TEXT:  
  ° °
  RES 
  ENCOUNTERS L: 1d6; M: 2d4+2; H: 2d6+2 
  RES 
  ENCOUNTERS (+1d4 if PCs do mess; +1d6 if alarm) 
  1 
  A bloodthirsty wolf wearing an armor full of spikes 
  7 
  2d4 sick Goblins. Low DC ST or fatal disease, 1d6 days  
  2 
  1d8+1 Goblins are extracting heart from man’s chest. 
  8 
  2d10 Goblins directs huge rats’ swarm against PCs 
  3 
  2d8 Goblins shot arrows to a still alive hanged man 
  9 
  RES 6 + RES 7 + RES 8. Chaos and death  
  4 
  3d6 Goblins are pushing rats into woman’s mouth 
  10 
  Troll. Let the massacre begin 
  5 
  2d10 wolves ridden by Goblins surround PCs 
  11 
  RES 9 + RES 10. Chaos at is best 
  6 
  Grushar brutal and huge wolf +1d8 damage/round 
  12+ 
  Roll twice. Add results. If 12+ again give PCs great death 
   
  RES 
  TREASURES L: 1d6; M: 1d10; H: 2d6+2 
  RES 
  TREASURES (+1d4 if combat ends in 3 rounds) 
  1 
  Human bone with a goblin name engraved on it 
  7 
  Blade of an ancient sword. Doesn’t seem ruined 
  2 
  A necklace made of child teeth 
  8 
  Armor’s white steel. Gives courage to the bearer 
  3 
  3d4 ruined gp and an iron helmet 
  9 
  A rope’s loop. Chokes a target in 1d4 round 
  4 
  A whip made with human spine 
  10 
  A tattered cloak, once white. Symbol of honor 
  5 
  Dried goblin ear, to know truth during torture 
  11 
  An Order’s Brooch of inestimable value 
  6 
  Tome’s page: take 3 to be inspired, +1d4 damage 
  12+ 
  A magic item/armor/weapon +1 or low power 
   
  RES 
  TRAPS roll 1d4 to 
  go to areas  
  5, 6, 8, 9, 10 
  1 
  Ballista: 3d12 
  2 
  Difficult terrain: 
  halved speed 
  3 
  Ambush: RES 6 
  4 
  Narrow Passage: 
  oil + fiery arrows 
  2d8 + 1d6/round 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  THE TOWER OF THE 
  HANGED MEN 
  PREFACTION 
  The temple of Nodrean is taken… The White 
  Mantles are fallen... The Order is dead…  
  The Goblins dared a lot, and they won…  
  “They are dangerous. Some tried to defeat 
  them, to liberate the sacred place… Now the 
  brave dangle from the loops. The Tower of the 
  Hanged Men will never see a White Mantle 
   
  NOTE: Goblins in this adventure are not stupid 
  idiots. They’re cruel, ferocious and bloodthirsty.  
  They will kill and eat adventurers’ flesh. 
  Area 1. The Temple 
  Wooden planks block the door:
  trunk’s trap behind, Medium DC to 
  discover, 3d12+6 damage. Broken 
  roof on tree’s temple side. 
  Area 2. Hidden spikes 
  Spikes’ trap, foliage cover, Low DC 
  to discover, 3d6 damage. If fight
  here Goblins will push PCs in. 
  Area 3. The Tree 
  An huge dead tree. High DC to see
  that some branches are broken,
  badly fixed again to others: High 
  DC to climb if not noticed, Medium 
  otherwise. 
  Failure: 
  2d6 
  falling 
  damage. Medium/High DC 
  again, and Hope, the silver sword of 
  Nodrean, will be forever lost. Why do you 
  want to risk so much? Honor abandoned 
  this land…”. In the Ghurag Nhar’s forest, 
  where trees give the way to a glade, rise
  the Order’s ruins. Roll L on Encounters. 
  (if noticed or not branches) 
  to jump on the roof. Failure: 
  fall on spikes, 5d6 damage. 
  Area 4. Inside the Temple 
  There are several statues 
  without hand/head all along the 
  walls, a bigger one in the middle
  with sword in hand, an altar 
  with a slit for a sword, and mosaics of 
  the knights. The altar reveals a secret 
  passage on the floor, if the sword of 
   the statue enters in the slit. The statue’s 
  close hand will free the sword only when all 
  statues will have again severed pieces. Roll  
  on Statue. Goblins have never open passage to 5. 
  Area 5. The Rest Room 
  In here goblins rest, accumulate food and decide how to organize to 
  defend the place, also ordering to other goblins to move in other rooms. 
  Roll H on Encounters. Goblins’ chief: Gorsh the All-Viewer (high HP, AC, 
  Dex). Will use goblins’ number to surround PCs. Will escape till moving 
  Cancel rolled Encounters result, and let PCs see the spirits of the knights if the same result is obtained again 
  Area 12. Peak of the Tower 
  RES 
  STATUE  
  (1d4 missing) 
  Roll and cancel 
  1 
  Hand - tree (3) 
  2 
  Head in tower (11) 
  3 
  Head - tower (12) 
  4 
  Hand - roof (1) 
   
  in 10 if hardly wounded. Roll twice M on Treasures. 
  Area 6. The Treasure Room 
  Roll M on Encounters. Roll M twice and H on Treasures. 
  Area 11. The Tower  
  Spikes, moat (Medium 
  DC ST or disease), semi-
  opened drawbridge. If 
  opened RES 10 + M on 
  Encounters. Roll L twice
  on Treasures. Stairs to 
  higher floors collapsed. 
  Stairs to 10. 
  Reachable: climb tower or jump from 
  temple’s roof to gallows, High DC 
  checks. Falling damage: 7d6 spikes or 
  4d6 + moat in 11. On the top of the 
   
  There is a stone locked door: “I recognize value and honor, now and forever guarding their 
  glory” (only opens by imposing treasures 7 and 11 on the surface, while wearing treasures 
  8 and 10; can be otherwise searched and discovered in 6 and 11 after visiting 1d8 places). 
  Area 7. The Tombs 
  Here are buried ancient White Mantles’ knights. On every tomb there is no name, only 
  glorious acts did in life by the dead. A spirit rises from the darkness, asking to PCs to 
  liberate the ruins from enemies, so one day the Order could revive. If they accept 
  (turning back to him with RES 6 and 10 heads), the spirit will give them a single and 
  complete White Mantle’s armor (high AC, halved physic damage). If not, lets PCs go.  
  Area 8. Secret wall 
  High DC to discover. Roll H on Treasures. 
  Area 9. The Abyss 
  A thin, narrow bridge suspended into the void. Medium check to not fall. Collapses: 3+ 
  creatures at times. Secret passage to 10, Medium DC to discover. Roll M on Encounters. 
  Area 10. Prisons 
  Underground floor of the tower. Tunnel with cells and secret wall, High DC to discover to 
  go to 9. Roll H on Encounters, L on Treasures. 
  Tower there is a knight’s spirit. Will promise Hope to PCs, 
  only if they swear to return with honor (conquest White 
  Mantle’s armor). If so will be, the spirit will give them Hope. 
  
SOURCE: textdata/thevault/One Page Dungeons (osr)/OPD Raging Barbarian/OPD The Tower of The Hanged Men.pdf