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  CAMPFIRE 
  TALE
  OSR1
  An Adventure For 
  The Black Hack 
  & Labyrinth Lord
  CR
  SSPLANES
  g a m e
  s t u d i o
  
  An ‘OSR’ Adventure 
  for The Black Hack & 
  Labyrinth Lord 
  - written by - 
  Mark Craddock 
  - edited by - 
  Tim Baker 
  - artwork by - 
  PublicDomainVectors.Org 
  + 
  James Shields 
  jestockart.com 
  + 
  Publisher’s Choice Quality Stock Art  
  © Rick Hershy / Fat Goblin Games 
  www.fatgoblingames.com 
  + 
  David and Mellissa Guyll 
  Awful Good Games 
  daegames.blogspot.com 
  1
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  g a m e
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  www.crossplanes.com
  
  WHAT BEFORE 
  CAME    
     Campﬁre Tale is designed to start off a 
  campaign, though it can easily be 
  inserted between adventures. It is 
  designed for 1st-3rd level characters. The 
  tone of the adventure is spooky and is 
  intended to bring the character face-to-
  face with a child-eating horror.  
     The villain, a dream hag, uses her 
  magic to pull them into a Dreamscape 
  she has created, where she hopes to steal 
  one of their bodies and be free of the 
  tree-prison her foul essence was trapped 
  in over a century ago. She is aided by a 
  forest naga that is devoted to her. 
  Hopefully, you will be able to challenge 
  and even frighten the players with her 
  sinister plan. 
     If the dream hag escapes and defeats 
  the characters, she will return to her 
  reign of terror, stealing children to eat 
  and cursing the area with her presence, 
  all while wearing the body of one of the 
  characters. 
     
   If this is the launch of a campaign and 
  additional background would help unite 
  the party, here is an optional set-up: the 
  characters left Arbor, a town of about 
  one-hundred that borders the 
  Shwarzholz Forest to the west and the 
  Lieber River to the east. The characters 
  have spent the last week there being paid 
  to hunt down a hobgoblin clan, the Heart 
  Eaters.  
     They were wildly successful, slaying the 
  entire clan and taking the head of their 
  chief, Ruggaru. Not only were they paid 
  well at 5 gp per character, but the town 
  threw a celebration for three days and 
  nights, and their drinks were on the 
  house.  Each player may decide just how 
  legendary their character’s hangover is. 
     The group left Arbor because they 
  heard about a lonesome crypt that is 
  rumored to lead into the Deepearth near 
  Heartford, about three days easy ride 
  along the Imperial Road. 
  THE CAMP 
     As dusk approaches, camping for the 
  night looks appealing and there is a small 
  copse of trees with a clearing that would 
  make a great resting spot, providing both 
  cover and shelter from the wind. Luckily, 
  there is also rabbit and pheasant in the 
  area in case the characters want to hunt 
  or trap. 
  2
  
  BUMP IN THE 
  NIGHT 
     Around two hours after dark, any 
  characters that are awake will hear 
  something heavy moving in the brush to 
  the south of the copse, beyond the trees. 
  Soon, a large buck runs into camp, 
  shocking everyone. The buck staggers 
  and dies at the base of an old black oak, 
  its blood leaking out of an arrow wound 
  in its chest and another in its rear left hip. 
  Within ﬁve minutes, a startled and 
  painful cry is also heard and then 
  nothing. If anyone investigates, they ﬁnd 
  a quiver of arrows and nothing more. 
  The arrows match those that wounded 
  the buck. 
     About an hour later, clouds move in, 
  and a light rain begins. However, the 
  copse keeps everyone fairly dry, and the 
  ﬁre is protected from the rain. It’s at the 
  point that the buck’s heart blood allows 
  the dream hag, Eveldra, to create her 
  Dreamscape and trap the characters 
  within it. 
  DEAD OF 
  NIGHT 
     Well past the witching hour, things have 
  remained quiet, but the storm has picked 
  up with a heavy wind from the north. 
  Whoever is on watch sees lightning ﬂash 
  very close to camp, but after 10 seconds 
  notices no sound of thunder. Have the 
  character(s) on watch make a WIS Test 
  with Advantage (TBH) or 2d20 roll  
  below their Wisdom score and take 
  the lowest roll (LL). 
     On a success, they notice an 8- foot-
  tall forest naga with mottled brown 
  scales, a light brown complexion to its 
  human head, and bright green eyes. It is 
  slithering into camp trying to sneak up on 
  them. 
     On a failure, the naga chooses a 
  target and makes a tail swipe.  The target 
  makes their Defend Roll with 
  Disadvantage (TBH) or the naga 
  attacks with a +4 bonus (LL), and it 
  has already cast Predator’s Stealth 
  (TBH) or the Silence spell (LL), 
  hence the silence. 
  3
  
  Forest Naga - HD 2                                       
  See Appendix for Labyrinth Lord                        
  Bite - STR (1 Close) 1 dmg     
  Tail Swipe - STR (1 Nearby) 2 dmg     
  Spiteful! Deal Ongoing Damage to a 
  target that makes an even Defence Roll. 
  A CON Test should be made by the 
  Player at  the end of the turn to see if the 
  Ongoing Damage continues. 
  Blessed of Kali! May cast the spell 
  Predator’s Stealth: Magical silence 
  covering everything Nearby to a target - 
  lasts Ud8 Moments. 
    If the forest naga is defeated, the 
  silence ends, and the rain increases into a 
  terrible storm. 
     Any characters killed within the 
  Dreamscape die in the physical world. 
     If the characters are defeated, 
  then Eveldra will choose a body to 
  possess within the Dreamscape, which 
  will provide her a new body in the 
  physical world. The forest naga willl be 
  rewarded by the hag with a new spell 
  taught to her. 
  THE DREAM 
  HAG 
     The ancient black oak holds Eveldra, a 
  dream hag, who was trapped there over a 
  century ago by templars serving Ikot, the 
  Justicebringer. Sadly, Ikot has fallen out 
  of favor in the Empire and her power has 
  waned. Tonight is an ancient local 
  holiday, Rot’Heex. The power of the 
  stars’ position on this day combined with 
  Ikor’s fall have allowed Eveldra to gather 
  the strength to call the slumbering 
  characters into the Dreamscape she has 
  created. It was the hag who called the 
  characters to rest here so she would have 
  fresh meat to gorge upon after stealing a 
  new body and ﬁnally being free.  
  The buck’s heart blood was the ﬁnal 
  ingredient to set allow her to create the 
  Dreamscape and she used her devoted 
  servant, the forest naga to slay it’s hunter. 
  THE 
  DREAMSCAPE 
     Those within the Dreamscape may 
  make a WIS Test with Disadvantage 
  (TBH) or 2d20 roll below their 
  Wisdom score and taking the 
  highest roll (LL) to investigate their 
  surroundings. 
  4
  
     On a success, they notice that a thick 
  fog is encircling the camp and can 
  discern an insistent knocking within a 
  large black oak in the camp. If they 
  knock on the tree, they notice a portion 
  of it is hollow. If they chop into it they 
  ﬁnd the decapitated head of Ruggaru 
  staring at them. Each character who sees 
  this must make a WIS Test (TBH) or a 
  saving throw vs. Spell (LL). If 
  successful, the head’s presence alerts 
  them to strange runes carved into the 
  black oak tree. The runes inform them 
  that the tree is a prison for some kind of 
  child-killing witch.  
     Additionally, there are several things 
  that the characters notice about their 
  environment. The crescent moon is 
  reversed and the fog has encircled the 
  camp, and by the time a character is 
  about 15 yards beyond the copse of trees, 
  the fog is so dense they cannot see more 
  than a few feet in front of them. Within 
  the fog there are looming shapes just out 
  of sight, that are accompanied by low, 
  menacing growls. Anyone willing to enter  
  this deeper fog, will step through on the 
  opposite side of the copse of trees, 
  walking toward the camp. 
  EVELDRA 
  UNLEASHED 
     Eveldra uses her growing power to have 
  lightning shatter the oak so she may be 
  free of the oak within the Dreamscape. 
     The hag stands over 6 feet tall, bone 
  thin, and naked. The witch’s ﬁngers are 
  long and her nails, claw-like. Eveldra’s 
  hair is a earthy brown, curly, dirty, and 
  long enough to fall to her waist. Her eyes 
  gleam milky in the night. The hag’s nose 
  is demolished, a parting gift from one of 
  the templars who trapped her. Eveldra’s 
  skin is ﬁlthy, nearly brown with dirt, but 
  the characters catch a glimpse of 
  greenish ﬂecks of beneath the ﬁlth on her 
  body. 
     The hag is cackling madly, and in a 
  heavily-accented and archaic form of 
  Common she says, “Aye, aye, I’va 
  hunger. A mighty hunger. You lot 
  will slake it a smidge, until I ﬁnd 
  some childer to quench me 
  appetite fully!” Then she strikes. 
     Eveldra prefers to lead with a spell to 
  affect as many characters as she can, and 
  then wades in with her claws. 
  Eveldra - HD 4                                          
  See Appendix for Labyrinth Lord                       
  Claws - STR (1 Close) 3 dmg         
  • Spellcaster! As an Action cast one of 
  the following spells - each spell has a  
     Usage Die to track its limited power:  
  •  Charm (Ud4) - A Nearby Character 
  obeys a simple command and will 
  perform a simple Action. 
  • Shield (Ud4) - Gives the caster Arcane 
  Mail (AV2) - when each Armour Die is 
  broken it’s gone for good.  
  • Web (Ud4) -  Traps a Nearby area, 
  stopping movement - lasts Ud6 
  Minutes.  
  • Dispel Magic (Ud4) - Removes or 
  reverses the effects of a Nearby Arcane 
  spell.  
  5
  
  • Invisibility (Ud4) - A Nearby 
  Creature is made invisible until it 
  Attacks or the spell is dispelled.  
  • Confusion (Ud4) - 2d6 Nearby targets 
  immediately make a Reaction Roll 
  (TBH 2E p.32-33).  
     If the ﬁght is going poorly, the hag uses 
  her action to summon the decapitated 
  Ruggaru from the character’s 
  unconscious. The camp’s ﬁre grows into 
  a green pyre and Ruggaru steps out of it, 
  immediately joining the fray. 
  Ruggaru - HD 2                                        
  See Appendix for Labyrinth Lord                                             
  Sword - STR (1 Close) 2   
  Armoured! Ruggaru has AV1. 
    
     If Eveldra is defeated, the 
  characters awaken without any physical 
  wounds, even if they “died”.  
  The oak has dissolved into a foul-
  smelling, viscous, black slime, leaving 
  behind a milky orb — the remains of 
  Eveldra’s evil eye, her mark as a witch. 
  EVIL EYE Ud6                                                            
  Yellow Orb: When you cast a spell, you 
  may reroll 1’s on damage dice, but you 
  must take the new roll.  
     The storm burns itself out within half 
  an hour, and the stars and moon 
  reappear in the night sky. While it is 
  possible to break camp and move out, it 
  is dark, and travel will be slow and 
  grueling. 
     If the characters choose to remain, they 
  will face no further incident having 
  earned a fairly warm and dry respite. 
     If Eveldra succeeds in killing a 
  character within the Dreamscape, she 
  possesses that character’s body in the 
  physical world and and is freed of the 
  black oak. At that moment, the other 
  characters awaken to see their fallen ally 
  has the same milky eyes as the hag. Her 
  ﬁrst priority will be to attack (choose 
  randomly) one of the characters in order 
  to kill them and each their heart (use 
  Eveldra’s statistics). If a character ﬂees 
  that she hasn’t attacked, she will not 
  pursue them . By dawn, any survivors 
  who ﬂed will be able to ﬁnd each other 
  easily if they head for the road. 
     If the hag does survive and succeed in 
  possessing a character’s body, she will not 
  have any interest in any of the character’s 
  belongings and will have left the camp by 
  dawn. She will make her way to a large 
  cave about three miles south of the camp. 
  The cave was her former stronghold, 
  with a secret chamber at the back, where 
  she stores her spell components, 
  cauldron, and talismans. From here, she 
  will once again stalk the locals, devouring 
  6
  
  a child at least once a month. Her mere 
  presence will sour the milk of any 
  livestock and cause mutations in new 
  births, as well as, attract famine and 
  pestilence within her territory. If anyone 
  investigates the oak she was trapped in, 
  they will ﬁnd runes carved there that 
  reveal the location of the cave. 
     Now the survivors must choose whether 
  to pursue her immediately, seek help 
  from Arbor, or simply walk away. 
  7
  
  APPENDIX: 
  Labyrinth Lord 
  Conversions 
  Forest Naga                                               
  No. Enc.:  1 
  Alignment:  Chaotic 
  Movement:  50’ 
  Armor Class:  7 
  Hit Dice:  3 
  Attacks:  1 (bite, tail) 
  Damage:  1d4/1d6 
  Save:  F3 
  Morale:  9 
  Hoard Class:  None 
  XP:  50 
  The forest naga may cast the Silence spell 
  2/day. 
  Ruggaru                                                     
  No. Enc.:  1 
  Alignment:  Neutral 
  Movement:  45’ 
  Armor Class:  6 (Scale Mail) 
  Hit Dice:  2 
  Attacks:  1 (weapon) 
  Damage:  1d6 
  Save:  F2 
  Morale:  11 
  Hoard Class:  None 
  XP:  24 
  Eveldra                                                          
  No. Enc.:  1 
  Alignment:  Chaotic 
  Movement:  40’ 
  Armor Class:  7 
  Hit Dice:  4+1 
  Attacks:  1 (claws) 
  Damage:  1d6 
  Save:  M4 
  Morale:  10 
  Hoard Class:  Evil Eye 
  XP:  110 
  Eveldra is a 4th level Magic User: 
  1st level: Charm, Shield,  
  2nd level: Invisibility, Knock, 
     Phantasmal Force 
  EVIL EYE                                                                     
  1d6 charges 
  When an elf or magic-user casts a spell 
  that deals damage, they may spend a 
  charge to reroll any 1’s on the damage 
  roll, but must keep the new roll(s). 
  8
  
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  CONTENT All text and tables are open game content. 
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  THE BLACK HACK, Copyright 2016, Gold Piece Publications; Authors: 
  David Black. 
  THE BLACK HACK SECOND EDITION, Copyright 2018, Gold Piece 
  Publications; Authors: David Black. 
  5thsrd.org, copyright 2016, vitusventure.
  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, 
  Chris Sims, and Steve Townshend, based on original material by E. Gary 
  Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the 
  Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy 
  Collins and JD Wiker.
  Pathﬁnder RPG Core Rulebook Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  9
  
  For Use With  
  The Black Hack Second Edition 
  & Labyrinthlord
  CR
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - OSR1 Campfire Tale.pdf