirt, 
  with a golden dagger on its chest. Valuable 
  baubles are also scattered about (1 x Valuables, 
  LFG p.147). 
   
  Area 11 – Ghoul Den  
  This 20 ft cavern is scattered with flecks of bone 
  and sinew. 2d4 Ghouls lurk here, sustained on 
  the drained corpses that Norris delivers to them.  
   
  Depending on how loud the party has been, the 
  ghouls may seek to ambush them. A decaying 
  yellow curtain hangs across the southern wall, 
  behind which are piles of human bones, matted 
  flesh mats of small children, and a freshly splayed 
  corpse arranged in hideous sacrifice to dark 
  powers. The abject horror of it all imposes a 
  minor madness on living observers (Willpower 
  check resists). A search of the area turns up 1 x 
  Carry Loot (LFG p.136).  
  to Baal, god of death (in this in
  ted as a rising murder of crows). 
  coffin is trapped and opening it dro
  chain net from above. The net cove
  
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  Ghoul, AC 13, HD 3, Claw 1d6+1 and Bite 1d4, 
  19: the target is subject to the equivalent of a Slow 
  spell for 1d6 rounds (Luck (Con) save resists), 
  S16 D13 C12 I10 P13 W14 Ch8, L6, Mv 40 ft. 
  Ghouls are Undead with the usual benefits (LFG 
  p.95). A touch paralyses a victim for 1d6 x 10 
  minutes (Luck (Con) save resists).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 12 – Norris’ Bedchamber 
  This 10 ft room is Norris’ bedchamber. A small 
  cot, wardrobe and side table adorn the room. It is 
  bereft of sentimental items. A chest contains a 
  heavy crossbow, case of 14 bolts, a mithril war 
  hammer (of dwarven make) and 1 x Carry Loot 
  (LFG P.136). 
   
  Area 13 – Ladder Room 
  This 10 ft room has iron rungs set into the 
  western wall, which disappear into a narrow 
  manhole that ascends 200 ft to Area 16. Various 
  crates store fishing gear (nets, hooks, ropes, 
  floats), some of which appear to have been 
  untouched for years.  
  Area 14 – True Coffin 
  This 30 ft by 15 ft room has iron doors which are 
  expertly locked (Dex (Traps & Locks) at -2 
  penalty to open). Inside are two very old but 
  otherwise nondescript wooden coffins, lying long 
  ways across the room, head to head.  
   
  The left coffin contains what must have once 
  been a plush interior long since decayed. An 
  incredibly fragile skeleton rests inside, so brittle 
  as to turn to powder if touched. An intricate 
  golden circlet with a star motif adorns the skull 
  (1,000 gp).  
   
  The right coffin contains dirt from Dravond’s 
  original burial site, and if he has been defeated in 
  combat, his body will be regenerating here (if he 
  has had time to regenerate completely, Dravond 
  intercepts the party earlier, or perhaps flees to a 
  distant cave in Dire Bat form, at the GM’s 
  discretion). A stake plunged into the regenerating 
  corpse 
  destroys 
  Dravond 
  utterly, 
  instantly 
  transforming him to dust. The dust is worth 1d4 x 
  500 gp to the right collector. There is no other 
  treasure in this chamber.  
   
  Area 15 – Ancestor Tomb 
  The iron banded doors to this 10 ft by 20 ft 
  chamber are locked (Dex (Traps & Locks) opens 
  them). The tomb within has a 30 ft cathedral like 
  ceiling, elaborate flagstones and gold gilded walls. 
  The skeletal ancestors of the Romells (the 
  original owners of Eventide Manor) are sealed in 
  three grey stone sarcophagi.  
   
  A number of valuable antiques stand on bronze 
  pedestals about the room (urns, intricate 
  ceramics, etc worth 3d4 x 100 gp). If the 
  sarcophagi are broken into, a portion of the 
  Romell family fortune is located inside (9 HD 
  Lair Treasure, LFG p.140). The treasure in the 
  middle sarcophagi is trapped via a weighted 
  panel, which activates if the valuables are 
  removed, triggering a 15 ft diameter barrage of 
  bolts from the ceiling (4d6 damage and roll on 
  the Injuries & Setbacks table; a Luck (Dex) save 
  A
  12
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  halves the damage and negates the injury). 
  Adventurers that study the panel or ceiling might 
  spot the trap before it triggers (Perc (Detection) 
  test at disadvantage if studying the distant ceiling, 
  or normal vs the panel). 
   
  Area 16 – Secret Entrance 
  The oversized warning lantern that sits on this 
  plinth of rock conceals a secret door (if searched, 
  a Perc (Detection) check finds the hidden latch). 
  If flipped back on its hinges, a small manhole is 
  revealed. Iron rung holds disappear down into 
  the 
  darkness. 
  The 
  claustrophobic 
  tunnel 
  descends 200 ft before emerging into Area 13. 
  Norris often uses this secret entrance to access 
  the catacombs.  
   
  Norris the Fisherman 
  Norris is a 6 ft, white haired Karok albino, turned 
  more than 20 years earlier and fiercely loyal to 
  his master. He is convinced that Dravond is on 
  the cusp of setting him free, and will do 
  everything in his power to make that happen. 
  Norris is often patrolling the waters around the 
  isle on a small cog, steering away potential 
  interlopers or scouting for potential meals for his 
  master. He maintains an arrangement with a local 
  thuel tribe to keep the area clear of most 
  intruders. When the party arrive at the isle, 
  Norris is out fishing. Depending on his master’s 
  wishes, he might sabotage the party’s vessel while 
  they are at dinner (jamming the rudder, requiring 
  the boat to be drydocked to fix, a difficult and 
  time consuming task) to delay their departure 
  until morning.  
   
  Aftermath 
  If the vampire lord and his thralls are slain, the 
  isle likely lays abandoned for a time, before being 
  taken over by the local river clan. The party 
  themselves might even care to take possession, 
  continuing the arrangement with the thuels to 
  keep the area mostly clear of intruders (or make 
  other security arrangements).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If Dravond is ousted as a vampire and flees the 
  isle, he takes up living in isolated caves and 
  burrows, before heading back to his original 
  tomb to procure a new coffin and grave dirt. 
  Whether he resurfaces for revenge is a matter for 
  the GM. If Dravond is slain but one or both 
  thralls survive, they are freed of their master and 
  eventually mature into full vampires, relocating to 
  a nearby city to feed. 
   
  (4) HAUNTED MINE 
   
  Rumours & Hooks  
  On the southern cliffs overlooking Lake Argos is 
  an abandoned mine, idle for generations. 
  Recently sailors report seeing lights flickering at 
  night, and the occasional humanoid moving 
  between the outbuildings. 
   
    
  250 ft up the eastern cliffs adjacent to Lake Argos 
  sits an old gold mine, originally a private 
  operation that was abandoned when the veins ran 
  dry. The mine shafts have been idle for decades, 
  but recently a small tribe of Urgot have taken up 
  
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  residence, accounting for the occasional ship 
  sightings of torchlight and skittish humanoids. 
   
  Urgot, AC 11, HD 1+4, Club/Claw etc 1d6+1, 
  19: the target is cursed and loses 1 point of Luck,  
  S13 D13 C16 I7 P9 W12 Ch6, L5, Mv 30 ft. 
  Moan once/day, all creatures within 20 ft suffer a 
  minor madness (Luck (Will) save resists). 
   
  The tribe’s mutations are obvious and grotesque; 
  half naked bodies with distended arms and 
  fingers ending in talon like nails. The urgot’s 
  mouths are overlarge in caricature like fashion, 
  and they mutter, moan or chitter constantly.  
   
  It is no coincidence that the mutants have made 
  the dangerous journey here from across the 
  mountains. Something dark and spiteful draws 
  their cursed blood like moths to a flame; a 
  thinning of the Veil that somehow eases their 
  existence, bolstering their mood and inciting 
  blasphemous and depraved rituals.  
   
  Out Buildings 
  When the party first becomes involved in this 
  adventure, the urgot have been here for some 
  months, repairing the outbuildings and exploring 
  the mine.  
   
  A sentry is posted to the east and west, on 
  lookout for any intruders. Anyone docking or 
  climbing the cliff face immediately below the 
  mine are automatically spotted, and large rocks 
  dropped upon them (Luck (Dex) save or 2d6 
  damage, plus Dex check or fall). There are 
  enough large rocks to keep this up pretty much 
  indefinitely, making a frontal assault of this kind 
  almost certainly doomed to failure.  
   
  Mooring a vessel further along the coast and 
  walking back towards the mine is much safer, 
  albeit at some risk of random encounters along 
  the way (use one of the tables in the Mountains & 
  Hills section).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the party is spotted by one of the sentries, the 
  urgot lets out a terrible screeching moan, alerting 
  the remainder of the tribe. If the party deals with 
  the sentry quietly, they may be able to take the 
  other residents unaware.  
   
  There are three outbuildings, one double 
  storeyed, constructed of dark grey brick and tile. 
  The main double storey building contains 2d6+6 
  urgot, including the leader Surd’Puz, an Urgozer 
  sorceress. 
   
  Surd’Puz, Urgozer, AC 11, HD 3+3, Dagger 
  1d4+2, 19: Blister Rot infection (Luck (Con) save 
  or lose 1d4 Str overnight, loss persists for 1d2 
  months), S15 D14 C16 I12 P11 W16 Ch8, L7, 
  Mv 30 ft. May choose from the following spells 
  twice per combat: Frighten, Speak with Dead, 
  Levitate, Magic Missile (as 3
  rd level). 
   
  Surd’Puz wears a bronze disc necklace that 
  jangles as she walks, forewarning other tribe 
  members that she is nearby. Most scuttle away to 
  avoid her presence and frequent bouts of sudden 
  anger. The witch carries a long, thin blade that 
  she uses to spitefully prick her kin with, and 
  carries  a pouch of strange ritual components. 
  
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  If Surd’Puz and her kin are defeated, 1 x Carry 
  Loot, Trinkets & Curios and Valuables (LFG 
  p.136, 141, 147) may be found.  
   
  The second and third buildings each contain 
  another 2d6 urgot. The buildings are primarily 
  living and sleeping quarters, with salted and fresh 
  meats hung in the basements. There is a 50% 
  chance of 1d3 barbarian captives awaiting their 
  fate as sacrifices shackled to a structural beam in 
  one of the back rooms. Various items of gear can 
  be also found (2d4 random pieces of common 
  equipment (LFG p.31), plus a suit of armour and 
  a shield.  
   
  The Mines  
  The extent of the mines is subject to GM 
  discretion and there is a 50% chance of a further 
  2d4+1 urgot within, either cleaning up after 
  recent rituals or exploring the tunnels.  
   
  What appears to be buckets of blood have been 
  splashed all over the wooden bridge entrance to 
  the mine, staining it deep red and leaving it sticky 
  and clustered with flies. The mine entrance is 
  dark but lit by sputtering torches.  
   
  Exploring the mines eventually leads to a large 
  natural cavern with several branching mine shafts. 
  Much blood has been spilt here in abhorrent 
  rituals to infernal powers. A character trained in 
  Arcane Lore automatically senses a distortion in 
  the air, and an Int check deduces the Veil here is 
  gossamer thin (perhaps due to a ley line crossing, 
  a celestial conjunction, the many sacrifices made 
  by Surd’Puz, or some other reason).  
   
  A character capable of casting spells or activating 
  a magic item feels an implicit desire to do so in 
  this location, requiring a Will check to resist. If 
  magic is used here, it automatically triggers a 
  Dark & Dangerous Magic effect. In addition, the 
  first character to invoke magic here rolls 1d6:  
   
  1.� 1d3 Lemures (LFG p.105) materialize, 
  oozing through the Veil in slow motion, 
  pouring themselves into existence. The 
  demons remain until killed or banished. 
  They immediately set upon all living 
  creatures, eager to feed upon their 
  delicious souls.  
   
  2.� Wyrd Boon: The character permanently 
  gains 1 point to a random attribute. 
   
  3.� Shennog’s Favour: The character gains a 
  moderate madness (LFG p.91). 
   
  4.� Artifice Infusion: A random piece of gear 
  carried by the adventurers (determine 
  randomly, 
  within 
  30 
  ft) 
  gains 
  a 
  permanent magical ability (LFG p.152). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5.� Blood Taint: The character’s bloodline is 
  cursed, any offspring he/she produces 
  permanent magical ability (LFG p.152).
  5.
  Blood Taint: The character’s bloodline is
  t
  
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  automatically gain an incurable serious 
  madness, and have a 50% chance of a 
  strange mutation. A Cure Malady spell or 
  similar removes the effect.  
   
  6.� Veilwalker: the character may invoke a 
  Dimension Door effect (targeting herself 
  only) once every six months. 
   
  (5) SHIPWRECK 
   
  Rumours & Hooks  
  The Windchaser, a well armed merchant caravel, 
  is ten days overdue at port. Mithri Sirio is keen 
  to know the fate of her cargo and is offering a 
  substantial bounty to find out what happened to 
  the ship, and retrieve her goods as soon as 
  possible.  
   
    
  Mithri Sirio, a middle aged Karok and trader in 
  in wines, ales and other foodstuffs, was expecting 
  a particularly valuable piece of cargo to be 
  delivered to her via Captain Gutha of the 
  Windchaser: a golden idol from the heart of the 
  Suurat Jungle. 
   
  The idol was unearthed by explorers from an 
  underground vault before being attacked by 
  thuels, who killed all but one of them for defiling 
  sacred ground. The last archaeologist fled to a 
  nearby village and booked immediate passage on 
  the Windchaser.  
   
  Unfortunately, the caravel became embroiled in a 
  terrible storm, and was grounded on a shallow 
  reef. Whilst trapped, the ship was attacked by 
  Argosan Stranglers, who ate everyone aboard. 
  The stranglers are still lurking nearby the wreck, 
  expecting other humans to come looking for it, 
  hoping for a second course. 
   
  As might be growing apparent, the idol is cursed, 
  channelling catastrophic bad luck to anyone who 
  comes into contact with it. Even if the party 
  manages to reclaim the idol, they will have to defy 
  fate to make it back alive.  
  Random Encounters  
  Travel distance to the wreck is at the GM’s 
  discretion, or 1d2 days sailing in the alternative. 
  There is a 30% chance of an encounter every 8 
  hours (use the 1d20 encounter table from 
  Silverfane Cove p.243, or similar). 
   
  The Windchaser 
  The wreck of the Windchaser is wedged on a 
  little known coral reef, half submerged, the stern 
  beneath the waves. Curious splotches and lines of 
  discoloured wood can be observed on parts of 
  the raised bow (sticky residue of the strangers 
  when they boarded the ship).  
   
  2d6+1 stranglers are within 250 ft of the wreck, 
  hidden in coral caves, waiting in ambush. They 
  watch until at least some of the party are on 
  board before converging, approaching under 
  cover of the coral (advantage on the Dex (Stealth) 
  vs Perc (Detection) contest for any lookouts). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Argosan Strangler, AC 13, HD 4+1, Bite 2d6, 
  19: special, S19 D13 C14 I4 P10 W9 Ch5, L7, 
  Mv 30 ft or 60 ft swimming. On a natural 19 
  target is strangled, automatic 2d6 damage per 
  round on the monster’s turn (opposed Str check 
  to break free). Once per hour, spend an action to 
  spray sticky acid from tentacles up to 30 ft (single 
  target). A Luck (Dex) save avoids 1d6 damage 
  per round for 1d6 rounds. See Bestiary for more 
  details.  
   
  
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  In this combat, some stranglers will attempt to 
  grab the PCs and drown them in the water (see 
  underwater combat rules LFG.159). The wreck is 
  effectively impaled on the coral and cannot be 
  freed without the aid of another ship and hours 
  of work with the right tools. Exploring the interior 
  reveals a few half eaten crew bodies and mostly 
  soiled trade goods (ruined foodstuffs) but there 
  are some salvageable goods (bolts of cloth, 
  decorative plates and so on worth 1d4 x 300 gp).  
   
  The Idol 
  The idol is a 5 inch, egg shaped, tentacled carving 
  of inconsistent dark blue stone, with images of an 
  octopus like face inscribed in the centre. Strange 
  runes from an another age (or perhaps another 
  planet) are etched upon it.  
   
  The idol’s curse lays dormant until someone 
  moves it, whether by skin contact or otherwise. 
  Anyone within 20 ft that observes the idol being 
  moved suffers its lesser curse for 1d6 days: any 
  time the character rolls a natural 1 on hit or 
  damage rolls, or a natural 20 on Luck or attribute  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  rolls, suffers a catastrophic failure (eg: weapon 
  breaks or hits an ally, climber plummets to their 
  doom, navigator becomes hopelessly lost, etc). 
  Any magic a PC uses automatically generates a 
  Dark & Dangerous Magic effect.  
   
  The last person to move the idol suffers its major 
  curse: the adventurer suffers the minor curse 
  effect on all failed rolls, the chance of random 
  encounters is doubled, and hostile creatures 
  attack the PC in preference to other targets where 
  possible. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  The idol’s curse is not susceptible to Dispel 
  Magic, Cure Malady or similar mortal magic. An 
  Int (Arcane Lore) check by someone who studies 
  the idol deduces the nature of the curse, and 
  understands the only way to be rid of it is for the 
  curse to be transferred to another person (by 
  their moving it). A great success reveals the true 
  secret of the idol: that by making blood sacrifices 
  to an ancient power, the idol grants good luck 
  instead of bad.  
   
  If the idol makes its way back to Mithri Sirio, she 
  is overjoyed and pays the party the agreed fee. 
  Naturally she takes possession, transferring the 
  curse to herself. Sirio is a secret cultist of eldritch 
  forces and understands the true nature of the 
  relic. 
   
  Aftermath  
  If Sirio takes possession of the idol, within two 
  years she has built her business in a mercantile 
  empire, crushing her culinary competitors and 
  amassing a small fortune. Her specialty foods 
  become highly sought after and grace the tables 
  of the most powerful families. What Sirio and 
  her cult make of their new found power is left to 
  the GM to determine.  
   
  (6) BABE ON THE WATER  
   
  Rumours & Hooks  
  The party are peacefully sailing along… when 
  they notice activity around a small barbarian 
  village on the shore up ahead… 
   
    
  This encounter occurs somewhere along the 
  banks of Lake Argos, the Siltwater, the Fennorn 
  River or similar. En route the GM might wish to 
  roll for random encounters, using the Lake Argos 
  or Siltwater encounters table, or tables from this 
  section. 
   
  Whilst sailing down the waterway, the party 
  happens upon a small thuel village. It is clear that 
  the thuels are in the fight of their lives; engaged in 
  a furious melee with a rival tribe.  
   
  The resident tribe, 6d6+10 Stonehawks, are 
  obviously on the losing end and are going down 
  quickly. The 8d6+30 Yellow Sisters, an all female 
  tribe that mates with males before killing and 
  sacrificing them, far outnumber their foes, and it 
  is only a matter of time before the Stonehawks 
  are decimated and the village razed. 
   
  Barbarians, AC 13, HD 1, Spear 1d6+1, Axe 
  1d8+1, Sword 1d8+1 or Long Bow 1d8, 19: as 
  weapon, S12 D10 C13 I10 P10 W12 Ch11, L4, 
  Mv 30 ft. 10% of the Stonehawks are berserkers, 
  and 50% of the Yellow Sisters. Berserkers have 
  S13, +2 bonus to attack, Spear 1d6+2, and never 
  check for morale. 
   
  The leader of the Yellow Sisters is Zulosh One 
  Eye, who is particularly ferocious (S17, Spear 
  1d6+3, HD 6, L8, Off Turn Attacks. May enter a 
  Ferocious Rage like the Barbarian class ability for 
  up to 4 rounds).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  As the PC’s ship approaches, a middle aged  
  woman appears on the wharf, holding a baby out 
  towards the adventurers with a pleading look.  
   
  If the party lands and tries to help one or other of 
  the sides, either will accept their help in the heat 
  of the moment. After the battle, the Stonehawks 
  will be eternally grateful to the party, but the 
  Yellow Sisters will immediately attempt to enslave 
  any males, mate with them, and behead them.  
   
  If the party takes collection of the offered babe, 
  the woman stammers “Gunto, gunto!” (go) before 
  erupting into tears and running back to the battle 
  (grabbing an axe on the way).   
   
  Immediately, a break away party of Yellow Sisters 
  launches canoes from the shoreline, seeking to 
  intercept the adventurers’ ship. This is also the 
  case if the party simply tries to steer on by and 
  avoid the whole mess altogether! (Assuming there 
  is at least one male on board which the tribe 
  sights; if not, the Yellow Sisters ignore them). 
   
  1d4+4 canoes with four sisters in each takes up 
  the pursuit. Resolve this as a chase (LFG p. 83) 
  with the following modifications:  
   
  (1)� The boats begin 500 yards apart. The 
  chase ends if the boats become more 
  than 1000 yards apart (escape), zero 
  yards (boarded) or the legs end. 
   
  (2)� The two leaders make opposed Int 
  (Sailing 
  background) 
  checks. 
  The 
  winning side opens or closes the gap by 
  2d10 x 10 yards.  
  (3)� Assaults with ballistae, onagers and other 
  ship artillery the PCs might have may be 
  made up to 250 yards. Such a battery 
  requires a Luck save from the target 
  ship’s leader, or the attacker rolls to 
  widen or close the gap. On a terrible 
  failure, the target boat is incapacitated or 
  sunk.  
  (4)� Possible hazards might include lost 
  paddles, 
  torn 
  sails, 
  broken 
  ropes, 
  damaged rudder, adventurer overboard, 
  reefs, fog, unfavourable currents or 
  winds, 
  giant 
  crocodiles, 
  Argosan 
  Stranglers (see Bestiary), Varnori raiders  
  or even a rare Water Elemental (LFG 
  p.107). The “Large Crowd” result might 
  be substituted with a possible mutiny (or 
  a canoe abandoning the pursuit) instead. 
   
  If the ship is mainly crewed and captained by 
  NPCs, the GM might prefer a group Luck check 
  to resolve the escape.  
   
   
  �
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Babe 
  If the party escape with the babe (a young male 
  infant), they will have some decisions to make 
  about what to do with him, who should raise him, 
  etc. The little boy has a distinctive birth mark on 
  his left shoulder (comet shape). At the GM’s 
  discretion, he might be a secret tribal prince, a 
  prophesized champion, or perhaps he is the last 
  in a series of unique souls that Nocratha requires 
  for a catastrophic blood rite (see Northgate). 
  Th B b
  
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  ((7) BATTLE FOR RIVERTOP  
   
  Rumours & Hooks  
  The frontier outpost of Rivertop, situated on the 
  cliffs of Lake Argos, has dispatched an urgent 
  messenger to the closest city. Reports suggest 
  Rivertop’s alliance with the Thunder Crow 
  barbarian clan has come to an end, and the 
  outlanders wish to bolster their numbers with 
  mercenaries.  
   
    
  Broken Alliance 
  On a low cliff overlooking Lake Argos, the 
  Midlander outpost of Rivertop has endured for 
  several years, defying the surrounding wilds to 
  carve out an unlikely sanctuary. 
   
  Occupied by frontier rangers, miners and 
  explorers, the settlement previously held to an 
  uneasy truce with the local Thunder Crow thuel 
  tribe in return for quality steel. For almost a 
  decade, the alliance was enough to ward off 
  incursions by beastmen and other predators.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Unfortunately for all concerned however, the 
  truce has come to an end. The daughter of 
  Chieftain Drommoc died of disease two weeks 
  ago, and the superstitious thuels believe the city 
  dwellers somehow brought the sickness upon 
  them. Overwhelmed by despair, Drommoc has 
  withdrawn his people and departed, leaving 
  Rivertop to its fate.  
   
  With the withdrawal of the Thunder Crows, the 
  Mortog skorn tribe has decided the humans of 
  Rivertop are long overdue for eating. Karg Orok, 
  the tribe chief, has recruited the ogre Sorgat One 
  Eye and his kin to assist in their assault. 
   
  The adventurers might become involved in this 
  adventure by (i) being hired as mercenaries to 
  protect the outpost, or (ii) being in the right place 
  at the wrong time, boarding at Rivertop on their 
  way to an another location.   
   
  Skorn, AC 11, HD 2, Club 1d6+1, 19: the target 
  is clubbed in the head, losing its next action 
  (Luck (Will) save resists), S15 D10 C13 I7 P12 
  W8 Ch8, L5, Mv 30 ft. Rudimentary dark vision, 
  advantage when detecting danger or scents. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
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  Karg Orok is an old but hulking halfman with 
  dead eyes and broken teeth. He speaks snippets 
  of common, learnt from past victims (mainly No! 
  and Argona save us!). Orok has been infected 
  with wolf lycanthropy for many years, but has 
  spread the infection to only a handful of his best 
  and most trusted warriors (see Area 3). 
   
  Werewolf, AC 13, HD 6+4, Bite 2d6, 19: a wolf 
  (60%) or dire wolf (40%) comes to the 
  lycanthrope’s aid, S18 D14 C14 I8 P15 W13 
  Ch8, L8, Mv 30 ft. A werewolf is a lycanthrope 
  with all the usual benefits (LFG p.95). By 
  spending an action, werewolves may exert control 
  and issue orders to wolves and dire wolves, which 
  are compelled to obey. Skorn lycanthropy cannot 
  be spread to non-skorn. 
   
  Rivertop 
  Rivertop is an isolated outpost of approximately 
  100 - 200 hunters, trackers, miners and guards 
  (depending on domicile rolls, see later). The 
  settlement consists of a score of wooden 
  buildings, nestled beside the cliffs, with the 
  powerful Greygush river hedging out the 
  wilderness beyond. Two sturdy log bridges to the 
  west are the only means of egress (excepting 
  watercraft). The air here is crisp and cool, and 
  the grounds littered with tall pines. The silver 
  mine supporting the outpost is located beneath 
  Area 8.  
   
  2d10+40 of the population are heavily armed 
  guards, with full chainmail, shields, spears and 
  swords. About half of the guards have access to 
  heavy crossbows. All of the residents have 
  weapons and armour of one kind of another, 
  including hunting bows, axes and knives.  
   
  The outpost is controlled by Antos Kreig, a 6 ft, 
  blonde veteran ranger who leads from the front 
  and has earnt the respect of his men many times 
  over. Kreig is convinced the departure of the 
  barbarian clan means a beastman attack is 
  inevitable, but is waiting to see whether enough 
  mercenaries can be drawn from nearby cities 
  before deciding whether to abandon Rivertop 
  completely. He is extremely angry that the 
  outpost’s merchant investors are unwilling to pay 
  for more guards in a timely fashion, and has 
  taken matters into his own hands, sending 
  messengers 
  to 
  nearby 
  cities 
  to 
  recruit 
  mercenaries. If the PCs come to Rivertop looking 
  for work, he offers them payment in silver 
  nuggets (taken straight from the mine, and out of 
  his investors’ pockets, much to his satisfaction). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Antos Kreig, AC 15 (hardened leathers, 
  shoulder guards), HD 5, Sword 1d8+3 (two 
  hands) or long bow (1d8+2), 19: Kreig slices off a 
  limb (sword) or forces a morale check (bow), S14 
  D15 C13 I13 P13 W13 Ch14, L8, Mv 30 ft. 
  Kreig may choose from the following Rangercraft 
  talents three times per combat: Sharpshooter, 
  Veteran Scout, Nature’s Venom and Cover Fire. 
  He gains advantage on all wilderness related 
  checks.  
  
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  Guards, AC 16 (heavy chain and shield), HD 1, 
  Spear 1d6+2 (two hands), Sword 1d8+1, 
  Longbow 1d8+1, or Heavy Crossbow 2d8+1, 19: 
  as weapon, S13 D10 C11 I10 P12 W10 Ch10, 
  L4, Mv 30 ft. 
   
  Outpost locations 
  Note that Areas 1, 3 and 5 are dealt with under 
  Initial Assault below.  
   
  Area 2 – Barracks 
  This 30 ft by 50 ft building is the outpost’s 
  barracks, with stores of rations, ammunition 
  (bolts, arrows, 2d4 fire pots), weapons (swords, 
  spears, crossbows, bows) and armour (hardened 
  leather, chain, shields). 1d10+20 guards are on 
  site here at any time, at least half of which are on 
  sentry duty in Area 1. The barracks captain is 
  Teren, 20’s, a haughty but competent leader with 
  a habit of tapping his helmet and declaring “up 
  here for thinkin’” (Str 15, Int 9, Will 15). 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 4 - Cliffs 
  The southern cliffs drop hundreds of feet to a 
  narrow plateau that recedes into further cliffs 
  down to Lake Argos far below. Anyone falling or 
  thrown off the edge must make a Luck (Dex) 
  save or plummet to their doom. As a last resort, it 
  might be possible to escape the attack by scaling 
  the cliffs (ideally with climbing gear) and hiding in 
  one or more shallow caves (15% chance of 
  finding a shallow cave each minute of searching, 
  doubling the chance with a successful Int 
  (Wilderness Lore) or Perc (Detection) check.  
   
  Area 6 – Western Domiciles 
  These 20 ft by 15 ft domiciles house various 
  frontiersmen such as hunters, trackers, miners 
  and fishermen. The men are armed with basic 
  weapons (knives, axes, bows, some swords) and 
  armour (varied leather). 2d4+2 outlanders live in 
  each building. 
   
  Map
  
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  Outlander, AC 11 (leathers), HD 1, Axe 1d6, 
  Short bow 1d6, 19: as weapon, S12 D11 C10 I10 
  P10 W10 Ch10, L4, Mv 30 ft. 
   
  Area 7 – Blacksmith and Fishery 
  These two larger buildings comprise a blacksmith 
  (for forging mining tools, weapons and repairing 
  armour) and fishery (storing fishing gear, salted 
  catches, and so on). 2d4 men and women live or 
  work here. 
   
  The blacksmith, Chelsa, is in her 40s, short, 
  broad shouldered with grey hair and a roguish 
  smile. Chelsa has always been drawn to the 
  frontier and the unknown, and did a bit of 
  adventuring when she was young (Fighter 3, Str 
  15, has a suit of heavy mail and a silvered sword 
  out back). Chelsa kind of considers herself the 
  “moma bear” of the outpost, and will join the 
  battle wherever the fighting is thickest. The men 
  respect her like no other, gaining advantage on 
  morale checks as long as the blacksmith can be 
  seen or heard.  
   
  Area 8 – Mine 
  This towering structure is at least 20 ft by 30 ft, 
  two stories high and encloses the silver mine shaft 
  below. The doors have locks but are generally left 
  unlocked to allow the miners easy access. 1d10 + 
  20 miners are working and living on site at any 
  one time. Approximately 5d100 + 1,000 gp worth 
  of silver ore is stored here, ready for shipment.  
   
  The branching mine shafts are quite long, with a 
  number of dead ends, loops and vertical pulley 
  shafts. One tunnel was recently sealed off due to 
  noxious gas concerns. If that particular tunnel is 
  lit, the entire shaft explodes, causing 10d10 
  damage (Luck (Dex) save for half, but survivors 
  are buried alive unless situated on the outskirts). 
  Other tunnels might possibly be used for hiding. 
  Most of the miners know the shafts well, and Old 
  Noddy (50s, bald, slim corded muscles) knows 
  them like the back of his hand, even in the dark.  
   
   
  Area 9 – Dead Tree 
  A large 60 ft pine tree stands in this area, long 
  dead (by lightning strike, disease, or old age is 
  hard to say), covered with moss and lichen. Some 
  folk say a sky spirit is trapped within, imprisoned 
  after a terrible storm, when lightning struck the 
  trunk. They say the spirit can be heard straining 
  against its physical bonds from time to time, 
  when the old boughs creak and groan, despite 
  nary a breeze.  
   
  Area 10 – Eastern Domiciles & Stable 
  These 20 ft by 15 ft domiciles are similar to Area 
  6, including the number of men and armaments 
  etc. The eastern most building however is a stable 
  of 2d10 strong, deft mountain ponies, that cart 
  the silver ore back to the nearest city. One pony, 
  Gumble, is particularly stoic and will fight 
  alongside the humans if given the chance (as  
  Horse, 14 hp, Mv 40 ft, advantage on morale 
  checks). 
   
  Area 11 – Bell Tower & Well 
  A 20 ft tall, wooden bell tower is situated in the 
  middle of the outpost, with a working iron bell to 
  warn of impending danger. When the assault 
  begins, a random resident rushes to the tower to 
  raise the alarm, drawing everyone out of their 
  homes with weapons at the ready. The tower is 
  relatively narrow, with a wooden staircase and 
  balcony, but provides an excellent vantage point 
  for spotting and missile fire, plus three quarter 
  cover (+4 AC). 2d4 archers and/or crossbowmen 
  attend the belltower once the fighting begins.  
   
  Area 12 – Northern Domiciles & Mill 
  These 20 ft by 15 ft domiciles are similar to Area 
  6, including the number of men and armaments 
  etc. The largest building however is a lumber mill 
  and carpentry shed (2d4 woodsmen/carpenters 
  inside). A recently finished skiff with oars can be 
  found inside. 
   
  Initial Assault 
  When the assault commences, it becomes clear 
  that there are three main areas of simultaneous 
  
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  danger (Areas 1, 3 & 5) to contend with. The 
  attack begins at first light, after the beastmen and 
  their allies have had time to secretly position 
  during the early hours. 
   
  Area 1 – Two Bridges 
  The two western bridges face one of the heaviest 
  assaults, with 5d10+50 skorn screaming battle 
  cries as they surge out from nearby trees to 
  attempt a crossing. Of this warband, all wield 
  clubs or jagged flinty knives, plus a javelin, and 
  50% also carry short bows. Accompanying the 
  vanguard are 2d4+1 subjugated Dire Wolves. 
   
  Dire Wolf, AC 13, HD 3+4, Bite 2d4+1, 19: a 
  wolf (60%) or dire wolf (40%) comes to aid the 
  dire wolf, S18 D15 C17 I2 P13 W14 Ch6, L6, 
  Mv  60 ft. Advantage when tracking and on attack 
  rolls when flanking.  
   
  When the halfmen begin their crossing, they first 
  release the dire wolves, which surge across the 
  main bridge. Skorn with bows hang back to 
  provide covering fire for their allies or shoot 
  flaming arrows into buildings. About half of the 
  skorn attack the small 50 ft by 10 ft bridge and 
  barracks in Area 2, and the other half make for 
  the main 100ft by 20 ft bridge, hoping to punch 
  through into the outpost proper. 
   
  There are at least 10 guards on duty from Area 2, 
  behind spiked wooden frames. Unless the PCs 
  themselves were on watch overnight, the town’s 
  advance sentries were silently killed by skorn 
  scouts before the attack begins. The assault from 
  this direction is very loud, and intended to draw 
  the attention of most of the outpost. Other guards 
  from the barracks will assist in any fighting here, 
  firing from windows or joining melee on the 
  bridges. Being knocked into the fast flowing river 
  requires a Str (Athletics) check at disadvantage to 
  swim to a rock or shore, otherwise the character 
  is swept off the falls to their doom.  
   
  If the PCs don’t engage with the bridges, there is 
  a 80% chance the NPC defenders are killed or 
  otherwise overcome, and the beastmen pour into 
  the outpost proper, slaying and looting.  
   
  Area 3 – Northern shore  
  From further up river, 2d4+4 large canoes carry 
  2d4 skorn in each, armed with short bows, 
  flaming arrows and large clubs.  
   
  These beastmen attempt to quietly disembark on 
  the northern shore, before loosing flaming arrows 
  to set buildings on fire. Once spotted, they 
  discard their bows, hefting large clubs and closing 
  for melee with enthusiastic grunting and teeth 
  gnashing. 1d4 are werewolf lycanthropes, the 
  most fearsome, and revered, skorn warriors.  
   
  3d6+6 outlanders are nearby to defend the 
  northern shore. If the PCs don’t engage with this 
  hot zone, there is a 90% chance the NPC 
  defenders are overcome, and the beastmen take 
  control of the northern quarter, razing the 
  buildings in Areas 6 & 12.  
   
  Area 5 – Eastern Woods 
  From the eastern woods, having crossed the river 
  with rafts, the other primary warband appears: 
  4d10+40 skorn, along with 2d4+1 ogre allies. 
  When this force appears, a great cacophony of 
  drums can be heard, emanating from the forest 
  behind them. 
   
  The ogres are led by Sorgat One Eye (as Ogre, 
  but Boss Monster, with 8 HD, Int 8), a vicious 
  and (relatively) canny brute with a great metal 
  sword that he stole from a giant’s grave years ago. 
  Sorgat has joined with the skorn on one 
  condition: the ogres get first pick of the spoils 
  (both treasure and manflesh).  
   
  Ogre, AC 12, HD 4+3, Spiked Club 2d8, 19: 
  special, S19 D8 C15 I6 P7 W8 Ch7, L7, Mv 40 
  ft. When staggered, an ogre enters a murderous 
  rage, gaining a free attack against every foe within 
  reach. On a 19+ attack roll, the target rolls on the 
  Injuries & Setbacks table (Luck (Con) save 
  resists). 10 foot reach. Sorgat is a Boss Monster 
  
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  with the usual benefits (LFG p.95, 8 HD, Int 8, 
  Giant Sword 2d8+3). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  There are 3d10+20 outlanders available to 
  protect this area. If the PCs don’t engage with the 
  eastern woods, there is a 95% chance the 
  defenders are overcome, and the buildings in 
  Areas 10 and 12 are destroyed. 
   
  Battle Proper 
  Unless the party is able to repel the assault from 
  all three directions (in which case, the battle is 
  won, and the invaders slink away into the forest), 
  the outpost becomes a whirling melee of 
  outlanders, skorn, dire wolves and ogres.  
   
  As the PCs navigate the battlefield, each time they 
  enter a new Area, or spend more than a minute 
  or two idle in the same location, roll 1d10 and 
  consult the table below: 
   
  1.� Miners under attack! 2d4 miners are 
  being mauled by 1d4 Dire Wolves. The 
  PCs might be able to save them, but a 
  delay here might cost lives elsewhere. If 
  the PCs have already been kept busy by 
  another encounter on this table, 1d100% 
  of the miners are dead by the time the 
  PCs arrive. 
   
  2.� Archer volley! A mass volley of skorn 
  arrows falls from the sky, causing 3d6 
  damage (Luck (Dex) save for half). 
  About half of the arrows are alight, and 
  cause any nearby buildings to catch fire, 
  unless the PCs take preventative action.  
   
  3.� Ogre rush! 1d4 Ogres appear from 
  around a corner or copse of trees, 
  roaring a bloodcurdling battle cry as they 
  charge the PCs.  
   
  4.� Fire! A nearby building is on fire, which 
  is swiftly getting out of control. If the fire 
  isn’t dealt with, it will quickly spread to 
  other buildings. The well at Area 11 
  might assist.  
   
  5.� Warband! A warband of 5d6 Skorn 
  come howling over a small rise or from 
  behind 
  a 
  burning 
  building, 
  blood 
  splattered and berserk, holding severed 
  human heads like trophies! 
   
  6.� Sorgat, the ogre leader, strikes down two 
  men with savage swords blows and laughs 
  horribly. Turning to look at the PCs, he 
  points his blade at one of them and roars 
  “You next, fleshgrub!” 
   
  7.� Smoke. Thick black smoke fills the area, 
  wafting from several burning buildings. 
  Visibility is reduced to 20 ft as the sounds 
  of men fighting and dying fill the air. 
  There is a 50% chance 1d3 Dire Wolves 
  leap out of the haze to attack; otherwise 
  the captain, Teren (Area 2), is on the 
  cusp of death, kneeling in a pool of 
  blood alongside three dead skorn.  
   
  8.� Projectile wagon! A burning wagon 
  comes flying over a small building, 
  crashing amongst the party (thrown by 
  two ogres), causing 5d6 damage (Luck 
  (Dex) save for half). 
   
  
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  9.� 3d4 guardsmen are fighting for their lives 
  in a pitched battle with 3d10 Skorn. It’s 
  not clear who, if anyone, is leading the 
  guardsman. Most of the humans appear 
  shaken and exhausted. The PCs might 
  be able to save them, but a delay here 
  might cost lives elsewhere. If the PCs 
  have already been kept busy by another 
  encounter on this table, 1d100% of the 
  guard are dead by the time the PCs 
  arrive. 
   
  10.� Chelsa (Area 7) or Kreig (p.2) is fighting 
  desperately against Karg Orok (p.2) or 
  Sorgat (Area 5), amidst 2d4 outlanders 
  and twice as many skorn. If the PCs have 
  already been kept busy by another 
  encounter on this table, all of the guards 
  are dead by the time the PCs arrive. 
   
  Centaur Stampede! 
  Unbeknownst to all concerned, a xenophobic 
  centaur herd has also had its eye on Rivertop for 
  many years, and seizes the opportunity to be rid 
  of both the human and skorn squatters. Towards 
  the end of the skorn assault, 2d10+20 centaurs 
  suddenly appear from the western forest, 
  thundering across the main bridge to kill 
  everyone left in the outpost. These centaurs are 
  the herd’s most devoted, most fierce warriors, 
  well armoured and wielding metal weapons. To 
  be defeated by lesser races like men and skorn 
  would be heinously contemptible. They will not 
  retreat lightly (advantage on all morale checks). 
   
  Centaur, AC 12, HD 2, Kick 1d6 and 
  Mace/Spear/Bow 1d6+1, 19: the target suffers an 
  extra 1d6 damage and is knocked prone by a 
  ferocious kick, S18 D14 C15 I8 P13 W13 Ch10, 
  L5, Mv 60 ft.  
   
  Aftermath 
  If the assault is not repelled, Rivertop is razed to 
  the ground and any humans slaughtered. Some 
  outlanders might escape via the cliffs, the mine 
  tunnels or the forest, but the prospect of 
  stragglers making it back to a fortified city is poor. 
  If the PCs prevail, they are likely heralded as 
  heroes of the “Battle for Rivertop”, earning fame 
  and some fortune (treasure wise, most battles will 
  result in 1 x Carry Loot, and the PCs will be 
  rewarded with 1 x 4 HD Lair Treasure (LFG 
  p.136, 140) by Rivertop’s merchant investors). 
  After such an attack, how much longer outlanders 
  will remain in Rivertop is highly uncertain; there 
  is every chance the outpost will be abandoned 
  once the current miner’s rotation is complete. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  MOUNTAINS & HILLS 
   
  (1) 
  PRISON 
  OF 
  YOL-UZARC-
  DREM 
   
  Rumours & Hooks: 
  Ancient prayer drums dating back to the Second 
  Age make reference to the Temple of Yol-Uzarc-
  Drem, a spirit of strange forces, hidden in the 
  Ulgoth Foothills.  
   
  An archaeologist researcher with Northgate’s 
  College of Inquiry, Master Gideon, believes she 
  has discovered the location of a sacred temple of 
  the Suharthe people, a nomadic tribe of the 
  Second Age. She is seeking explorers to escort 
  her to the site to investigate.  
   
   
  Deep in the Ulgoth Foothills, shiftings in the 
  earth have unlocked the entrance to the Prison of 
  Yol-Uzarc-Drem; 
  an 
  immortal 
  demon 
  of 
  formidable power.  
   
  The temple is old enough that there are few 
  references to it in known records. It was originally 
  built as a place of blasphemous worship during a 
  time of war and occupation, with cultists seeking 
  wyrd forces to oust the invaders from their lands. 
  Over time a handful of celebrated priests were 
  buried in the complex, but ultimately the cult was 
  purged, and the temple entrance sealed up 
  against the world.  
   
  Recently earth tremors breached the binding 
  door, allowing access to the temple for the first 
  time in millennia. A tribe of urgot were drawn 
  here, guided by whisperings beyond the Veil, 
  interpreted with varying degrees of success by 
  their demented urgozer, Kofaal. Kofaal wasted 
  no time reinstating demon worship, and through 
  diligent meditation and blood sacrifice, has 
  managed to lure and enslave some demons from 
  beyond.  
   
  The urgozer dreams of nothing less than 
  spreading daemons and devils from the Suurat 
  Jungle to Varnor, and will slaughter anyone or 
  anything in his way.  
   
  Kofaal, AC 11, HD 3+3, Dagger 1d4+2, 19: 
  target suffers a minor madness, S15 D14 C16 I12 
  P11 W16 Ch8, L7, Mv 30 ft. May choose from 
  the 
  following 
  spells 
  twice 
  per 
  combat: 
  Thunderwave, Heat Metal, Mirror Image (as 3
  rd 
  level). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 - Entry 
  The entry tunnel to the temple is lit by hanging 
  lanterns or sconced torches, which are used by 
  the urgot to navigate the underground chambers 
  (although the urgot have better night vision than 
  humans, they are still blind in darkness). 
   
  The complex is carved from limestone and has a 
  cool interior. Earth tremors still occur from time 
  to time. A recent incident dropped large amounts 
  of debris into some of the hallways, which are yet 
  to be cleared. The floor is worked stone, but very 
  crunchy and gritty, making it difficult to sneak (-2 
  penalty if moving silently).   
  level).
  
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  The humanoid sculptures decorating the entry 
  depict guardian spirits from the long extinct 
  Suharthe nomads. An Int (Arcane Lore) check, 
  or Int (General Lore) check at disadvantage, 
  reveals that these entities protect Ro (mind) and 
  Saadu (soul). They are meant as sombre warnings 
  against entering the complex. 
   
  The broken door lies in pieces just inside the 10 
  ft wide entrance, marked with tarnished silver 
  runes. An Int (Arcane Lore) check reveals the 
  runes were once magical, but have turned 
  dormant over time. A great success confirms the 
  runes were intended to keep something sealed 
  inside. There is a 60% chance of 1d4 urgot 
  keeping watch either in the entry tunnel or in the 
  brush near the entrance. 
   
  Urgot, AC 11, HD 1+4, Club/Claw etc 1d6+1, 
  19: the target is cursed and loses 1 point of Luck,  
  S13 D13 C16 I7 P9 W12 Ch6, L5, Mv 30 ft. 
  Moan once/day, all creatures within 20 ft suffer a 
  minor madness (Luck (Will) save resists). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The urgot are the abominations of cursed 
  bloodlines, in this case with noduled grey skin, 
  stooped backs, and needle like teeth. They will 
  seek to capture or kill the party, hoping to make 
  offerings of them in the next sacrifice ceremony.  
   
  Area 2 – Crumbling Ceiling   
  About 30 ft into the passageway, large cracks can 
  be seen in the floor, along with what looks like 
  recently fallen boulders the size of bowling balls.  
   
  Anyone passing through this area has a 30% 
  chance of setting off a rockfall. If triggered, large  
  chunks of limestone drop from overhead, causing 
  4d6 damage (Luck (Dex) save for half), a 
  thunderous noise, and a billowing dust cloud.  
   
  Area 3 – Kitchen 
  This 30 ft by 20 ft chamber has oversized steps 
  leading down to the east, double stone doors to 
  the northwest, and a large cook fire against the 
  south eastern wall. A handful of jarred spices are 
  spread around the firepit. Some sleeping furs also 
  adorn the chamber. 
  
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  The urgot eat many foods raw, but sometimes 
  roast flesh or other delicacies on the main 
  cookfire. If the party has been quiet, there is a 
  50% chance of 1d4 urgot cooking or arguing in 
  this area, jabbing at each other with rusty knives. 
  If the party’s arrival has been noticed, 3d10 of the 
  urgot from Area 6 are here to back up their 
  brethren. They regard the party as food, scarred 
  faces beaming at the prospect of human flesh.  
   
  Area 4 – Preparation Chamber 
  Entry to this chamber is via solid looking iron 
  doors, with ornate handles and minimal rust. The 
  doors are locked (the key is in Area 6), and 
  decorated with imagery of fornication.  
   
  The stone of the 10 ft by 15 ft chamber has been 
  carefully worked, straight edged and decorated 
  with intricate mouldings. In the centre is 3 ft 
  diameter baptismal font, deep enough for a 
  person to stand in. The font is filled with water. 
  Three small alcoves to the north, east and west 
  are curtained off, concealing roughly made cloaks 
  hanging on pegs. Pungent herbs and crude 
  incense sticks are stacked in the corners.  
   
  Area 5 – Sarcophagus 
  This 15 ft by 25 ft chamber is unlit and very 
  roughly worked, as if it is only half finished. In 
  the centre is a 8 ft by 5 ft stone plinth, inscribed 
  with geometric designs, on top of which lies a 
  mummy.  
   
  The urgot do not enter this area, considering it a 
  holy burial not to be disturbed. There are no 
  footprints into this chamber.  
   
  The mummified priest remains are ancient, 
  severely sunken and decayed, and infused with 
  dread power. Anyone touching its threadbare 
  bandages or fragile flesh must immediately make 
  a roll on the DDM table. A thorough search of 
  the chamber reveals a hidden compartment in 
  the plinth, concealing 1 x Trinkets & Curios and 
  1 x Valuables (LFG p.141, 147). 
   
  Area 6 – Living Area 
  This 30 ft by 50 ft chamber has a 20 ft ceiling. To 
  the northeast is the dimly lit corridor to Area 5, 
  and on the western wall is a bronze statue of a 
  cultist priest (human heart in one hand, knife in 
  the other, eyes cast to the skies above).  
   
  Kofaal’s urgot tribe use this room as their living 
  area and sleeping quarters. Furs and woven 
  blankets are spread about, along with wineskins, 
  knives and clubs. Salted meats hang from hooks 
  on the walls or lie in portable chests.  
   
  8d10 urgot are in this location at any time, 
  including children. They are thralls to Kofaal and 
  are completely indoctrinated to the worship of 
  Yol-Uzarc-Drem. They might parley with the 
  party for a time if not immediately attacked, but 
  ultimately they wish to eat or sacrifice them, 
  rather than trade. Looting this room garners 1 x 
  Carry Loot (LFG p.136) and the key to Area 4.  
   
  Area 7 – Fragile Tunnel 
  This 7 ft wide corridor is almost entirely blocked 
  by rubble dropped in a recent quake. There is 
  not enough room for a large man in armour to 
  squeeze past. The area remains in a fragile state. 
  Anyone required to squeeze their way through 
  has a 50% chance of setting off a further 
  rockslide. If that occurs, the entire corridor 
  becomes blocked with heavy rocks. A Luck 
  (Dex) save allows the adventurer to choose which 
  side of the tunnel they end up in. If the save is 
  failed, determine randomly.   
   
  Area 8 – Worship Chamber 
  Much of the walls, ceiling and floor of this 35 ft 
  square room are covered in a pustulent yellow 
  ichor, making the floor slippery (any fighting in 
  this chamber requires a Dex check each round to 
  stay upright). A 10 ft obsidian demon idol 
  (perhaps in the likeness of Yol-Uzarc-Drem) sits 
  on raised steps, set against the eastern wall, 
  flanked by twin flaming braziers. A 10 ft wide 
  passage lined with very large flagstones extends to 
  the south. 
  
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  2d6 urgot are engaged in a macabre dance before 
  the idol, to music only they can hear. At the sight 
  of the party, they shrink back to the idol and 
  release a chilling, simultaneous wail.  
   
  As long as at least one urgot is wailing, there is a 
  50% chance, increasing by 10% each round, that 
  1d4 spine demons emerge from the idol. The 
  room grows noticeably hotter each round the 
  wailing continues. If the idol is attacked or subject 
  to damage, the demons automatically appear to 
  defend it.  
   
  Spine Demon, AC 14, HD 7, Claw 1d8+1 and 
  Spike (special), 19: the target is spiked (see 
  below), S19 D12 C15 I10 P12 W13 Ch6, L9, Mv 
  30 ft. The demon’s spines inflict Unholy Rot, 
  causing a random limb (below the elbow or knee) 
  to turn black and drop off over 1d6 hours (Luck 
  (Con) save resists). Spine demons are protected 
  by 60% Magic Resistance. See Bestiary for more 
  details. 
   
  If only a single spine demon is summoned by the 
  urgot, it has Off Turn Attacks. The treasure in 
  this room are the two eyes of the idol which can 
  be levered out with the right tools: twin peridot 
  gemstones worth 900 gp each. 
   
  Area 9 – Trapped Corridor 
  This 10 ft by 40 ft corridor is expertly fashioned 
  and sprinkled with ichor similar to Area 8. Of the 
  eight large flagstones set into the floor, one is a 
  pressure sensitive trap (determined by the GM, 
  the urgot know which flagstone to avoid).  
   
  If the trap is triggered, deadly acid rains down 
  from the ceiling throughout the whole corridor, 
  causing 5d6 damage (Luck (Dex) save for half) 
  and raising a plume of choking gas (Con check or 
  lose 1d3 Dex). Examination of the ceiling might 
  reveal the tell tale acid holes (Perc (Detection) 
  test at disadvantage, unless the ichor is wiped 
  clear).  
   
  Area 10 – Binding Chamber 
  This 35 ft by 35 ft chamber is covered with ichor 
  similar to Area 8. Against the northern and 
  southern walls are bronze urns filled with blood 
  and jewels (worth 1 x 6 HD Lair Treasure, LFG 
  p.140), sitting atop stone pedestals.  
   
  The room is dominated by three cold iron doors 
  set into the earth and marked with eldritch 
  schematics and drawings. The doors radiate 
  abjuration magic and have no visible handles.  
   
  Knocking on the doors produces a dull thudding 
  echo, as if there is empty space below. Listening 
  at the doors reveals a very slight straining noise, as 
  if the iron is flexing imperceivably (Perc 
  (Detection) test at disadvantage).  
   
  The three doors bind Yol-Uzarc-Drem beneath 
  the earth, in a prison beyond space and time. 
  How the doors might be opened is left for the 
  GM to determine. Any attempt to damage the 
  doors inflicts an arcane migraine on everyone in 
  the chamber that persists for several minutes 
  (imposes a moderate madness, (Luck (Will) 
  resists)). 
   
   
   
   
  
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  ((2) GAP OF GARRIOS 
   
  Rumours & Hooks:��
  There are reports of ogres venturing down from 
  the mid mountains, disrupting mine workers on 
  Karok borderlands. House Tergoza wants the 
  ogre menace dealt with ASAP, and is willing to 
  pay handsomely for assistance.  
   
  The adventurers might happen upon the pass 
  whilst travelling the mountains for unrelated 
  reasons.  
   
   
  The Gap of Garrios is a fortified mountain pass 
  that allows passage through part of the 
  mountains, except during winter, when it 
  becomes blocked by ice and snow.  
   
  Built by the Karoks centuries earlier, its original 
  purpose was to restrict access to a lucrative 
  moonstone mine and quarry (see ((3) The Black 
  Lake), which was (and remains) owned by House 
  Tergoza. 
   
  Over time the moonstone ran dry and both the 
  fortified pass and mine were abandoned. Whilst 
  the fortifications hold no value to House Tergoza 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  anymore, they make an excellent lair for ogres 
  and their pet wolves; spacious, dry and easily 
  defended.  
   
  A clan of ogres and their pet wolves reside here, 
  ruled by twin brothers Gruk & Taarn. The twins 
  share a unique tri-horned helmet as a mark of 
  their special authority, as decreed by their urgot 
  master Churloch (who appears in the next 
  adventure, see the Quarry).  
   
  Whoever wears the helm is “officially” in charge 
  of the ogres and is generally obeyed. The ogres 
  take the helmet mandate quiet literally, extending 
  it to any living creature that wears it. If the 
  adventurers study the ogres, they might deduce 
  this, after one of the pet wolves steals the helm 
  from a drunken Gruk, and the ogres do their to 
  best “obey” the wolf for a time (howling in 
  unison, mimicking it on all fours, and so on, until 
  it gets bored and drops the headware).  
   
  The brothers have a general ogrish contempt for 
  each other, and from time to time cook up plots 
  to steal the helm. The remaining ogres are 
  content to leave such squabbling to the twins 
  (particularly as they are the biggest of the bunch, 
  and eagerly work together to punish any 
  disobedience from the others).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Ogre, AC 12, HD 4+3, Spiked Club 2d8, 19: 
  special, S19 D8 C15 I6 P7 W8 Ch7, L7, Mv 40 
  ft. When staggered, an ogre enters a murderous 
  rage, gaining a free attack against every foe within 
  reach. On a 19+ attack roll, the target rolls on the 
  Injuries & Setbacks table (Luck (Con) save 
  resists). 10 foot reach. Gruk & Taarn have 30 hp 
  and 28 hp respectively.  
   
  Wolf, AC 12, HD 1+2, Bite 1d4+1, 19: target is 
  knocked prone, S13 D14 C15 I2 P12 W10 Ch6, 
  L4, 60 ft. Advantage when tracking and on attack 
  rolls when flanking.  
   
  Unless the party is being stealthy, the ogres in the 
  towers will spot them as they approach. Tactics 
  wise, they attempt to hit the party with thrown 
  boulders from the rampart first, while bellowing 
  out a challenge and alerting their fellows. The 
  ramparts provide half cover (+2 AC). The  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  remaining ogres will charge into the middle of the 
  party with bloodthirsty roars.  
   
  The 
  wolves 
  have 
  been 
  trained 
  to 
  wait 
  momentarily, then sweep around from the sides 
  and rear, ganging up with one or more ogres to 
  flank.  
   
  Taarn has a special soft spot for his pet wolves. If 
  any of them are slain, he enters a truly terrifying, 
  murderous rampage, gaining Off Turn Attacks 
  for 2d4 rounds. At the end of this time he 
  becomes utterly exhausted, and falls into deep 
  despondency, suffering disadvantage on further 
  attacks until slain. 
   
  Area 1 – Grand Arch 
  This 30 ft tall, 10 ft wide arch is big enough to 
  accommodate 
  two 
  narrow 
  wagons. 
  The 
  stonework is old but sturdy, easily capable of 
  supporting ogres. On the walkway rampart above, 
  there is a pile of 2d20 small boulders for 
  
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  throwing or dropping (1d10+2 damage, 100 ft 
  range), and 1d6 clubs and knives. 
   
  Area 2 – Guard Towers 
  These two towers are in relatively good repair, 
  with only minor leaks during heavy rain. They 
  have excellent views of the eastern approach. The 
  interior is a mix of tables, fur pelts and straw, and 
  both towers are occupied by 1d3 ogres at any 
  time. A search of the towers reveals 1 x Carry 
  Loot (LFG p.136). 
   
  Area 3 - Kennels  
  The top half of the western tower is no more, 
  having toppled many centuries earlier, but the 
  bottom half serves as a kennel for the camp’s 
  wolves. 2d6 wolves are present here.  
   
  Area 4 – Living Quarters 
  This large building houses 2d4 ogres and is filled 
  with half empty wine and ale barrels, furs and 
  straw. Along with the ogres, 1d4+4 wolves are in 
  this building most of the time; snarling and 
  laughing can be heard outside. In the south 
  eastern corner is the “kitchen”, containing animal 
  carcasses, a fire pit and a broken window to let 
  the smoke escape. 
   
  The north eastern quarter belongs to the twins, 
  decorated with extra furs and scattered bones. A 
  thorough search of this corner reveals some loose 
  floorboards under the furs. Stashed below is the 
  twin’s 1 x 4 HD Lair Treasure (LFG p.140).  
   
  If the party explores other buildings in the 
  complex, roll 1d6 to determine the contents: 
   
  (1)� Bone Pile: Piles of skeletons and bones 
  are spread about the floor and in small 
  piles. On closer inspection, some of the 
  bones are humanoid, with scraps of 
  leather, wool and linen clinging to them. 
  1 x Trinkets & Curios (LFG p.141) may 
  be found amongst the piles.
   
  (2)� Trophy Room: Skins, skulls and severed 
  human heads are stacked on the floor 
  and shelves here, displayed as ghastly 
  trophies. 1d20 gp worth of earrings may 
  be scavenged from the heads.  
   
  (3)� Food Store: This area is a pantry of sorts, 
  with several dead animals piled up in the 
  middle. A couple of rough edged carving 
  knives are thrust into the wall. The flies 
  are buzzing thickly here, and the smell 
  sickening.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (4)� Captive: This building is occupied by two 
  ogres, who are arguing about who is 
  going to get to kill a terrified, bound up 
  miner. If rescued, Erion knows how 
  many ogres and wolves there are, and the 
  purposes of the buildings. He also has a 
  good working knowledge of the nearby 
  terrain. Erion is no warrior and will stay 
  out of any fighting if possible.  
   
  (5)� Cairn: The floorboards of this building 
  have been dug out, and the area turned 
  into an ogre tomb. A badly decomposed 
  ogre body lies beneath a shallow rock 
  cairn. There is a 25% chance a hostile 
  spirit curses any human that disturbs the 
  
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  grave (a chill wind blows through the 
  chamber, automatically reducing the 
  adventurer’s current Luck by 1 point). 1 
  x Carry Loot (LFG p. 136) is buried with 
  the ogre. 
   
  (6)� Junk Room: This building has been 
  turned into the ogre’s junk room; a 
  mishmash of furniture, weapons, tools, 
  sacks, clothing and other bits and pieces. 
  The total value of the goods is 2d100 gp, 
  but would take a wagon to transport.   
   
  (3) THE BLACK LAKE 
   
  Rumours & Hooks:��
  A reckless House Tergoza mithri is plotting to re-
  open an old moonstone mine in the high 
  mountains.  He wants the adventurers to scout 
  and secure the area, then report back to him. He 
  is willing to pay generously for this dangerous 
  task. 
   
  High in the Ironhull Mountains is the abandoned 
  Whitehorn moonstone mine and quarry. Some 
  say the mine wasn’t closed because the precious 
  stones ran dry, but for some secret reason that 
  House Tergoza covered up.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Whitehorn moonstone mine and quarry in 
  the Ironhull ranges has a chequered past. For 
  many decades it generated great wealth for House 
  Tergoza, but one day the miners discovered a 
  pool of inky black water. The pool seemed odd, 
  but apparently harmless, and the miners 
  continued work around it.  
   
  It soon became apparent that the pool was very 
  large, more like a small lake and wider perhaps 
  than the whole quarry. After a time, miners began 
  to go missing, and eventually it became clear that 
  the men were drowning themselves in the black 
  waters.  
   
  Work continued, with the miners growing 
  increasingly spooked and discontent, calling for 
  the mine to be closed. House Tergoza eventually 
  yielded, but not until the mine overseer, 
  Tergoza’s third son, also drowned.  
   
  But that was thirty years ago. Nertho Tergoza, 
  fifth in line to the house, has decided the old 
  records are full of superstition and exaggeration, 
  and wants to re-open the mine. He is offering 
  1,000 gp to scout, clear and secure the mines of 
  any trouble (he expects there will be dangers of 
  some kind, given the passage of years). The mine 
  is high in the peaks, in remote giant territory; 
  Mountain knows what might have moved in.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  What has moved in is a tribe of urgot. The urgot 
  are controlled by their priest and chieftain, 
  Churloch, a cruel despot enamoured with blood 
  magic and ritual perversion. Perhaps, many years 
  ago, he genuinely meant to cure the tribe of their 
  hellish taint, but the more time Churloch invested 
  in the sorcery, the more corruption and madness 
  filled him.  
   
  The tribe’s patron is known only as the Echo of 
  Dust, a malignant entity of reality bending power 
  and depravity. The tribe believes that by releasing 
  the demon into the world, they will rule the 
  Midlands alongside their otherworldly master.  
   
  If Churloch is somehow warned by the ogres 
  from ((2) Gap of Garrios that the adventurers are 
  coming, he takes precautions, including using 
  Ritual Magic to ward the area against their 
  intrusion. Additionally, he has 3d10 tribe 
  members lay in wait to ambush the party in the 
  wilderness. 
  Otherwise, if the party is not expected, the urgot 
  will likely be taken by surprise. At the time the  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  party arrives, they are either sleeping or mining 
  for moonstone, piling it up in Area 4, preparing 
  for Churloch’s next ritual.  
   
  Area 1 – Miner’s Barracks 
  This large domicile was used to house the miners 
  on site, and now houses the urgot. Considering 
  the age, the brickwork and roof are in good 
  repair, as are the bunks and tables. Madness 
  induced runic scrawl covers the inside walls, and 
  a giant circle of dried blood marks the central 
  space.  
   
  5d10 urgot are here at any time, including 25% 
  children. Their corruption manifest as fleshy, 
  lumpy growths and pervasive feelings of cruelty 
  and sadism. Two locked chests (Churloch carries 
  the key) contain the tribes scavenged riches (1 x 2 
  HD Lair Treasure, LFG p.140) 
   
  Area 2 – Outbuildings 
  These four outbuildings comprise an outdoor 
  latrine, storage sheds for tools (some metal picks 
  
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  and so on remain, worth 5d10 gp, albeit bulky to 
  transport), a site manager building (ransacked 
  and largely empty, but for some mice/vermin), 
  and a very small, rusting, but still workable forge.  
   
  Area 3 – Quarry Ramp 
  The zig zag quarry ramp is 5 ft wide and poorly 
  maintained, with much slippery scree and grit. 
  Travelling along the ramp however is safe enough 
  unless engaging in combat, in which case a 
  fumbled attack, or suffering a critical hit, requires 
  a Luck (Dex) save to avoid falling to the bottom. 
  The quarry walls are 100 ft high at their 
  uppermost point.  
   
  Area 4 – Quarry Floor 
  The quarry floor is approximately 200 ft long and 
  up to 140 ft wide, littered with dark grey granite 
  and gravel that crunches underfoot. But for the 
  urgot tending this sacred site, it would be 
  overgrown with all manner of weeds and plants. 
  Scores of broken tent poles and rotting canvas 
  dot the grounds. A wide path winds from the 
  northeast to the southwest corner, where crates of 
  moonstone shards are stacked (approximately 
  5d100 + 200 gp worth).  
   
  Area 5 – The Black Lake 
  Most strikingly, nine gigantic holes are dug into 
  the quarry floor. The holes are approximately 20 
  ft to 40 ft in diameter, and 1d100 + 100 ft deep. 
  The bottom of each hole is filled with inky black 
  water, connected to a central subterranean lake.   
   
  The black lake is a natural conduit to the Veil, 
  the dimension through which entities cross from 
  one reality to another. Anyone who drinks or 
  bathes in the lake, or who resides in close vicinity 
  for a week, must make a Will check or suffer a 
  minor madness. Churloch’s years of sacrifices 
  and wicked rituals have further weakened the 
  Veil, allowing monstrous things to break through.  
   
  Eight of the nine holes has a 50% chance of 
  containing a lurking Maelheim. 
   
  Maelheim, AC 13, HD 5, Tentacle (special) and 
  Bite 2d4, 19: special, S18 D12 C16 I4 P15 W15 
  Ch3, L8, 30 ft flying. Maelheim are aberrant 
  terrors with the usual benefits (LFG p.98). On a 
  natural 19, the terror plants its tongue on the 
  target, draining 1 point of Con, and forcing a Will 
  check to resist a minor madness. The tentacle 
  attack drains 1 level until the end of the 
  adventure (Luck (Will) save resists). See the 
  Bestiary for more details.  
   
  The ninth and final hole (150 ft deep) contains 
  something wholly terrifying: a colossal, sinuous, 
  scaled tentacle, slippery with water, almost 300 ft 
  in length and 15 ft broad at its widest point. The 
  tentacle has a malign intelligence, seeking only to 
  crush or drown anything not aberration or urgot. 
  It detects all living creatures within 300 ft. 
  Thankfully the bulk of whatever the tentacle is 
  attached to is not able to fit through the lake 
  portal (yet). 
   
  Colossal Tentacle, Boss Monster, AC 15, HD 
  20, Crush 4d10 or Hurl Rock 3d10, 19: the target 
  is crushed to death (a Luck (Con) save at 
  disadvantage resists, S25 D13 C25 I- P15 W- Ch-
  L16, Mv 30 ft. The tentacle is a Boss Monster 
  with all the usual qualities (LFG p.95). It cannot 
  move out of the from the hole’s edge but has a 
  150 ft reach. Depending on which area the GM 
  has it emerge from, it can reach most of the 
  quarry floor.  
   
  Urgot, AC 11, HD 1+4, Club/Claw etc 1d6+1, 
  19: the target is cursed and loses 1 point of Luck,  
  S13 D13 C16 I7 P9 W12 Ch6, L5, Mv 30 ft. 
  Moan once/day, all creatures within 20 ft suffer a 
  minor madness (Luck (Will) save resists). 
   
  Churloch is an Urgozer, with 3+3 HD and may 
  choose from the following spells twice per 
  combat: Hideous Laughter, Clairvoyance, Charm 
  Person, Dispel Magic, Slow, Ritual Magic (as 5
  th 
  level). He carries the key to the chest in Area 1, 
  and a random scroll (LFG p.152). 
   
  
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  Churloch’s rituals require constant offerings of 
  moonstone, which are mined by the tribe and 
  tossed into the lake. The waters hold 1 x 6 HD 
  Lair Treasure (LFG p. 140) worth of moonstone 
  shards, assuming the adventurers can figure out a 
  way to scavenge them from below.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (4) CLOUDCRAG 
   
  Rumours & Hooks:��
  Legend has it that the tunnels beneath the peak 
  known as Cloudcrag were excavated by ancient 
  primitives, ruled over by a supreme being. The 
  tyrant entity is said to have worn a silver mask 
  that controlled all who gazed upon it. Some say 
  the mask remains hidden within the mountain, 
  waiting for the master to reclaim it. 
   
  Scouts report increasing numbers of skorn 
  gathering at Cloudcrag, and not for the usual 
  blood wars. A number of tribes appear to be 
  working together, a scenario previously unknown 
  and of grave concern to Dol-Karok authorities. 
  The fortress city wants someone to investigate, 
  and is willing to pay handsomely for answers.
   
  Cloudcrag, a tall and lonely peak often shrouded 
  in morning mist, is located in the eastern Ironhull 
  Mountains, within the fringes of multiple skorn 
  territories.  
   
  The centre of the peak is riddled with catacombs, 
  a subterranean lair excavated in past millennia by 
  primitive beastmen, guided by an alien entity of 
  advanced power. Over time the peaks have seen 
  many keepers, changing layout through labour or 
  natural shifting. Currently, the Ruknog skorn 
  tribe control the caverns along with their master; 
  the last surviving heir of House Borbarzu.  
   
  The Borbarzu family was once a celebrated line 
  of inventors dwelling in Dol-Karok, but were 
  banished thirty five years earlier for crimes so 
  serious their name was expunged from the history 
  books.   
   
  The twelve Borbarzu survivors took up residence 
  in Cloudcrag, but over the decades all have 
  perished but for Bastine Borbarzu. Nine years 
  ago, Bastine discovered the true purpose of the 
  alien artefact in Area 7, and began siphoning 
  knowledge from it.  
   
  The most important of his discoveries was the 
  use of the subterranean mould Xurrob (a 
  genetically engineered psychoactive mould from a 
  distant world, transported here by the supreme 
  master of the first skorn). Bastine distilled the 
  mould (see Area 6) into a unique mixture, the 
  effects of which transform the beastmen into 
  compliant thralls.  
   
  The Ruknogs are heavily addicted to the xurrob 
  drug, and conditioned to comply with their 
  master’s wishes. When Borbarzu walks by, the 
  skorn 
  prostrate 
  themselves, 
  pressing 
  their 
  foreheads to the earth in submission. Now in 
  complete control of the tribe, the exile has begun 
  exposing other beastmen to the effects of xurrob, 
  intent on raising an army powerful enough to take 
  Dol-Karok by force, and exact his long 
  simmering revenge.  
   
  Journey Encounters 
  The journey to Cloudcrag is at least five days trek 
  through the mountains, navigating increasingly 
  steep and treacherous terrain. There is a 40% 
  
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  chance of a random encounter every 12 hours. If 
  an encounter occurs, roll 1d8 (add 1 during the 
  last day of travel):  
   
  1.� Ghostspine, an elderly, albino scaled 
  wyvern (LFG p.130) with pitted spines is 
  hunting at dawn or dusk, hungry for a 
  meal. She is old enough to know that 
  men that glint from the sun are hard on 
  her teeth, and will target others if 
  possible. Her plan is to snatch up a meal 
  and fly away with it. 
   
  2.� 4d6 Skorn sentries are guarding this 
  narrow pass. Their cook fire can be seen 
  burning at night. There is a 50% chance 
  they are drunk and fighting amongst 
  themselves.  
   
  3.� At the base of a steep ravine is a 
  crumbling stone archway. Ancient writing 
  on the arch is largely worn away, but at 
  the apex, a carving of a crested falcon 
  with outstretched wings can still be made 
  out.  
   
  4.� Boulder barrage! 1d12 Hill Giants (LFG 
  p.110) have been waiting in ambush 
  higher upslope, and launch a barrage of 
  head sized rocks at the party as they skirt 
  a 
  sheer 
  rise. 
  A 
  successful 
  Perc 
  (Detection) check hears the giants 
  snickering and grinding their rocks 
  together before entering the ambush. 
   
  5.� 2d4 Ogres (LFG p.120) are camped 
  here, snoring loudly as they roll over in 
  stained 
  furs, 
  scratching 
  themselves. 
  There are empty barrels of stolen wine 
  and ale scattered about. If it is night, their 
  campfire is beginning to gutter as the 
  party approaches.  
   
  6.� A dark and narrow cave opening is set 
  into the mountainside. As the party 
  passes by, a chorus of soft and lilting 
  songs can be heard (single Luck (Will) 
  save or charmed and drawn into the 
  cave, where 2d6 hungry Harpies (LFG 
  p.113) are waiting. 
   
  7.� During the night, the weather turns 
  deathly cold, the wind howling and 
  threatening to extinguish the fire. The 
  moment before the fire goes out, a 
  striking but ghostly female appears on the 
  periphery of the camp light; a Banshee 
  (LFG p.99). Lucidia has come to claim 
  one of the PC’s souls.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8.� Fog. Thick fog or low lying cloud rolls in, 
  reducing visibility to 60 ft. There is a 70% 
  chance of 1d4 Dire Bats (LFG p.100) 
  swooping in out of the fog with a hideous 
  screech. The bats carry Thorny Pustules 
  disease, causing agony as infected spurs 
  push through the skin (Luck (Con) save 
  if injured by a bat, or suffer 1d4 Dex loss 
  every 1d4 days). An apothecary with the 
  right herbs can cure the disease. 
   
  9.� 6d6 Ruknog Skorn (marked with dark 
  purple tattoos and facial scars) have 
  subdued 3d6 Nordu skorn (shaved heads 
  painted yellow, with chest scars). The 
  Nordu are being brought to Cloudcrag to 
  be exposed to the xurrob drug. 
  
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  CCloudcrag 
  The peak itself is a lofty and rugged mountain of 
  sandstone and granite, riddled with natural and 
  worked catacombs. The passages are crudely 
  hewn or formed, often marked with primitive 
  yellow, orange or blue paint, depicting scenes of 
  tribal war and the subjugation of humans. 
  Curiously, the most ancient drawings repeat an 
  icon of a ringed planet with dual moons.  
   
  Some natural light manages to filter into Area 2, 
  but beyond this the interior is dark or lit by skorn 
  torches. The halfmen see well in moon light and 
  have very rudimentary dark vision, but prefer to 
  employ fire for light, warmth and occasional 
  cooking (unless infiltrating or similar). 
   
  Lair Encounters 
  While the party is exploring the complex, there is 
  a 20% chance of a random encounter every 15 
  minutes. If an encounter occurs, roll 1d6 (add 1 
  if the party has left any obvious signs of their 
  passage). 
   
  1.� 1d6 Skorn from Area 4 wander up the 
  corridor, having just eaten, carrying bowls 
  of potent fermented grapes, which they 
  sip or guzzle from as they approach.  
   
  2.� A Giant Spider from Area 3 appears, 
  crawling along the ceiling. It is a relatively 
  new spider recruit, and is exploring the 
  complex. It is quite hungry, and can tell a 
  human 
  from 
  a 
  skorn. 
  It’s 
  not 
  immediately sure whether it’s supposed 
  to eat the party, or not, and studies them 
  curiously, chittering to itself. 
   
  3.� 5d10 Skorn spill into the area, yelling 
  and pushing each other. There is every 
  chance major violence is about the break 
  out between two different factions (the 
  Ruknogs have purple war paint, the 
  Tugat tribe have green).  
   
  4.� 1d6 Vampire Bats (LFG p.100) have 
  taken up residence in the shadows of the 
  ceiling. They generally prey on sleeping 
  skorn, but are not adverse to taking a bite 
  out an adventurer, if the opportunity 
  presents itself.  
   
  5.� A small Skorn child with red war paint 
  appears from around a corner, looking 
  scared, 
  as 
  if 
  she’s 
  running 
  from 
  something. She freezes in place at the 
  sight of the party, taken completely by 
  surprise. A loud guttural yelling can be 
  heard following up behind her. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6.� The party finds a discarded metal cog, 
  half buried under a grubby pelt. The cog 
  has a number of large cracks in it, and is 
  about the size of a person’s outstretched 
  hand. It is stained with what looks like 
  soot. 
   
  7.� Borbarzu (from Area 7) appears, his 
  mechanical steps making a strange 
  whirring and clicking noise as he 
  approaches. He is making his daily patrol 
  of the complex, on the lookout for 
  vermin or rowdy skorn who need 
  curbing. Needless to say, he is very 
  surprised to see the party. He will 
  attempt parlay first, seeking information 
  about the outside world, and particularly 
  Dol-Karok, before deciding whether to 
  imprison them or feed them to the 
  Ruknogs.  
  
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  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ap
  
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  AArea 1 – Entry  
  These stone steps are hand carved from the stony 
  mountain, 10 ft wide and 150 ft long. Skull poles 
  and stone pillars line the path, marked with 
  primitive art depicting game hunting and the 
  change of seasons.  
   
  Two skorn armed with clubs and javelins guard 
  the twin entries (one east, one west) at all times. If 
  they spot humans, they whoop and holler, calling 
  for aid from Area 2 or 3. 
   
  Skorn, AC 11, HD 2, Club 1d6+1, 19: the target 
  is clubbed in the head, losing its next action 
  (Luck (Will) save resists), S15 D10 C13 I7 P12 
  W8 Ch8, L5, Mv 30 ft. Rudimentary dark vision, 
  advantage to sense danger or detect scents. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 2 – Western Barracks  
  Carved into the mountain side here is a 30 ft 
  cave, housing 3d10 skorn with clubs, slings and 
  javelins.  
   
  For the most part they are sleeping, socialising, 
  wrestling or fighting. They take turns being on 
  sentry duty in Area 1, and are relieved every 
  couple of hours by another shift from Area 4 or 
  5. If Area 1 calls for help, they respond (50% 
  chance they are asleep at night, in which case they 
  require a Perc (Detection) test to hear the alert 
  and rouse themselves in 1d4 rounds).  
   
  Area 3 – Eastern Barracks 
  This 30 ft cavern contains 1d4+1 skorn spider 
  handlers, 
  and 
  their 
  2d4 
  giant 
  spiders 
  (domesticated with the xurrob plant). The ceiling 
  is lined with webs, spider eggs and baby spiders. 
  Ceiling holes provide natural light into this 
  chamber, which is particularly susceptible to fire 
  due to all the webbing. 
   
  The spiders are generally feeding or training. The 
  arachnids and their handlers are extremely loyal 
  to each other and gain advantage on morale 
  checks.  
   
  Giant Spider, AC 13, HD 2+2, Bite 1d6+1 + 
  poison, 19: special, S14 D16 C12 I2 P12 W10 
  Ch4, L5, Mv 40 ft inc walls, ceiling etc. On a 
  natural 19+ attack roll, target is webbed and 
  helpless (Luck (Str) save resists). On its turn, a 
  trapped victim may spend its action to break free 
  (opposed Str check vs Str 17). A giant spider’s 
  poisonous bite causes 1d6 damage and 1 Dex 
  loss (Luck (Con) save resists). 25% chance of 
  harvesting 1d3 doses of poison from a dead 
  spider.  
   
  Area 4 – Central Cavern 
  The 200 ft diameter central cavern is lit by 
  sconced torches, the perimeter ringed with skull 
  poles and walls painted with simplistic artworks.  
   
  Most of the paintings suggest hunting, fighting 
  and natural disasters, but a recent marking 
  depicts a squat, golem like humanoid with no 
  head, being worshipped by skorn beneath the 
  earth.   
   
  The floor is covered with furs, pelts and straw, 
  scattered with pitted knives and crude bowls. A 
  fast running underground stream and small pool 
  are set against the western wall. One or more 
  small cook fires are spread about, roasting flesh 
  of various denominations, including human, the 
  smoke wafting back up the tunnels or cracks in 
  the ceiling. 
   
  The chamber is typically occupied by 10d10 
  skorn, including 20% children, engaging in all 
  sorts of activities. The tunnel to the west leads to 
  Area 5.   
   
  
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  Needless to say, any obvious humans entering 
  this chamber are in for a bad time. Ruknog 
  savour the sumptuous juices of human flesh 
  above all others, and are likely to kill and cook 
  the party at the first opportunity. Some form of 
  deception, distraction, or infiltration is probably 
  going to be required to pass through this room 
  unmolested.  
   
  The skorn present automatically gain a Perc 
  (Detection) test to notice the smell of humans 
  unless the party has taken precautions to guard 
  against such (for example, wearing beastmen rags 
  or furs). 
   
  Area 5 – Living Quarters 
  This western passage branches out into a myriad 
  of living quarters for the remainder of the 5d100 
  beastmen (70% Ruknog), snaking deep into the 
  underbelly of the mountain range.  
   
  The entry tunnel provides a useful bottleneck to 
  keep the bulk of the skorn force at bay, if the 
  adventurers find a way to block or hold it 
  (temporarily or otherwise). 
   
  Area 6 – Xurrob Cavern 
  This 40 ft chamber is kept dark. In the centre of 
  the room is a small 15 ft wide x 2 ft deep 
  depression, inside which the crimson xurrob 
  mould grows. Exposure to more than a few 
  minutes of torch or sun light turns the mould 
  grey, rendering it inert. Ingesting the mould in its 
  purest form requires a Con check to resist a brief 
  euphoria, followed by an emerging serious 
  madness over 1d4 days. 
   
  Area 7 – Workshop Laboratory 
  This 150 ft cavern is furnished with chairs, tables, 
  books and bubbling glassware, a veritable 
  laboratory of Renaissance flair. A number of 
  anvils and smithy tools clutter one side, with 
  various metals and ores stacked up beside the 
  wall. The floor is bare stone, blackened and 
  discoloured with heat and chemical stains.  
   
  In the centre of the room, encircled by a number 
  of human size stalagmites, is a strange object 
  indeed: an 8 ft tall, 5 ft wide and 20 ft long 
  rectangular artefact, fashioned of jet black, 
  polished metal (an interstellar alloy).  
   
  Both ends of the artefact have a dozen nodules 
  protruding from it, which pulsate with a warm, 
  golden glow. The whole object radiates with a 
  barely perceivable hum if one or more nodules 
  are touched. After years of dedicated study, the 
  alien relic has imparted to Borbarzu knowledge 
  of strange and advanced technologies, the likes of 
  which are otherwise unknown across the 
  Midlands.  
   
  Threatened by debilitating disease four years ago, 
  Borbarzu entombed himself in a mechanical 
  shell, using technology gleaned from the alien 
  artefact. He now exists only as a man-machine 
  hybrid, a living golem of steam, clockwork and 
  canned lightning.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  As might be expected, the toll on Borbarzu’s 
  mind has been extreme. He is mad, completely 
  
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  obsessed with his triumphant return to Dol-
  Karok on the back of his growing horde of 
  xurrob addled skorn. If the party does not 
  immediately attack, he will parlay with them for a 
  time, keen to learn of the outside world. But 
  ultimately, their knowledge of him threatens his 
  plans; they cannot be permitted to leave alive.  
   
  Clockwork Borbarzu, Boss Monster, AC 15, 
  HD 7 (63 hp), 2 Fists 2d6, 19: everyone within 10 
  ft is scalded with steam, losing their next action 
  (Luck (Con) save resists), S19 D10 C23 I17 P15 
  W18 Ch4, L9, Mv 30 ft. Borbarzu is a Boss 
  Monster with all the usual benefits (LFG p.95). 
  When Borbarzu reaches zero hp, he explodes, 
  causing 2d6 damage to targets within 10 ft and 
  destroying his mechanical body beyond repair. 
   
  The archway to the west leads to Borbarzu’s store 
  of valuables. He and his skorn have gathered a 
  sizeable hoard worth 1 x 4 HD Lair Treasure 
  (LFG p.140), as well as 2d4 doses of xurrob drug. 
  Reverse engineering the drug to its constituent 
  formulae is possible, but would take years of 
  research by an Int 16+ apothecary. Meaningful 
  activation of the alien artefact, and siphoning of 
  its advanced knowledge, is a similarly long term 
  endeavour. A Speak with Dead spell, or 
  charming Borbarzu instead of killing him, etc, 
  might shorten this period at the GM’s discretion.  
   
  Area 8 – Water Cavern 
  At the bottom of the stone steps is a 40 ft cavern 
  filled with dark water and stalagmites rising up 
  from the depths. The middle of the chamber is 
  divided by a narrow, east-west land bridge, 
  beyond which is more water. A rocky protrusion 
  of dark stone laced with green veins protrudes 15 
  ft out of the furthest pool.  
   
  The water connects to a large underground lake, 
  which contains 2d6 five foot long Ripper Fish. 
  Food in the underground is scant, the fish are 
  ravenous and head towards anything moving in 
  the water. Borbarzu sometimes feeds them with 
  impudent skorn.  
  Ripper Fish, AC 12, HD 3, Bite 1d10, 19: 
  special, S14 D13 C13 I2 P8 W10 Ch4, L6, Mv 
  30 ft swimming. On a 19-20 attack roll, the fish 
  bites off a finger or toe (Luck (Con) save resists).  
   
  The murky water holds nothing but danger, but 
  across the land bridge and in the pool beyond, is 
  an outcropping of the rare mineral Greendrake, 
  used in crafting the poison of the same name 
  (applied by injury or ingestion, causes Slow (as 
  the spell effect) for 1d4+1 rounds. Luck (Con) 
  save resists). Adventurers might extract enough 
  raw material for 2d4 doses of poison. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If Borbarzu is defeated, the remaining skorn are 
  likely to remain at the peak, reverting to inter-
  tribal war. The halfmen do not understand the 
  workings of xurrob mould and soon destroy it by 
  accident. If the skorn are also removed, the party 
  might take up residence in Cloudcrag, and/or 
  seek to divine the secrets of the alien artefact 
  (which cannot be removed from the mountain 
  without breaking it). If Borbarzu repels the PCs, 
  he grows his army of skorn until the time is right 
  to invade Dol-Karok. The silver mask referred to 
  in the original rumour either does not exist, has 
  been lost, or might be part of Borbarzu’s 
  clockwork body (details left to GM discretion). 
   
  Af
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  Aftftf ermathth
  
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  (5) DORNHOLD 
   
  Rumours & Hooks:��
  An old explorer’s log refers to a small outpost, 
  hidden in the high peaks of the Ironhull ranges,  
  noted as an abandoned mithril mine. 
   
  A zoologist of the College of Inquiry in Northgate 
  believes he has identified the likely den of a long 
  dead dragon. The site is located near an 
  abandoned mine in the Ironhull Mountains. He 
  wishes to hire an escort to investigate. 
   
   
  Dornhold is a secret town set into the underside 
  of a high peak in the Ironhull mountains. It is 
  very old, but mostly empty, save for a handful of 
  short humanoids; the last of the free dwarves.  
   
  Dwarves are not the only things living in this 
  remote settlement however. Deep within the 
  mountainside sleeps Kormurta, the Purple 
  Worm, stumbled across by the dwarves in their 
  mining endeavours centuries earlier.  
   
  So far, the thing yet slumbers, but dusty dwarven 
  records suggest the last time it woke, it 
  demolished an entire region before disappearing 
  beneath the earth.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The dwarves consider it their solemn duty to 
  prevent Kormurta from awakening, and maintain 
  a constant vigil, driving away anyone or anything 
  that draws too close.  
   
  Generally speaking, unless the adventurers can 
  come up with a good reason to be allowed access 
  to Dornhold, they are likely to be intercepted 
  along the rising path and turned away.  
   
  As it happens, over the last couple of decades, 
  the dwarves’ resilience has begun to waver just a 
  little, and they might entertain travellers under 
  strict conditions.  
   
  Berek Grimfist is the elected leader of his kin, 
  and will do any negotiating with the party. They 
  dwarves are most interested in exotic foods and 
  drink, rare metals and coinage, medicines and 
  rare knowledge that could help them in their long 
  suffering duty upon the mountain side.  
   
  In addition, the party will have to persuade the 
  dwarves that they will keep Dornhold a secret, 
  and not reveal its location to anyone, no matter 
  the cost.
   
   
  
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  Finally, the adventurers will have to prove their 
  worth to the longbeards, who are mostly 
  impressed by feats of strength, endurance, 
  bravery and honour. The regaling of a suitable 
  tale over a few barrels might be enough, but more 
  likely, the dwarves will want one or more of the 
  company to demonstrate their “dwarfness” before 
  embracing them.  
   
  In return, the last of the dwarves have much to 
  offer. They are master forgers of weapons and 
  armour, more than equal to the finest human, 
  and have small caches of mithril and adamantine. 
  The hold is actually built on a near exhausted 
  mithril mine, which the dwarves tease out ever so 
  carefully (overcome by racial goldlust, despite the 
  obvious dangers).  
   
  Furthermore, the dwarves might prove lucrative 
  employers, offering the party generous rewards 
  for dealing with various threats that arise from 
  time to time, including cyclopes, giants, rock 
  eaters, skorn marauders and so on. If the party 
  ever needs to place to lay low, the remote, 
  isolated mine might be just what they need. 
   
  What else lies in the depths of the oldest shafts, 
  and whether Kormurta awakens, is a matter for 
  the GM. Rock grinders are not unheard of, and 
  some of the oldest writings even hint at other 
  dwarves, cut off in shafts lost generations before, 
  eeking out a life beneath the stone, waiting to be 
  set free.  
  A sufficiently high level party might even be able 
  to defeat the purple worm, or at least drive it  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  back into the earth to recuperate for another 
  three thousand years. If the worm awakens, it 
  remembers its old foes the dwarves, and goes out 
  of its way to destroy them and Dornhold, before 
  starting on Dol-Karok and other nearby cities. 
   
  Dwarven 
  Guardians, 
  AC 
  15, 
  HD 
  4, 
  Axe/Hammer 1d8+1 or Heavy Crossbow 2d8, 
  19: as weapon, S13 D10 C14 I10 P10 W10 Ch8, 
  L7, Mv 30 ft.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Berek is a Boss Monster (LFG p.95), 8 HD (60 
  hp), AC 17, and causes 1d8+4 damage on a swing 
  with his adamantine hammer. 
  
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  There are 2d20+20 dwarves remaining in 
  Dornhold, all of them veteran warriors, smiths 
  and miners of between 50 and 150 years. The 
  primary treasure of Dornhold is its expert smiths 
  and caches of rare metals. The town has amassed 
  a large fortune over the centuries, to the order of 
  1 x 12 HD Lair Treasure (LFG p.140), 2 x 
  Valuables (LFG p.147) and enough adamantine 
  to forge 1d4 weapons/shields and 1d3 suits of 
  armour.  
   
  If the GM is including dwarves as a player race, a 
  PC might originate from Dornhold. Perhaps the 
  adventurer’s mother smuggled them out, they 
  were exiled, or sent forth on a secret mission of 
  special importance.  
   
  Kormurta, Purple Worm, Boss Monster, AC 
  17, HD 20, Bite 3d12+3 and Stinger (poison), 19: 
  special, S24 D8 C24 I3 P14 W15 Ch2, L16, Mv 
  90 ft slithering, swimming or burrowing.  
   
  Kormurta is a colossal, 200 ft column of rubbery 
  flesh and a circular maw filled with row upon row 
  of man sized teeth. It is a Boss Monster with all 
  the usual benefits (LFG p.95). It detects prey 
  through 
  smell, 
  ground 
  vibrations 
  and 
  echolocation to a distance of 240 ft. The worm 
  swallows prey whole on a natural attack roll of 
  18+, makes Off Turn Attacks and has a 15 ft 
  reach. A swallowed target may attack the 
  monster’s guts with a small weapon such as a 
  dagger, suffering 3d10 crushing and acidic 
  damage on the monster’s turn. In addition to the 
  worm’s dreaded bite, it has a poison tail stinger 
  that instantly kills humanoid targets that fail a 
  Luck (Con) save. If the colossi is killed, an 
  adventurer has a 40% chance of harvesting 1d4 
  doses of poison. 
   
  Rock Grinder, AC 15, HD 6, 4 Claws 1d4+3, 
  19: special, S19 D10 C16 I3 P11 W12 Ch4, L8, 
  Mv 30 ft or 5 ft burrow. On a natural 19 to hit 
  roll, the target’s limb is broken or fractured, 
  crushed in a claw or mandible (see Injuries & 
  Setbacks table, entry 2 or 3). See Bestiary for 
  more details. 
  (6) TWIN HORNS PLATEAU 
   
  Rumours & Hooks:��
  Murtgurtle, an eccentric scientist and tinkerer in 
  Dol-Karok, is looking to hire some capable 
  explorers to assist him the Ironhull Mountains.  
   
   
  Murtgurtle is an eccentric scientist of the College 
  of Inquiry in Northgate. He is a genuine genius, 
  in his own way, working constantly in his 
  laboratory, slowly uncovering one secret of the 
  universe at a time. On occasions, he ventures out 
  into the field, but the older he gets, the less he 
  cares for traveling long distances, preferring to 
  hire others to do the field work for him.  
   
  In this instance, “Murt” is offering 500 gp to track 
  down and capture a strange and wonderful 
  “critter”, possibly a “thing” or “elemental 
  anomaly”, that is lurking in the vicinity of the 
  Twin Horns (a plateau in the Ironhull Ranges, 
  marked by two matching rock spires).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rudimentary questioning from the party will 
  quickly elicit that Murt doesn’t really know what 
  the thing is that he wishes to capture. He 
  describes it as a short, 2 ft pile of earth and stone, 
  that is able to move around of its own accord, 
  and change shape. Most wonderfully of all 
  
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  however, the “anomaly” demonstrates the curious 
  ability to merge with the ground, not burrow into 
  it, but rather meld with the earth, as if it were fog 
  or water, leaving no trace of passing.  
   
  It is this last quality that has made capturing the 
  thing problematic. Being a scientist however, 
  Murt has engineered a solution: a 3 ft, portable 
  box, lined with metal tubes filled with water.  
   
  Murt is fairly confident that the anomaly is not 
  able to pass through water. During a brief, 
  unplanned observation of the entity during a rare 
  field trip, it did not attempt to cross streams and 
  stayed well clear of them. He’s 68% sure his 
  special cage will be able to contain the thing.  
   
  All the adventurers have to do is get the critter 
  into the cage, and the gold is theirs. How the 
  party might go about doing so is completely up to 
  them. It’s what Murt’s paying them for after all, 
  and he doesn’t have time to come up with all the 
  answers. 
  He 
  has 
  other 
  more 
  pressing 
  experiments to be working on. But Murt is 
  confident the companions will figure something 
  out. It’s just a 2 ft pile of moving rocks, how hard 
  can it be? 
   
  Twin Horns 
  As it turns out, quite hard indeed. The first 
  challenge is the for the party to venture into the 
  mountains and make their way to the Twin 
  Horns, a six day trek from Northgate, passing 
  through some of the steepest terrain of the 
  Ironhulls. Certainly no place for horses, and 
  rockslides are not uncommon.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Random Encounters 
  There is a 30% chance of a random encounter 
  every 8 hours. If an encounter occurs, roll 1d6:  
   
  (1)� On a steep incline, part of the 
  mountainside crumbles away, loosened 
  by recent storms. Adventurers must 
  make a Luck (Dex) save or be dashed 
  away, battered by earth and rubble for 
  4d6 damage, before sliding to a stop 
  against a large boulder. 
   
  (2)� A flock of 2d6 Giant Eagles (LFG p. 
  106) appears in the distance overhead, 
  hunting for a meal. Have they spotted the 
  adventurers? 
   
  (3)� A terrible downpour sets in, making the 
  upward trek even more draining than 
  usual. All party members must make a 
  Con (Athletics) check or lose 1 point of 
  Str due to exhaustion. 
   
  (4)� Avalanche! A huge torrent of rock and 
  mud suddenly becomes unstuck high 
  above and plummets towards the party. 
  Each adventurer must make a Luck 
  (Dex) save or be buried in rubble and 
  reduced to zero hp. It takes 1d4 hours to 
  dig out a trapped PC. There is a 25% 
  chance the PC is trapped in a pocket 
  without sufficient air, in which case they 
  begin asphyxiating after 1d4 hours (LFG 
  p.159). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ckslides are not uncommon. 
  
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  (5)� 2d12 Giant Centipedes (LFG p.102) 
  emerge from a nearby cave, scavenging 
  for food. A dead thuel in the insects’ nest 
  has 1 x Carry Loot (LFG p.136).  
   
  (6)� A sizable 5d6 Skorn warband is on the 
  hunt, and have picked up the party’s 
  scent. Their drums can be heard on the 
  downslopes below, quickly approaching.  
   
  Once at the Twin Horns plateau, the ground 
  levels out substantially, and is dotted with trees 
  and large boulders.  
   
  A Perc (Wilderness Lore) check will locate some 
  signs of the mysterious entity’s passage: drag 
  marks that  suddenly vanish into a boulder, veer 
  away from large pools, or strange impressions in 
  the earth or stone, as if something has moulded 
  the rock like clay.  
   
  If the party is able to find tracks, they can 
  position themselves in the areas most frequently 
  explored by the entity, which appears in 1d6 
  hours. Otherwise the party will have to camp out 
  for 1d4 days before catching sight of it.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The thing is a baby Earth Elemental, with 2 HD, 
  Str 17, Luck 5 and Fists (2d4). It has animal 
  intelligence, and being recently manifest, enjoys 
  wandering the plateau, experiencing the different 
  rock layers, the sun, the fleshy creatures, and so 
  on.  
   
  It is not immediately hostile and will study the 
  party if it spots them first, curious as to their 
  nature. The only other human it has seen is 
  Murtgurtle, and he was always quick to retreat 
  once the elemental spotted him.  
   
  The primordial is interested in all things earth 
  and might be tempted to come closer to the party 
  by offering it gems or rare metals, which it will 
  gladly absorb. If attacked, it will immediately seek 
  to merge with the earth and disappear, never to 
  return. 
   
  With patience however, the party ought to be 
  able to tempt the elemental close enough that 
  they can shove or trap it in Murt’s box. One or 
  more attribute checks might be required.  
   
  As might be expected however, things are not so 
  simple. If the baby elemental is caught, an 
  enormous 20 ft elder elemental (lurking deep 
  below), immediately senses that the baby has 
  vanished, and immediately comes to investigate. 
  It takes 1d10 rounds for the adult to appear.  
   
  If the party suspect this complication, they might 
  be able to hide or escape by taking appropriate 
  action. Otherwise the elder elemental assumes 
  that the fleshy things have something to do with 
  the missing infant, and attacks. 
   
  Elemental, Earth, AC 19, HD 15, Fist 3d10, 19: 
  the target is knocked prone and momentarily 
  stunned, losing its next action (Luck (Con) save 
  resists), S23 D10 C22 I3 P10 W16 Ch3, L16, Mv 
  40 ft inc burrowing. 10 ft reach, Cause Injuries on 
  a natural 19-20 attack roll. Earth elementals may 
  pass through earth like water or burrow and leave 
  a tunnel. Immune to mundane weapons, except 
  those of cold iron, which affect it normally. 
  When staggered, the elemental gains Off Turn 
  Attacks. 
   
  
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  If the party defeat the elder elemental, its stony 
  remains contain 1d6 raw cut gemstones worth 
  1,000 gp each.  
   
  (7) CAVERNS OF MELUSIAH 
   
  Rumours & Hooks:��
  There are rumours of a band of hardened 
  brigands camping in a large cave complex in the 
  mountains, preying on smaller trade caravans and 
  outlying farms in the borderlands.  
   
  A historian named Ebernook, a resident of Dol-
  Karok is seeking the Sceptre of Melusiah, said to 
  be buried in a shallow grave in a cave complex in 
  the northern mountains. Ebernook is willing to 
  pay generously for the sceptre’s retrieval.  
   
   
  Overview 
  The Caverns of Melusiah are currently occupied 
  by two distinct groups; a band of brigands and a 
  colony of giant ants.  
   
  The brigands live in the western part of the 
  complex, and have done so for some years. They 
  generally keep the western side of Areas 7 & 8 
  covered in a unique herbal sludge (mostly glue, 
  salt and vinegar), including on the walls and 
  ceiling, which the ants find highly repugnant and 
  stay away from. From time to time however, 
  when the bandits wish to dissuade skorn, bounty 
  hunters or other creatures from exploring too 
  closely, they draw the barrier back to the 
  southernmost passages of Areas 3 & 6, allowing 
  the ants to scavenge outside and scare off any 
  unwanted visitors.  
   
  The 3d10+20 brigands are led by Brin Pentegast, 
  a long time outlaw and charismatic leader, 
  negotiator and thief. 
   
  Pentegast is always on the lookout for a good 
  mark, fully aware that her men will follow her 
  only as long as she keeps providing opportunities 
  for gold. Over the years she has amassed a small 
  fortune, robbing smaller trade caravans and 
  frontier farms. 
   
  The giant ant colony is comprised of workers, 
  soldiers and a single queen. Only the tip of the 
  hive is visible on the eastern map, the vast 
  majority of its twisting tunnels can be reached via 
  the large tunnel in Area 12. For the most part, the 
  ants forage using openings spread further across 
  the mountains, or hunt for food below ground.  
   
  Area 12 however is favoured by the queen as a 
  place to rest and lay her eggs, untroubled by the 
  bustle of her hive.  
   
  Random Encounters (Western Caves) 
  While the party is exploring the western caverns, 
  there is a 20% chance of a random encounter 
  every 15 minutes (or other time period as 
  determined by the GM). If an encounter occurs, 
  roll 1d6: 
   
  (1)� 2d6 bandits from Area 6  can be heard  
  joking and jostling, about to emerge from 
  a nearby corridor.  
   
  (2)� A strong wind suddenly blows through 
  the corridor. The adventurers feel the 
  hair on the back of their necks stand up 
  involuntarily, but as quickly as it appears, 
  the howling wind vanishes.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (3)� 2d10+10 bandits return to base, carrying 
  sacks of recent spoils! They are loud and 
  cheerful, drinking stolen ale and feasting 
  on stolen pies. They will take a very dim 
  view of any adventurers slinking through 
  their secret base. 
  
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  (4)� 2d4 bandits are arguing over loot or 
  women. They are distracted and in a foul 
  mood, either way.  
   
  (5)� A heavily inebriated, snoring bandit, 
  leaning up against a wall, empty flagon in 
  his hand.  
   
  (6)� A low, menacing chittering and chirping 
  noise echoes through the complex (a 
  giant ant, testing out the barrier, much to 
  its displeasure). 
   
  Area 1 – Cave Mouth 
  The cavern entrance is marked with a number of 
  beastmen poles adorned with wooden spikes and 
  the skulls of animals and people. Pentegast finds 
  the warning poles tend to keep most curious 
  skorn, thuel or other folk away.  
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The interior of the cavern is dry but cool, loosely 
  gravelled and mostly quiet. The occasional 
  breeze filters through, breaking up the still air. 
   
  The entry is unlit and extends about 30 ft. 
  Passages are generally 5 to 6 ft high, while the 
  caverns are 10 to 15 ft tall.  
   
  Area 2 – Entry Chamber 
  This 20 ft natural cavern is decorated with dark 
  stalagmites. In the north western corner are 
  tucked three torches with flint and steel. 
  Torchlight can be seen flickering in the northern 
  passages. The narrow southern passage is 
  completely dark and has a strange vinegar like 
  smell. During the day, there is a 70% chance of a 
  bandit sentry in the shadows beyond the daylight 
  from Area 1. At night the bandits hole up in Area 
  3, 5 and 6. 
   
   
  Map
  
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  AArea 3 – Main Living Area 
  This oval chamber is approximately 20 ft wide, 
  35 ft long and 15 ft high. The middle is 
  horizontally divided by a sharp 5 ft rise.  
   
  This living area is lit by lanterns placed on 
  boulders, decorated with sleeping bags, crates of 
  food (mostly salted fish, hard tack and other long 
  lasting rations) and barrels of alcohol. 
   
  At least 10 bandits are here at any one time, 
  sleeping, eating or socialising. They are wary of 
  any intruders, but bolstered by numbers, and will 
  call for help from Area 6 if required. A 
  charismatic adventurer might be able to persuade 
  the bandits to trade or exchange information, 
  rather than attack (at least temporarily).  
   
  Bandit, AC 11, HD 1, Sword 1d8 or Bow 1d8, 
  19: as weapon, S12 D11 C11 I10 P10 W10 
  Ch10, L4, Mv 30 ft. 
   
  The bandits are armed with a mix of swords, 
  maces and axes. All possess short or long bows, 
  15 arrows, a fire pot and a barrier flask (to scare 
  off any rogue giant ants). They will spread out, 
  take cover behind barrels or boulders, and fire on 
  intruders. Any loud disturbance brings help from 
  Area 6.  
   
  A search of the sleeping bags and general 
  camping gear in this area produces 1 x Carry 
  Loot (LFG p.136).  
   
  Area 4 – Melusiah’s Cairn  
  This 10 ft by 5 ft niche is the ancient grave of a 
  warlock named Melusiah, marked with a low, 
  oblong shaped cairn of white rock. Inside the 
  grave are fragile bones and a dirty elm sceptre 
  with an orb at one end. The sceptre grants the 
  user a Stoneskin effect once per week (no action), 
  but the user suffers a moderate madness (a Luck 
  (Will) check resists). 
   
  Anyone entering the chamber feels an immediate 
  sense of unease; the hairs on their neck stand up 
  and they shudder involuntarily. Pentegast’s men 
  are under pain of death not to disturb the grave, 
  which they hold cursed.  
   
  Removing a single stone causes the air 
  temperature to drop. Removing any more 
  releases Melusiah’s spirit. The ghost attacks 
  anyone in the complex, seeking to drain their life 
  utterly or drive them out. Once released,  the 
  spirit haunts Areas 1 to 7.  
   
  Melusiah, Ghost, AC 12, HD 8, Touch 1d4 + 
  special, 19: the target ages twice as much as usual, 
  S- D15 C- I10 P13 W17 Ch3, L9, Mv 30 ft flying. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ghosts are Incorporeal, able to pass through 
  objects, and are harmed only by magic or cold 
  iron weapons. A ghost’s awful caress instantly 
  ages the target 3d10 years (no Luck save 
  permitted) and requires a Luck (Will) save to 
  resist suffering a serious madness. If a target is 
  aged more than its expected lifespan, it dies a 
  desiccated husk. 
   
  Melusiah is bound to the world by eternal hatred 
  for his long dead son, who betrayed him to witch 
  hunters. If the bones of his son (buried elsewhere 
  in the mountains) are presented to him, he 
  vanishes forever. 
   
  
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  AArea 5 – Pentegast’s Quarters 
  This 15 ft by 20 ft cavern has a high 20 ft ceiling. 
  The cave is furnished with a table, chairs, a low 
  bunk and three 5 ft strongboxes. There is a 50% 
  chance that Pentegast is in her quarters with 1d3 
  bandits.  
   
  The bandit leader is a canny, brave and 
  formidable warrior. She is greedy at heart 
  however, and would rather put her men on the 
  line than herself. She is currently plotting to 
  convert their loot to gemstones (or some other 
  easily transported valuable), and steal away to 
  Crow’s Keep, leaving her men high and dry.  
   
  Brin Pentegast, AC 14, HD 4+2, Bow 1d8+3, 
  19: as weapon, S13 D18 C11 I14 P13 W14 
  Ch16, L7, Mv 30 ft. Pentegast has Backstab, 
  Skirmisher and Finisher like a 4
  th level rogue, may 
  choose from the following tricks up to twice per 
  combat: Hidden Blade, Quick Reflexes, Smoke 
  Bomb and Unseen Whip.  
   
  The bandit leader is armed with a short bow, 24 
  arrows and a hidden boot blade. She wields her 
  bow like a club, and stabs with her arrows like 
  knives, as if they were melee weapons at no 
  penalty. 
   
  Pentegast might be willing to hire the PCs to do 
  some work for her, particularly caravan scouting 
  or skorn clearing. If her life is in danger, she is 
  not above bargaining for it, offering for example 
  the combination codes for the strongboxes, or 
  Baron’s story (see Area 10). 
   
  The three steel strongboxes have combination 
  locks which only Pentegast knows the codes to. 
  Failing to open or pick the lock activates a potent 
  poison needle (Luck (Con) save, or suffer 1d6 
  damage each round for 1d6 rounds). The 
  strongboxes can be broken open with sufficient 
  time and the right tools. The boxes contain 1 x 4 
  HD Lair Treasure (LFG p.140), 1 x Potion (LFG 
  p.150) and 1 x Valuables (LFG p.147).  
   
  Area 6 – Secondary Living Area 
  This 20 ft by 30 ft cavern has a 15 ft high ceiling. 
  The cave is furnished similarly to Area 3, with 
  sleeping bags, food, etc, but also some tables, 
  chairs and even a bookshelf with some tattered 
  looking tomes (various mundane topics, including 
  languages, cooking and jewellery).  
   
  At least 3d6 bandits are here at any one time, 
  socialising or sleeping.  A search of the room 
  turns up 1 x Carry Loot (LFG p.136). 
   
  Area 7 – Chasm 
  This 5 ft by 30 ft passage is unlit, and ends in a 15 
  ft wide chasm. The entire passage is lined with 
  pungent barrier sludge, which repels the ants.  
   
  The chasm is pitch black and descends more 
  than 200 ft. Whether the chasm joins up with the 
  ant hive, or extends elsewhere, is a matter for the 
  GM.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 8 – Chasm Bridge 
  This 5 ft by 25 ft twisting passage is unlit, and 
  ends in a 20 ft wide chasm. The passage is coated 
  in barrier sludge, which repels the ants.  
   
  A rickety looking, 5 ft wide wooden bridge spans 
  the chasm. The bandits have not destroyed the 
  bridge because they sometimes lure the ants 
  across to deal with curious skorn or other 
  inconveniences (the ants can of course climb up 
  
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  the walls and ceiling, but also use the bridge). See 
  Area 7 for the chasm details. 
   
  If the party cross the chasm, they find the eastern 
  complex completely unlit. Strange clicking, 
  scrabbling and chirping noises can be heard 
  echoing further east, emanating from the 
  darkness.  
   
  Random Encounters (Eastern Caves) 
  While the party is exploring the eastern caverns, 
  there is a 50% chance of a random encounter 
  every 15 minutes. If an encounter occurs, roll 
  1d4: 
   
  (1)� 1d4+2 Worker Ants (Area 9) appear 
  from the darkness, skittering about with 
  food or on the way to check on the 
  hatchery. 
  They 
  have 
  detected 
  the 
  adventurers’ scent, and they smell 
  delicious.  
   
  (2)� 1d3+1 Soldier Ants (Area 10) charge out 
  of the darkness, intent on killing the 
  adventurers by ambush! They have hard, 
  shiny carapaces, and their hooked 
  mandibles drip with foul, green fluid. 
   
  (3)� A small Flesh Eating Fungoid (Area 11) 
  slides into the torchlight, wobbling side to 
  side as if being jostled by an invisible 
  wind. The fungoid knows it is slow, and 
  needs to lure prey to it, and will act 
  accordingly. 
   
  (4)� A deep, tunnel reverberating staccato 
  echoes 
  through 
  the 
  tunnels, 
  then 
  abruptly stops (the queen voicing a 
  command, or warning, to some of her 
  drones). 
   
  Area 9 – Main Hatchery 
  The entire southern part of the eastern complex, 
  consisting of four large caves, are lined with 2 ft 
  long, yellow white giant ant eggs. Some of the 
  more developed antlings can be seen wriggling 
  beneath the skin of their translucent shells.  
   
  There is no easy way (save climbing on the walls 
  or ceiling, like giant ants do) to navigate through 
  this area without risking disturbing a few of the 
  eggs (a Dex check at -2 penalty is required).  
   
  Disturbing the eggs has a 50% chance of hatching 
  1d3 antlings, which are very hungry and try to eat 
  the party, all the while making cute clicking and 
  chirping noises.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Antling, AC 10, HD 1 hp, Bite 1d3, 19: the 
  antling trips the target over by accident, but is 
  squashed in the process, S12 D10 C8 I1 P7 W6 
  Ch4, L3, Mv 20 ft and may climb walls, ceilings 
  etc.  
   
  2 ft antlings are yet to grow into full adulthood, 
  whether that is as a worker or soldier. They are 
  born with an instinctive understanding of their 
  role in the hive, and the chemical signals of other 
  ants.  
   
  If any antlings are triggered, or the party 
  otherwise draws attention to itself, 1d4 worker 
  ants emerge from behind the large pillar in the 
  eastern most corner to investigate (they are 
  otherwise sleeping/resting in the warmest corner).  
   
  Worker Ant, AC 13, HD 2, Bite 1d6, 19: the 
  worker knocks the target prone, S16 D10 C16 I1 
  P10 W10 Ch4, L5, Mv 40 ft and may climb walls, 
  ceilings etc. Workers may swarm a target, gaining 
  +1 to hit for each additional ant beyond the first 
  (maximum +4). 
  
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  AArea 10 – New Egg Hatchery 
  This 30 ft by 30 ft cavern houses the most recent 
  batch of new eggs (only 1 ft long), 1d4+2 worker 
  ants, and 1d4 soldier ant guards.  
   
  Soldier Ant, AC 15, HD 3+3, Bite 2d4 + 
  poison, 19: the soldier spits acid on the target, 
  causing 2d4 damage, S19 D12 C16 I1 P12 W12 
  Ch8, L6, Mv 40 ft and may climb walls, ceilings 
  etc. Soldier ants have a venomous bite that 
  requires a Luck (Con) save or the target loses 1d4 
  Con. Soldiers may swarm a target, gaining +1 to 
  hit for each additional ant beyond the first 
  (maximum +4).  
   
  Area 11 – Flesh Eating Fungoids 
  This 35 ft long oblong chamber has a tall 20 ft 
  ceiling. In the north eastern corner are 2d3 
  Fungoids; sentient toadstools with teeth and jaws, 
  mixed in with other man sized fungi. There are 
  50% adult and juvenile fungoids present. 
   
  The ants and the fungoids have formed a 
  symbiotic relationship. The ants bring the 
  fungoids food, and the fungoids shed viscous, 
  brown spores that the insects find delicious.  
   
  In recent weeks, a rogue ant managed to cross the 
  barrier and snatched Baron, the unlucky bandit 
  on sentry duty in Area 2 at the time. Baron was 
  delivered to the fungoids and swiftly devoured. 
  All that remains is his chainmail shirt, a shield, 
  and a cold iron hammer (bearing the sigil of 
  House Lorca of Dol-Karok).  
   
  The fungoids are pretty much always hungry, and 
  will attack any humans entering this area.  
   
  Fungoid, AC 10, HD 7, Bite 2d6+2, 19: special, 
  S19 D5 C16 I1 P10 W8 Ch4, L9, Mv 20 ft and 
  may climb walls, ceilings etc. On a natural 19, the 
  toadstool blasts the target with toxic spores, 
  causing 1 HD loss every 2d6 hours for 1d3 days. 
  An apothecary with the right healing herbs may 
  be able to neutralise the poison. See Bestiary for 
  more details.  
   
  The juvenile fungoids have 1 HD, 1d6 damage, 
  S13 and on a natural 19 they attach a sticky 
  appendage to the target, preventing it from 
  withdrawing. 
   
  Area 12 – Queen’s Chamber 
  This 35 ft by 30 ft cavern has a 25 ft ceiling. The 
  10 ft hole to the north is a long tunnel to the hive 
  proper, where 2d100 giant ants (not including 
  larvae) live.  
   
  The Queen rests here from time to time, 
  favouring the occasional surface breeze and 
  relative quiet. Eggs that are laid here are carried 
  to Areas 9 and 10 by workers (the queen cannot 
  squeeze through the southern tunnel).  
   
  There is an 80% chance the queen is present. If 
  so, there is a 50% chance she is asleep or resting, 
  unless the party has made its presence known. 
  The queen will not hesitate to exterminate any 
  human intruders in her domain, issuing a 
  deafening chittering to summon 2d10 soldiers to 
  aid her (appearing in 1d4 rounds).   
   
  Giant Ant Queen, AC 16, HD 6, Bite 3d4 + 
  special, 19: special, S19 D8 C19 I1 P15 W15 
  Ch16, L8, Mv 30 ft and may climb walls, ceilings 
  etc. On an 18+ attack roll, the victim is crushed in 
  the queen’s mandibles, suffering 3d6 damage 
  each turn until freed (the victim may spend their 
  action to make an opposed Str check to escape). 
  The Queen’s stinger carries a potent poison 
  causing 1d4 Con loss (Luck (Con) save for half). 
   
  The queen has no treasure as such, but 
  adventurers able to gather up most of the live 
  giant ant eggs, or antlings, might find buyers 
  trading in exotic insects, foodstuffs or potion 
  makers (to the value of 1d6 x 100 gp + 700 gp). 
   
  Aftermath 
  If the bandits are cleared, the ant colony 
  eventually takes over (if Melusiah remains, his 
  ghost haunts Areas 3 to 6, which the ants stay 
  clear of).  
   
  If Pentegast survives, she quickly puts her final 
  plans into action, converting most of the loot to 
  gems and jewellery before fleeing. Her men fight 
  over whatever baubles are left before disbanding 
  shortly thereafter. One or more brigands might 
  
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  stick together in an attempt to track down the 
  party, and/or Pentegast, seeking revenge.  
   
  (8) PILLAR PASS  
   
  Rumours & Hooks:��
  A contingent of hill giants have descended from 
  the high peaks and are lurking in the mid 
  mountains, causing trouble for Dol-Karok. 
  Workers from a nearby silver mine are refusing 
  to go back to work until the giants are removed. 
   
  Rumour has it a band of giants from the high 
  mountains have made camp two days trek from 
  the mountain fortress of Dol-Karok. The Circle  
  want someone to meet with the giants and find 
  out what they want. 
   
   
  Note: This adventure framework includes a 
  double cross while the adventurers are hip deep 
  in angry hill giants. If the table is unlikely to enjoy 
  such a twist, the GM might need to tweak things.  
   
  Stolen Goods 
  The B’Yarg hill giant clan has lived in the high 
  mountains for centuries, largely keeping to 
  themselves or skirmishing with rival giant and 
  skorn tribes. Recently however a thief named 
  Rupero (Karok) infiltrated their camp and stole 
  their most sacred object: a horned skull pendant 
  fashioned of mithril, hanging from an oversized 
  gold chain. The pendant belongs to the tribe’s 
  chieftain, Rogg, as a sign of authority and divine 
  power. 
   
  Hill giants have a sense of smell similar to 
  bloodhounds (a little known fact, since few can 
  get close enough to study them), able to detect 
  scents many days old. The tribe have possessed 
  the pendant for so long that they can literally 
  smell its fey metal tang, along with the spore of 
  the thief.  
   
  The giants tracked the pendant and thief to the 
  outskirts of Dol-Karok, and sent word to the 
  Circle of their dilemma, demanding the return of 
  both the pendant and thief (whom they intend to 
  eat). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  House Vorrox 
  House Vorrox, one of the five great houses of the 
  Circle, has assumed control of the situation, but 
  have no intention of handing over the pendant or 
  the thief. Mithri Milvara, third daughter of the 
  House, hired Rupero (a member of the Bronze 
  Hall thieves’ guild) to steal the amulet for her.  
   
  Milvara has however concocted a scheme to 
  resolve matters. She intends to hire some dupes 
  to meet with the giants, ostensibly to offer them 
  gifts and find out what they want, and report back 
  to her. In reality she plans to offer the giants a 
  replica pendant, plus one of the dupes as the 
  “confessed” thief, confident the dull witted oafs 
  will take both and go away.  
   
  To ensure success, Milvara is sending her trusted 
  ambassador, 
  Virene, 
  an 
  underhanded 
  but 
  charismatic and engaging young lady, to execute 
  the plan. In case things goes awry, Virene will be 
  armed with a magical earring to enable her to 
  turn invisible and escape (or so the pair believe).  
   
  House Vorrox offers the party 1,000 gp to 
  accompany Virene as wilderness guides, guards 
  and porters to the meeting. The cargo includes 
  ale kegs, chests of hams, chickens, sturdy bowls 
  and metal tools, and the replica pendant. If asked 
  why House Vorrox’s own guards cannot attend to 
  this important duty, Milvara explains that the 
  mission is simply too volatile/dangerous for her 
  
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  men, and she wants someone capable, but 
  expendable – which is where the PCs come in.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Virene understands the risks, but is willing to go 
  to better her career and standing with House 
  Vorrox. If there is trouble, Milvara expects the 
  giants are least likely to eat her (as the official 
  ambassador), plus she has the magic earring. 
   
  Milvara is very up front about this being a 
  business deal, with very real risks attached, and 
  that a commensurate payment is on offer 
  (considering it’s only a few days work). The 
  meeting is scheduled to occur in three days time 
  at Pillar Pass (a ravine, studded with large hoodoo 
  rock spires), about two days trek from the fortress 
  city. 
   
  Uncovering the Plot 
  If the PCs ask around about the giants, they 
  might learn (with a Cha (Gather Information) 
  check and a few ale rounds) that some giants have 
  indeed been spotted in nearby mountains, 
  causing the well armed mine guards much anxiety 
  (so much so that they refuse to go back to work 
  until the giants are dealt with). A great success on 
  the check reveals that the giants are after 
  something that was stolen from them, which may 
  or may not arouse suspicion as this isn’t 
  mentioned by Milvara. 
   
  Alternatively the PCs might uncover the plot 
  during the two day trek. If anyone unlocks the 
  chests (Virene has the key) and carefully studies 
  the 
  “mithril" 
  pendant, 
  an 
  Int 
  check 
  at 
  disadvantage 
  (unless 
  the 
  examiner 
  has 
  a 
  background in appraising or jewellery) reveals it 
  to be a fake; merely a nickel/mithril coating, 
  which was only recently crafted in the last few 
  days.  
   
  Finally, at some point during the trek, Virene 
  attempts to plant drops of Rupero’s sweat on the 
  clothes of one of the adventurers (hoping the 
  giants will smell it, and infer that the PC is the 
  thief). The sweat is contained in a perfume bottle 
  with a puffer, which if examined, exudes the 
  unpleasant smell of perspiration. 
   
  During her time with the adventurers, Virene 
  tries to ingratiate herself with them. She is warm 
  and  friendly, cultivating the appearance of a city 
  dweller unused to the wilderness. She inquires 
  about the party’s prior deeds and exploits, 
  interested to hear their stories (and glean any 
  bones of contention between party members).  
   
  If any of the party flirt with her, she reciprocates 
  in an effort to build trust and plant the thief’s 
  spore. When the time comes to reveal the 
  “confessed thief”, Virene nominates whichever 
  character she is closest to (or whoever she is most 
  upset with, if there has been a confrontation). 
   
  Random Encounters 
  Unless the GM determines otherwise, there is a 
  30% chance of a random encounter every 8 
  hours. If an encounter occurs, roll 1d6:  
   
  (1)� 3d4 Wolves (LFG p.129) are prowling 
  the area, looking for a meal. They will 
  target the weakest member of the party. 
  There is a 50% chance the pack is led by 
  1d3 Dire Wolves (LFG p.130) 
   
  (2)� A crazy prospector (Ned) with 1d4+1 
  dogs (LFG p.114, 129) are passing 
  through, looking for rivers to pan or new 
  veins to chase. If it is night they will be 
  camped with a sheltered fire.  
   
  
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  (3)� 1d4+1 Giant Eagles (LFG p.106) are 
  hunting here, their chicks hungry for 
  food. They will be attracted to shiny 
  metal humanoids. 
   
  (4)� An Assassin named Loc is tracking the 
  party for some prior misdeed; hired for 
  revenge, justice or to tie up loose ends. 
  AC 14, HD 7, S10 D17 C10 I15 P13 
  W10 Ch14, L9. Loc has Backstab, 
  Skirmisher and Finisher abilities like a 7
  th 
  level rogue, Off Turn Attacks, and may 
  choose from the following tricks up to 
  four times per combat: Choking Dust, 
  Hidden Blade, Rapid Dose, Smoke 
  Bomb, Unseen Whip, Cat’s Grace. He 
  carries dual short swords (1d6+3), a light 
  crossbow and 2d4 doses of poison at the 
  GM’s option. 
   
  (5)� 3d6 Skorn (see Bestiary) living in nearby 
  caves are scouting this area for food or 
  interlopers. They have claimed the 
  region as their hunting grounds. If the 
  hunters are driven off, they return to 
  their caves before tracking the party with 
  reinforcements 
  (5d10 
  skorn 
  with 
  swords/knives/axes and bows).  
   
  (6)� 1d6 Giant Scorpions (LFG p.121) are 
  scavenging from a nearby cave, and 
  would gladly feast on some PCs, their 
  horses or hirelings. If the scorpions’ den 
  is 
  searched, 
  numerous 
  humanoid 
  corpses produce 1 x Carry Loot (LFG 
  p.136). 
   
  The Meeting 
  Rogg is accompanied by 1d6+4 giants; a selection 
  of his best hunters and the tribe’s most fearless, 
  bloodthirsty and menacing brutes. 
   
  Hill Giant, AC 12, HD 8+2, Oversized club 
  2d8+2, 19: special, S20 D8 C15 I6 P9 W12 Ch8, 
  L9, Mv 40 ft. Giants hurl boulders, carts, barrels 
  or humanoid creatures up to 120 ft for 3d6 
  damage. Hill giants have an acute sense of smell, 
  gaining advantage on related checks. Rogg has the 
  same statistics as the other giants, but has 57 hp 
  and Off Turn Attacks.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When the meeting occurs, the giants are 
  immediately suspicious. They listen while Virene 
  offers the gifts and nominates one of the PCs as 
  the thief; delivered to the giants “as agreed”. 
   
  Of course, it all goes horribly wrong for Virene. 
  The giants are initially confused about Rupero’s 
  scent, and might mistake the adventurer for the 
  thief, but they have no doubt that the pendant 
  “smells wrong” and fly into a rage, furious at the 
  attempt to cheat them. Similarly, the party will 
  probably be upset that Virene has doublecrossed 
  them. 
   
  Unless the party is able to miraculously calm the 
  situation, battle swiftly erupts, with the giants 
  seeking to kill and devour all of the puny man 
  things. 
   
  Virene takes the first opportunity to use her 
  Earring of Invisibility (once per week, use an 
  action to cast Invisibility). Whether she is killed 
  before she gets the chance is another matter. If 
  she does succeed in turning invisible, the 
  
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  ambassador immediately flees and attempts to 
  make her way back to the safety of Dol-Karok. 
   
  Virene, AC 13 (leather), HD 2, Dagger 1d4+1, 
  19: as weapon, S9 D15 C11 I10 P10 W10 Ch16, 
  L5, Mv 30 ft. Virene has the Bard abilities Silver 
  Tongued (Deception) and Bardic Knowledge, 
  and is also a skilled survivalist, gaining advantage 
  on all Wilderness Lore related checks. In 
  addition to her magic earring, she has 3 vials of 
  rare, alchemical scent blockers (imposes disad on 
  tracking by scent). 
   
  If the giants and/or Virene are defeated, the 
  adventurers might find the magic earring, and the 
  giants have 1 x Carry Loot (LFG p.136). 
  Additionally, the Circle’s gifts consist of food/ale 
  worth 3d100 gp, 1 x Valuables (LFG p.147) and 
  1 x Trinkets & Curios (LFG p.141). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If the PCs survive, they might wish to chase  
  Virene back to Dol-Karok, and/or confront their 
  double crossing employer. Milvara for her part 
  may or may not seek to tie up loose ends, at the 
  GM’s discretion. Either way, the events of Pillar 
  Pass are likely to lead to further conflicts and/or 
  schemes  between House Vorrox and the 
  adventurers.  
   
  Without Rogg, the B’Yarg clan are likely to be 
  kept busy deciding a new leader, and fending off 
  attacks from rivals who seek to take advantage of 
  their disarray. Alternatively, the killing of a giant 
  chieftain might just unite the other clans, setting 
  in motion a plan to make an example of Dol-
  Karok.   
  
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  PLAINS 
   
  (1) THE RUDDY ROOSTER  
   
  Rumours & Hooks: 
  Whilst resting at the Ruddy Rooster, assassins 
  sweep in under cover of darkness to murder the 
  adventurers for some past misdeed, or to settle an 
  old score.   
   
   
  At some point in their adventuring career, the 
  party will make powerful enemies. In this 
  scenario, one such enemy has hired the Duskers 
  (a secretive assassins’ guild) to take out the PCs.  
   
  Rania, a high ranking member of the Duskers, 
  has been appointed the task. She understands 
  that the party is dangerous, and has brought 
  2d6+6 experienced recruits with her, outfitted 
  with the tools necessary to get the job done.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Ambush 
  The ambush unfolds at the Ruddy Rooster 
  frontier house, a fortified tavern, inn and stable 
  house just outside the walls of Port Brax, in 
  (relatively) safe patrolled territory.  
   
  Rania has been tracking the party for some time, 
  and finally decides to strike while the PCs stop 
  over at the inn (perhaps on the way to their next 
  adventure, or on the return trip).  
   
  The ambush begins after midnight, with Rania 
  and her crew scaling the buildings to reach the 
  rooftops. One mercenary for each party member 
  then attempts to break into their sleeping quarters 
  via the closest window (Dex (Traps & Locks) 
  check). Any that fail quietly smash the window 
  instead (granting one or more PCs a Perc check 
  to awaken or otherwise notice the intrusion).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Once inside, if the assassins have not yet been 
  detected, they move silently into position (Dex 
  (Stealth) vs Perc (Detection) test, possibly 
  modified if the target is asleep), before attempting 
  to cut the target’s throat. If they are undetected at 
  this stage, an adventurer receives a final Luck 
  save to fortuitously wake at just the right moment 
  (perhaps she hears the assassin’s nervous 
  breathing, a creaky floorboard, or is warned by a 
  sixth sense). Otherwise the PC is reduced to zero 
  hit points, with a 50% chance of emitting a cry of 
  pain (possibly alerting allies).  
   
  Once one or more PCs are awake, combat 
  proceeds as normal, most likely with a surprise 
  round for the assassins.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the party puts up anything resembling a fair 
  fight, the Duskers flee out the windows, their 
  allies above pulling them to safety with looped 
  and knotted ropes.  
   
  Across the courtyard, on the far rooftops, other 
  assassins let fly with crossbows at any pursuers. 
   
  Finally, Rania moves to deal with the most 
  threatening adventurers, hoping to make quick 
  work of them with her poison blades.  
   
  Rania, AC 14, HD 8, 2 Shortswords* 1d6+2, 19: 
  Disarm, S14 D17 C10 I15 P16 W13 Ch10 L9, 
  Mv 30 ft. Rania has Backstab, Skirmisher and 
  Finisher abilities like an 8
  th level rogue, and may 
  choose from the following tricks four times per 
  combat: Cat’s Grace, Hidden Blade, Quick 
  Reflexes, Smoke Bomb, Glue Pot, Rapid Dose, 
  Blind Sense, Unseen Whip). Rania has 1d4+1 
  doses of Ghoulsheen poison (applied by injury, 
  Luck (Con) save or immediate paralysis for 1d4 
  rounds), caltrops (5 ft area, Dex check or half 
  movement rate until short rest).  
   
  *In addition to the above, Rania is armed with 
  the enchanted shortsword Vaartu’s Bane, an 
  ancient elven blade (considered cursed by the 
  fey) with two levels of attunement: (i) once every 
  1d4 days, a struck target is rendered mute for 
  1d10 rounds (Luck (Will) save resists), and (ii) 
  once per week, the user may summon an Infernal 
  Minotaur (Vaartu, for 1d4 minutes or until slain).   
   
  Rania has raven hair, cat like grace and a cold 
  killer’s stare. She views this mission as just 
  another job, and will take all steps necessary to 
  complete it without mercy. If events get 
  completely out of hand, she attempts to flee, 
  using terrain and her rogue talents to escape if 
  possible.  
   
  Duskers, AC 13, HD 3, Shortswords 1d6+1 or 
  Light Crossbow 2d4+2, 19: as weapon, S13 D15 
  C10 I10 P11 W9 Ch10 L6, Mv 30 ft. Duskers 
  may use the Rogue Backstab talent once per 
  combat (as 3
  rd level). 
   
  The cutthroats entering via the windows are 
  armed with knives, short swords and caltrops. 
  The remainder are spread across the rooftops, 
  armed with light crossbows (with three quarters 
  cover when lying down to shoot, granting +4 AC), 
    
  
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  swords, ropes, grappling hooks, torches, oil and 
  camping gear.  
   
  Area 1 – Entry Gates 
  These 10 ft heavy wooden gates are the only 
  formal entryway into the grounds. They are 
  barred at night. A watch is usually set, but in this 
  case, the sentry is murdered by Rania as the 
  attack begins.   
   
  Area 2 - Supplies 
  This two storey, 25 ft square tower holds most of 
  the inn’s food and wine supplies, as well as acting 
  as the watch tower. The sentry on duty this night 
  is murdered by Rania as the assault begins. His 
  throat has been cut and the body stuffed into a 
  cupboard.  
   
  Area 3, 5 and 6 – Guest Houses
  These two storey restrooms are primarily rooms 
  for travellers. Some are more secure than others,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  with better quality locks or wooden bars available. 
  Most rooms are 10 ft square, but double rooms 
  (20 ft by 10 ft) are also available. There is a 
  “Grand” room (20 ft by 30 ft) available on the top 
  floor of Area 6. A large tap room takes up most 
  of the lower half of Area 3.  
   
  The proprietor is barkeep Master Hoggot, a 6 ft, 
  rotund fellow who invokes the gods at the drop of 
  a hat (“Baal’s balls! Get that man a drink Liri, 
  can’t you see he’s parched!”). The serving 
  wenches Liri, Suza and Robirra put up with his  
  melodramatics because (despite appearances) he 
  treats them well. He has a sturdy club under the 
  bar for rabble rousers and rough nuts.  
   
  Area 4 – Tethering Pole and Water Trough 
  A tethering pole for animals, and a water trough 
  for them to drink from is located here. The 
  trough might serve as cover against ranged fire 
  from the rooftops (it is very heavy, but can be 
  
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  moved with a Strength check at half speed). The 
  pole is 10 ft long and might serve as a makeshift 
  ladder to help reach the rooftop, or thrown at 
  enemies. 
   
  Area 7 and 8 - Stables 
  These two buildings are stables for horses, 
  donkeys, dogs or other animals travellers bring 
  with them. At the time of the assault, there are 
  2d6 dogs and 1d6 horses inside. They might 
  provide cover, means of escape, or distraction if 
  set loose. The mercenaries might scare the 
  animals with fire and let them loose if they need 
  to flee. 
   
  Aftermath 
  Tethered in the eastern trees are the mercenary’s 
  horses, which they will seek to escape with if 
  necessary.  
   
  If Rania is driven off and escapes, she will try 
  again at a later time, better prepared and with 
  more men, poison, traps, hounds and so on. She 
  has been paid handsomely to execute the PCs, 
  and will do what it takes to prevent her reputation 
  being sullied by failure.  
   
  If  Rania and her crew are killed, they give up 1 x 
  Carry Loot, 1 x Trinkets & Curios and 1 x 
  random Potion. At the GM’s discretion, Rania 
  might also carry a note or other object that 
  provides a clue as to her employer. 
   
  (2) YASHNARG’S GAMBIT 
   
  Rumours & Hooks: 
  Farm stock have been mindlessly slaughtered 
  along the outskirts of Port Brax’s borderlands. 
  The outlanders are on edge, and want someone 
  to investigate before they return to their labours.   
   
  A Port Brax outlander by the name of Orben 
  swears a horned humanoid lurking in grasslands 
  near his farm stole one of his bison. The farmer’s 
  guild has put a bounty on the monster’s head. 
   
  In the patrolled fields west of Port Brax,  
  livestock are being slaughtered or stolen by some 
  kind of beast (or beasts). Bison, cows and sheep 
  have been found torn apart, sometimes half 
  devoured, sometimes left to rot.  
   
  So far, none of the outlanders have dared to track 
  the beast to deal with it, and the single guard 
  patrol that went looking never returned. A 
  number of village folk have seen the aftermath of 
  the attacks, including Orben, who lost a number 
  of cattle on the outskirts a few days ago. Orben 
  can show the party the site.  
   
  An Int (Wilderness Lore) check reveals tracks 
  suggesting the beast can move on both two and 
  four limbs (two hind hooves, and two clawed 
  upper limbs). Further searching indicates a calf 
  was carried away from the site (partly dragged, 
  but then later carried).   
   
  The beast is in fact a Minotaur, and although it is 
  hunting for food, it is also here for a more sinister 
  purpose; to draw humans out of the patrolled 
  borderlands for eating.  
   
  In fact, 2d6 minotaurs lair in small ravine, 
  roaming at night and hiding away in caves during 
  the day. Having only recently arrived in the area 
  from the Rock of Gorzat, they are careful not to 
  let their true numbers be known to the 
  manwhelps nearby. The minotaur raiding the 
  outskirts is known as Yashnarg, and is gifted with 
  a sharper intellect than his cousins (Int 8). 
   
  Yashnarg’s plan is to draw some humans out and 
  lead them into an ambush in the low hills, where 
  his clan are waiting.  
   
  It takes 1d4 days to track Yashnarg back to the 
  ambush site, unless the party can win a contested 
  Perc (Wilderness Lore) check against him at 
  disadvantage (Yashnarg has been preparing for 
  this staged retreat for some time, and has a 
  number of precautions in place to prevent early 
  capture, including stashed food and water. He 
  
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  knows the quickest route back). If the party is 
  successful however, they manage to catch him in 
  1d2 days, and he will have to face them alone.  
   
  Minotaur, AC 15 (armour), HD 5+4, Big Axe 
  2d8, 10 ft reach, 19: roll on the Injuries & 
  Setbacks table (Luck (Dex) save resists), S19 D14 
  C19 I6 P14 W15 Ch7, L8, Mv 30 ft. Charge 60 
  ft, gain adv to hit for 2d8+2, target makes a Luck 
  (Con) save or roll on the Injuries & Setbacks 
  table.  
   
  Random Encounters 
  While the party is tracking the minotaur, there is 
  a 30% chance of a random encounter every 8 
  hours. If an encounter occurs, roll 1d6: 
   
  (1)� A pack of 3d4 hunting Wolves (LFG 
  p.129) appear and begin to follow the 
  party. They will not attack unless an 
  opportunity presents itself, but they are 
  clearly hungry and desperate.  
   
  (2)� 3d6 human hunters are making or 
  breaking camp, depending on the time of 
  day. They are happy to exchange stories 
  and/or band together for increased 
  protection overnight.  
   
  (3)� The weather turns foul, with strong winds 
  and heavy rain. The tracks are much 
  harder to follow after this event, 
  requiring a Wilderness Lore check (Int 
  or Perc) to keep the path. If the trial goes 
  cold, Yashnarg successfully loses the 
  party (albeit by accident). The stock 
  killings start up again in about a week’s 
  time.  
   
  (4)� A huge warband of 8d6 Skorn raiders 
  (Bestiary) can be heard beating drums in 
  the distance. If the wind changes 
  adversely (50% chance), the skorn try to 
  chase down the party and eat them.  
   
  (5)� Yashnarg leads the party through a thick 
  growth of Soruven Nettles, a highly 
  prickly 
  and 
  poisonous 
  plant 
  (the 
  minotaurs thick hide is immune). Each 
  traveller must make a Luck (Dex) save or 
  lose 1d2 Dex due to severe swelling and 
  discomfort. An adventurer skilled in 
  Wilderness Lore or Apothecary makes 
  the check at advantage.  
   
  (6)� 2d4 Giant Wasps (see Bestiary) descend 
  on the party from the sky, believing the 
  humans to be perfect incubators for their 
  larvae. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Ambush  
  The ambush site is a 200 ft area of grass and 
  tangled scrub, ringed by copses of trees. In the 
  shadows of a central tree, Yashnarg pretends to 
  devour a carcass, with his back turned to the 
  party, assuming he knows where they are (if the 
  wind is blowing the party’s scent towards him, 
  and/or he has had time to plan for their arrival).  
  
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  On the flanks the remaining minotaurs wait in 
  ambush. A Perc (Detection) contest vs the 
  Minotaurs Dex check (at advantage, due to their 
  carefully concealed positions) notices something 
  is up; strange rustlings in the trees, quiet snorts, a 
  horn poking out from a bush, and so on. 
   
  If the ambush is not detected, Yashnarg waits 
  until the party is within charge range (or until 
  someone triggers the pit trap, see below) before 
  attacking, roaring for his kin to join him. Half of 
  the minotaurs charge from the flanks, the others 
  hurl large rocks or tree branches (for 1d8+3 
  damage, and forcing a Str check or the target is 
  knocked prone).  
   
  At the GM’s discretion, and depending on how 
  much time the minotaurs had, there might also 
  be a 10 ft wide, 15 ft deep pit trap filled with 
  wooden stakes (causing 4d6 damage, Luck (Dex) 
  check to avoid) near Yashnarg’s position. If so, 
  the minotaurs attempt to fling the adventurers 
  into the pit. 
   
  Fleeing from the ambush is difficult; the twisted 
  scrub makes running awkward for humans, but 
  does not impede the minotaurs. The ranged 
  minotaurs circle round to entrap the party as best 
  they can. Party Retreat tests are made at 
  disadvantage if the adventurers are still in the 
  brush.  
   
  If the minotaurs are defeated, they carry 1 x 
  Carry Loot and 1 x Trinkets & Curios (LFG 
  p.136, 141). In addition Yashnarg’s horns are 
  adorned with bronze circlets and caps inscribed 
  with infernal runes. Attuning to the twin circlets 
  increases the wearer’s Into or Will by 2 points 
  (max 19). Over time, the wearer of the circlets 
  intrinsically understands there will be a price to 
  be paid for their boon, but not until the time of 
  the wearer’s death. What this means for 
  Yashnarg (if slain) and any possible PCs, is left 
  for the GM to determine. If the PCs track down 
  the minotaur’s lair, a further 3 x Carry Loot is 
  found. 
  (3) CHAMBER OF EIGHT 
   
  Rumours & Hooks: 
  Lowbrook Castle fell to ruin centuries ago due to 
  plague and pestilence. Some say the crypt of the 
  Fenmor family still remains untouched by thuels 
  and skorn, who consider it cursed. They also say 
  the family possessed not one, but two enchanted 
  rings.  
   
  Gusterro the Improbable, an alchemist of 
  moderate renown, is offering a generous bounty 
  for cockatrice beaks. Rumour suggests a flock 
  hunts around the ruins of Lowbrook Castle, deep 
  in the Ulgoth Foothills. 
   
   
  In the Ulgoth Foothills, contested by thuel tribes 
  and skorn, lie the ruins of Lowbrook Castle; an ill 
  fated keep brought low by pestilence and disease. 
  Persistent illness and death led to the complex 
  being abandoned, razed by enemies, and slowly 
  reclaimed by branch and root.  
   
  Precious little now remains of the keep proper, 
  but in the quiet oaks of the outlying grounds the 
  Fenmor crypt may still be found. Lord Fenmor 
  held sway during the final years of Lowbrook, 
  and he and his family were buried there. The 
  vaults contains many valuable family heirlooms, 
  in particular the Twin Rings of Ishra. 
   
  Unbeknownst to the lord, his wife Lady Setine 
  Fenmor was a cultist of supernatural forces. The 
  last of the Fenmors to succumb to plague, Setine 
  and her sect consecrated the crypt with powerful 
  necromantic rites, hoping to resurrect the family 
  in the future.  
   
  The castle was abandoned shortly thereafter, and 
  later destroyed by enemies. Skorn and barbarians 
  now shun the ruins, believing them cursed and 
  infected. After the party locates the grounds, it 
  doesn’t take long to identify the crypt’s entry 
  cairn. 
   
  
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  EEntry Cairn 
  The cairn is made of earth and granite, etched 
  with prayers for the dead in old common. The 
  wooden entry door that once stood here has long 
  since rotted away.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adventurers scanning the vicinity might notice 
  the petrified remains of old cockatrice meals 
  squashed into the grassy soil: petrified fingers, 
  ears and toes (Perc (Detection) check). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Unless otherwise indicated, the crypt has stone 
  walls, 7 ft ceilings, and chiselled, uneven floors. 
  The air is cool but reasonably fresh (there is an 
  odd fowl like scent, but air is able to circulate 
  freely via the open corridor of Area 1). 
   
  The tomb is quiet, but scratching and hissing 
  noises might be heard if the cockatrice are awake 
  inside (Perc (Detection) check at a -2 penalty). 
  The interior beyond Area 1 is very dim, lit only 
  by 
  patchy 
  luminescent 
  moss, 
  imposing 
  disadvantage on vision related checks. 
   
  Area 1 – First Landing 
  The arched entry tunnel quickly opens up into a 
  10 ft wide stairway that descends to the first 
  landing, which is 40 ft long by 20 ft wide. To the 
  south east is a stone door, to the north east the 
  stairs continue downwards.  
   
  On the walls of the landing are ancient shields 
  and swords of the Fenmor family, rotted or 
  rusted with age, but still serviceable, at least in the 
  short term. A natural 1-3 attack roll with a rusty 
  weapon, or an 18+ hit against a shield, sunders it. 
  Faded tapestries and paintings can also be found, 
  reduced to threads and scraps of parchment. 
   
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map
  
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  The stone door to the south east has no lock, but 
  is stuck, requiring a strength check to open by 
  sliding it into the wall cavity.  
   
  Area 2 – Chapel 
  This is a 30 ft by 20 ft chapel, with a quartz altar 
  along the south eastern wall. The wooden chairs 
  and pews are old but still sturdy enough to sit 
  upon. The chapel was originally dedicated to 
  Wodon, the god of knowledge and truth, but 
  Lady Setine subverted it to her dark cult before 
  she passed.  
   
  Adventurers studying the altar notice a ring of 
  golden runes inscribed at the base, recognizable 
  as a dark blessing (Int (Arcane Lore) check). A 
  golden chalice (800 gp) carved in the likeness of a 
  human eyed vulture sits in the centre of the altar. 
  The chalice is laced with rare psychotropic 
  powder, anyone tasting the powder is subject to 
  the equivalent of a Confusion spell (LFG p.67).  
   
  Area 3 – Pillar of Oblation 
  The stone door to this chamber is locked (the 
  key no longer exists). Due to its age and rust, 
  picking the lock requires a Dex (Traps & Locks) 
  check at disadvantage. Failing to pick the lock 
  jams it for good.  
   
  The 30 ft by 30 ft chamber beyond has alcoves in 
  three of the walls, and a 5 ft radius pillar in the 
  centre. The pillar is carved of dark granite and is 
  set with hundreds of small agate, jasper and topaz 
  stones (2d4 x 100 gp if pried from the column, a 
  task occupying several hours).  
   
  In the three alcoves stand three guardian 
  skeletons, animated by Lady Setine before her 
  death. The skeletons are charged with protecting 
  the gems, and will animate and attack those who 
  attempt to remove them. 
   
  Guardian Skeletons, AC 14, HD 2+2, Sword 
  1d8+2, 19: a defeated skeleton reanimates to aid 
  this one, S15 D7 C18 I- P12 W- Ch- L5, Mv 20 
  ft. These warrior undead wear patchy armour and 
  carry shields and wield longswords. The 
  guardians are extremely thorough, continuing to 
  attack a target until it is destroyed, dismembering 
  humans, splintering doors, and so on. The body 
  of an adventurer reduced to zero hit points must 
  be recovered from a guardian in one round or it 
  is irretrievably lost. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If the guardian skeletons are defeated, their 
  rusting armour and weapons might be salvaged 
  for 1d100 gp, or used similar to the equipment in 
  Area 1.  
   
  Area 4 – False Treasure Room 
  This 20 ft by 20 ft chamber is a false treasure 
  room and trap. The stone entry door is  
  unlocked (which might tip off the adventurers, 
  given the room’s apparent contents), but requires 
  a Str check to slide aside. Inside are two iron and 
  two wooden chests, ostensibly containing coins, 
  necklaces and other baubles. The four chests are 
  stacked alongside each other on the south eastern 
  wall, on a polished section of the floor that is one 
  inch higher than the rest of the room. The 
  polished platform has just enough room for the 
  chests to sit side by side, but not much more. 
  The “valuables” are in fact counterfeit, painted 
  with gold, set with false stones, and so on (if 
  
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  carefully handled, might be detected with an Int 
  check).  
   
  Anyone removing more than half of the contents 
  of any chest sets off a weight sensitive trigger in 
  the platform, which raises up another inch to 
  release poisonous gas from newly exposed holes 
  (a yellow cloud fills the room, causing 5d10 
  damage, Luck (Con) save for half).  
   
  An adventurer who studies the platform might 
  spot hairline cracks that suggest it may be moved 
  up or down (Perc (Detection) check). The trap 
  can be disarmed by using metal spikes or similar 
  to wedge the platform in place, or by keeping the  
  weights constant (Int (Traps & Locks) check, or 
  by player declaration).  
   
  Area 5 – Third Landing 
  This 20 ft square landing is littered with half 
  eaten petrified flesh and large black feathers. If 
  the party is being stealthy, there is a 50% chance 
  1d3 cockatrice are eating here. Otherwise 2d4 
  cockatrice are present, on their way to investigate 
  the party’s noisy intrusion.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cockatrice, AC 13, HD 4, Bite 1d3 + special, 
  19: the target’s weapon or armour (50%) is 
  petrified (Luck save resists), S6 D17 C11 I2 P13 
  W10 Ch5 L5, Mv 30 ft. A bite turns the target to 
  stone after 1d4 rounds (Luck (Con) save resists). 
  The petrification may be reversed in the same 
  way as a Flesh to Stone spell. At the GM’s option 
  the healers of the Riverstone clan (see the Forest 
  encounters section) might have an exceedingly 
  rare balm that also reverses the effect. 
   
  There is no treasure in this area, but cockatrice 
  parts are worth 2d100+50 gp (per beast) to 
  alchemists, herbalists and so on.  
   
  Area 6 – Chamber of Eight 
  This large octagonal chamber is approximately 80 
  ft wide, each wall containing a stone door. 
  Sconced torches line the walls (some of which 
  might still function if lit). The area is the nesting 
  place of a flock of 3d4 cockatrice, littered with 
  dug out holes, branches and plumage. One of the 
  beasts is the alpha, an 8 ft behemoth with silver 
  grey plumage, 7 HD and Off Turn Attacks (LFG 
  p.95). If this fearsome brute is killed, the 
  remainder of the flock will likely flee (Will check 
  at disadvantage). There is no treasure among the 
  petrified remains of the cockatrice victims.  
   
  The stone doors are inscribed with the Fenmor 
  family crest (a wyvern) but do not identify which 
  family member is entombed behind which door. 
  The stone doors are not locked, but require a 
  strength check to slide into the wall cavity.  
   
  Areas 7, 8, 10, 11, 13, 14 – Sibling Tombs 
  These six chambers are 30 ft by 30 ft and contain 
  the stone sarcophagi of the Fenmor offspring, 
  three brothers (Beldass, Drelthar, Dorimer) and 
  three sisters (Minera, Sarsan, Shari). Three of the 
  children were 7, 12 and 13 years of age when 
  they died of plague, the others were adults.  
   
  The chambers are expertly cut and decorated 
  with the crumbling keepsakes of the deceased, 
  including paintings, jewellery, weapons and so on. 
  Disturbing any valuables or the sarcophagi 
  themselves awakens the spirits of the siblings, 
  who rise as spectres. The spectres remember 
  some of their former lives, but are tainted by 
  
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  feelings of all consuming loss. They are outraged 
  by the presence of the adventurers and will seek 
  to drain their life force and transform them into 
  servile wraiths. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Spectre, AC 15, HD 7, Spectral Sword or 
  Touch 1d8 + level drain, 19: the Spectre and 
  target vanish to a nightmare realm of dark sorcery 
  to finish their duel. If the Spectre is destroyed, 
  the target reappears, S1- D15 C- I13 P15 W15 
  Ch9 L9, Mv 30 ft in any direction. Spectres are 
  Incorporeal Undead (LFG p.94) that pass 
  through solid objects like water. A spectre’s icy 
  touch drains one level until the end of the 
  adventure 
  (Luck 
  (Will) 
  save 
  resists). An 
  adventurer reduced to zero levels dies, rising as a 
  subservient wraith in 1d4 days.  
   
  Attempting to negotiate with the spectres is 
  unlikely to succeed, but they might be stalled by 
  discussion of the fate of the castle, their parents, 
  and so on. Presenting a spectre with a keepsake 
  from their personal sarcophagi has a 50% chance 
  of ending their curse and causing them to 
  dissipate immediately (otherwise the spirit flies 
  into a rage, focusing its attacks on that adventurer 
  exclusively). 
   
  Once any of the spectre siblings are woken, the 
  remainder also wake and descend on the party. 
  Every 1d4 rounds after the first spectre rises, 
  another one appears (out of the wall, ceiling, 
  floor, etc) to aid their brethren, until all six are 
  reunited. Each of the sarcophagi contain 1 x 
  Carry Loot (LFG p.136).  
   
  Area 9 – Lord Fenmor’s Crypt 
  This crypt contains the sarcophagi of Lord 
  Fenmor. The chamber is decorated more finely 
  than the others, with large brass urns, gold 
  gilding, gemstone insets and tattered rugs that 
  crumble to dust when stepped upon. A complete 
  looting of this chamber produces 1 x 7 HD Lair 
  Treasure (LFG p.140).  
   
  Lord Fenmor’s spectre rises if the sarcophagi or 
  treasures are disturbed. He will attack the party as 
  intruders, and will not be swayed by presenting 
  keepsakes of his life to him, unlike his children. 
  If confronted with Lady Setine, he flies into a 
  fury, gaining Off Turn Attacks, and targets her 
  mercilessly, seeking vengeance for her betrayal 
  and curse.  
   
  Area 12 – Lady Setine’s Crypt 
  This crypt contains the sarcophagi of Lady 
  Setine. The stone door is not physically trapped, 
  but passing through the entryway into the 
  chamber activates a magical ward, subjecting the 
  first entrant to a Blindness spell. A careful 
  inspection of the doorway reveals a small arcane 
  rune trap set into the apex (Perc (Arcane Lore) 
  check). 
   
  This chamber is relatively sparse, with the usual 
  Fenmor crest, a bookshelf full of yellowed and 
  crumbling books, and the dust of long decayed 
  clothes, flowers and other finery. 
  
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  Lady Setine manifests as soon as someone passes 
  through the runed entry way. She will not 
  immediately attack, instead seeking to learn about 
  why the adventurers are here and what other 
  spirits have been released. Setine has no interest 
  in the baubles that surround her. She wishes only 
  to depart the crypt, but innately understands that 
  she is bound here as long as Lord Fenmor exists 
  (which she did not expect, and was not part of 
  her plan). She is happy to assist the party in 
  destroying his spirit, and offers her twin magic 
  rings as payment. Any spellcasting ability Setine 
  once had has been lost in her transition to 
  undeath. 
   
  The dust and debris on Setine’s rotten bookshelf 
  conceals the enchanted Bands of Ishra, fashioned 
  of silver and bone.  
   
  One ring allows the user to cast Haste once per 
  week. The other ring allows the user to cast 
  Suggestion once per week. If both rings are worn, 
  the wearer immediately suffers a moderate 
  madness that does not subside until 1d4 months 
  after removing both rings.  
   
  A wearer of both rings hears occasional 
  whisperings from Ishra, a genie like entity from 
  another dimension. At the player’s request, the 
  GM may impart useful (but possibly cryptic) 
  arcane or legendary knowledge to the adventurer 
  once every six months. When this ability is used, 
  a Will check is required to prevent the wearer’s 
  madness escalating to the next severity level. 
   
  Aftermath 
  If the cockatrice and spectres are removed, it is 
  likely the crypt is taken over by some other beast, 
  perhaps a pack of dire wolves, a giant serpent or 
  similar.  
   
  If Setine is released into the world, she slowly 
  begins to recover her spell casting abilities, and 
  seeks out thuel and skorn victims. Over time, she 
  joins forces with a hidden necromancer, and 
  together they work to convert local skorn and 
  thuel tribes to their cult of undeath.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ((4) OLD BENGART’S MILL 
   
  Rumours & Hooks: 
  Outlanders living along the patrolled fields of 
  Skegg End have grown very sick, with an 
  increased number of vermin in the fields. Captain 
  Loris wants someone expendable to investigate.  
   
  Unusual numbers of sheep and bison are going 
  missing from farms, dragged away and devoured 
  by ferocious beasts. But the tracks suggest 
  something other than wolves or bears... Solving 
  this mystery is an opportunity to build goodwill 
  with the local outlanders.  
   
  Skegg End is a series of patrolled fields catering 
  to approximately 250 people, within Port Brax 
  borderlands, covering about four square miles. 
  Outlanders raise livestock and crops, falling back 
  to fortified barricades or the walled city itself 
  when threatened by barbarians or skorn. A 
  standing guard and hardened militia help fend off 
  hostile incursions.  
   
  The Bengart farm fell into disuse years ago, 
  ostensibly abandoned after shifting territories 
  made it too dangerous to live in. In fact, Bengart 
  fell victim to lycanthropy, and sent his family 
  away. He is now a wererat, with precious little 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  humanity left. He lairs in his old windmill, 
  gathering vermin to him like a furry, disease 
  ridden fog.  
   
  In the last few months, more than half a dozen 
  farmers have contracted Slough Pox from the 
  rats; a viral infection that causes the victim’s skin 
  to break out in sores and slough off. The disease 
  is deadly in about 50% of human cases, but 
  animals are immune. Those victims that recover 
  are often badly scarred. Herbal remedies can 
  alleviate the pain and scarring, but do not assist in 
  fighting off the disease itself. Four outlanders 
  have already died, and another three are in strict 
  quarantine.  
   
  Captain Loris, a trusted and hardy ranger in her 
  fifties, is willing to pay generously for some 
  adventurers to determine the source of the 
  plague, and either report back, or preferably deal 
  with it. She suspects a large vermin nest 
  somewhere on field outskirts.  
   
  Investigations 
  If the party makes inquiries, they might discover 
  some other strange occurrences on in the area. 
  Sheep have been going missing at an alarming 
  rate, and tracks suggest something other than 
  wolves or bears are responsible (Cha (Gather  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  Information) check). On a great success, one 
  hunter by the name of Motely even suggests he 
  saw what appeared to be enormous rat tracks 
  nearby old Bengart’s place.  
   
  If the party investigates some of the raided farms, 
  it doesn’t take long to locate tracks in connection 
  with missing sheep. An Int or Perc (Wilderness 
  Lore) check identifies giant rat tracks (cat sized), 
  as well as one very large set of paw prints (a dire 
  rat, with paws the size of a horse’s hoof).  
   
  Tracking the beasts leads to Old Bengart’s farm, 
  and the windmill (the GM determines how long 
  the trip takes to the farm, and whether to roll for 
  any plains based random encounters).  
   
  When the party first approach, they immediately 
  notice large numbers of mice and rats in the long 
  grass (hundreds upon hundreds), that skitter away 
  at the slightest provocation. The fields here are 
  completely overgrown, having been abandoned 
  for years.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 - Outskirts 
  Characters passing through the farm perimeter at 
  this point notice the occasional sheep carcass 
  lying in the tall grass or shrubbery. Anyone in the 
  vicinity of the dead corpses must make a Con 
  check or contract bacterial Slough Pox, which 
  begins manifesting symptoms within 1d6 hours: 
  lose 1d3 Str each day for 1d4 days, then make a 
  Luck (Con) save. If successful, the disease 
  subsides with no further deterioration over 1d6 
  months. If failed, the victim loses another 1d3 
  Str, and repeat). A character who survives the pox 
  has a 50% chance of losing 1 point of Cha 
  permanently due to severe scarring. 
   
  Adventurers 
  that 
  take 
  precautions 
  against 
  infection, such as wearing face wraps or imbibing 
  protective concoctions, gain advantage on the 
  Luck save (or by employing multiple protections, 
  might avoid the need for a Luck save at all).   
   
  Disturbing the carcasses, or physically touching 
  them, requires a second Luck save (assuming the 
  first was successful).  
  
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  AArea 2 – Overgrown Fields  
  At this perimeter point, unless the adventurers 
  are being very stealthy (Dex (Stealth) vs Perc 
  (Detection) contest), 5d4 giant rats are hiding in 
  the overgrown fields, planning an ambush.  
   
  Giant Rat, AC 11, HD 1d4 hp, Bite 1d3, 19: If 
  appropriate, another Giant Rat (60%) or Dire Rat 
  (40%) comes to aid this Giant Rat, S3 D14 C8 I2 
  P13 W6 Ch4, L3, Mv 40 ft. 50% chance of 
  exposing a bitten target to Slough Pox.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If more than half the rats are killed, the 
  remainder must make a Will check at 
  disadvantage or flee.  
   
  Area 3 – Old Windmill 
  The windmill is dilapidated and in a poor state, 
  its blade rotted and mortar crumbling. The 
  building has three stories, the exterior door long 
  since fallen from its hinges. The lower entry level 
  is generally inhabited by 1d4+1 dire rats. Dirty 
  straw, fur and scattered bones litter the floor.  
   
  Dire Rat, AC 12, HD 2+3, Bite 2d4, 19: the 
  target must make a Luck (Con) save or suffer a 
  virulent disease, draining 1d4 Str over the next 
  1d10 minutes, S13 D15 C13 I2 P13 W9 Ch4, 
  L5, Mv 60 ft. 50% chance of exposing a bitten 
  target to Slough Pox.  
   
  A narrow staircase leads to the middle level, 
  where Bengart resides. The second storey has 
  enough holes in the floor that he can see (and 
  hear) what is happening below.  
   
  The wererat and his dire rats retreat to this area if 
  possible for fighting. All of the rat kin can climb 
  the mortar here at their normal movement rate, 
  and will flee out the windows and down the walls 
  (a 20 ft drop) to escape if necessary. 
   
  While fighting on the middle level, scores of rats 
  from the attic above drop through the rafters onto 
  intruders, biting, scratching and generally going 
  for the eyes. PCs fighting here must make a Luck 
  save each round or suffer a -3 penalty on attack 
  rolls, or spell interruption, due to dive bombing 
  vermin.  
   
  Bengart, Wererat, AC 12,  HD 3, Bite 2d3 and 
  Sword 1d8, 19: if appropriate, a giant rat comes 
  to Bengart’s aid, S14 D18 C10 I13 P14 W10 
  Ch8 (Hybrid), L6, Mv 30 ft. Bengart is a 
  lycanthrope with all the usual benefits (LFG 
  p.95). By spending an action, he may exert 
  control and issue orders to ordinary rats, giant 
  rats and dire rats, which are compelled to obey. 
  Wererats are extremely sneaky and gain 
  advantage on Stealth checks.  
   
  Bengart is now more rat than man, but he retains 
  aspects of his humanity. With the right prompts 
  or pressure, he might be persuaded to show 
  mercy, or offer his treasures (including those 
  hidden in Area 4) in return for a truce and/or 
  exile.  
   
  If the windmill is searched, 1 x Carry Loot (LFG 
  p.136) is stashed in the attic, amidst rat detritus 
  (exposing any who touch it to Slough Pox).  
   
   
  
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  AArea 4 – Rickety Shed 
  This 30 ft by 20 ft shed is almost in ruins, 
  crumbling and unstable, with vegetation growing 
  inside.  
   
  Bengart has hidden 1 x Valuables (LFG p.147) in 
  the viney undergrowth of a rare Jitter Vine: 
  anyone disturbing the brush sets off its flowery 
  spores, causing the subject to flee in irrational 
  fear for 5d4 minutes (Luck (Con) save resists). At 
  the GM’s discretion, an adventurer might harvest 
  1d2 spore pods that will keep for 1d6 weeks 
  before turning inert (the plant produces spores 
  only once per season).  
   
  Aftermath 
  Unbeknown to Bengart, when he sent his family 
  away years ago, his daughter was already infected 
  with early stage lycanthropy. Over time his entire 
  family became lycanthropes (his wife, son and 
  two daughters).  
   
  Recently the pack has heard tales of a vermin 
  plague in the area, and a giant rat that walks on 
  two legs. They are en route to investigate. If they 
  find Bengart dead, they will seek vengeance 
  against his killers if possible. Alternatively, if 
  Bengart is alive, the family reunites and sets about 
  infecting Skegg End. 
   
  (5) GREEN CRYSTAL TOWER 
   
  Rumours & Hooks: 
  Deep in hostile plains, on a rocky outcropping, 
  stands a crumbling tower topped with the likeness 
  of a demon’s skull. Legend suggests it was once 
  the home of a powerful wizard.  
   
  A band of cyclopes have been seen hunting along 
  the outskirts of Port Brax borderlands, scouting 
  the area for potential raids. Authorities have 
  issued a handsome bounty to deal with the threat.  
   
   
  In remote, hostile plains beyond the borderlands, 
  on a bare rocky outcropping, rises an old and 
  eccentric tower. Fashioned of stone and mortar, 
  in long forgotten style, the strange edifice is 
  topped with the likeness of a demon’s skull.  
   
  Whatever cult or sorcerous power once dwelt 
  here has long since departed, but the tower is not 
  unoccupied. 1d3+2 Cyclopes have taken up 
  residence on the second level and consider the 
  ruin their home.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The lower level of the tower consists of pillars 
  with a man sized, dark green crystal in the centre. 
  The magic of the crystal has long since failed, 
  along with its teleportation power, making 
  climbing the only way to reach the second level. 
   
  Climbing up to a window is not difficult for a ten 
  ft tall cyclops, but humans require a Str or Dex 
  (Athletics) check to scramble up without 
  misadventure (automatic success with ropes or 
  enough time).  
  
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  The second level is mostly crumbling furniture 
  and furs, but 1 x Carry Loot and 1 x Trinkets & 
  Curios (LFG p.136, 141) may be scavenged. 
  Hidden beneath a concealed trapdoor is a secret 
  cache of 1d3 scrolls (LFG p.152). The 
  compartment is magically warded against non-
  spellcasters that open it, unleashing a Finger of 
  Death spell. If slowly opened, small runes can be 
  seen around the inside edge of the trapdoor 
  before it is fully opened and the ward triggered.  
   
  On the roof of the tower is a second man sized, 
  dark green crystal, but this one pulsates with 
  flickers of darkness from time to time (if the 
  crystal is closely studied, a Perc (Detection) check 
  notices such). 
   
  Climbing to reach the crystal requires another Str 
  or Dex (Athletics) check, to avoid falling 25 ft to 
  the ground.  
   
  Anyone touching the roof crystal senses a subtle 
  welcoming, a kind of cosmic narrowing of 
  attention upon them from distant reaches. The 
  adventurer senses that something wants to impart 
  a blessing, or perhaps understanding, upon them. 
  An Int check (at advantage if skilled in Arcana) 
  intrinsically senses that this blessing will be both 
  boon and bane.  
   
  If the offer is accepted, the character is imbued 
  with a whisper of forbidden lore, and gains the 
  ability to cast one spell every 1d4 days (roll 1d6, 
  1-3: 1
  st level, 4-5: 2
  nd level, 6: 3
  rd level; determine 
  the spell randomly). The adventurer also suffers a 
  moderate madness that cannot be mitigated or 
  removed (via magic or otherwise). The blessing 
  functions only once for each character, and each 
  use has a 75% chance of burning the crystal out 
  permanently. If the crystal is burnt out, a wave of 
  psychic energy pulses outwards, requiring a Luck 
  (Dex) save to avoid being thrust off the tower.  
   
  Each of the cyclopes living in the tower has 
  touched the crystal, felt its power, and are more 
  unhinged than most of their kin. The cyclopes 
  have each learnt a random spell as noted above.  
   
  Cyclops, AC 12,  HD 7+2, Oversized Club 
  2d8+1, 19: special, S19 D12 C16 I6 P8 W10 
  Ch9, L9, Mv 40 ft. Lacks depth perception 
  suffering disadvantage on ranged attacks. 10 ft 
  reach and Causes Injuries on a natural 19-20 
  attack roll. Cyclopes retain vestiges of augural 
  ability and gain a free attack on a natural 19 or 20 
  attack roll.   
   
  (6) WAYFARERS 
   
  Rumours & Hooks:��
  Rumours are circulating about a small band of 
  adventurers scouring the Low Plains. Some say 
  the company includes a wizard that turns people 
  to stone. Whatever they’re looking for, they’ve 
  been searching for a week now, seemingly 
  without success.  
   
  A band of well armed treasure hunters have set 
  up camp in a nearby ravine. On one of the few 
  occasions they’ve been spotted in town, the group 
  were inquiring about the whereabouts of the PCs. 
   
   
  The Wayfarers adventuring company, consisting 
  of Gromwug, Langley and Farro, and their six 
  hirelings (three porters and three men-at-arms), 
  have set up camp in the borderlands of the 
  nearest city.  
    
  They are searching for… whatever the party is 
  currently searching for! By luck or design, the 
  wayfarers have gotten wind of the same treasure 
  the party are after, and hope to beat them to it. 
  Depending on the specifics, the rivals might have 
  to track the PCs to the location or intervene more 
  directly.  
   
  Alternatively the PCs might have already acquired 
  the particular treasure, and the wayfarers are 
  seeking the party to bargain for it (or steal it). In 
  this case, they have been making inquiries, 
  anxious to locate them, and ideally lure them into 
   
  
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  the wilderness to negotiate (or otherwise). The 
  parties might also simply cross paths in the 
  outlands, either camped or trekking across the 
  great plains.  
   
  Either way, the wayfarers are initially sociable and 
  happy to swap tales and war stories. They regard 
  the party as kindred souls, and are genuinely 
  interested in their history and objectives.  
   
  The band are however very much of the hard 
  hearted, mercenary kind, wandering from land to 
  land in search of riches, power and glory. If the 
  PCs reveals any obviously highly valuable goods, 
  or the specific treasure(s), they immediately begin 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  plotting the best way to obtain them. If the two 
  companies do not come to blows, they might find 
  opportunities to assist each other, or perhaps 
  even join ranks on occasion to tackle particularly 
  dangerous opponents. 
   
  Gromwug, AC 19 (heavy amour & shield),  HD 
  7 (45 hp), 2 Spear 1d6+3, 19: target is tripped, 
  S16 D15 C12 I13 P8 W13 Ch12, L9, Mv 30 ft. 
  Gromwug has the Fighter Adaptable ability, with 
  the Protector style. He may change styles twice 
  per combat. He is Varnori, an ex-gladiator of 
  Melek and well versed in a range of weapons, but 
  favours the spear and shield. Gromwug is the 
  least talkative of the wayfarers, and the most loyal. 
  He is immune to fear related checks and may 
  perform one automatic rescue per combat, an 
  ability normally restricted to PCs only.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Langley, AC 13 (leather), HD 5 (30 hp), Staff 
  1d6+1 or Sword 1d8+1, 19: as weapon, S13 D16 
  C10 I15 P15 W17 Ch14, L8, Mv 30 ft. Langley is 
  from Port Brax, sociable, and interested in 
  hearing the exploits of the PCs. He has a long 
  standing interest in ancient secrets and collects 
  lore of all kinds. He may be able to divulge useful 
  information to the PCs if they can strike a 
  bargain. Langley is the most ruthless of the 
  company and least likely to lose any sleep over 
  
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  murdering them in their sleep for treasure. May 
  choose from the following spells five times per 
  combat (5
  th level): Charm Person, Sleep, Detect 
  Magic, Unseen Hand, Fog Cloud, Cure Minor 
  Injury, Phantasmal Force, Locate, Levitate, Fly, 
  Haste. 
   
  Farro Banderhall, AC 14 (leather),  HD 6 (35 
  hp), 2 Dagger 1d6+3, 19: special, S15 D17 C13 
  I14 P17 W10 Ch15, L8, Mv 30 ft. Farro’s 
  daggers cause 1d6 damage instead of 1d4, and on 
  a natural 19 to hit roll, the target must roll on the 
  Injuries & Setbacks table (players may choose to 
  make a Luck save to negate). Farro has Backstab, 
  Skirmisher and Finisher abilities like a 6
  th level 
  rogue, and may choose from the following tricks 
  three times per combat: Choking Dust, Hidden 
  Blade, Quick Reflexes, Smoke Bomb, Unseen 
  Whip.  
   
  Farro is a midlander thief, a hard luck story from 
  Northgate with a talent for blades and cards. She 
  is happy enough to talk, and likes a good laugh, 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  but her eye is always on the next prize. Unlike 
  Gromwug and Langley, Farro’s true loyalty is to 
  herself, and she will not hesitate to flee a doomed 
  battle, even if it means abandoning her comrades. 
  She is not particularly blood thirsty, and prefers 
  guile to direct conflict, but will not shy from 
  danger provided the profit is clear.  
   
  Men-at-Arms, AC 14 (chain & shield), HD 1+3, 
  Axe 1d8, 19: as weapon, S14 D10 C12 I10 P10 
  W10 Ch9, L4, Mv 30 ft.  
   
  Porters, AC 10, HD 1d6 hp, Knife 1d4, 19: as 
  weapon, S10 D10 C11 I9 P9 W10 Ch10, L4, Mv 
  30 ft.  
   
  The wayfarers have 1 x Carry Loot and 1 x 
  Trinkets & Curios (LFG p.136, 141), and 
  Langley, Gromwug and Farros each have a magic 
  item of some kind (2 x One shot and 1 x 
  permanent item, LFG p.150, 152). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ((7) BETRAYAL AT SIRADORN 
   
  Rumours & Hooks:��
  Messenger birds have stopped arriving from 
  Siradorn, an important iron ore outpost in the 
  barbarous Great Plains. Merchants in the walled 
  city of Port Brax want someone to investigate 
  before they send out the next caravan in a few 
  months.  
   
   
  Siradorn is a fortified outpost located in the Great 
  Plains, amidst several hostile barbarian and 
  beastmen territories. Founded on an iron mine, 
  its grey smoke plumes can be seen for miles, 
  constantly curling upwards from the fort’s 
  smelting furnaces.  
   
  Periodically, wagons of refined ore depart for 
  Port Brax care of heavily armed caravans, before 
  returning some months later for the next 
  shipment. Guarding the wagons in either 
  direction is dangerous but lucrative work, and for 
  those planning to explore the plains more fully, 
  Siradorn serves as a relatively safe stopover.  
   
  Danger Within 
  In this instance however, the outpost is under 
  attack from within. Mistress Kendra, a saboteur 
  and agent for the ruthless merchants of House 
  Tergoza, has infiltrated the camp and is slowly 
  poisoning 
  its 
  inhabitants. 
  Disguised 
  as 
  a 
  candlemaker, 
  Kendra 
  employs 
  the 
  rare 
  alchemical concoction known as Shennog’s Veil, 
  a clear fluid with a slightly metallic odour that 
  poisons the brain, slowly turning the victim mad 
  (affects humans only). 
   
  Kendra’s candles and lantern wicks (which she 
  supplies to almost all residents) spread the toxin 
  by scent, requiring some weeks of exposure 
  before taking hold. Kendra has been poisoning 
  the outlanders since the last ore shipment several 
  months ago, and 85% of the population are now 
  under its influence. Kendra herself carries an 
  antidote that she imbibes daily to protect her 
  against the effects.  
   
   
  Kendra, Boss Monster, AC 13 (leathers), HD 6 
  (49 hp), Knife 1d4+4 + poison, 19: As weapon, 
  S9 D15 C10 I15 P13 W10 Ch10, L8, Mv 30 ft. 
  Kendra may choose from the following Rogue 
  tricks three times per combat: Choking Dust, 
  Hidden Blade, Quick Reflexes, Smoke Bomb. 
  She may apply poison to her weapon as part of 
  her attack action, and is never without 2d4 poison 
  doses of poison (half Fireblood, half Ghoulsheen; 
  LFG p.33). Kendra wears a poisoner’s ring with a 
  dose of Whisperfog (LFG p.33, 34). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Additionally, Kendra carries a cache of trigger 
  vials of a highly potent catalyst. A trigger vial may 
  be thrown up to 50 ft and bursts in a clear 30 ft 
  cloud that persists for 2d6 rounds. Any poisoned 
  NPCs exposed to the cloud are instantly 
  overcome by homicidal urges (no save) that last 
  1d6 hours, attacking or manoeuvring to ambush 
  anyone nearby who is not similarly affected (they 
  “smell” others who have “triggered”, and do not 
  target them).  
   
  Against those unaffected by Shennog’s Veil (eg 
  the PCs), the target rolls on the Madness table 
  below 
  instead 
  (Luck 
  (Will) 
  save 
  resists, 
  immediate effect, lasts 2d6 hours). Kendra’s 
  unique alchemical perfume (smells like citrus and 
  mortar) protects her in a 5 ft radius, causing 
  
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  homicidal NPCs to pause dazedly before seeking 
  out a different target on their next turn. 
   
  The PCs might become involved in this 
  adventure by (i) being hired by Port Brax 
  merchants to find out why messenger birds have 
  stopped arriving, or (ii) wander into Siradorn 
  whilst exploring the plains for unrelated reasons.  
   
  Great Plains 
  The fortified outpost is located at least five days 
  trek into the Great Plains, an expanse of verdant 
  grasses that grow three to four feet high. Adjacent 
  land has been cleared as fields and the outskirts 
  are patrolled, but beyond this rudimentary 
  taming, the plains run unchecked.  
   
  There is a 30% chance of a random encounter 
  every 12 hours whilst travelling to Siradorn. If an 
  encounter occurs, roll 1d8:  
   
  1.�  2d4 Giant Wasps are buzzing low across 
  the grasslands, searching for some 
  humanoid sized prey. If they manage to 
  paralyze a target, they will withdraw, 
  carrying the unfortunate back to their 
  hive (for eating and/or egg implantation). 
   
  2.� A warband of 2d8 Ogres (LFG p.120) 
  are clashing with 2d10 mounted thuels 
  (50%, as Berserker LFG p.114) or Skorn 
  (50%, see Bestiary). If either side notices 
  the party, they attack them too. 
   
  3.� In the distance a lone barbarian wearing 
  an animal skull mask can be seen, raising 
  her arms and voice to the sky (Shaman, 
  Magic User 3). Moments later, a peal of 
  thunder echoes overhead. 
   
  4.� A Western Panther (70%, see Bestiary) 
  or mated pair (30%, possibly with cubs) 
  are hunting in the long grass, stealthily 
  stalking the last member of the party. 
   
  5.
  3d10 Skorn hunters are loping through 
  the grasses here, on the trail for fresh 
  meat. There is a 50% chance they are 
  upwind of the party and hiding in 
  ambush.  
   
  6.� A wild fire erupts in nearby grassland, 
  sweeping through the plains, filling the 
  sky with smoke and embers. There is a 
  50% chance the winds blow the fire 
  towards the party. If so, a group Luck 
  check is required to avoid being caught 
  in the flames and suffocating smoke, 
  causing 4d6 damage and requiring a roll 
  on the Injuries & Setbacks table. Taking 
  appropriate precautions grants advantage 
  on the check (wearing a facemask, taking 
  shelter in trench, rock formation or pool, 
  etc). 
   
  7.� A band of 5d10 xenophobic thuel riders 
  (as Berserker LFG p.114) appear in the 
  distance. The travellers might be able to 
  hide from them, negotiate passage, or 
  neutralize the encounter in some other 
  way. 
   
  8.� 5d4 Giant Rats (70%) or 3d4 Dire Rats 
  (30%) are scavenging from a dead bison 
  carcass. They might take their chances 
  against a PC however, particularly if they 
  can isolate a small or obviously wounded 
  target.   
   
  Siradorn 
  Siradorn exists solely for the iron ore veins 
  located beneath Area 20. Some 200 to 300 
  outlanders live and work here, mining, refining 
  and preparing the ore for shipment to Port Brax 
  every few months. A number of relevant 
  businesses have sprung up within the fort, 
  catering to the needs of the miners, guards and so 
  on. 
   
  The wooden walls and parapets protect the 
  outpost from skorn, thuels and on occasion more 
  monstrous threats. At any one time there are 
  1d3+1 men in each of the nine towers or walking 
  nearby palisades, keeping an eye out for gathering 
  threats.  
   
  Each of the towers has a heavy duty ballistae on a 
  rotating platform (range 500 ft, 4d6 damage or vs 
  humanoids requires a Luck (Dex) save or 
  
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  reduced to zero hp, reload as crossbow). Outside 
  the walls, 5 ft wooden stakes form a perimeter 
  against thuel riders, excepting the northern 
  mound, which has sheer, 30 ft granite walls 
  instead. 
   
  Guards, AC 16 (heavy chain and shield), HD 1, 
  Spear 1d6+2 (two handed), Sword 1d8+1, 
  Longbow 1d8+1, or Heavy Crossbow 2d8+1, 19: 
  as weapon, S13 D10 C11 I10 P12 W10 Ch10, 
  L4, Mv 30 ft. 
   
  The fields outside the walls supplement the 
  outposts salted meat, hard tack and other shipped 
  consumables. Six of the fields are lying fallow and 
  another three were recently burnt by beastmen 
  raiders. The remaining six are being harvested for 
  wheat, beans and oats.  
   
  Kendra’s Plan 
  The poisoner is under strict instructions to 
  disrupt the mine operations as much as possible, 
  or if need be shut it down completely. By sending 
  most of the camp mad, Kendra has largely 
  achieved her primary goal; ore harvesting has 
  halved and communications with Port Brax have 
  stalled. Very soon, the most paranoid and 
  deluded outlanders will start killing each other, 
  further reducing morale and productivity. For the 
  most part Kendra is happy to keep things ticking 
  along, waiting for her scheduled escort back to 
  Port Brax. 
   
  When the PCs arrive, Kendra suspects they are 
  agents of rival merchants, and will keep an eye on 
  them. If she thinks they are getting too close to 
  uncovering her plot, she accelerates plans, 
  personally setting off trigger vials in crowded 
  spaces (the Alehouse, Concora’s, the barracks, 
  mine, etc) or sending her dogs out, their collars 
  soaked in the trigger chemical and setting off 
  people on the streets.  
   
  If Kendra must flee the outpost, she first attempts 
  to clear out her locked cupboard, then steals two 
  horses from the stables. She drops trigger vials at 
  the gate in an effort to delay any pursuit.  
   
   
   
  Uncovering the Poison 
  The poison is a clear fluid and invisible gas, but 
  exhibits a faint metallic tang and scent. In the 
  outpost however the fumes from torches, oil 
  lanterns and the smelting furnace generally 
  disguise the smell.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A blood or saliva sample from any of the mad 
  may be analysed with the right reagents/herbs 
  (which a PC skilled in apothecary might already 
  have, or otherwise be obtained from Area 26).  
   
  An Apothecary check at a -2 penalty identifies the 
  poison. The antidote however requires very 
  specific, very rare ingredients, the only local 
  source of which is Kendra’s locked safe in Area 
  22. Testing the local water or food comes up 
  negative. Testing the air near a poisoned candle 
  etc, or the mouth/nostrils/lungs of a victim, may 
  reveal the vector. If the party investigates 
  Kendra’s home, they may discover the store of 
  poison in her locked cupboard. 
   
  Madness afoot 
  As noted earlier, most of the complex is 
  labouring under the effects of Shennog’s Veil, 
  twisting their thoughts with insanity. When the 
  PCs engage with any NPC, there is a 75% chance 
  the character is affected, colouring everything 
  they do. Some example madness traits appear 
  below (roll 1d10):  
  
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  1.� “The Red God demands a sacrifice, or 
  Siradorn will surely fall to the beastmen 
  horde. I must take one life to save all our 
  lives.” 
   
  2.� “Have a care what you say in this place, 
  brother. Trust no one, not even your 
  closest ally. They are among us, always 
  watching, ever scheming.” 
   
  3.� “Vile witch! You may have fooled the 
  others, but I know the demon in your 
  heart. Mob or no mob, I will burn the 
  darkness from you.”  
   
  4.� “Silence! Your sycophantic fawning and 
  mewling bootlicking sickens me. Be gone 
  from my sight, lest I do something we 
  both regret.” 
   
  5.� Ah, forgive my stare, I see you cannot 
  hear my thoughts, as I hear yours.  
   
  6.� “The 
  stench 
  of 
  your 
  illness 
  is 
  overwhelming; just standing near you I 
  feel sullied by it. Leave this place, before 
  you infect us all.” 
   
  7.� Surely you see him? By the side of 
  smithy, the man with no face? Why does 
  he follow me? Make him leave, I beg 
  you.” 
   
  8.� It’s the flames, you see. The fire. It 
  warms us, cooks for us, gives us light. But 
  it calls to them, the unnatural things, 
  drawing them from beyond. Extinguish 
  the flames wherever you find them, my 
  friend. It’s the only way to be safe. 
   
  9.� There are cultists here; this place is 
  infested with them. It’s the wilds, you see, 
  that turns men’s hearts. Silas knows, yet 
  does nothing. I’ve seen him slinking 
  about, whispering in dark corners. Aye, I 
  know what must be done. 
   
  10.�It’s the Alehouse, don’t you see? They’re 
  poisoning us with their food, turning us 
  against one another. But why, and to 
  what end? I’ll must have answers! 
  Street Encounters post trigger 
  Once Kendra sets off her trigger chemicals, if the 
  party travels the streets, there is a 50% chance of 
  an encounter each trip. Roll 1d10: 
   
  1.� 2d6 Guards come charging down the 
  street, bellowing war cries and slashing at 
  anyone they can catch. There is a 50% 
  chance Captain Ruby (Area 2) is with 
  them. 
   
  2.� Mill workers Edric and his wife Sara 
  (Area 7) are moving slowly through the 
  street, eyes bulging, wringing their hands 
  and making awful swallowing noises. 
  They mean to snatch someone, drag 
  them into an alley, and wring their neck.  
   
  3.� The smith Mord and his apprentice 
  Sharn (Area 24) are breaking into a 
  nearby house with their hammers, 
  smashing through the door. Their faces 
  are locked in grim, froth covered rictus’. 
   
  4.� 2d6 Hunters (Area 4) swarm the street, 
  firing their bows at anyone within range. 
  They sound their hunting horns in short, 
  frenzied blasts as they go. Some have bite 
  wounds on them (they slaughtered their 
  hounds in their kennels). There is a 50% 
  chance Damir is with them. 
   
  5.� 3d6 miners (as Outlander) are lurching 
  down the street, soot and blood stained. 
  They attempt to swarm a target, pinning 
  them to the ground before puncturing 
  them with picks or smashing them with 
  hammers. 
  Their 
  purple 
  neck 
  and 
  forehead veins throb horridly. There is a 
  50% chance Furnace Master Rogirus 
  (Area 20) is with them. 
   
  6.� 2d4 Outlanders with barstools and 
  broken glasses or steel mugs are 
  breathing heavily, bashing or stabbing an 
  already mangled corpse in the middle of 
  the street. There is a 50% chance 
  Gudvarr and his two cooks are with them 
  (Area 5).  
  
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  Map 
  Map
  
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  7.� 3d4 scantily dressed brothel workers (as 
  Outlander) and Concora (Area 17) 
  appear at the end of the street, gripping 
  knives. Silently, they move forward 
  purposefully, breathing in a disturbing, 
  hyperventilating manner. 
   
  8.� 1d3 Guards on duty in a nearby tower 
  (see earlier) fire a ballista at the party, 
  hooting and crowing as they do so.  
   
  9.� The weavers Amende, his wife Meri and 
  children Arlo and Cidia (Area 10), are 
  hiding in a nearby alley, gripping braided 
  cords in both hands. They intend to 
  sneak up on and garrotte the next passer-
  by.  
   
  10.�The Overseer, Silas (Area 25) emerges 
  from a nearby building covered in blood. 
  His jaw is clenched with such force that 
  the grinding of his teeth can be heard. 
  Raising his battle axe in a white knuckled 
  grip, he surges towards the party making 
  primal grunting noises. 
   
  Outpost Locations 
   
  Area 1 – Entry Gates  
  Large wooden entry gates are set into 12 ft log 
  walls, barred with two sturdy beams. 2d4 guards 
  are on duty at the gate at all times. Humans are 
  generally admitted with minimal questioning, 
  subject to any madness complications.  
   
  Areas 2 & 7 - Barracks 
  These moderately sized barracks contain up to 
  3d6 men, most sleeping in bunks or hammocks. 
  Up to 50% of them have access to heavy 
  crossbows and shields. They are otherwise armed 
  similar to the tower guards and police the streets 
  if not on wall duty or field patrol. The guard 
  captain is Ruby, a fearless red head with twin 
  shortswords (with spring loaded spike pommels) 
  and uncanny speed (Fighter 3, Dex 17, advantage 
  on initiative checks). The deeply insane falconer, 
  Henmok (see Area 21) is shackled here in the 
  watch house cells. 
   
   
  Area 3, 6, 8, 9, 11, 13, 14, 19, 21 - Domiciles 
  3d6 outlanders live in each of these dwellings, on 
  small bunks or hammocks, most miners or 
  labourers. All have access to basic weapons, 
  leather armour and 50% have short bows.  
   
  Outlander, 
  AC 
  11 
  (leathers), 
  HD 
  1, 
  Hammer/Axe 1d6 or Short bow 1d6, 19: as 
  weapon, S12 D10 C12 I10 P10 W10 Ch10, L4, 
  Mv 30 ft. 
   
  Area 4 – Hunter’s Hall & Kennels 
  3d4 hunters armed with short bows, knives and 
  short bows sleep on bedrolls or hammocks in this 
  small hall. The western kennels house 3d4 loyal 
  and ferocious hounds. The best tracker is Damir 
  (Ranger 3), a short but agile Midlander with a 
  battered cloak, mighty beard and loyal falcon 
  friend, Wix.   
   
  Hunter, AC 12 (leathers), HD 1, Knife 1d4+1 or 
  bow 1d6+1, 19: as weapon, S11 D13 C10 I10 
  P13 W10 Ch10, L4, Mv 30 ft. 
   
  Hound, AC 12, HD 1+2, Bite 1d4+1, 19: 
  knocked prone, S13 D14 C15 I2 P12 W10 Ch6, 
  L4, Mv 60 ft. Advantage when tracking or 
  flanking. 
   
  Area 5 – The Alehouse (Tavern) 
  The Alehouse is an “L” shaped wooden tavern, 
  single storey, with a large common area and 
  handful of tiny rooms. The walls are roughly cut 
  and two hounds sit by a hearth fire. The food is 
  cheap and hearty, the ale brown and bitey (house 
  favourite is Bloodgut Stout, see Area 18). A few 
  bottles of wine might be found out back for the 
  right price.   
   
  The proprietor is a blonde haired hulk with a 
  handlebar moustache named Gudvarr, a hard but 
  brave soul “making his fortune” in the wilds while 
  his family remains in Port Brax. He is assisted by 
  two cooks, Illa and Karsen. 3d4 patrons are 
  typically present, along with 1d3 of Concora’s 
  escorts (Area 17). 
   
  
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  Area 7 – Mill & Potter 
  The small mill and pottery is operated by a slim, 
  middle aged man named Edric and his depressed 
  wife Sara. Their children died of disease two 
  years ago, after which they decided they could 
  live in the port city no longer, and are now 
  making a life for themselves as outlanders. Their 
  handcrafted pots are somewhat amateurish, but 
  they get better each season. 
   
  Area 10 – Weaver 
  A Karok family of weavers make their home 
  here, spinning thread, sewing and mending 
  garments for the outpost. Like all Karoks, 
  Amende, his wife Meri and children Arlo and 
  Cidia are all albinos. They wear the best clothes 
  in the outpost, highly functional and excellent 
  quality, with hints of the latest city stylings.  
   
  Area 12 - Stable 
  This small residence and stable houses 1d4+1 
  horses at any one time, usually messenger steeds. 
  The stablemaster is Leighton (40s, athletic, bald 
  but likes wearing brightly coloured skull caps), 
  assisted by his young son Yarwin (17 yrs, already 
  taller than his father, excellent rider and 
  horseback archer, Ranger 1). 
   
  Area 15 – Borglemont’s (General Store) 
  This general store supplies food provisions, 
  ropes, blankets, basic tools, etc. The owner 
  Borglemont (not his real name, Rogue 3) is a 
  short, dark skinned Nydissian with a wheezing 
  laugh, and thievery brands on the left side of his 
  neck. His house guard, a pale 6 ft Varnori named 
  Amgotha (Barbarian 3, hates Karoks), is always 
  on duty here. 
   
  Area 16 - Well 
  The outpost well is clean with a deep water 
  reservoir. With the madness of recent weeks, a 
  guard (usually Darreth, young Midlander who 
  enjoys pipeweed) is always stationed here to 
  ensure no-one messes with the water supply. 
   
  Area 17 – Concora’s (Brothel) 
  3d4 dancers and prostitutes operate here under 
  the watchful eye of Concora, a 6 ft dark skinned 
  Nydissian ex-bouncer (Fighter 4) who brooks no 
  violence against her workers. She broke the wrist 
  of the last man who injured one of her male 
  courtesans (a surly labourer, Jax, who still holds a 
  fierce grudge). One of the brothel workers, 
  Sedira, is an accomplished pilferer (Rogue 1, 
  advantage on sleight of hand tests). She is growing 
  weary of her lot in Siradorn, and might make a 
  good hireling or henchmen, if her 200 gp debt to 
  Concora can be resolved. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  AArea 18 – Harbrin’s Brewery  
  The brewer’s cottage is owned by Harbrin, 50s, a 
  squat, round bellied fellow, with wild salt and 
  pepper locks. The entire outpost is in awe of 
  Harbin’s various brews, in particular Bloodgut 
  Stout, Old Smashface, Moontime Mirth and 
  Bisonback Pale Ale.  
   
  The brewer is respected as much (if not more) 
  than the overseer himself. Inhabitants have long 
  treated the brewery as “neutral ground”, a safe 
  place where no man may draw arms or engage in 
  fisticuffs. The captain enforces the neutral ground 
  policy studiously, sometimes using it to resolve 
  quarrels peacefully, and imprisoning those who 
  break with custom for 7 days (no questions asked, 
  and no appeal to the Overseer). 
   
  Area 19 – Three Shrines  
  This dwelling has the shield and star motif of 
  Argona carved into the top of the door lintel. The 
  resident priestess, Yora, early 20s, is a natural 
  beauty despite her scarred chin, and well liked by 
  all. Her ministrations usually keep the fort in 
  good spirits. Yora’s healing skills are mediocre at 
  best however, and she remains oblivious to 
  Kendra’s poisons (in fact, Kendra has cultivated a 
  close friendship with Yora as part of her plot). 
  The shrine includes a central altar to Argona, 
  with secondary prayer rooms containing shrines 
  to Graxus and Fenrir.  
   
  Area 20 – Iron Mine 
  These three connected, double storey buildings 
  are on a small hill overlooking the rest of the 
  outpost. The iron mine entrance is here, with 
  numerous shafts and passages dug from the earth 
  below. 6d10 miners are working here at any one 
  time, swapping day and night shifts. Miners who 
  are not working are generally spending their time 
  elsewhere in the outpost or sleeping upstairs. A 
  second building includes the furnace for smelting 
  and slag, and the third building stores refined ore 
  (worth approximately 1 x 5 HD Lair Treasure, 
  LFG p.140).  
   
  Furnace 
  Master 
  Rogirus 
  (Nydissian, 
  40s, 
  towering, bald and slim, branded with the skull & 
  eel icon of the infamous Longdusk pirate ship on 
  his left forearm) controls the entire operation and 
  is normally ruthless about meeting schedule 
  deadlines. The miners are armed with picks, 
  hammers and similar tools, but wear minimal 
  clothing (the physical work and furnace heat are 
  taxing).  
   
  The mining shafts have recently connected with 
  some unexpected natural passageways, but the 
  workers have not been game to explore them as 
  the iron veins don’t go in that direction. They 
  have boarded up the junction instead. 
   
  Area 21 - Aviary 
  The falcon mews and raven messenger aviary is 
  relatively large and intact, but all of the birds 
  inside are dead, seemingly hacked to pieces with 
  a bloody hatchet, still on the ground. The owner, 
  Henmok, a lanky barbarian with red chops, is 
  imprisoned in the barracks in Area 2. He is quite 
  mad, mumbling incessantly about the “Devil 
  Bird” that is slowly but surely circling inwards, 
  coming to devour his soul.  
   
  Area 22 – Candlemaker (Kendra’s home) 
  Kendra lives in this reasonably sized wooden 
  home, crafting the candles and wicks that she 
  doses with Shennog’s Veil. A small locked 
  cupboard in a back room secures 3 doses of 
  Shennog’s Veil, 2 x Valuables (LFG p.147) and 
  an 
  assortment 
  of 
  illegal 
  alchemicals/rare 
  ingredients (worth 1d6 x 100gp to the right 
  buyer). Additionally, small vials contain 1d2 
  doses of Whisperfog, Giant Centipede venom 
  and Fireblood (LFG p.33). A Dex (Traps & 
  Locks) check at -3 penalty opens the lock. Three 
  loyal hounds guard the home.  
   
  Area 23 – Provisions Lockup 
  This secured building is used to store the 
  overseer’s and guards’ official food requisitions, 
  including grain, ale barrels and salted meat. Some 
  spare swords, breastplates and shields are also 
  secured here, as well as 1d6 fire pots. A Dex 
  (Traps & Locks) check allows entry through the 
  front door (no windows or back door).  
   
  Area 24 - Smithy 
  The smithy, responsible for making and 
  maintaining most of the outpost’s tools, weapons 
  and armour, is run by Mord, a stocky and very 
  quiet man who rarely strings two words together. 
  He enjoys birdwatching in his downtime, and 
  
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  often sketches them in his precious notebook. 
  His apprentice, Sharn, 19 yrs, is a broad 
  shouldered powerhouse with great endurance (Str 
  15, Con 15) and a naive longing for adventure. 
  He has been training with hammer and shield for 
  years, and is eager to go fortune hunting in the 
  wilds. The right party member might find him a 
  useful hireling or henchmen, provided he/she 
  can obtain Mord’s blessing first. 
   
  Area 25 – Overseer’s Residence 
  The Overseer Silas’ residence is relatively large, 
  with quality furniture but the same roughshod 
  timber walls as the rest of the fort. A safe 
  containing 1 x 5 HD Lair Treasure is bolted into 
  the basement (Dex (Traps & Locks) check at 
  disadvantage to open). There is a 50% chance 
  Silas is conducting business with 1d6 outlanders 
  or guards if visited here.  
   
  Silas is an ex-soldier, missing one eye care of an 
  old battle with some Red Tusks barbarians when 
  he was young. He has since adapted to his injury, 
  but sometimes feigns vulnerability on his right 
  side, 
  baiting 
  his 
  foe 
  before 
  viciously 
  counterattacking. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Silas Redback, Boss Monster, AC 16 (partial 
  plate, shield), HD 5 (45 hp), Battle Axe 1d8+2 or 
  Throwing Axe (1d6+1), 19: As weapon plus 1d4 
  Guards come to Silas’ aid, S15 D13 C15 I13 P9 
  W14 Ch13, L8, Mv 30 ft. Silas is a Boss Monster 
  with the usual benefits (LFG p.95). He has the 
  Fighter Adaptable ability, with the Charger style. 
  He may change styles twice per combat. Silas 
  breaks the usual NPC rules and may perform a 
  single Major Exploit once per battle (does not 
  reduce his Luck score, PCs may make a Luck 
  save to resist). 
   
  Area 26 - Apothecary 
  The apothecary’s home has been locked up tight 
  (Dex (Traps & Locks) check to open) since 
  Tundle was secretly poisoned by Kendra when 
  she first arrived (he almost certainly would have 
  ruined her plans). The outpost believes he died 
  of stroke. Various healing herbs, bandages and 
  other useful healers gear may be found here. 
   
  Aftermath 
  If the plot is uncovered and the outpost saved, 
  the PCs become local legends and are paid a 
  sizable reward by the iron merchants back in Port 
  Brax. A PC displaying special leadership might 
  even be invited to take over as overseer or watch 
  captain. Further work may be forthcoming for 
  paid patrols of the nearby wilderness. In any 
  event, the PCs might be able to use Siradorn as a 
  base or secure stepping point to other more 
  distant outlands. House Tergoza likely holds a 
  grudge, and may seek revenge later.  
   
  If Kendra’s plans prevail, the fort falls into ruin 
  within a few months, most of the miners 
  abandoning it as cursed. Shortly thereafter, the 
  mine is acquired by House Tergoza, who ships 
  their own workers out to manage the site. Within 
  a year, the mine is fully operational again, 
  strengthening Tergoza’s position as the largest 
  supplier of iron in the region. 
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  SWAMPS & MOORS 
   
  (1) IZRANORAE’S TREE 
   
  Rumours & Hooks 
  Rumpod, a portly and avaricious merchant, seeks 
  a prophecy from the hags of the Trackless 
  Moors. He is willing to pay generously for some 
  adventurers to escort him. 
   
  A pair of prophetic hags are known to lair within 
  a colossal tree in the Trackless Moors. It is said 
  the hags enchant the eyes of their victims, 
  transforming them into valuable gems. 
   
   
  On the outskirts of the Trackless Moors stands a 
  mouldering, long dead tree trunk of colossal size, 
  a giant skeleton of calcified branch and bark; 
  Izranorae’s Tree.  
   
  The Hag Coven 
  Named after the hag that originally discovered it, 
  the Tree has been home to an unbroken line of 
  malevolent hags, and is presently occupied by a 
  coven of two: Ixna and Fernelgren. 
   
  The hags are sisters of a kind, hideous and 
  malformed, bound by dark rituals and fey 
  connections mortals cannot fully comprehend. It 
  is enough to know however that the hags are 
  incapable of directly injuring one another, but 
  may do so via third parties.  
   
  Years ago, the Tree was also home to a third hag, 
  Wompra. Over time the three discovered that 
  Izranorae’s Tree was more than just a lair. The 
  Tree is also a vessel of mystic convergence, such 
  that the power of any hag killed in the vicinity is 
  trapped inside its branches for centuries to come. 
  More importantly, any living hags residing in the 
  Tree may draw on the trapped power to enhance 
  their own abilities.  
   
   
  Wompra was the first of the three hags to be 
  murdered, care of a deadly doublecross by her 
  sisters and some vengeful thuels. Wompra’s 
  essence is now trapped, and counts as the third 
  hag of the coven as long as Ixna and Fernelgren 
  remain in the moors.  
   
  The sisters both reside in the Tree, Ixna on the 
  northern side and Fernelgren the south. They are 
  filled with hate and resentment for each other, 
  and bicker constantly, pining for the day of the 
  other’s demise. Unfortunately for the hags, they 
  require a third party to do their dirty work for 
  them.  
   
  Ixna & Fernelgren, Hags, AC 13, HD 6, 2 
  Claws 1d6+1, 19: the target is cursed and loses 1 
  point of Luck, S19 D15 C10 I14 P14 W15 Ch4, 
  L8, Mv 30 ft.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A trio of Hags is known as a Coven and multiply 
  their powers. If all three hags are within the same 
  geographic region (forest, mountains, plains, etc), 
  each gains the ability to cast spells as a 6
  th level 
  magic user. If two hags are in the region, they are 
  3
  rd level magic users. A single hag in a region has 
  no spell casting ability. Once per lunar cycle, a 
  ,
  A trio of Hags is known as a Coven and multiply
  
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  coven may perform a 1d4 hour ritual to gain 
  limited powers of prophecy. Hags may enchant 
  the eye of a victim into an Evil Eye, transforming 
  it into a precious stone the hag can see through as 
  if under the effect of a Clairvoyance spell. Hags 
  sometimes gift the Eyes as pendants, turning the 
  wearer into an unwitting spy. They are protected 
  by 30% Magic Resistance.  
   
  Rumpod’s Offer 
  Rumpod (early 60’s, mirthless, with a poor 
  memory, fond of pretzels), a wealthy pewter 
  merchant,  is about to be married. He is highly 
  superstitious, ridiculously greedy, and dearly 
  wishes to know if his impending marriage is a 
  smart match. He has heard of the seer like 
  powers of the hags, and is willing to pay 500 gold 
  for an armed escort to meet them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rumpod, AC 12 (leather), HD 1 (4 hp), 
  Longsword 1d8, 19: disarm, S9 D10 C7 I13 P8 
  W14 Ch9, L4, Mv 30 ft. Rumpod carries a 
  longsword for protection, although he does not 
  expect to have to use it. He has a bag of gems 
  worth 5d100+800 as a gift/payment for the hags. 
   
  Random Encounters 
  Izranorae’s Tree is located about 4 days travel 
  into the swampland moors. The moors are 
  muddy and humid, filled with spot pools, low 
  lying water areas, and flying insects. There is a 
  25% chance of a random encounter every 8 
  hours. If an encounter occurs, roll 1d10: 
   
  1.� 5d4 Projectile Leeches (LFG p.116) are 
  lurking in muddy pools, ready to launch 
  themselves at passers by. 
   
  2.� One of the adventurers has wandered 
  into a small but deep quicksand pool. A 
  Luck (Dex) check is required to grab 
  onto a nearby log/vines/edge, to prevent 
  sinking. A sinking victim vanishes 
  beneath the liquid sand in 1d4 rounds (at 
  which point they begin asphyxiating, LFG 
  p.159). A Str contest vs Str 16 allows the 
  character to claw their way out.  
   
  3.� A loud, buzzing swarm of 3d10 Stirges 
  (LFG p.126) descend on the party, eager 
  to siphon their blood. Fire will keep 
  them at bay for a time. 
   
  4.� A chilling, high pitched shriek can be 
  heard 
  echoing 
  across 
  the 
  moors, 
  repeated back by others from time to 
  time. Unless the party take preventative 
  measures, 5d6 Urgot (40% chance of an 
  Urgozer 
  accompanying 
  them, 
  LFG 
  p.128) track the party, waiting until 
  nightfall to attack. 
   
  5.� The dark water here rises to thigh height. 
  2d4 Giant Crocodiles (LFG p.103) are 
  hiding just below the water line, only 
  their nostrils visible. Any adventurers 
  carefully scanning the surface gain a Perc 
  (Detection) vs Dex (Stealth) contest to 
  spot the reptiles waiting in ambush. 
   
  6.� In a small expanse of bald cypress trees, 
  trudging through one foot of brackish 
  water, are 1d12 Trolls (LFG p.127). 
  They have caught the party’s scent, and 
  are on the hunt for juicy manflesh. 
   
  
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  7.� Poisonous bog fumes are wafting across 
  this region, causing dizziness and blurred 
  vision. A Luck (Con) check avoids 1d4 
  Perc loss. 
   
  8.� The party’s rations have spoiled, infested 
  with strange creepy crawlies and/or their 
  eggs. Perhaps the party was unlucky, or 
  perhaps something more sinister is at 
  work. 
   
  9.� A solitary Will o’ Wisp (LFG p.129) 
  appears out in the fens, flittering playfully 
  across the landscape. Occasionally it 
  assumes the form of a glowing child. It 
  attempts to lure one or more adventurers 
  into a quicksand bog (per Encounter 2), 
  at which point 2d4 other Wisps also 
  converge 
  on 
  the 
  hapless 
  traveller, 
  zapping them with their Shock attack. 
   
  10.�A single Bloodroot Treant (LFG p.127) 
  is here, disguised amongst a number of 
  mundane trees. It has been slumbering 
  for years, but will be awoken by the 
  succulent aroma of sentient flesh. It is 
  has been a long time between feeds.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Tree  
  When the party finds the Tree, the hags are 
  initially friendly, and not surprised to see them 
  (they foresaw such in a past divination, albeit only 
  in the vaguest terms). They are happy to offer the 
  adventurers foul smelling gruel or to read their 
  fortunes in carnival style fashion. If the party are 
  with Rumpod, the hags will divine a true 
  prophecy for him (about his bride to be, a new 
  business venture, and a bastard son he is not 
  aware of). But before they do so, the party must 
  perform a task for at least one of the hags.  
   
  Ixna’s Task 
  Some weeks ago, Ixna, the elder of the two hags, 
  created a monstrous plant golem with a blood 
  ritual, intending to set it upon Fernelgren.  
   
  Unfortunately for the hag, “Slorgunt”, as the thing 
  has taken to calling itself, refuses to co-operate. 
  Instilled with a basic intelligence, the plant golem 
  is torn by feelings of hatred, loathing, fury and 
  intense sorrow; at its core it doesn’t wish to 
  destroy or maim, but it labours under an 
  irresistible compulsion to do so. As a result,  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  Slorgunt lurks in nearby moors, hoping for an 
  opportunity to confront and then slay its pitiless 
  creator. Ixna’s task is to track down and destroy 
  Slorgunt as soon as possible - before Fernelgren 
  gets wise to its existence.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Slorgunt, Plant Golem, AC 16, HD 9+2, Claw 
  1d8+2 and Bite 1d6+1, 19: Sorgunt sprouts 
  another clawed arm, which attacks once per 
  round, S19 D12 C16 I6 P14 W15 Ch4, L10, Mv 
  40 ft.  
   
  Sorgunt is a 9 ft humanoid of dead wood, thorns 
  and vines, bound together by forbidden magic. 
  Unlike most golems, Sorgunt is intelligent and of 
  free will (much to Ixna’s surprise and dismay). 
  Slorgunt enjoys the usual Golem traits (LFG 
  p.111), has 55% Magic Resistance, and Off Turn 
  Attacks.  
   
  Fernelgren’s Task 
  Fernelgren has a long standing, spiteful feud with 
  the White Fang barbarian clan, arising out of her 
  jealousy of their many beautiful, raven haired 
  daughters.  
   
  Fernelgren wants the clan gone from the moors. 
  She doesn’t care if the adventurers kill, cajole or 
  trick them into leaving, just as long as they go and 
  never return. 
  The clan is several days trek away, residing in 
  their stilt hut village. They are hunter gatherers 
  for the most part, subsisting on small mammals, 
  eels and a variety of large insects. Papa Ronnog is 
  the Chief, and is more likely to imprison or kill 
  the party than agree to move his people. On the 
  other hand, he despises the hags, and might be 
  convinced to help slay them.  
   
  3d100 Barbarians, AC 13, HD 1, Spear 1d6+1 
  or Long Bow 1d8, 19: as weapon, S12 D10 C13 
  I10 P10 W12 Ch11, L4, Mv 30 ft. 10% of the 
  barbarians are berserkers with S13, +2 bonus to 
  attack, Spear 1d6+2, and never check for morale. 
   
  The Prophecy 
  If the party completes one or both of the tasks, 
  the hags will conduct the ritual for Rumpod’s 
  prophecy. 
   
  Before that occurs however, they explain that 
  they require the party (and Rumpod) to spend 
  the night inside the Tree, for “attunement” 
  purposes.  
   
  During the night, each hag attempts to persuade 
  the party to kill her “sister”. They will go to any 
  lengths required, resorting to bribery, promises, 
  threats or any other tactics they think might be 
  successful. The hags can offer spell casting 
  services, prophecy, 1 x 6 HD Lair Treasure 
  (LFG p.140, hidden in one of their crates, 
  including a few gems), rare lore or other 
  incentives as determined by the GM. 
   
   
   
   
   
   
   
   
   
   
   
   
  
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  If the party attempts to slay one of the hags, the 
  other is unable to assist them in any way, 
  including indirect spell casting. If they are 
  successful, the remaining hag may or may not 
  keep 
  their 
  promise. 
  Depending 
  on 
  how 
  vulnerable the party is, she might seek to eat 
  them instead. 
   
  If the PCs don’t agree to slay one of the hags, the 
  sisters still perform the ritual as desired, and even 
  gift one adventurer with a simple chained quartz 
  gemstone (an Evil Eye, LFG p.113). One other 
  adventurer (the one they like the least) will be 
  cursed the day after they depart (Luck (Will) save 
  resists, imposes disadvantage on Luck rolls for 
  1d4 months, ends if the hags are slain). 
   
  If both hags are slain, in addition to the 1 x 6 HD 
  treasure, a bundle of 1d3 random scrolls are 
  concealed on Fernelgren’s person. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  The GM determines the fine details of any 
  prophetic reading (whether for Rumpod and/or 
  the adventurers), and whether they come to pass.  
   
  If only one of the hags remains, she takes sole 
  possession of Izranorae’s Tree. Ixna turns her 
  thoughts to expanding her influence beyond the 
  moors, and begins perfecting her plant golem 
  blood rituals. If Fernelgren lives, she gravitates 
  towards clearing other thuels from the fens, 
  driving men from her domain completely. Travel 
  through her moors is punished with torture, 
  suffering and death.  
   
  If any of the adventurers retain the Evil Eye 
  pendant, the hags use it to spy on children and 
  elderly in nearby settlements, targeting them for 
  kidnapping and eating, should the opportunity 
  arise. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  ((2) DEAD TREE GROVE 
   
  Rumours & Hooks: 
  Six months ago, a scout named Yarrick stumbled 
  across a grove of dead trees on the edge of the 
  Trackless Moors. In the middle of the grove was 
  a skeletal body, a silver sword protruding from its 
  chest. The ranger left without investigating 
  further; something about the grove unsettled him. 
   
   
  On a small rise in the fens, a grove of dead trees 
  reaches for the sky, their spindly branches 
  riddled with rot. In fact, the grove harbours 2d3 
  Bloodroot Treants (at locations numbered 1 – 6 
  on the map), who currently stand atop the buried 
  bodies of recent victims.  
   
  The body of one of their victims, a mail clad 
  warrior, has been left propped up against one of 
  the bloodroots as a lure for curious animals, 
  skorn, barbarians… and adventurers. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bloodroot Treant, AC 17, HD 11, 2 Batter 
  3d6, 19: special, S22 D10 C20 I3 P13 W17 Ch4, 
  L11, Mv 20 ft. Bloodroots Cause Injuries on a 
  natural 19-20 attack roll and have a 10 ft reach. 
  They are particularly susceptible to fire which 
  causes double damage.  
   
  Bloodroots look like any normal tree until they 
  attack, battering their foes with powerful limbs 
  before digging them down into the earth and 
  rooting themselves atop the still warm corpse. In 
  this instance, an adventurer who specifically 
  studies the trees gains a Perc (Detection) check, 
  at disadvantage to detect a slight but clearly 
  unnatural swaying in the branches.  
   
  If the bloodroots are defeated, the mail clad 
  warrior wears rusted, but serviceable platemail, 
  and the sword embedded in his chest is silvered. 
  A weathered leather satchel contains mould and 
  1 x Valuables (LFG p.147). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  If the adventurers dig up the corpses beneath the 
  bloodroots, they find 2 x Carry Loot (LFG p.136) 
  and 1 x Trinkets & Curios (LFG p.141). 
  Alternatively, the party locates 34 gp, a diamond 
  ring worth 1,000 gp, and a root encased (but 
  otherwise untarnished) bronze helm on a 
  decomposed female skeleton. The helm has 
  been imbued with the essence of the bloodroot 
  grove. Once per week, the user may cast Speak 
  with Plants. Whether the helm manifests any 
  further powers is left to GM discretion.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (3) VAULT OF GRAXUS 
   
  Rumours & Hooks 
  Lord Calder, a winter warrior of advanced years 
  and genuine devotee of Graxus, is on his death 
  bed. He wishes to be laid to rest in a hidden 
  shrine to the Iron God, and is willing to pay 
  handsomely to find it. 
   
  In chance loot, the party discovers a weighty 
  tome; Litanies of Blood & Iron, a prayer book 
  dedicated to Graxus. On the back of one page is 
  a hand scrawled entry that refers to a hidden 
  shrine in the Trackless Moors. 
   
  The Iron God 
  Beneath a stony rise, out in the distant fens, lie a 
  series of cold tunnels dedicated to Graxus, the 
  Midlander god of war, struggle and glory.  
   
  
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  In the Second Age, amidst years of conflict and 
  suffering, a wealthy priest commissioned the 
  construction of a secret shrine to the Lord of 
  Battle; a holy place of ritual offering to win the 
  deity’s favour.  
   
  In a great arena, beneath the sacred visage of 
  Graxus himself, fervent devotees fought and died 
  in gladiatorial combat, sacrificing their lives to 
  entreat victory and end the war. Whether Graxus 
  answered his faithful, and what became of the 
  warring peoples, is unknown, but the Halls of the 
  Iron God still remain. 
   
  The adventurers might learn about the ancient 
  halls through obscure historical texts, by 
  wandering into the area while exploring the 
  moors, or on retainer for Lord Calder (an 
  elderly, ex-mercenary captain with a wet cough, 
  on his death bed, who hopes to be entombed 
  within the hallowed complex). 
   
  Random Encounters  
  The halls are approximately five days trek into 
  the damp, bug infested fens of the Trackless 
  Moors, albeit in this case one of the drier regions, 
  atop a small rise. There is a 20% chance of a 
  random encounter every 6 hours. If an encounter 
  occurs, roll 1d8 (plus 2 during the last day of 
  travel): 
   
  1.� 10d6 Skorn (Bestiary) have made their 
  home here on dry hill. Their drums can 
  be heard during the day. There is a 50% 
  chance a sentry is downwind from the 
  adventurers, and rallies a hunting party.  
   
  2.� The adventurers wander into a boggy 
  marsh, requiring a Str (Athletics) check 
  to wade through. The area is infested 
  with 
  mosquitos, 
  making 
  things 
  particularly taxing. A failed Str check 
  causes 1 Str loss due to exhaustion. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3.� 1d4+2 Giant Serpents (LFG p.122) have 
  formed a nest nearby, with 1d6 eggs near 
  to hatching. They will defend their 
  territory against all comers. 
   
  4.� 2d4 Ogres (LFG p.120) are rampaging 
  through this area, roughhousing, snarling 
  and generally making an awful ruckus.  
  The ogres are arguing over dinner: bear 
  or beastman? If they spot the party 
  however, everyone agrees human tastes 
  best.  
   
  5.� Downpour! Whilst navigating a long 
  stretch of puddles, the weather turns to 
  heavy rain until dawn or dusk. The 
  weather slows travel by half a day, and 
  leaves the party soaked. But at least it 
  clears out the bugs for a time. 
   
  6.� A lone Hag (LFG p.113) is waiting for 
  the adventurers. Her coven, able to 
  divine the future, foresaw their arrival. 
  The hag might have a message for the 
  party (possibly: humans are her favourite 
  meal).
   
   
  
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  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map
  
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  7.� 1d6 Giant Spiders (LFG p.125) can be 
  heard chittering to each other in a damp 
  glade. They appear to be zeroing in on 
  the party’s location. 
   
  8.� A Wyvern (LFG p.130) from a distant 
  hilltop is gliding overhead, casting its long 
  shadow across the earth. It is either 
  hunting, or returning to its den to mate 
  (50% chance). 
   
  9.� 2d6 Urgot from Area 1 are on the prowl 
  in nearby territory. A bone chilling, 
  simultaneous howl forewarns of their 
  approach. 
   
  10.�Smorc & Runk, the Ettin from Area 2, 
  appears from a copse of trees. He has 
  picked up the party’s scent and is 
  salivating for manflesh. 
   
  Area 1 – Cave Mouth 
  This 20 ft by 20 ft cave is open on the north 
  eastern side, and contains a campfire and 
  numerous logs for fuel. 4d6 Urgot (LFG p.128) 
  are living here and in Area 2. There are always 
  1d3+1 of the mutants on sentry duty.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This particular tribe is accursed with elongated 
  heads, noduled skin and clawed, malformed 
  limbs. They employ ritual scarring on their chest 
  to demonstrate tribal standing.  
   
  Technically, the urgot are led by the Urgozer 
  Norp’Lu, but the entire tribe has pledged itself to 
  Smorc & Runk; a massive, 13 ft ettin that lords 
  over them. Perhaps surprisingly, the urgot and 
  ettin have developed a close kinship, based on 
  mutual hardship and physical oddity.  
   
  Urgot, AC 11, HD 1+4, Club 1d6+1 or Bite 
  1d6+1, 19: as weapon, S13 D13 C16 I7 P9 W12 
  Ch6, L5, Mv 30 ft. A group of urgot may issue a 
  simultaneous howl or chitter once/day, causing 
  creatures within 20 ft to suffer a minor madness 
  (Luck (Will) save resists).  
   
  Norp’Lu, Urgozer, AC 11, HD 3+3, Big Claw 
  1d8, 19: knocked prone, S12 D14 C16 I12 P11 
  W16 Ch8, L7, Mv 30 ft. Norp’Lu may choose 
  from the following spells twice per combat: Hold 
  Person, Charm Person, Slow, Phantasmal Force. 
   
  Norp’Lu is a hunched, elderly urgot with one 
  hand replaced with a hulking claw. His common 
  is patchy at best, and he shouts in a rare tribal 
  dialect (all but extinct beyond the fens). Norp’Lu 
  might offer to let most of the party pass if his kin 
  get to eat the fattest of them. He is generally 
  friendly towards Smorc & Runk, but will flee if 
  seriously injured, ettin notwithstanding. 
   
  Area 2 – Sleeping Cavern 
  This 25 ft by 25 ft cavern has a very tall ceiling 
  lined with sharp stalactites, and is the main 
  sleeping area for the urgot and ettin. Dim light 
  makes its way into this chamber via Areas 1 and 
  3.  
   
  A wooden door to Area 4 is barred to prevent 
  access (the ettin and urgot are aware of the 
  scorpion nest, and do not venture there). Stacked 
  in the southern corner are most of the group’s 
  goods (1 x 3 HD Lair Treasure, LFG p.140), 
  looted from ruins, skorn and thuels.  
   
  
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  Smorc & Runk, Ettin, AC 13, HD 10+3 (59 
  hp), 2 Big Clubs (2d10), 19: target is knocked 
  prone and mercilessly mocked by both heads, 
  S19 D10 C15 I8 P9 W14 Ch8, L10, Mv 40 ft. 
   
  Smorc & Runk is 13 ft tall, with long hair, large 
  incisors and a sizable gut. As far as ettins are 
  concerned, he is a genius, and his common is 
  quite reasonable. Smorc & Runk likes his urgot 
  “slaves” well enough, but will not hesitate to 
  maim or kill them if he must in order to 
  demonstrate who’s boss. He likes to bellow “Man 
  go splaaaat now!”, “One head scob!” and 
  “Manflesh smell eatey!” when he fights. 
   
  Area 3 – Chasm Entry  
  Surrounded by rough scrub is an alternate 
  entryway to the halls; a 5 ft wide chasm that drops 
  60 ft straight down. Light from above filters into 
  Area 4. 
   
  The walls are fairly steep, but riddled with large 
  handholds and ledges to cling to. A Str (Athletics) 
  check is required to free climb the descent. An 
  adventurer with climbing gear automatically 
  succeeds. Like most of the fens, the earth here is 
  wet and loose, imposing disadvantage on free 
  climbers and requiring a check for an assisted 
  descent. A failed check results in a drop of 1d6 x 
  10 ft before striking the ground. 
   
  Area 4 – Scorpion Nest 
  This 15 ft by 15 ft chamber connects via a barred 
  wooden door to Area 2, and a 5 ft wide tunnel 
  (cool and dark, naturally formed, with an earthy 
  scent) winds away to the east. Rubble and 
  scattered bones litter the area.  
   
  A nest of 1d6+1 giant scorpions live in the damp 
  tunnel, freely moving between Areas 3 to 7 (they 
  have no difficulty navigating the chasm).  
   
  Giant Scorpion, AC 15, HD 6, 2 Claws 1d8 and 
  Stinger 1d4 + poison, 19: caught in a pincer, the 
  target suffers automatic damage each round (Str 
  contest to break free), S19 D13 C15 I1 P10 W14 
  Ch3, L8, Mv 40 ft. 10 ft reach. The stinger’s 
  poison causes 1 Con loss every hour until death 
  (Luck (Con) save resists). An apothecary with the 
  right healing herbs may be able to delay or 
  neutralise the poison. 
   
  Area 5 – Skeletal Remains 
  No natural light penetrates this far into the 
  underground complex. From this point on, 
  adventurers will need to carry their own light 
  source.  
   
  This section of tunnel includes a large pile of 
  animal bones, and to the east, humanoid bones 
  scattered beneath a steel shield. Strewn within the 
  bones are 1 x Carry Loot (LFG p.136). The 
  shield is somewhat dirty and well dented, but 
  silvered and fully functional.   
   
  Area 6 – Scorpion Nursery 
  This compact chamber is the scorpion nursery, 
  currently home to 1d100 baby giant scorpions 
  (about six inches long). They are freshly birthed, 
  only days old, feeding on a small wolf carcass.  
   
  The hatchlings have no interest in leaving their 
  chamber, unless the adventurers disturb them. If 
  disturbed, 1d100 of the arthropods surge out. 
  The leaping, stinging torrent of baby scorpions 
  cause 1 point of poison damage per scorpion 
  (Luck (Dex) save for half, or on a great success 
  nil damage).  
   
  Area 7 – Mask of the Warrior 
  This 15 ft wide, 20 ft long chamber’s most 
  striking feature is the massive 25 ft high carving of 
  a warrior’s face on the north eastern wall. A jet 
  black ballast stone door is set into the face’s open 
  mouth. It is stained with dust, dirt and what looks 
  to be dried blood. Left over scorpion meals 
  (animal bones and a decaying carcass) also 
  occupy this room. 
   
  The door has no handle, lock or other obvious 
  means of opening it. A secret pull ring is hidden 
  in both the left and right eye sockets, about 10 ft 
  
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  off the ground. Climbing up the face is relatively 
  easy, there are many handholds to do so. 
   
  Pulling the right ring causes the door to open, 
  raising itself upwards with a loud grating noise 
  that echoes throughout the chamber. Careful 
  inspection of this ring reveals more scratches and 
  marks on it than the left ring (might require a 
  Perc check, depending on lighting/time spent). 
   
  Pulling the left ring causes poisonous gas to issue 
  from secret compartments hidden inside the 
  nostril cavities. The poison causes 4d6 damage 
  and imposes a serious madness (LFG p.91):  
  “Truly I speak unto you; I am the one scion of 
  the Iron God made flesh. Test not my patience, 
  mortal!”. A Luck (Con) save halves the damage 
  and resists the madness.  
   
  Beyond this door, the remainder of the halls are 
  fashioned of straight cut stone blocks and smooth 
  floors. Torch and lantern brackets line the walls 
  (empty of torches or fuel). The air within is cool, 
  dusty and dry, the corridors completely dark and 
  silent. Sounds are magnified and just walking 
  produces an echo.  
   
  Area 8 – Guardian’s Tomb 
  The north eastern door to this 25 ft square 
  chamber is stuck but not locked, requiring a Str 
  check to force open. The door to the south is 
  similarly wedged.  
   
  Inside is a long, 10 ft sarcophagus, inlaid with 
  silver and gold, with heraldry (twin falcons on a 
  shield) of a long dead Graxus fanatic (his name is 
  not recorded). Next to the sarcophagus is a 2 ft 
  high step for sitting or kneeling beside, careful 
  examination of which reveals a faded anvil and 
  skull icon. Along the north western wall are three 
  statues of spear & shield guards (human), one of 
  which is heavily damaged (missing pieces lie on 
  the floor). A steel inscription on the back wall 
  reads “The Iron God Cometh” (in a long dead 
  dialect, a Midlander speaker studying it might 
  allow an Int check to decipher the gist of it). 
  Within the sarcophagus is a Sentinel; the undying 
  corpse of a Graxus devotee who sacrificed his life 
  to safeguard the halls for eternity. The sentinel 
  has lain dormant for centuries, but will animate 
  and attack if anyone attempts to open the 
  southern door without first offering a prayer to 
  the Iron God.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A person who sits or kneels at the step and prays 
  or makes some other offering to Graxus has a 
  50% chance of restoring 1 point of Luck. Praying 
  to a god other than Graxus has a 50% chance of 
  draining 1 Luck point instead.  
   
  Sentinel, AC 17, HD 8+3 (45 hp), Axe 1d8+4, 
  19: as weapon, S19 D10 C18 I- P16 W- Ch-, L9, 
  Mv 30 ft. The sentinel is immune to ranged 
  piercing weapons, has Off Turn Attacks, 50% 
  Magic Resistance and Causes Injuries on a critical 
  hit.  
   
  The magic sustaining the sentinel has weakened 
  over time, causing its flesh to smell and rendering 
  the guardian prone to confusion. There is a 40% 
  chance (per attack) the sentinel mistakes a statue 
  for a foe and targets it instead of a PC (resulting 
  in a shower of rubble) until all three are 
  destroyed. The sentinel cannot leave the halls. If 
  
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  defeated the sarcophagus contains 1 x Valuables 
  and 1 x Trinkets & Curios (LFG p.140, 141).  
   
  Area 9 – Trapped Staircase 
  This steep stone staircase is trapped. Anyone 
  stepping on the landing has a 50% chance of 
  setting off a trapdoor (the centre is rigged, the 
  outer 6 inches of the landing is solid). Triggering 
  the trapdoor requires a Luck (Dex) save to avoid 
  plummeting 30 ft down onto metal spikes, 
  causing 6d6 damage and a roll on the Injuries & 
  Setbacks table.  
   
  The round after the trapdoor is activated, a 
  horrible grinding noise can be heard from above. 
  Each player turn thereafter (roll initiative to 
  determine order), if there is a PC in the pit, 
  requires a Luck save by the active player to avoid 
  approximately 1 cubic metre of sandstone 
  dropping from the ceiling into the pit, reducing 
  anyone below to zero hit points. Digging out a 
  trapped adventurer is possible but extremely time 
  consuming, assuming the right tools are on hand.  
   
  Careful checking of the staircase might reveal 
  hairline cracks in the floor or ceiling (Perc check 
  at disadvantage, or without penalty if specifically 
  studying the floor or ceiling).  
   
  Area 10 – Preparation Chamber 
  The iron banded door to this room is locked (the 
  key is lost). A Dex (Traps & Locks) check opens 
  the lock. Alternatively the door can be broken 
  down with enough time.  
   
  This 25 ft square chamber has racks of weapons, 
  armour and other combat paraphernalia lining 
  the north eastern wall. The items are ancient and 
  tarnished, but still in serviceable condition. One 
  of the weapons or armour (GM discretion) is 
  enchanted (LFG p.152), marked with an anvil & 
  skull rune. The remainder of the chamber is 
  empty (originally used as warm up space before 
  combatants entered the arena).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 11 – Sacred Arena   
  This enormous underground chamber is 80 ft in 
  diameter, wider than the light emitted by most 
  torches and lanterns. The air here is especially 
  still, and the echoes deeper. 
   
  A 10 ft deep, 50 ft wide hexagon arena has been 
  built into the floor, with tiered walls and 
  platforms on the northern and southern sides. 
  The western wall is carved in the likeness of an 
  awe inspiring, 30 ft warrior’s head roaring a battle 
  cry. The warrior’s mouth is actually a tunnel, 
  leading to a treasure trove of sanctified offerings 
  (1 x 8 HD Lair Treasure, 1 x Potion and 1 x 
  Scroll; LFG p.140, 150, 152). 
   
  The arena is not undefended. Filling the bottom 
  10 inches of the pit is a Colossal Grey Ooze; a 
  unique monstrosity of elder years, spawned deep 
  underground during the Second Age. Centuries 
  ago, the horrifying abomination burbled its way 
  up through cracks in the arena floor before 
  
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  settling into stasis like hibernation. The ooze 
  resembles a pool of dark grey, non reflective 
  liquid. 
   
  1d4 rounds after any warm blooded adventurers 
  enter the chamber, strange popping and slurping 
  noises can be heard as the ooze awakens. The 
  next round it attacks, overcome with voracious 
  hunger.  
   
  Colossal Grey Ooze, Boss Monster, AC 13, 
  HD 15 (124 hp), Tunnelling Pseudopod 2d10 + 
  special and Emotion Burst 19: a psychic lash 
  inflicts Confusion (as the spell, Luck (Will) save 
  resists), S20 D12 C18 I4 P16 W17 Ch1, L15, Mv 
  40 ft.  
   
  The 50 ft ooze is a Boss Monster with all the 
  usual benefits (LFG p.95) and a 15 ft reach. It is 
  more liquid than ooze, a fast flowing and 
  terrifying amoeba that feeds on the thoughts of 
  living creatures. It attacks by surging into an 
  adventurer’s mouth, nose and ears, tunnelling its 
  way to the victim’s brain which it absorbs. Victims 
  suffer 2d10 damage and lose 1d4 Int (Luck 
  (Will) save for half) on each successful attack.  
   
  The ooze has rudimentary intelligence and 
  limited psychic abilities. It can project an 
  Emotion Burst once per round; an overpowering 
  wave of fear, stupefying awe or insane mirth up to 
  120 ft (1d4 targets, Luck (Will) save or lose next 
  action and 50% chance of suffering a moderate 
  madness). If seriously injured, the ancient and 
  malevolent grotesque flees, pouring back down 
  through the cracks in the arena floor or other 
  accessible exit. 
   
  Aftermath  
  If the adventurers were tasked with locating the 
  halls, they succeeded, and may report back to 
  Lord Calder. If cleared, he is particularly happy, 
  and pays them a generous bonus. At the GM’s 
  discretion, he might include further benefits for 
  the PCs in his will; especially if they offer to 
  ensure he is buried at the shrine.  
  If the party is driven off by the colossal ooze, the 
  horrible thing soon makes it way to the surface, 
  and begins feeding on neighbouring inhabitants. 
  If not dealt with, it eventually goes into 
  procreation mode; splitting off baby oozes that 
  venture further and further abroad. 
   
  (4) GIFT OF THE SILENT GOD 
   
  Rumours & Hooks 
  A week ago, from the borderlands of Crow’s 
  Keep, a party of twelve outlanders ventured into 
  the moors, hoping to take down the owlbear 
  menace known as Big Beak. The party are now a 
  week overdue, and their families are anxious to 
  know their fate. As a reward, the hunters guild 
  are offering one year’s tracking and path finding 
  services, plus a small fee.  
   
  Big Beak, an enormous and spiteful owlbear, has 
  been rampaging through the outer fringes of the 
  borderlands, disrupting caravans and foragers. 
  The merchant’s guild is offering a generous 
  bounty to deal with the beast, which is said to lair 
  near the ruins of an old hermit’s lodge.  
   
   
  As the first rumour suggests, a party of twelve 
  trackers and hunters did set off into the moors, 
  but not all for the same reasons.  
   
  Six of the group, Arran, Horne, Ethan, Darak, 
  Larwig and Rudgar are secret cultists, and have 
  orchestrated the trip to isolate and murder the 
  other six hunters in bloody sacrifice to the 
  supernatural entity known as Ulnek-Sûl, the 
  Silent God. 
   
  Of the six, Rudgar is the leader, and has acquired 
  an ancient and corrupt text on strange and long 
  forgotten beings. He and his cabal believe that by 
  offering sacrifices, Ulnek-Sûl will bend reality to 
  reward them with riches and unnatural luck. 
  Rudgar has already been touched by the spirit’s 
  power; a boon that allows him to see in darkness 
  as in light.  
   
   
  
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  As planned, the hunting party camped at a ruined 
  farmhouse (an old hermit’s home, long since lost 
  to skorn and abandoned), two days’ trek into the 
  fens. There, five of the six oblivious hunters were 
  murdered, their hearts cut out and offered up on 
  an accursed altar hidden a further day’s travel 
  deeper within the moors. The bodies of the five 
  were left outside Big Beak’s cave, to be eaten by 
  the owlbear, which would serve as a convenient 
  excuse later.  
   
  Unfortunately for the cultists, things did not go to 
  plan. One of the ambushed hunters, Farric (in his 
  20’s, powerfully built but with a surprisingly quiet 
  step), escaped the attack and now hides in the 
  moors nearby. He has a serious leg injury, knows 
  he cannot outrun the cultists, and is hoping for a 
  miracle - or to at least take as many of the 
  backstabbing curs with him as he can. So far 
  Farric has managed to avoid being caught, but it 
  is only a matter of time before he is killed, his 
  heart extracted, and Rudgar’s ritual completed.  
   
  Random Encounters 
  As the adventurers trek through the marshes to 
  reach the hunters, there is a 30% chance of a 
  random encounter every 8 hours or so. If an  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  encounter occurs, roll 1d8 (plus 2 during the last 
  day of travel): 
   
  1.� For the next few hours, a thick mist rolls 
  in, obscuring vision beyond 60 ft. There 
  is a 50% chance of 2d4 Will o’ Wisps or 
  2d4 Dire Wolves (LFG p.129, 130) 
  stalking the party. 
   
  2.� 5d10+100 Thuels (as Berserker, LFG 
  p.114, only 10% have berserker abilities) 
  are moving through this area, searching 
  for a lost child.  
   
  3.� 4d6 Skorn (Bestiary) are sleeping here in 
  a copse of trees. 1d4 sentries keep watch 
  and will wake the others if given the 
  opportunity.  
   
  4.� A colossal 10 ft Giant Trapdoor Spider 
  (LFG p.125, but 8 HD, S18 and poison 
  causes 1d4 Dex loss) is hiding beneath a 
  circular trapdoor made of earth and 
  moss, hoping the adventurers will draw 
  close enough to pounce. 
  
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  5.� 2d6+2 scouts (as Guardsmen LFG p.114, 
  but with short bows and short swords, led 
  by a 3 HD sergeant) from Melek cross 
  paths with the adventurers.  
   
  6.� A 15 ft deep pit trap, lined with 2 ft 
  wooden stakes, is concealed here, likely 
  set by thuels hunting something large and 
  dangerous. A Perc (Detection) test 
  notices branches hidden beneath the 
  undergrowth covering. A person walking 
  on the trap must make a Luck (Dex) save 
  or suffer 5d6 damage, and a Con check 
  to avoid rolling on the Injuries & 
  Setbacks table (LFG p. 54) 
   
  7.� 2d12 Giant Centipedes (LFG p.114) are 
  feasting on a fallen bear carcass, 
  procreating and laying eggs.  
   
  8.� 1d12 Wild Boars (LFG p.101) are 
  skirmishing here, hoping to earn a mate.  
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Their snorts, squeals and thundering 
  hooves can be heard well before they are 
  seen. There is a 50% chance the boars 
  are downwind and detect the party. Any 
  humanoid intruders must be driven off 
  before the males can continue their 
  contest.  
   
  9.� Arran (if day) or Rudgar (if night) 
  appears from the trail up ahead, looking 
  for Farric. He is surprised to find the 
  adventurers here, and attempts to warn 
  them off with claims that the perilous Big 
  Beak is nearby. Rudgar does not carry 
  any light source with him if encountered 
  at night. If queried, he simply says his 
  family has always had exceptional night 
  vision.  
   
  10.�Farric appears from nearby scrub, 
  limping with a clearly bloodied leg. He is 
  overjoyed to see the adventurers, and 
  Map
  
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  asks for help to kill Rudgar and his evil 
  crew.   
   
  When the adventurers arrive on the scene, the 
  cultists are not expecting them, and they are 
  nervous. The inside of the ruined farmhouse was 
  cleaned after the murders as best it could, but 
  there are tell tale signs that something untoward 
  has gone on.  
   
  The cultists are standoffish, but feign welcome, 
  explaining that the other six hunters were killed 
  by Big Beak and they need the party’s help to slay 
  the beast. They have two sentries set at all times, 
  ostensibly for the owlbear, but actually on the 
  lookout for Farric.  
   
  If the adventurers do some scouting of their own, 
  they might find signs of a humanoid (Farric) 
  lurking 
  nearby 
  the 
  farmhouse 
  (a 
  Perc 
  (Wilderness) check is required). There are no 
  signs of owlbears.  
   
  Area 1 – Chicken Coop 
  The western building was once an enclosed 
  chicken coop, and is one of the more intact 
  structures. The inside is overgrown with mould 
  and foul weeds, and littered with small animal 
  bones.  
   
  Area 2 – Barn 
  The northern barn is the biggest of the four 
  structures and in a poor state. Hooked chains 
  hang from the beams lined with recent deer and 
  boar carcasses, and thin strips of salted meat are 
  lined up on side tables or stowed in backpacks.  
   
  A general examination of the area does not reveal 
  anything untoward, but a thorough search locates 
  a twin bladed, cold iron knife with a bloodstone 
  gem inside a leather satchel, hidden at the bottom 
  of the one of backpacks of cured meat. The knife 
  was used in the ritual to cut the hearts from the 
  victims, but is immaculately clean now. An Int 
  (Arcana) check suggests it is a ritual blade of 
  some kind.  
   
  The corpses were on hooks when their hearts 
  were cut out. Blood still stains the floor, but is 
  mixed with animal blood, with no obvious way to 
  tell the difference. In between two floorboards 
  however, where a wide crack has developed, is a 
  black signet ring with a twin stag motif. A Perc 
  (Detection) test at a -2 penalty notices the ring. 
   
  The ring slipped unnoticed from the hand of one 
  of the corpses, and was trod upon, lodging it 
  firmly between the floorboards. A bard or 
  adventurer with the General Lore skill and 
  familiar with the hunters guild, or the families, 
  recognises the ring as a valuable heirloom of 
  Tennan Greyson, one of the missing hunters.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 3 – Smokehouse 
  The smoking hut is actually the most intact of all 
  the buildings, and still functions as a smokery to 
  preserve meat. A number of carcases are hanging 
  here for that purpose, and a slow fire burns in the 
  kiln. There are no windows in the hut, and the 
  door still operates.  
   
  Closer examination of one of the drying carcasses 
  reveals several chunks of meat have been hastily 
  cut from its back (which faces the wall). Farric 
  snuck into the hut and quickly stole himself some 
  food the night before.  
   
  Area 4 – Farmhouse 
  The eastern building has holes in the roof like 
  the rest of the structures, but the shutters and 
  doors are secure, and the chimney works. Inside 
  are the cultists’ bedrolls, utensils and other 
  personal items.  
  
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  Contrary to Rudgar’s orders, the greedy Horne 
  kept a number of the victims’ valuables. Stashed 
  in his socks in the bottom of his bedroll are a 
  plain silver necklace, an ivory ring and an ornate 
  bronze bracelet (total 170 gp). If the party spoke 
  with any family members before setting out, they 
  might recognise these keepsakes. 
   
  Area 5 - The Well 
  The well is workable and draws water. The 
  cultists replaced the rope when they arrived. If 
  Rudgar suspects the party are onto him, he 
  poisons the well, hoping to kill or weaken the 
  adventurers.  
   
  The Cultists 
  After the party settle in, the cultists implore them 
  to deal with the owlbear, Big Beak, as soon as 
  possible. At least three of the cultists will 
  accompany them, on the lookout for Farric, while 
  the others will remain behind at the farmhouse. 
  Once the fight with the Owlbear begins, the 
  cultists turn on the party, hoping the beast will 
  help finish them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  There is a 20% chance every few hours that 
  Farric makes himself known, either on purpose 
  or by being found by one or more of the cultists. 
  The cultists attack immediately, hoping to silence 
  him and conceal his body for later heart 
  extraction. Farric on the other hand does his best 
  to attract attention, and accuses the cultists of 
  murder most foul. If the party appears to believe 
  Farric’s account, the cultists attack. 
   
  Cultists, AC 11, HD 1, Short sword 1d6 or Bow 
  1d8, 19: as weapon, S12 D11 C11 I10 P10 W10 
  Ch10, L 4, Mv 30 ft. 
   
  Rudgar, Boss Monster, AC 11, HD 3 (30 hp), 
  Short sword 1d6+2 or Bow 1d8+2, 19: weapon, 
  S12 D11 C11 I10 P10 W10 Ch10, L 4, Mv 30 ft. 
  Rudgar lost his family years ago in a thuel raid, 
  and the years following turned him cruel and 
  selfish. He is the first of the cabal to receive 
  Ulnek-Sûl’s blessing, and can see as well in 
  darkness as in light (an ability he will use to his 
  advantage, if possible). Rudgar is a Boss Monster 
  with all the usual benefits (LFG p.95). The 
  cultists possess 1 x Carry Loot (LFG p.136).  
   
  Big Beak’s Cave 
  A Perc (Wilderness Lore) check tracks down Big 
  Beak’s cave a few miles distant. The mighty beast 
  greets interlopers with a ferocious assault, 
  enraged that such puny bipeds would dare to 
  encroach on her domain! 
   
  Big Beak, Owlbear, AC 13, HD 6+3, 2 Claws 
  1d6+2 and Bite 2d4, 19: bear hug, S19 D12 C16 
  I3 P10 W15 Ch4, L8, Mv 40 ft. A hit with both 
  claw attacks draws the victim into a crushing hug, 
  forcing the victim to roll on the Injuries & 
  Setbacks table (a Luck (Con) save resists). Big 
  Beak causes 20 hp damage on critical hits and 
  has a 10 ft reach. The cave contains loot from old 
  victims (1 x 4 HD Lair Treasure, LFG p.140). 
   
  There is a 50% chance Big Beak has eaten the 
  corpses of the murdered hunters, leaving only a 
  few scattered weapons behind. Otherwise, the 
  bodies are still here; obviously murdered and 
  absent hearts. 
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  TThe Hidden Altar 
  About a day’s trek further into the moors is a 
  grim altar, hidden within an overgrown copse of 
  trees. The altar is set into a dead trunk, decorated 
  with a horned skull, bones and a bronze bowl. 
  Fourteen humanoid skulls lie at its base. The five 
  hearts of the woodsmen sit in the bowl, 
  untouched by animal life in the area. The altar is 
  not magical in itself.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adding a sixth heart to the bowl from a person 
  known to the supplicant unwittingly completes 
  Rudgar’s 
  ritual, 
  granting 
  a 
  permanent 
  supernatural gift (roll 1d6):  
   
  1.� The blessed now eats only stones and 
  drinks sand or fine dirt. Normal food 
  and drink provide no sustenance. 
   
  2.� The 
  blessed’s 
  bones 
  become 
  preternaturally hard, granting a +3 bonus 
  when rolling on the Injuries & Setbacks 
  table. 
   
  3.� The blessed’s flesh heals unnaturally 
  swiftly at night, restoring 1 hp per hour 
  between dusk and dawn. 
   
  4.� The blessed gains +1 Perc permanently, 
  and unerringly senses impending ambush 
  (cannot be surprised). 
  5.� The blessed may extinguish small fires 
  such as torches and lanterns within 60 ft 
  by making a Will check.  
   
  6.� Once per month, the blessed may touch 
  a target to impart a Charm Person effect 
  (as the spell).  
   
  Anyone blessed by Ulnek-Sûl develops a 
  moderate madness (LFG p.91) over the next 
  month. If the madness is cured, the blessing 
  ends.   
   
  Aftermath 
  Rudgar has not brought the forbidden tome with 
  him on the hunt; he has committed the unholy 
  rogations to memory and performs them by rote.  
   
  The book is hidden in Rudgar’s home in the 
  borderlands, concealed in an empty barrel in his 
  cellar. It is worth 5d100+500 gp to the right 
  buyer. The book is not magical in itself, but 
  details genuine, cruel and disturbing rituals, 
  which if properly performed, might invoke 
  Ulnek-Sûl’s favour at the GM’s discretion. 
   
  If Rudgar and his cult are not killed, they soon 
  recruit more cultists, and slowly seek to infiltrate 
  positions of outlander authority. 
   
  (5) POND OF THE MOON PIXIES 
   
  Rumours & Hooks 
  Legend has it there is a certain pond, in a certain 
  swamp, where the moon pixies gather once a year 
  on the night of the vernal equinox. Some say the 
  meeting is for dancing and cavorting, but others 
  suggest the gathering also venerates their 
  mercurial goddess. A lover of all things beautiful 
  and mysterious, the faerie mother is appeased by 
  casting shiny jewels and mysterious trinkets into 
  her secret mere; the Pond of the Moon Pixies. 
   
   
  Somewhere in the Trackless Moors, the last of 
  the pixies gather during the night of the spring 
  equinox to pay homage to their trickster deity. 
  Finding the pond is no easy task; the fens are full 
  of bogs and other shallow waters, and a person 
  
  �
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  �
  could spend a lifetime visiting them all. But if the 
  party investigates the fens during the night of the 
  equinox (and perhaps a few days before), they 
  might cross paths with one or more pixies making 
  their way to sacred gathering pool. 
   
  Swamp Encounters 
  As the party searches the moors, roll 1d6 and 
  consult the encounter table below every 2 hours 
  (or other appropriate time period as the GM 
  determines), adding 1 to the roll after each 
  encounter.  
   
  1.� 2d12 Giant Centipedes (LFG p.102) are 
  sifting through the muck, looking for 
  something to eat. They will spread out 
  and attempt to overwhelm the party with 
  numbers. They are afraid of fire. 
   
  2.� 3d4 Wolves (70%) or 2d4 Dire Wolves 
  (30%) (LFG p.129) are on the hunt, and 
  have caught the party’s scent. Their 
  gathering howls can be heard before they 
  appear. 
  Normal 
  wolves 
  might 
  be 
  deterred by fire and steel, but the dire 
  wolves are fiercely hungry and will not 
  give up easily.  
   
  3.� 4d6 Skorn (50%, Bestiary) or 2d6 Urgot 
  (50%, LFG p.128) are camped in this 
  area with 1d3 sentries on duty. They are 
  tracking a bear for its pelt, but will not 
  hesitate to skin the party instead.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4.� A massive brown bear is scavenging for 
  food and will attack the party if goaded. 
  She is being hunted by those in entry 3 
  above. Alternatively the party might 
  encounter 3 & 4 at the same time. 
   
  Brown Bear, AC 11, HD 4+2, 2 Claws 1d6+1 
  and Bite 2d4, 19: bear hug, S19 D8 C15 I3 P12 
  W15 Ch7, L 7, Mv 40 ft. If hit with both claw 
  attacks, the target is caught in a crushing hug, 
  requiring a roll on the Injuries & Setbacks table 
  (Luck (Con) save resists). 
   
  5.� The weather turns gloomy and a thick 
  fog rolls in, reducing visibility to 120 ft. 
  Strange howls can be heard on the wind, 
  but they are distant. For now.  
   
  6.� In a flash, a small flying creature (not a 
  bird) 
  wizzes 
  overhead. 
  A 
  Perc 
  (Detection) test notices the direction it 
  went before it disappears. On a great 
  success, the observer can tell it is a small 
  humanoid with wings (a Pixie Sprite, 
  LFG p.125). If the party heads in that 
  direction, add 1 to subsequent table rolls.  
   
  7.� 1d3+1 Pixies (winged Sprites LFG p.125) 
  flitter by between distant trees, moving 
  swiftly just within vision or torchlight 
  range. They spot the party and stare at 
  them curiously for time, noticing any  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  shiny or beautiful objects the party 
  carries (and speaking enthusiastically 
  about such in their fey language, which 
  has a rapid, musical quality to it). They 
  don’t mind if the party follows them 
  (they might want to “borrow” the 
  humans’ “shiny” for the faerie goddess 
  later).  
   
  8.� The party have arrived at the mystical 
  pond. The lilting speech and fluttering 
  sound of the gathered (or still gathering) 
  pixies can be heard clearly as the humans 
  approach.  
   
  The Moon Pond 
  But for the pixies flittering about the vicinity of 
  this pond, there does not appear to be anything 
  particularly special about it: a cloudy pool ringed 
  by a few dead (or simply leafless) trees, replete 
  with biting insects and crawling parasites.  
   
  By midnight, approximately 6d6 pixies have 
  gathered, hovering above or nearby the pond as 
  some drop small shiny objects into it (which 
  disappear with a plop).  
   
  If the party becomes known to the sprites, there 
  is a 50% chance they will attempt to pepper them 
  with sleep arrows, and steal their shiny trinkets to 
  drop into the pool. Otherwise they treat the 
  humans as unlikely curiosities, asking them in 
  lilting common why they have come, are they 
  lost, why are they so slow and ugly, why do they 
  wear so many clothes, and so on.  
   
  Party Crashers 
  In any event, this year’s gathering is destined to 
  be rudely interrupted. 2d6 Trolls have been 
  hibernating within the pool, and are woken 
  shortly after midnight by the rain of trinkets. At 
  this point, the trolls burst from the mere, 
  snatching pixies as snacks or charging at the party 
  for more fulsome meals (assuming they know 
  about them). The trolls have been in a torpid 
  state for months and are utterly famished. 
   
  Most of the trolls are unarmed, but the leader 
  Faarg carries a primitive looking, cold iron blade 
  (substitute one Claw attack for 1d10+3 damage).  
   
  Troll, AC 13, HD 7, 2 Claws 1d4+1 and Bite 
  1d8+1, 19: if the target is accompanied by a pet 
  or henchmen, the pet/ally is eaten by the troll (or 
  has a limb torn off), S19 D12 C17 I6 P7 W8 
  Ch7, L9, Mv 30 ft. Trolls regenerate all damage 
  at the start of their next turn, or in 1d6 rounds if 
  reduced to zero hit points. Damage from fire or 
  acid is not regenerated. A troll reduced to zero 
  hit points and completely burnt or buried does 
  not regenerate. 10 ft reach.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When the trolls appear, the pixies immediately 
  flee and do not return, leaving the party to fend 
  for themselves (they know their tiny arrows and 
  blades cannot pierce troll hide). If the trolls are 
  defeated, the pond contains 1 x 7 HD Lair 
  Treasure (LFG p.140). 
   
  The pond has no genuine mystical connection to 
  the pixie’s “faerie goddess” or any other 
  supernatural 
  power 
  (or 
  perhaps 
  just 
  no 
  connection that humans can discern).  
   
  
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  ((6) RUIN OF THE NINE SKULLS 
   
  Rumours & Hooks 
  Two decade ago, the Nine Skulls barbarians of 
  the Trackless Moors were massacred by a hydra 
  during a ceremony on the open marshes. Their 
  abandoned stilt village still stands and might yet 
  house the tribe’s most valued treasure: the 
  Stormspear. 
   
   
  On a small rise above the fens, the decaying 
  remains of an abandoned village looms. Eighteen 
  years earlier, the Nine Skulls tribe that attempted 
  to settle this region was decimated by a monster 
  of devastating power: an elder Hydra. 
   
  For a time, the clan attempted to placate the beast 
  with sacrifices, but the hydra’s hair trigger rage 
  could not be contained, and one fateful night the 
  thuels were devoured during a ceremony on the 
  open moors. Those few that survived fled to 
  other regions to be subjugated by larger clans or 
  perished by skorn (or worse). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The stilt village still remains, slowly sinking into 
  the expanding mire, with the hydra taken up 
  residence in a nearby burrow. Thuel and skorn 
  consider the area extremely dangerous and keep 
  away, but from time to time sacrifices or witless 
  fools add to the hydra’s bone pile. 
   
  The party might become interested in this area by 
  hearing about the Stormspear, a bronze bladed 
  magical weapon of antiquity. The spear was in the 
  clan’s possession for generations until the hydra 
  attack, but is thought to be lying somewhere in 
  one of the huts. 
   
  The location of the stilt village is at the GM’s 
  discretion, and may require a number of random 
  encounter checks during the trek to reach it 
  (using the swamp table, or adapting other tables 
  in this section).  
   
  Stilt Village 
  The village consists of 1d6+10 stilt huts, most in a 
  state of steady decline, marred with rot and/or 
  slowly beginning to sink or tilt into the rising 
  mire. The huts are generally safe to explore 
  however, with sufficiently sound foundations.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  As the party explores the huts, roll 1d10 to 
  determine what might be found:  
   
  1.� 3d6 Man Eating Monkeys (LFG p.117) 
  have 
  made 
  this 
  hut 
  their 
  home, 
  decorating it with leaves, partially eaten 
  meals and monkey faeces.  
   
  2.� Stilts collapse! This particular hut is 
  rotted more than most, and collapses if 
  more than two humans enter, causing 
  4d6 damage (Luck (Dex) save for half). 
    
  3.� This hut contains 1 x Trinkets & Curios 
  in a box made from a skorn skull (LFG 
  p.141). 
   
  4.� 3d10 Stirges (LFG p.126) are using this 
  hut as their nest, and will angrily defend 
  their home. They are frightened of fire. 
   
  5.� 2d4 Yellow Mould (LFG p.131) have 
  spawned on the walls and ceiling of this 
  hut. They have been dormant for 
  months, but will awaken in 1d4 rounds if 
  humans approach within 60 ft. 
   
  6.� This hut once belonged to the tribe 
  shaman, and includes 1d2 random 
  potions in sealed clay jugs (LFG p.150). 
   
  7.� This old hut contains loot stolen from 
  Midlander or Nydissian scouts, stashed 
  in a large bronze urn (1 x Carry Loot, 
  LFG p.136). 
   
  8.� 1d3 Giant Serpents (LFG p.122) are 
  hibernating in this hut. The party might 
  be able to surprise them if they approach 
  stealthily.  
   
  9.� This hut contains basic tools, bowls and 
  so on. There is a 50% chance of a 
  random weapon.  
   
  10.�This was the hut of the tribe’s best 
  warrior, and is decorated with mouldy 
  pelts and 1d6 gold idols (worth 100 gp 
  each). The Stormspear is leaning against 
  one corner.  
   
  The hydra’s 50 ft den is dug into the ground 
  where several stilt huts used to be, including the 
  chief’s home (demolished by the monster). If the 
  den is searched, 1 x Valuables and 1 x Carry Loot 
  may be scavenged from the remains.  
   
  The elder hydra is 40 ft long, with dark green, 
  almost black scales. It has nine heads with spined 
  fins, and four enormous clawed legs. An ancient 
  monstrosity now hundreds of years old, the elder 
  hydra fears nothing and no-one, and will eagerly 
  eat the party if given the chance. If things go 
  poorly for the ancient reptile however, it is canny 
  enough to attempt an escape. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Elder Hydra, Boss Monster, AC 17, HD 20 
  (95 hp), 9 Bites 1d10+1, 19: special, S23 D7 C21 
  I4 P15 W17 Ch4, L16, Mv 50 ft. The Elder 
  Hydra is a Boss Monster with the usual benefits 
  (LFG p.95). On a natural 19, the target is torn 
  apart by two heads (instant death, costs 1 extra 
  Bite attack, Luck (Dex) save negates). Severed 
  heads by virtue of major exploits or similar grow 
  back in one round unless the stump is sealed with 
  
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  fire, lightning or acid. Cause Injuries on a 19-20 
  attack roll, 10 ft reach.  
   
  The Stormspear 
  This magical hardwood spear is ornately carved 
  and topped with a bronze spike shaped head. 
  The original creator is unknown and it appears to 
  date from the Second Age. The weapon is in 
  pristine condition as if fresh from the forge, sharp 
  and gleaming. The first attunement grants the 
  wielder +2 Str (max 19). The second attunement 
  allows 
  the 
  wielder 
  to 
  throw 
  the 
  spear, 
  transforming it into a Lightning Bolt spell (10
  th 
  level, usable once per week; the spear reappears 
  in the owner’s hand at the end of the same 
  round). Any further attunements are at the GM’s 
  discretion.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  INDEX 
  A 
  Alchemy & Mechanica (1
  st Level) ............................. 84 
  Ancient Mysteries ....................................................... 6 
  Animism .................................................................. 28 
  Anointed .................................................................. 95 
  Argona ..................................................................... 25 
  Argos Plateau ........................................................... 75 
  Argosa ...................................................................... 11 
  Argosan Strangler ..................................................... 96 
  Argosans ................................................................... 16 
  Artificer .................................................................... 83 
  B 
  Baal .......................................................................... 25 
  Beast Companion..................................................... 91 
  Beastmen ................................................................. 11 
  Bestiary .................................................................... 94 
  Borderlands ............................................................. 11 
  C 
  Cavar ........................................................................ 11 
  Circle Of Five ........................................................... 11 
  Cities ........................................................................ 42 
  City Adventures ...................................................... 149 
  Contents ..................................................................... 4 
  Counter Attack ......................................................... 89 
  Crow’s Keep ............................................................. 43 
  Cultures .................................................................... 16 
  Currency .................................................................. 24 
  Custom Made ............................................................ 7 
  Custom Monsters ..................................................... 94 
  D 
  Dark  &  Dangerous Magic ....................................... 30 
  Deadly Outlands ........................................................ 6 
  Deep One ................................................................ 28 
  Dol-Karok ................................................................ 48 
  Dominus .................................................................. 11 
  Drar ......................................................................... 11 
  E 
  Eel, Giant ................................................................. 97 
  Enlightened Warrior ................................................ 89 
  Episodic Adventures ................................................ 10 
  F 
  Fauna ....................................................................... 75 
  Feathered Maw ........................................................ 97 
  Fenrir .......................................................................26
   
   
  Fey Creeper ............................................................. 98 
  Flesh Eating Vines .................................................... 98 
  Forest & Woods Adventures .................................. 181 
  Forest Of Drelnor .................................................... 75 
  Fungoid .................................................................... 98 
  G 
  Gear Availability ....................................................... 42 
  Gear Packs ............................................................... 80 
  Geography ................................................................ 75 
  GM Tools .............................................................. 107 
  Gods ........................................................................ 25 
  Golem, Bronze ........................................................ 99 
  Goods & Services ................................................... 113 
  Graxus ...................................................................... 26 
  Great Plains .............................................................. 76 
  Greetings & Farewells ............................................... 12 
  Grim Cities ................................................................. 6 
  H 
  Hammer Snail ........................................................ 100 
  History ..................................................................... 14 
  House Of Gears ....................................................... 86 
  I 
  Ice & Snow Adventures .......................................... 202 
  Imperator ................................................................. 11 
  Initiative Variants ................................................... 107 
  Ironhull Mountains .................................................. 76 
  J 
  Jarl ............................................................................ 11 
  Jarl’s Bane ................................................................ 99 
  Jarlsmen ................................................................... 11 
  Jungle Encounters .................................................. 213 
  Justicar ..................................................................... 11 
  K 
  Karg ......................................................................... 11 
  Karoks ...................................................................... 17 
  L 
  Lake & River Adventures ....................................... 243 
  Lake Argos ............................................................... 76 
  Laws ......................................................................... 23 
  Lexicon .................................................................... 11 
  Lost ........................................................................ 145 
  Lucentum ................................................................. 29 
  
  �
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  �
  Luck ......................................................................... 94 
  M 
  Maelheim ................................................................. 94 
  Magic ....................................................................... 30 
  Magical Items ........................................................... 34 
  Magister.................................................................... 11 
  Major Breakthrough ................................................. 86 
  Manipede ................................................................. 96 
  Martial Arts .............................................................. 88 
  Master Hunter .......................................................... 93 
  Meaningful Choices ................................................. 10 
  Medieval Fantasy ........................................................ 6 
  Melek ....................................................................... 54 
  Midlanders ............................................................... 16 
  Midlands Map ............................................................ 8 
  Mithri ....................................................................... 11 
  Monastery ................................................................ 89 
  Monk ....................................................................... 87 
  Monk Techniques .................................................... 88 
  Mountain & Hill Adventures .................................. 277 
  Mystery ...................................................................... 9 
  N 
  Non-Player Characters ........................................... 108 
  Northgate ................................................................. 59 
  Nydissians ................................................................ 19 
  O 
  Ooze, Speckled ...................................................... 100 
  Open Hand Versatility ............................................. 89 
  Open World .............................................................. 9 
  Outlander ................................................................. 11 
  Outpost Complications .......................................... 113 
  Outpost Generator ................................................. 112 
  Outposts ................................................................... 42 
  Overseer........................................................... 11, 112 
  Overview .................................................................... 6 
  P 
  Panther, Western ................................................... 101 
  Party Bonds .............................................................. 81 
  Patron .................................................................... 113 
  Personality Quirks .................................................. 111 
  Plains Adventures ................................................... 309 
  Player Options ......................................................... 80 
  Port Brax .................................................................. 64 
  Punishment .............................................................. 23 
  R 
  Ramorans ................................................................. 12 
  Random Encounters By Region ............................. 115 
  Ranger ...................................................................... 90 
  Rangercraft ............................................................... 91 
  Region Events ........................................................ 128 
  Rival Adventurers ................................................... 131 
  Rock Grinder ......................................................... 101 
  Rotating GMs ........................................................... 10 
  Rumour Table ....................................................... 147 
  S 
  Sandbox Traits ........................................................... 9 
  Scaled Ones ............................................................. 12 
  Scob ......................................................................... 12 
  Second Attack .......................................................... 93 
  Servitors ................................................................... 12 
  Shennog ................................................................... 26 
  Silent Gods ................................................................. 7 
  Siltwater .................................................................... 77 
  Skorn ..................................................................... 104 
  Slime, Blue ............................................................. 102 
  Slime, Purple.......................................................... 102 
  Slime, Red .............................................................. 103 
  Slime, Silver ........................................................... 103 
  Slop Gorger ............................................................ 103 
  Slud .......................................................................... 12 
  Snake, Winged ....................................................... 102 
  Soliri ......................................................................... 27 
  Special Abilities ...................................................... 133 
  Spell Names ............................................................. 35 
  Spine Demon ........................................................... 97 
  Spine Of Ulgoth ....................................................... 77 
  Steady Shot .............................................................. 93 
  Street Names .......................................................... 134 
  Sunstone Ranges ...................................................... 78 
  Supercharged ........................................................... 86 
  Supernatural Creatures ............................................. 34 
  Suun ......................................................................... 12 
  Suurat Jungle ............................................................ 78 
  Swamp & Moor Adventures ................................... 336 
  T 
  Tavern Brawls ........................................................ 142 
  Tavern Menu ......................................................... 141 
  Taverns .................................................................. 137 
  The Mountain .......................................................... 28 
  Thuels ...................................................................... 21 
  Toad, Claw ............................................................. 104 
  Toadmen ............................................................... 105 
  Trackless Moors....................................................... 78 
  Troubleshooter ........................................................ 86 
  U 
  Urgot ........................................................................ 12 
  
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  V 
  VVarnori ..................................................................... 20 
  Veil........................................................................... 33 
  Vorngard .................................................................. 70 
  W 
  Wasp, Giant ........................................................... 105 
  Weather ................................................................. 144 
  White Drifts ............................................................. 79 
  Wilderness Exploration ......................................... 145 
  Wistwood ................................................................. 79 
  Wodon..................................................................... 27 
  Worm, Frost .......................................................... 105 
  Worm, Plague ........................................................ 106 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  OPEN GAME LICENCE 
   
  Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a (OGL). 
   
  This entire work is designated as Open Game Content under the OGL, with the exception of “Low Fantasy Gaming”, “LFG”, “Low Magic. High Adventure”, 
  the LFG logo (LFG in serpent ring on p.3), “The Midlands”, “Midlands”, “Midlands Low Magic Sandbox Setting” and all artwork.  These and the Trade 
  Dress of this work (font, layout, style of artwork, etc.) are reserved as Product Identity.   
   
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  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, 
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  Swords & Wizardry Core Rules, Copyright 2008 Matthew J. Finch. 
   
   
  13th Age, Copyright 2013 Fire Opal Media. 
   
  Low Fantasy Gaming, Copyright 2016 Stephen J. Grodzicki. 
   
  END OF LICENSE 
   
   
   
  
   
   
   
   
   
  THE MIDLANDS  
  A low magic, low prep,  
  customisable sandbox, 
  in a “points of light”  
  medieval fantasy realm. 
   
  Grim Cities 
  Humanity shelters behind 
   isolated, walled cities,  
  struggling for opportunity.  
   
  Deadly Outlands 
  One hundred leagues of 
  trackless wilderness,  
  plagued by skorn, thuels,  
  & monstrous beasts. 
   
  Dangerous Magic 
  Sorcery was not meant for 
  mortals; magic is rare, dark, 
   & inherently dangerous.  
   
  Silent Gods 
  Deities are ineffably distant; 
  offering no miracles, nor 
  intervening in the world 
   in any direct way.  
   
  Ancient Mysteries 
  Despite the dangers,  
  the wilds beckon  
  with crumbling ruins,  
  lost treasures,  
  & forgotten secrets. 
   
  
SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/The Midlands (LowFG)/The Midlands [white] (LowFG).pdf