TEXT:  The Storm’s Impending Rage  
   
  0 
   
   
   
  
   The Storm’s Impending Rage 
     
  1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An Adventure in the 
  Upon the Face of the Deep Campaign 
  for characters level 1-3 
   
   
  Writing, Editing Layout: WR Beatty 
   
  Cartography: 
  Maps 1, 2 (except the keep), 4, 6, 7, 8, 10, 11  
  By WR Beatty© 2020 Rosethrone Publishing/WR Beatty 
   
  Maps 2 (keep only), 3, 5, 9, 12, 13, 14, 15, 16  
  (all modified by WR Beatty) 
  By Dyson Logos, used with permission  
  Special thanks to Dyson Logos  
  and his Patrons who make these maps available! 
   
  Art:  
  Water Elemental (page 19) and Ghoul (page 25) and  
  Goblin Patrol (page 66) by Patrick E. Pullen 
  Tentacled Thing (page 53) by Miguel Santos 
  Some artwork © 2017 Earl Geier, used with permission. All rights 
  reserved. 
  Some artwork copyright William McAusland, used with permission 
  Some artwork copyright Daniel F. Walthall, used with permission. 
   
  “Verdant Portal” (page 18), “Mule’s Corner” (page 29), “Sprite House” 
  (page 32), “Wall of Vines” (page 47), “Faces of Creation” (page 49), 
  “Blasphemous Chapel” (page 51), “Agon’s Farmstead” (page 57) by  
  WR Beatty, © 2020 Rosethrone Publishing/WR Beatty 
   
  All other artwork from Public Domain,  
  edited, comped and cleaned up by WR Beatty  
  and returned to the Public Domain 
   
   
  The Storm’s Impending Rage uses 
  Swords & Wizards in the Highlands rules, 
  a rules variant of Swords & Wizardry, 
  but is fully compatible with 
  Swords & Wizardry and most other 
  Old School Games. 
   
   
  Full descriptions of the creatures encountered herein 
  can be found in the Bestiary of the Rosewood 
  Highlands, published by Rosethrone Publishing and 
  available in PDF at Drivethrurpg. 
   
  © 2020 Rosethrone Games/WR Beatty 
   
  Swords & Wizardry, S&W, and  
  Mythmere Games are trademarks of Matthew J. Finch. 
   
  Rosethrone Games is not affiliated with  
  Mythmere Games or Matthew J. Finch. 
   
   
   
  The Storm’s  
  Impending Rage 
  
   The Storm’s Impending Rage 
     
  2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Goblins are pillaging farmsteads; bandits are attacking caravans; and Baron 
  Wrymslayer’s forces are already stretched too thin. A call to arms has been issued for 
  the brave and the cunning to rid this upstart Baron’s lands of these villains and sons of 
  darkness. 
   
  The Storm’s Impending Rage is a scenario in the Upon the Face of the Deep campaign 
  set in the Rosewood Highlands. For characters levels 1-3. 
  
   The Storm’s Impending Rage  
   
  3 
  Contents 
  Introduction ........................................................................................................ 5 
  Adventure Background ...................................................................................... 5 
  Behind the Scenes .............................................................................................. 6 
  Power Groups .......................................................................................................... 6 
  Hooks/Getting the Party Involved ........................................................................... 7 
  Local Rumors .......................................................................................................... 8 
  The Sign of the Saints ........................................................................................ 9 
  The New Sign of the Old Gods .......................................................................... 9 
  1A-T. Shantytown & Wyrmslayer Keep ................................................................ 10 
  The Shantytown ............................................................................................... 10 
  1A. Common Shed ...................................................................................... 10 
  1B. Mason’s Home ..................................................................................... 10 
  1C. Overseer’s Home .................................................................................. 10 
  1D. Timber Master ...................................................................................... 11 
  1E. Equerry’s Home .................................................................................... 11 
  1F. Barn and Paddock ................................................................................. 11 
  1G. Lumber Working Area ......................................................................... 11 
  1H. Stonework Clearing .............................................................................. 11 
  1I. Indentured Servants’ Shacks .................................................................. 11 
  1J. The Bakery ............................................................................................ 12 
  1K. The Smith ............................................................................................. 12 
  1L. Mistress Garland’s Tavern .................................................................... 12 
  1M. Chapel of the Holy Saints .................................................................... 13 
  1N. Grand Altar of the Holy Saints ............................................................. 13 
  1O. Vicar Mallus’ Chamber ........................................................................ 13 
  1P. The Sacristy .......................................................................................... 13 
  1Q. Sweetwater Falls .................................................................................. 13 
  1R. The Baron’s Laundry ............................................................................ 13 
  1S. Wyrmslayer Keep ................................................................................. 13 
  1T. The Herb Garden .................................................................................. 13 
  1S.  The Baron’s Keep ..................................................................................... 14 
  1S1-7 The Sundered Gatehouse ....................................................................... 14 
  1S1. New Iron Bound Oak Gates ................................................................ 14 
  1S2. Killing Pit ........................................................................................... 14 
  1S3. Inner Gate ........................................................................................... 14 
  1S4. Gatehouse laborers .............................................................................. 14 
  1S5. Broken Gatetower ............................................................................... 14 
  1S6. Gatehouse Garrison ............................................................................. 15 
  1S7. South Gatetower ................................................................................. 15 
  1S8. Courtyard ............................................................................................ 15 
  1S9. The Pit Gate ........................................................................................ 15 
  1S10. South Tower ...................................................................................... 15 
  1S11-14. The Great Hall .................................................................................. 15 
  1S11. Former Chapel .................................................................................. 15 
  1S12. Great Hall ......................................................................................... 15 
  1S13. Kitchen ............................................................................................. 15 
  1S14. Stairs Up/Second Story ..................................................................... 15 
  1S14a. Reception Hall ................................................................................. 16 
  1S14b. Antechamber ................................................................................... 16 
  1S14c. Baron Wyrmslayer’s Sanctuary ....................................................... 16 
  1S14d. Cousin Alistar ................................................................................. 17 
  1S15. North Court ....................................................................................... 17 
  1S16-17. The North Watch............................................................................... 17 
  1S16 Garderobe Tower/Gong Tower .......................................................... 17 
  1S17 Garden Tower .................................................................................... 17 
  1S18 Secret Door to Dungeon ..................................................................... 17 
  1S19. Gatetower Second Story .................................................................... 17 
  1S20. Garrison ............................................................................................ 17 
  1S21. Garrison Common Room .................................................................. 17 
  1S22. Garrison ............................................................................................ 17 
  1S23. Ruined Second Story ......................................................................... 17 
  Wyrmslayer Keep Dungeon ............................................................................. 18 
  1S18-31. The Dungeon Proper ......................................................................... 18 
  1S18. Secret Door to Keep .......................................................................... 18 
  1S19. The Antechamber of the Dead ........................................................... 18 
  1S20. The Dwellers Among the Dead ......................................................... 18 
  1S21. Common Hall of the Night Guard ..................................................... 18 
  1S22. Barracks of the Night Guard ............................................................. 18 
  1S23. Trapped Corridor .............................................................................. 19 
  S24. Guards................................................................................................. 19 
  1S25. Trap .................................................................................................. 19 
  1S26. The Dark Cloaks ............................................................................... 19 
  1S27. The Stockpile of the Dead ................................................................. 19 
  1S28. The Eater of the Dead (Necromancer) ............................................... 19 
  1S29. Trap .................................................................................................. 19 
  1S30. Summoning Circle and Teleporter .................................................... 20 
  1S31. The Sacred Hall ................................................................................ 20 
  1S32-37. The Caves of the Dead ...................................................................... 20 
  1S32. Cave of Bones ................................................................................... 20 
  1S33.The Well of Darkness ........................................................................ 20 
  1S34. Sandy Floor ....................................................................................... 20 
  1S35. Broken Dead ..................................................................................... 20 
  1S36. The Ghoul King ................................................................................ 20 
  1S37. The Sign of the Dead ........................................................................ 20 
  1S38. Secret Hall ........................................................................................ 20 
  1S39-46. The Water Chambers ........................................................................ 21 
  1S39. Domain of the Water Spirits ............................................................. 21 
  1S40. The Prince of the Water Spirits ......................................................... 21 
  1S41. Greenthumb’s Undertower ............................................................... 21 
  1S41a. The Apprentices’ Cave ................................................................... 21 
  1S41b. Secret Exit ...................................................................................... 21 
  1S42. Greenthumb’s Chamber .................................................................... 22 
  1S43. Greenthumb’s Meditation Chamber .................................................. 22 
  1S44. The Cesspool .................................................................................... 22 
  1S45. The Gong Farmer’s Refuge .............................................................. 22 
  1S46. Cesspit Access .................................................................................. 22 
  2. The Fields of the Dead ...................................................................................... 23 
  2A. The New Gate ...................................................................................... 23 
  2B. Graves of the Past ................................................................................ 23 
  2C. The New Cemetery .............................................................................. 23 
  2D. The Caretaker’s House ......................................................................... 23 
  2E. The Old Tombs .................................................................................... 24 
  2F. The New Tombs ................................................................................... 24 
  2G. The Cemetery Temple ......................................................................... 25 
  Cemetery Temple Dungeon: The Fetid Halls of the Ghoul Master .................. 26 
  3. The Timber Clearing ......................................................................................... 30 
  3A. The East Garrison ................................................................................ 30 
  3B. Millard’s Landing ................................................................................ 31 
  3C. Mule’s Corner ...................................................................................... 31 
  3D. The Logging Camp .............................................................................. 31 
  3E. The Cut ................................................................................................ 32 
  3F. Angry Tree Ambush ............................................................................. 32 
  3G. Deadly Tree Amubsh ........................................................................... 32 
  3H. Leafbeard’s Fortress ............................................................................ 32 
  3I. Sprite Fount ........................................................................................... 33 
  3J. Firbolg Giant ......................................................................................... 36 
  3K. Griffin Nest .......................................................................................... 36 
  4. The Quarry ........................................................................................................ 37 
  4A. The Assessor ........................................................................................ 37 
  4B. The Giant’s Gatehouse ......................................................................... 38 
  4C. The Quarry Works ............................................................................... 38 
  4D. The Great Machine .............................................................................. 40 
  4E. The Unquarried Stone .......................................................................... 40 
  4F. Spider Friends and Giant Spiders ......................................................... 41 
  4G. Gabbler Nest ........................................................................................ 42 
  4H. The Korred’s Lair ................................................................................ 42 
  4I. Goblin Patrol Base Camp ...................................................................... 42 
  5. The Vintage ...................................................................................................... 43 
  NPCs in the Vintage ........................................................................................ 43 
  5.1. Entrance ............................................................................................... 44 
  5.2. The Carthouse ...................................................................................... 44 
  5.3 The Baron’s Own Wine Room.............................................................. 44 
  5.4. The Private Room ................................................................................ 44 
  5.5. The Kitchen ......................................................................................... 44 
  5.6. The Vintner’s Chamber ....................................................................... 45 
  5.7. The Lonely Spire ................................................................................. 45 
  5.8. Stairs Down to Basement ..................................................................... 45 
  Vintage Basement ............................................................................................ 45 
  5.9. The Common Room ............................................................................ 45 
  5.10. Deep Well .......................................................................................... 45 
  5.11. The Press Gang .................................................................................. 45 
  5.12. Vingeron’s Office .............................................................................. 46 
  5.13. Feast Hall/Sacramental Hall............................................................... 46 
  5.14. The Vingeron’s Chamber ................................................................... 46 
  5.15. The Tasting Room ............................................................................. 46 
  5.16. Storage ............................................................................................... 47 
  5.17. The Great Casks................................................................................. 47 
  5.18. Grape Stomping Cavern ..................................................................... 47 
  5.19. Storage ............................................................................................... 48 
  5.20. Sulfur Cave ........................................................................................ 48 
  5.21. Temporary Laborers’ Cave ................................................................ 48 
  5.22. The Master Picker’s Room ................................................................ 48 
  5.23. Hall Lined With Faces ....................................................................... 49 
  5.24. The Guardian of the Deeps ................................................................ 49 
  5.25. Black Water ....................................................................................... 49 
  5.26. The Priest of the Great Darkness ....................................................... 50 
  5.27. The Laver of Holy Night ................................................................... 50 
  5.28. Stairs Down to Secret Temple ........................................................... 50 
  Secret Temple of the Gods of the Deep ........................................................... 51 
  5.29. The Verdant Portal and the Eight Faces of Creation .......................... 51 
  5.30 Chamber of Air ................................................................................... 51 
  5.31. Chamber of Earth and Stone .............................................................. 52 
  5.32. Chamber of Life................................................................................. 52 
  5.33. Chamber of Water ............................................................................. 52 
  
   The Storm’s Impending Rage 
     
  4 
  5.34. Chamber of Fire ................................................................................. 52 
  5.35. Chamber of Death .............................................................................. 53 
  5.36. Stair Trap ........................................................................................... 53 
  5.37. Guardian Bridge ................................................................................ 53 
  5.38. Four Pillars of Blinding Light ............................................................ 53 
  5.39. The Blasphemous Chapel .................................................................. 53 
  5.40.  The Gods of the Deep ....................................................................... 54 
  The Gods of the Deep ...................................................................................... 55 
  6. Baron’s Tower/ West Tower ............................................................................. 56 
  6.1. Waystation ........................................................................................... 56 
  6.2. Locked Storage .................................................................................... 56 
  6.3. The Armory ......................................................................................... 56 
  6.4. The Common Room ............................................................................ 56 
  6.5. The First Watch ................................................................................... 56 
  6.6. & 6.7. Watch Rooms ........................................................................... 57 
  6.8. The Barracks ........................................................................................ 57 
  6.9. Master Tuval’s Chamber ..................................................................... 57 
  6.10. The Antechamber .............................................................................. 57 
  6.11. Captain Ebard’s Chamber .................................................................. 57 
  6.12. Roof Watch ........................................................................................ 58 
  6.13. Stairs Down ....................................................................................... 58 
  6.14. Secret Storage .................................................................................... 58 
  6.15. Deep Secret ........................................................................................ 58 
  7. Agon’s Farmstead ............................................................................................. 59 
  7.1. Well of the Dead .................................................................................. 59 
  7.2. Burned Farmhouse ............................................................................... 59 
  7.3. Collapsed Barn .................................................................................... 59 
  7.4. Completely Burned Shed ..................................................................... 59 
  7.5. The Great Boar’s Head ........................................................................ 59 
  7.6. Agon’s Secret Shame ........................................................................... 59 
  7.7. The Charnel Room ............................................................................... 59 
  8. The Lost Patrol .................................................................................................. 60 
  9. Raider Camp ..................................................................................................... 60 
  9.1. The Raider Camp ................................................................................. 60 
  9.2. Obelisk of the Three Eyes .................................................................... 61 
  9.3. Lord Garous’ Room ............................................................................. 61 
  9.4. Garous’ Rangers .................................................................................. 61 
  9.5. Slave Pen ............................................................................................. 61 
  Raider Camp Dungeon..................................................................................... 62 
  9.6. Stairs Down ......................................................................................... 62 
  9.7. The Shock Troops ................................................................................ 62 
  9.8. Huntmaster Gruss ................................................................................ 62 
  9.9. Supplies ............................................................................................... 62 
  9.10. Plunder Hall ....................................................................................... 63 
  9.11. Pool of Death ..................................................................................... 63 
  9.12. Hidden Alcoves ................................................................................. 63 
  9.13. Gabbon’s Nook .................................................................................. 63 
  10. Old Barl’s Hunting Tower Goblin Lair ........................................................... 64 
  Approaching the Lair: ...................................................................................... 64 
  10.A The Tower ............................................................................................... 64 
  10B. Basilisk Cave .......................................................................................... 64 
  Common Features in the Goblin Lair: .............................................................. 65 
  The Troll Run .................................................................................................. 65 
  Tension in the Lair ........................................................................................... 65 
  10.1. Goblin Guards ................................................................................... 66 
  10.2. Secret Corridor .................................................................................. 66 
  10.3. The Pit of Death ................................................................................. 66 
  10.4. The Charnel Pit .................................................................................. 66 
  10.5. Troll Bridge ....................................................................................... 67 
  10.6. Foul Cave .......................................................................................... 67 
  10.7. Secret Chamber ................................................................................. 67 
  10.8. Troll Cave .......................................................................................... 68 
  10.9. A Pale-Yellow Glow .......................................................................... 68 
  10.10. Bugbears .......................................................................................... 68 
  10.11. Bugbears .......................................................................................... 68 
  10.12. Goblins ............................................................................................ 68 
  10.13. Chief Parack’s Audience Chamber .................................................. 69 
  10.14. Chief Parack’s Private Chamber ...................................................... 69 
  10.15. The Jailer ......................................................................................... 70 
  10.16. Hobgoblin Troops ............................................................................ 70 
  10.17. Subchief Halarsh .............................................................................. 70 
  10.18. Torture Chamber .............................................................................. 70 
  10.19. Cells ................................................................................................. 70 
  10.20. The Pool of Lost Memories ............................................................. 70 
  10.21. Treasure Room ................................................................................ 71 
  10.22. Resentful Bugbears .......................................................................... 71 
  10.23. Severan the Giant ............................................................................. 71 
  10.24. The Wight’s Hole ............................................................................ 71 
  11. The Dead God’s Bones ................................................................................... 72 
  11.1. The Warning Stone ............................................................................ 72 
  11.2. The Wet Entrance .............................................................................. 72 
  11.3. The Dead God’s Bones ...................................................................... 72 
  11.4. Horrified Statues ................................................................................ 72 
  11.5. Broken Statues ................................................................................... 72 
  11.6. Oily Plateau ........................................................................................ 73 
  11.7. Bones ................................................................................................. 73 
  11.8. Rubble ................................................................................................ 73 
  11.9. The Nursery ....................................................................................... 73 
  11.10. Scattered Bones ................................................................................ 73 
  11.11. The Undying Servants ...................................................................... 74 
  11.12. The Cursed Master ........................................................................... 74 
  Appendix: NPCs at the Keep and Shantytown ....................................................... 75 
  Garin Wyrmslayer ............................................................................................ 75 
  Salan Greenthumb ............................................................................................ 75 
  Garin’s Stalwart Companions:.......................................................................... 76 
  The Gatehouse Guards: .................................................................................... 76 
  The Night Guard: ............................................................................................. 76 
  Eater of the Dead .............................................................................................. 77 
  Dark Cloaks ..................................................................................................... 77 
  Allan Kielles .................................................................................................... 77 
  Callam MacDugal ............................................................................................ 77 
  Cousin Alistar .................................................................................................. 77 
  Delair the Smith ............................................................................................... 77 
  Donghus Baker ................................................................................................. 78 
  Galen Woodbridge ........................................................................................... 78 
  Gilpin the Honored One ................................................................................... 78 
  The Gong Farmer ............................................................................................. 78 
  Mistress Garland .............................................................................................. 78 
  The Masons ...................................................................................................... 78 
  Vicar Mallus..................................................................................................... 78 
  Appendix: The Siege of Wyrmslayer Keep ........................................................... 79 
  Possible Actions ............................................................................................... 79 
  Morale During the Siege .................................................................................. 79 
  Adjustments to Morale ..................................................................................... 79 
  Timeline of the Siege ....................................................................................... 79 
  Over the Course of the Siege: ........................................................................... 80 
  Goblins: ............................................................................................................ 80 
  Basilisk: ........................................................................................................... 80 
  Raiders: ............................................................................................................ 80 
  Undead, Dark Cloaks and the Eater of the Dead: ............................................. 80 
  Rosters ............................................................................................................. 80 
  Appendix: Items .................................................................................................... 81 
  The Black Opal of the Apostate: ...................................................................... 81 
  Halfdan’s Artifacts: .......................................................................................... 81 
  Heirlooms and Trinkets/Grave Robbing Tables ............................................... 82 
  Appendix: Random Encounters in the Region ....................................................... 83 
  Weather Encounter Table ................................................................................. 84 
  Weather ............................................................................................................ 84 
  Encounter Reactions ......................................................................................... 84 
  NPC Encounter Table....................................................................................... 84 
  Appendix: Maps .................................................................................................... 83 
  The Lay of Days Gone By ..................................................................................... 92 
  License .................................................................................................................. 93 
  Combined Monster Statistics ................................................................................. 94 
   
   
   
  
   The Storm’s Impending Rage 
     
  5 
  Introduction 
  This adventure is intended for starting characters, levels 1-3, 
  with a good mix of classes. The Storm’s Impending Rage is 
  intended to be the lead off adventure in the Upon the Face of 
  the Deep campaign, however it is written, like all Rostethrone 
  Publishing Adventures, to be used as either a stand-alone 
  adventure or as part of the overall campaign.  
   
  Wyrmslayer Keep, the Shantytown and the small sandbox 
  region can be slotted into just about any campaign world in a 
  heavily wooded, hilly wilderness. In the Rosewood Highlands, 
  this adventure is set in hexes E-5 and E-6, along the Whitewater 
  River.  
   
  Loosely connected to this adventure in general and the Upon 
  the Face of the Deep campaign are a number of previously 
  published adventures from Rosethrone Publishing: 
   
  Hope Cross Village, just to the west, is a fairly prosperous 
  trade town. NPCs from Hope Cross appear in the encounter 
  charts herein and the adventure is directly related to the events 
  occurring in this adventure.       (Set to be published concurrently with this adventure) 
   
  A Shadow Over the Greatwood has a connection to the Old 
  Gods in the Hart of Darkness as well as a connection in the 
  overall campaign with Suberian the Blue. In addition, Camden 
  Village is an important stop on the trade route through the 
  Greatwood, so caravans are likely to pass through there and 
  parties may start as caravan guards in Camden Village. 
   
  The Mud King of Stoney Creek is mentioned in passing in the 
  rumors herein. A “retrofit”: The Mud King was contacted by 
  Salan Greenthumb to participate in his plot but declined. Gorbo 
  the Gatekeeper knows this and resents the Mud King’s decision 
  (so this might be a source of some information). 
   
  Goblin House is a “filler” adventure which could be used as a 
  random encounter (the house simply “appears”). Its “official” 
  placement is south of Hope Cross Village, though it can appear 
  just about anywhere.  
   
  Bonepicker’s Tower is referenced 
  herein as “The Broken Tower” and 
  reference to “The Mad Baron” are 
  references to Baron Ogg who built the 
  keep that is now occupied by Baron 
  Wyrmslayer and the aforementioned 
  Tower. The Tower has an inactive 
  Verdant Portal (which is referenced in a 
  note in the Baron’s Vintage). 
   
   
   
   
   
   
   
   
   
   
   
  Adventure Background 
  Garin, the local baker’s son, ran away from Hope Cross Village 
  on his 18th birthday to seek fame and fortune. That was over a 
  decade ago. Everyone in Hope Cross thought the boy died in 
  his foolish pursuits, but a year ago he returned, battle scarred 
  and hardened by his adventures in the wilds of the Rosewood 
  Highlands. Accompanied by a small retinue of followers and 
  friends, Garin reveled in retelling his adventures night after 
  night in Lady Prisa’s taproom (in the Village of Hope Cross), 
  gaining the admiration of the most of the local ladies (and the 
  scorn of many of the young men).  
   
  Late one night, after telling the story of besting the Great Wyrm 
  of St. Ashar’s Hollow (a dragon which seemed to grow in size 
  and power with each retelling), Garin’s youngest brother 
  Donghus, emboldened by a few too many ales, scoffed and said, 
  “Well, then, great dragon slayer, why don’t you go up to the old 
  Baron’s keep and kick out the ghosts and ghouls what haunt that 
  place and rebuild it?”  
   
  The next morning, Garin Wrymslayer and his small band of 
  adventuring friends, along with a few wide-eyed locals (and his 
  skeptical youngest brother) set off to “reclaim the Baron’s 
  keep!”  Garin’s efforts were successful, he has claimed the ruins 
  as his own, and he now has his eye on a larger goal: establishing 
  an eighth clan and becoming one of the Highland Kings. 
   
  In the year or so since reclaiming the Baron’s Keep, Garin has 
  begun rebuilding the crumbling walls, and a small shanty town 
  has grown up around the reconstruction efforts.  
   
  Several months ago, bandits began attacking and pillaging 
  incoming trade caravans and Goblins have been seen in the 
  region near some of the local farmsteads where animals and 
  food have gone missing. 
   
  A month ago, Garin sent out a troop of soldiers to find the 
  bandits and the goblins and end the hit-and-run raids on 
  caravans and farmsteads. Led by Hustor the Bold, one Garin’s 
  oldest friends and a skilled warrior and tracker, the patrol never 
  returned. Last week a goblin was killed. It was wearing 
  Hustor’s helmet.  
   
  Garin doesn’t have troops enough to protect the 
  work at the keep and root out the bandits and 
  goblins in the area so he’s always willing to hire 
  on strong and brave folk to supplement his 
  forces. 
   
   
   
  
   The Storm’s Impending Rage 
     
  6 
  Behind the Scenes 
  Garin is sincere (and perhaps a bit gullible), but he’s also 
  arrogant and rude. He wants to settle down in this area as the 
  kind of regional protector, an unofficial baron of sorts. He 
  petitioned for and received a charter for the keep from the King 
  Drummond ard Gallien, king of Clan Gallien, who rules the 
  region in the north and who is keen to have an ally near the 
  disputed lands of Jacob’s Well and Hope Cross. The other Petty 
  Kings don’t recognize Drummond’s authority to issue such a 
  charter and have petitioned the High King to declare the action 
  void. Thus far, the High King has remained aloof, or so it seems. 
  In fact, the High King is suspicious of Wyrmslayer’s motives 
  (rightly) and has sent spies into the region to keep tabs on this 
  upstart.  
   
  Garin Wyrmslayer has been generous in spending the treasures 
  gained from his adventuring days on local labor and materials 
  so he has not had any difficulty recruiting laborers and 
  attracting hangers on and sell-swords from all quarters.  
   
  The Keep’s gardener is an old friend and close confidant of 
  Baron Wyrmslayer, Salan Greenthumb. He is a Druid/ Wizard/ 
  Alchemist who has adventured with Garin from the very first 
  days. Salan, devoted follower of the Old Gods, has orders from 
  the Sovereign Avatar of Darkness to steal the Black Opal of 
  the Apostate, a minor artifact that Garin picked up in course of 
  his adventuring days. The Opal is magically locked away. 
   
  Salan is covertly orchestrating the bandit and goblin raids for at 
  least two reasons: to keep Garin and his soldiers distracted as 
  he works out a plan to steal the opal; and also to feed the Eater 
  of the Dead’s need for fresh corpses (Salan’s Apprentices, the 
  “herb collectors” or “brown cloaks,” gather freshly killed 
  bodies after they are buried in the graveyard…)  
   
  Within the region are several NPCs and groups with competing 
  goals:  
   
  • 
  Gavin Wyrmslayer and his followers want to establish 
  peace and justice in the region (and collect taxes and tolls) 
  • 
  Worshippers of the Old Gods are seeking to reestablish 
  their religious movement and proselytize (though their 
  leadership has even larger goals). They are primarily at 
  work in Wyrmslayer Keep and in the secret dungeon under 
  the Vintage. 
  • 
  The Church of the Holy Saints has agents in the region 
  seeking out evidence of the Cult of the Old Gods and 
  rooting out the pagan apostates 
  • 
  The High King has spies in the region who are reporting 
  back information about Wyrmslayer and his operations 
  • 
  The Governor of Jacob’s Well (the Free City in this region) 
  is watching the goings on at Wyrmslayer Keep closely, 
  concerned that this upstart Baron might usurp his own 
  power in the region 
  • 
  Most people live “lives of quiet desperation,” eking out a 
  humble existence, unconcerned with the goings on of 
  nobles and kings and the machinations of the church. Many 
  still hold on to some vestiges of “The Old Ways” even 
  though most have been followers of the Church of the Holy 
  Saints for generations 
   
   
   
   
   
   
   
   
  Power Groups  
   
  Garin Wyrmslayer and his followers: (GW) Most people in the 
  Baron’s Keep and Shantytown are at least minimally loyal to Baron 
  Wyrmslayer, owing the young lord their livelihood. He is not loved 
  but he is respected, even for the shortcomings of his personality. 
  Soldiers, laborers, servants, most of the folks in the Demesne, and 
  even some people in the surrounding area will support Wyrmslayer 
  in hopes that he is strong enough to keep the peace in this section 
  of the Highlands. 
   
  Allies of Darkness: (AoD) 20 leagues or so to the southwest, in 
  the untamed wilderness of Clan Halligan lies the largely 
  unexplored and unconquered primeval forest of the West Wood. In 
  the heart of the West Wood are the ruins of a temple of the old 
  gods, mostly long abandoned by all but the Watchers of the Dead. 
  An aged monk of the order of Saint Ashar, long a surreptitious 
  worshipper of the old ways, unearthed a minor artifact: The 
  Shards of Darkness. The power of the shards overwhelmed the 
  monk, who was reborn as Dialistar, High Priest of the Dead, the 
  Beacon of Darkness. He is the Sovereign Avatar of Darkness who 
  has fused numerous agents with less powerful Shards of Darkness, 
  lesser Avatars of Darkness. Salan Greenthumb, The Smith, The 
  Overseer and Mistress Garland are all Minor Avatars of 
  Darkness. All who carry the annotation (AoD) are Allies of 
  Darkness, followers of these Avatars of Darkness and, by deep 
  magical connection through the Shards, Dialistar, High Priest of 
  the Dead.  
  Agents of the High King: (HK) Since this area is in dispute 
  between at least three clans (Clan Gallien to the north, Clan Borin 
  to the west and Clan Donarm to the east), to forestall another civil 
  war, the High King has appointed a garrison of troops and a local 
  governor (the Watchman) in Jacob’s Well. Since Garin 
  Wyrmslayer returned to the region and reclaimed the old Baron’s 
  keep, tensions are high. Agents of the High King are not likely to 
  act overtly but will work in the background to keep tensions from 
  escalating. The most significant Agents of the High King are 
  Garin’s Cousin Alistar who is torn in his allegiances to his King 
  and his Clan, and the Gong Farmer who has orders to keep 
  tensions in the area from escalating by any means necessary (he 
  will not hesitate to assassinate Baron Wyrmslayer, for example, to 
  end the hostilities in the area).  
   
  Unaligned/Independent: (Ind) A number of folks have found 
  themselves on the wrong side of one faction or more factions and 
  have foresworn alliance with any power group (such as the 
  Transients). Others are simply aloof from all the political 
  maneuvering and secret deals (such as the Timbermen and the 
  Vintner). Finally, most of the folks in the surrounding area are 
  unaware of or unconcerned with secret machinations of others, as 
  they struggle to eke out a living and look after their neighbors and 
  their own families.
  
   The Storm’s Impending Rage  
   
  7 
  Campaign Start: A Call for Brave Souls! 
  While this can also be a generic hook, this is intended to be 
  used as the beginning of the Upon the Face of the Deep 
  Campaign. 
   
  Recently, bandits and goblins have begun raiding the keep 
  and the many supply caravans coming into the area. A month 
  ago, Garin sent a force of soldiers out to deal with the effort, 
  but they never returned. When a second group went out, 
  stronger, larger and better armed, the woefully under-
  protected keep was sieged by a goblin raiding force, nearly 
  decimating the workforce. Garin wants to hire mercenaries to 
  root out the goblins and the bandits, keeping his own forces 
  at the keep prepared to repel any further incursions.  
   
  This is your typical “you meet in a tavern” kind of 
  introduction, except it’s “you meet at the Baron’s Keep” and 
  he’s hiring a bunch of strangers as mercenaries to supplement 
  his garrison of soldiers (and to send on the really dangerous 
  missions). Cue the awkward introductions… This has the 
  added benefit of potentially introducing some rivals and 
  optional additional adventurers (and replacement characters 
  should a character meet and unfortunate, but not altogether 
  unexpected, violent end).  
  Hooks/Getting the Party Involved 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Caravan Hooks 
  A tried and true staple job of beginning adventurers is that of 
  the lowly Caravan Guard.  
   
  • 
  Caravans have been attacked as they come near Hope Cross 
  and the old Baron’s keep. Party could be hired as simple 
  caravan guards. Pay is 3gp per day + 25 gp bounty per 
  bandit or goblin killed (left ear as proof). Any caravans the 
  party are to join are a thirteen-day journey to the Baron’s 
  keep, perhaps coming through Camden Village  – each day 
  a cumulative 5% chance of an attack – roll d8 on the table 
  below:  
   
  1d8 
  Caravan is Attacked by: 
  1-4 
  4d6 Goblins +1d6 Hobgoblins and 2 
  Bugbears: from the Goblin camp (Encounter 
  area 10) 
  5-6 
  3d4 Human Bandits (F1, leather armor, 
  swords, shortbows), from Raider camp 
  (Encounter area 9) 
  7 
  Random dangerous encounter (see Random 
  Encounters) 
  8 
  Random special encounter (see Random 
  Encounters) 
   
  • 
  The party is hired by Baron Wyrmslayer’s agent (Salan 
  Greenthumb) to drive a decoy caravan consisting of the 
  party and 14 hired thugs (F1, clubs and daggers) through 
  the area to, hopefully, be attacked by the bandits. In this 
  scenario, no matter how many times the decoy caravan 
  traverses the roads, no matter how they disguise 
  themselves, they will never be attacked by the bandits, 
  though they may have other dangerous encounters (see 
  Random Encounters).  
  Mercenary/Hunter Hooks 
  Because money can be a strong motivator. 
   
  • 
  Near Jacob’s Well is a new self-styled Baron who gained 
  fame, and no small fortune, killing an ancient, fire-
  breathing dragon. Baron Wyrmslayer is offering a 
  generous bounty (50 gp each) for the left ears of slain 
  goblins and bandits. [NOTE: The Baron only gives the 
  Shantytown residents 10 sp for a bounty, still a fortune for 
  many of them, because a few men cut off their own ears 
  and tried to claim the bounty...] 
   
  • 
  Stories tell of a Great Beast no one has ever seen before 
  haunting the woods around Hope Cross Village. Rumor is 
  that the High King is offering 5000 gold coins for the 
  beast’s head. [Not true, unfortunately] 
   
  • 
  The party does some business with a merchant where they 
  receive at least one coin in return. The coins are curiously 
  embossed with a bust of a fat, bearded man on the front and 
  words in a 1200-year-old dialect of the local language on 
  the back that, if translated, says, “Ashcar, High King of all 
  the Northlands, Lord of Darkness and Light.” The 
  merchant claims that some petty lord down near Jacob’s 
  Well liberated a dragon’s treasure and that these coins 
  come from him. It’s said that he has a whole room full of 
  these ancient coins. 
   
  Save the Day Hooks 
  For the party of do-gooders who want to save the world. 
   
  • 
  Someone or something has been disturbing the graves at 
  the cemetery. Vicar Mallus checked the looted graves. 
  Curiously, the bodies have been taken, but some valuables 
  have been left behind. After much prayer and petition of 
  the Saints, Mallus declared that there is no evidence that 
  Ghouls or other undead grave robbers are at work Still, 
  something sinister is going on. 
    
  • 
  Bandits have disrupted trade to Hope Cross Village. The 
  Watchman of Jacob’s Well is too busy fighting a war 
  against the goblins to spare any troops to help the village, 
  so the Constable has put out a call for mercenaries who are 
  looking for an easy job. Baron Wyrmslayer has graciously 
  supplied the reward: 500 gp per person plus a 50 gp bounty 
  per bandit killed.  
   
  Other  
    
  • 
  Gilpin the Honored One, a traveling minstrel, sings The 
  Lay of the Days Begone (the text of the Lay is found in the 
  Appendices), an epic about the days of the old gods and a 
  stirring call to renew faith in the old ways. Gilpin and his 
  retinue (about a dozen non-combatants) sincerely desire a 
  return to the old ways (for purely artistic reasons) which 
  makes them unwitting agents of the Avatar of Darkness. 
  For example, they do not know the New Sign of the Old 
  Gods. 
   
  
   The Storm’s Impending Rage  
   
  8 
  Local Rumors 
   
  “Aye, there’s something evil brewing in the King’s Wood 
  a’right. Heard the screechin’ and the screamin’ myself when I 
  was comin’ home from Camden a week ago tomorrow. I didn’t 
  wait to see what was makin’ the racket, but I tell ya the Devil’s 
  loose in the trees.” 
   
  “Absalom Mekert says he was heading on up to the Well and 
  passed a caravan coming from the King’s City, just before the 
  turn off. When he got climbin’ the road up above the trees, says 
  they up and just disappeared. Right under the nose of the 
  Watchman. What’s come of this land I wonder?” 
   
    
  “Ain’t nothing the Watchman can do, he’s been fighting off 
  goblins and ogres who done climbed up the walls of the city. 
  Cursed times when you’s safer in our little town than behind the 
  walls of, of city or a castle or them places.” 
   
   
  “Saints defend us! Hasn’t been a good lot come through in a 
  fortnight, just some scraggly traders with naught but some 
  second-hand wares, and that tinker who’s always about. 
  Somebody ought to do something about that. Ah well, I’ll keep 
  praying for deliverance.” (makes the sign of the saints)  
   
  “Hear tell that up in Camden the world’s all topsy-turvy, people 
  shut themselves up in their homes, wild animals are roaming 
  the streets, just killing anyone they see.” 
   
  First:  
  “They say young Garin, the Baker’s son, never even 
  saw a dragon. They say he ransacked the High King’s 
  treasury and that there’s a price on his head.” 
  Second:  “No, that’s not it. I hear tell that he sold his soul to the 
  devil, and that’s where all that strange coin he got 
  come from.”  
  Third:  “Bah! He just went and found it, that’s the truth of it. 
  Ain’t no way that boy never came within a hundred 
  miles of a dragon without soiling hisself.”  
  (All three laugh…then make the sign of the saints) 
   
  “Sure is nice having a little coin come into town. Gotta hand it 
  to the Baker’s kid, he’s not shy about spreading the silver 
  around. ‘Course ain’t much left in town to buy. Hope our new 
  Baron and his friends can stop them raiders.” 
   
  “Even the dead ain’t safe! Somebody... or some...thing is 
  digging up the dead! Gabber Slough went out to his son’s grave 
  and it was all torn up. He said looked like a bunch of graves 
  have been dug up. Ain’t right. Saints’ll curse whoever it is, you 
  mark my words.” (makes the sign of the saints) 
   
   
   
   
   
   
   
   
   
  “Old Sully got him a bounty from the Baron hisself, he did. Cut 
  down one of them dirty godless Goblins when he come at ‘em 
  while he was fishin’. Took a nasty cut on the arm, he did, but 
  earned him enough silver to drown out them sorrows, he did.” 
   
  “They found something unnatural up at the Quarry. Boys said 
  they don’t wanna go back, but you know the Overseer don’t 
  hold no truck with, what’s he say? Pagan folk tales or 
  whatever.” 
   
  “Been a month since the Troop went into the woods. Ain’t seen 
  hide nor hair. Something unnatural is going on.” (makes the 
  new sign of the old gods) 
   
  “You seen all them weird plants that green robe grows outside 
  the old keep? ‘Course he made a poultice that broke little 
  Tima’s cough. Still, I bet he knows a thing or two about what 
  can make you sick as easy as what can make you well.” 
   
  “I don’t trust that gong farmer up at the keep. What kind of 
  person makes their living in other people’s waste?” (makes the 
  new sign of the old gods) 
   
  First: 
  “Simon went up to Glynn Rock and he says 
  everybody’s just gone. The houses are all empty 
  except they didn’t take their stuff. Clothes, tools, 
  food… still there. The animals and all the corn and 
  everything are gone, too. What makes people up and 
  leave like that?” 
  Second: “Plague might…”  
  (everyone makes the sign of the saints). 
  Third:  “Slavers maybe? I hear some other folk have up and 
  vanished, too. They say slaves bring a good price 
  down south ways… Could just be them bandits what 
  are keeping the caravans away, but they ain’t never 
  took a whole town like that.”  
  First:  
  “Bah – it’s the Goblins, I say. They’ve been springing 
  up here and there. Cobbie says he saw a whole fistful 
  of them down by Hope Cross not ten days ago…”  
  (again, the sign of the saints)  
  Fourth:  “What about that thing up by the Broken Tower? They 
  call it Bonecrusher or somesuch.”  
  First:  
  “Ain’t nobody never seen it. Just the Goblins making 
  everybody lose their water over stories of winged 
  demons, I say…” 
   
   
  
   The Storm’s Impending Rage 
     
  9 
  “Gatlin was up by old Agon’s farmstead yesterday and said it 
  was all burnt to the ground. Bandits or Goblins for sure. They 
  say old Agon’s pretty busted up, too. Got him in the Baron’s 
  Tower recuperating. Seems like every day just gets worse and 
  worse. Have to say a few extra prayers, I say.” (makes the new 
  sign of the old gods) 
    
  “Somethin’s stirrin’ up them Goblins. I seen some on the East 
  road just three days passed. Out in the daytime no less. That 
  ain’t natural, I tell you.” 
   
  “Stuff’s gone missing now and again, but never like this. Miss 
  Elian had two whole apple pies go missing right from her 
  windowsill. And the same day, the Baker’s best goat just up and 
  gone and the next day them stray dogs what run around here. At 
  least nobody’s seen nor heard from them since.” 
   
  “Them Timbermen is queer folk. Don’t talk to nobody til 
  payday, then they get falling down drunk. Then Garran says he 
  seen ‘em all coming out of the Chapel the next day with smiles 
  and clean faces. But they don’t talk to nobody... weird folk.” 
   
  “You ever had any of the Baron’s wine? They say even the High 
  King serves it at his table. Too good for the likes of us, of 
  course. One day, I’ll get me a bottle, I swear.” 
   
  “Yeah, well, I hear the Baron’s wine ain’t no good and the 
  Baron’s fixing on giving the Winemaker the boot. Mark my 
  words, there’s changes on the wind.” 
   
   
   
   
   
  “I hear tell there’s trouble brewing at the Timber Clearing. The 
  local wildlife don’t seem to like what the Baron is doing and all 
  the tree cutting has stopped. You’d think the Baron would have 
  a thing or three to say about that, wouldn’t ya? ‘Course it’s them 
  odd folk from up North what cut the trees. Probably invokin’ 
  the dark folk or something. Never can tell with them ‘Tier folk.” 
  (makes the sign of the saints) 
   
  “Midget said that some of the young folk from Glynn Rock took 
  work up at the Vintage last harvest season and they never made 
  it home. Figured the Stone Lizard or the Goblins or that winged 
  demon up at the Broken Tower or something got ‘em. Tsk, tsk. 
  Shame.” (makes the sign of the saints) 
   
  “I hear the Stone Lizard is out roaming around again. Won’t 
  catch me in the woods til winter now, mark my words.” 
   
  “They say Agon’s been acting curious. Rooter says he chased 
  him off the farm with a pitchfork last week. He was just going 
  to get the cheese milk. Went up the road to Beedon’s we did. 
  Fie on that crazy old man, I say.” 
   
  “Edgar heard some blood curdling screams in the night up north 
  ways. I asked him if it was at the cemetery, but he said that it 
  was way past, up the road a piece. Must’a been a week ago, 
  anyway. Nights are getting frightening around these parts. I 
  hope the Baron’ll do something about all of this.” 
   
   
   
   
   
   
   
   
   
  The New Sign of the Old Gods 
  Since worshippers of the old gods face persecution in the shadow 
  of the powerful Church of the Holy Saints, followers of the old 
  ways use a sign very similar to that of the followers of the Saints. 
  Namely, touching their forehead and their chest three times in 
  succession, but with the following variation: forehead/left breast, 
  forehead/right breast, forehead/breastbone and then holding their 
  fist there for a few seconds.  
   
  The Sign of the Saints 
  Occasionally, as people speak, they will make the “Sign of 
  the Saints” as a way of warding off evil or calling on the 
  Saints to protect them. The Sign is a way of genuflecting 
  (showing respect) before the Holy Saints: worshippers of the 
  Saints touch their forehead and then their heart (usually the 
  middle of their chest) three times in succession, representing 
  the triple connection between the heart and the mind that the 
  Church of the Holy Saints teaches. 
   
  
   The Storm’s Impending Rage  
   
  10 
  Mundane Rumors from the 
  Common Shed and Laundry 
   
  “Them Herb Gatherers go out every couple nights and come 
  back with the wheelbarrow stuffed full. What do you 
  suppose old Greenthumb is doing with all them plants?” 
   
  “Seen Old Greenthumb down at the Tavern again last night 
  and hear tell he was talking up Mistress Garland again.” 
   
  “I swear I saw a giant porcupine last night. Went right up 
  that old hemlock tree down by the Wash. Anybody else seen 
  it?” 
   
  “You notice how the sweetwater ain’t as sweet? Curious.” 
   
  “They say the Baron will be looking for a wife soon. I bet 
  every girl in Gallien Clan will be lining up at his door.” 
   
  “Did you hear that screeching in the woods last night? Saints 
  and sinners! What a noise! Sounded like somebody 
  murdering a mule.” 
   
  “Old Man Donner wandered off again. By the Saints, 
  somebody gotta tie a rope around his waist. Found him clear 
  on up by the Dead God’s Bones.” 
   
  “The Overseer’s been a stormy one lately, hasn’t he? My 
  man said that yesterday he stomped all through the Quarry 
  looking for something, snappin’ and glarin’.” 
   
  “I hope the Baron don’t conscript our boys to go out after 
  them bandits. If our man Hustor couldn’t track them down, 
  what chance do our boys have?” 
   
  “Keep seeing that Lightbringer come up to the Keep. Every 
  morning, like a man on a mission. An hour later, you can 
  bank it, he’s hightailing back to the Chapel, red faced and 
  sputtering.” 
   
  “I don’t trust all those strangers Garin came home with. If 
  you ask me, we’d all be better off without them.” 
   
  “Poor ol’ Lily. Swears she saw her man off in the woods. 
  She says she fainted straight away and when she came 
  around, he was gone. Poor thing. Just a week since the 
  funeral, too.” (makes the sign of the saints) 
   
   
  1A-T. Shantytown & 
  Wyrmslayer Keep  
   
  Wyrmslayer Keep and the surrounding area are 
  bustling with activity, with people moving about all 
  day long, and much of the night.  
   
    
   
   
  The Shantytown 
  The buildings are generally hastily assembled log shacks or 
  wattle and daub construction with thatch or sod covered 
  intertwined branches as roofs, with some notable exceptions.  
   
  Maybe 140 people are living in the Shantytown, most of them 
  (over 100) Indentured Servants living in squalor in the hastily 
  constructed ramshackle barraks. Use the “Mundane Rumor” 
  Sidebar on the following page to supplement conversations 
  with the residents. 
   
  Log poles supporting a wood-shingled roof. 8 tables, 43 stools, 
  a large washtub, a dozen kegs of ale. See the “Mundane Rumor 
  Table” in the sidebar to the right for the kinds of conversations 
  that take place in the common shed. 
   
   
  Well-built stone building with a slate roof. This is the home of 
  the Master Mason, Jarron Mason, and his family, Myria, 
  Dugal and Ellis. Jarrod has a strongbox in the bedroom with 
  300 gp and 900 sp in it. The whole family works long days at 
  the Keep. 
   
  Simple log two-room cottage. This the home of the Overseer of 
  the reconstruction of the Keep, Allan Kielles. Inside the 
  furniture is simple and rough. In the corner of the shack is a 
  flowerpot with a Hollyhock growing in it.  
   
  Kielles has 300 gp and 700 sp in a leather sack, hidden in the 
  eaves of his house.  
   
   
   
   
   
   
   
  1A. Common Shed 
  1B. Mason’s Home 
  1C. Overseer’s Home  
  Present: Day 15% (Stonework Clearing or Keep)/Night 
  80% 
  Morning: Communal breakfast (usually porridge with honey,  
  bread and fruit) 
  Daytime: women gather working daily tasks (shelling peas,  
  mending, etc.)  
  Evening: workers and families gather for stew, bread, and ale  
  Weekly: Boarfest (pit roasted boar), much drinking, celebrating  
  and dancing  
  Present: Day 10% (Keep)/ Night 65% (Tavern, Salan 
  Greenthumb) 
  Map 2 
  Shantytown 
  Page 84 
  NOTE: NPCS marked with an asterisk (*) are 
  more fully fleshed out in the Appendix. 
  
   The Storm’s Impending Rage 
     
  11 
  Solidly built timber frame home (four rooms) with new cedar 
  shingles on the roof. Galen Woodbridge (Ind), the Timber 
  Master, lives and works here. Galen oversees all the shipments 
  of timber and the work at the Lumber Working area.  
   
  Galen has a locked strongbox in his bedroom containing 
  contracts between Wyrmslayer and the Wood Cutters in his 
  employ, 900 gp and a creased and wrinkled love letter from a 
  woman name Dara.  
   
   
  Newly built timber frame house (three rooms). Callam 
  MacDugal (GW) is the master of the Baron’s horses and takes 
  his job very seriously. His office is the front room of the house. 
  The house is immaculately clean. Callam has a small 
  cedarwood chest in his bedroom (locked) in which he keeps 700 
  gp and 1200 sp.  
   
  20 of the Baron’s draft horses are boarded here along with a half 
  dozen riding horses. The barn has a huge supply of hay and tack. 
   
  Everything here is for sale or lease, but at exorbitant prices 
  (1d4+2 times normal prices). Callam MacDugal oversees the 
  work here and loves to haggle prices. 
   
  Nine Stablehands (GW) work here: all are young men (15-30 
  years old), strong (St 15), dirty, rough. Fight as F1 with 
  pitchforks and other tools if necessary.  
   
  Neatly stacked piles of logs.  
  A pole barn with stacks of cut boards organized by size.  
  Pits with logs and two-man saws for cutting planks…  
   
  A dozen tents for the Seventeen Timber Workers (Ind) who 
  live and work here. They vary in age from mid-teens to late 
  sixties but have two things in common: they are all strong, 
  work-hardened men (St 15) and they keep to themselves (they 
  hale from Woodbridge, a village far to the north). Any man here 
  can fight if necessary (F1) with an axe, hatchet or dagger (at +1 
  to hit and damage for skill).  
   
  The Timber Workers trust Galen (he is from Woodbridge) and 
  will always follow the Timber Master’s lead. 
   
   
   
   
  Stones cut from the quarry are brought here to be shaped before 
  being moved to the keep for final fitting. The field is littered 
  with stones and debris and looks like a chaotic mess. Jarod 
  Mason (B above) and his family know where each stone is from 
  and what each stone is for and oversee a small army of 
  Stonecutters. Indentured Servants (See I below) haul the stones 
  from place to place. 
   
  Thirty Stonecutters (Ind) live in tents and small one-room 
  wooden shacks here. All are followers of the Church of the Holy 
  Saints (though they only worship on the Holy High Days), and 
  to curry favor with the Saints, they will often cut the symbols 
  of various saints, especially to Saint Daralth, the Patron Saint 
  of Stoneworkers, Quarrymen and Masons (who has a shrine far 
  to the north in the Northern Tier – the Shrine of Fallen Angels). 
   
  They are all skilled workers but only three of them could 
  actually land a blow in a fight (F1), hp 4 each. 
   
   
  1d4+4 adults and 1d10+5 children in each shack, living in 
  squalor (dirt floors, insufficient tools and materials, 
  malnourished, mistreated). In total there are about 100 people 
  living here. (Ind) 
   
  These are laborers who are working off some debt owed to 
  Garin, as administered by the Overseer (C above) who cares 
  nothing for their well-being, seeing them as little more than 
  expendable beasts of burden.  
   
  These “servants” are more accurately enslaved, unhappy, and 
  ripe for a revolt against Garin, but they lack leadership and 
  motivation. If Garin is ever made aware of the Overseer’s abuse 
  of power, he will immediately release them from their debt and 
  offer to hire them as laborers (which will cause 60% to become 
  fanatically loyal to Garin, while the other 40% will wander off).  
   
  Currently the Indentured Servants are Unaligned/Independent 
  but if released from their debt all will become supporters of 
  Garin Wyrmslayer, even those who wander off. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1D. Timber Master 
  1E. Equerry’s Home 
  1F. Barn and Paddock 
  1G. Lumber Working Area 
  1H. Stonework Clearing 
  1I. Indentured Servants’ Barracks 
  Present: Day 50% (Barn, Keep, Tavern)/ Night 80% 
  (Tavern) 
  Present: 100% day or night unless delivering lumber/timber 
  to the keep 
  Present: The Stablehands are almost always here, though 
  they join in the communal breakfast every morning. 
  Present: 90% day or night 
  Present:  Adults Day 20%/Night 90% 
   
  Children 90% day or night 
  Present: Day 70%/Night40% (Tavern) 
  
   The Storm’s Impending Rage 
     
  12 
  The house is solidly built of stone with cedarwood shingle roof, 
  brick ovens behind the house are fired day and night. 
   
  Donghus Baker (GW) is Garin’s youngest brother. Donghus is 
  fiercely loyal to his older brother. He oversees a small army of 
  servants (mostly Indentured Servants) supplying the Keep, the 
  Shantytown and all the workers with plenty of bread. 
   
  The bakery is running out of flour because of the raids on 
  caravans. Donghus has been reduced to locally sourced flour, a 
  fact that he complains about loudly to anyone who will listen. 
   
   
  Two walls of this structure are open air with long, straight 
  rough-cut timbers supporting a roof 15’ above. To the north and 
  the west are walls with doors – one to storage the other to the 
  Smith’s room. 
   
  The smithy is bustling with activity about 18 hours a day, with 
  a dozen strong young men working bellows, hammering out 
  and finishing various iron and steel items for the construction 
  of the keep. At the main forge is Delair the Smith (Minor 
  Avatar of Darkness). 
   
  Apprentice Smiths (Ind 50% or GW 50%) These twelve 
  apprentices range in age from 9yo to 24yo, non-combatants. 
  They live at the forge and are always here. The two oldest are 
  close to becoming smiths in their own right. The apprentice 
  smiths can fabricate most of the things needed for the 
  construction of the keep (nails, strap hinges, simple door 
  latches, etc.) and do most of the metalworking repairs.  
   
  Delair fabricates the more complicated or delicate items. 
  Currently he is hammering out new hinges for the main gates as 
  the current hinges have broken. A smith (not an apprentice) or 
  anyone with years of metal working experience (perhaps a 
  dwarf?) might recognize that these new hinges are also flawed 
  (intentional on Delair’s part – Greenthumb wants the next 
  goblin attack to break through the main gates).  
   
  In his room he has a locked strongbox hidden under his bed 
  which contains 400 gp and 800 sp and a velvet lined pouch with 
  palm-sized medallions of strange shapes (investigation will 
  reveal that these are symbols of the old gods).  
   
   
   
   
   
   
   
  A roughly built large timber building with a main taproom and 
  eight additional rooms. 
   
  This is the “watering hole” of the Shantytown, primarily for the 
  soldiers and guards, though other locals appear here from time 
  to time (never the indentured servants or most of the laborers, 
  though the Timber Workers from area G come in as a group 
  once a month when they get paid).  
   
  Mistress Garland (Minor Avatar of Darkness) is always 
  here. 
    
  Staff: twenty girls (Ind) ranging in age from 11 to 24 work as 
  cooks, maids, and anything else Mistress Garland demands of 
  them (she treats them as slaves and most hate her but all are at 
  least 5 gp indebted to her and can’t ever seem to work off the 
  debt).  
   
  Rooms: The Taproom is always busy. 
   
  The Back Rooms: Mistress Garland rents out to the occasional 
  traveler or to one of locals who wants to spend his money.  
   
  One of the Back Rooms is “Night Guard Only” where the Night 
  Guard carouses and gambles away from the “rabble” of the rest 
  of the Keep’s population. This large room contains three beds 
  and a 6’ diameter table with 9 chairs around it. There are always 
  1d4 Night Guards here. Beneath one of the beds is a trapdoor 
  that opens to reveal a tunnel that leads to the secret door beneath 
  the Altar of the Holy Saints (N Below) and into the dungeon 
  under the Keep (S25 below).  
   
  1J. The Bakery 
  1K. The Smith 
  1L. Mistress Garland’s Tavern 
  Present:  Day or night 80% chance Donghus will be here 
  Also, 2d12+12 servants will be scurrying around 
  at any given time, day or night 
  Present:  90% chance that Delair the Smith is here, day or  
  night (otherwise with Salan Greenthumb) 
   
  Apprentices: 1d6+6 will always be here 
  Present:  Mistress Garland is always in the Tavern. 
  There will always be 20 girls working here, though 
  not always the same 20 
  There are usually 10+2d6 patrons here, day or 
  night 
  
   The Storm’s Impending Rage 
     
  13 
  This rough log building has been plastered and whitewashed by 
  the Vicar in an attempt to make it more presentable... without 
  much success. The chapel was built to be functional only until 
  the Keep’s chapel could be blessed and re-consecrated, a task 
  the Vicar has neither the ability nor the authority to undertake.  
   
  Vicar Mallus (HK) has resigned himself to the reality that no 
  higher authority is going to come from the Mother Church to 
  aid him and, he suspects (rightly) that Baron Wyrmslayer has 
  designs on the Keep’s Chapel, so he tries to make do as best he 
  can. 
   
  Inside, the chapel has been plastered and whitewashed and 
  looks much more presentable. The altar (See N below) is 
  Rosewood Cherry, ornately decorated and gold filigreed and 
  banners and tapestries on the walls celebrate the Acts of the 
  Saints of the Holy Church.  
   
  Baron Wyrmslayer and his retinue worship only on the High 
  Holy Days, otherwise, the building remains largely empty, 
  though Indentured Servants or other Laborers occasionally stop 
  in for prayer. The Timber Workers from area G come in as a 
  group the morning after their night of debauchery at Mistress 
  Garland’s Tavern to pray penance (and receive Mallus’ sure-
  fire hangover cure – which always comes with a lecture on the 
  ills of drunkenness).  
   
   
  A beautifully crafted altar table, ornately carved and decorated 
  with gold filigree. Atop the Altar are various sacred items: three 
  platinum candlesticks (worth 400 gp each), a silver chalice 
  (worth 90 gp), a silk altar cloth embroidered with the names and 
  images of a dozen saints (worth 300 gp to the faithful). 
   
  The back of the altar is a 
  hinged door that opens to a 
  shallow set of shelves on 
  which Mallus keeps various 
  religious texts: The Prayers 
  of Ashar the Beatified, Fire 
  and Rain (a book of psalms 
  and psalters), The Holy 
  Scriptures.  
   
  What Mallus doesn’t know 
  is that the shallow shelves 
  are also hinged and swing 
  inwardly (Secret Door the 
  catch is on the right side and 
  appears to be a bent nail) 
  opening up to the inside of 
  the Altar and a tunnel which 
  leads to Mistress Garland’s 
  Tavern (L above) and the 
  dungeon under the Keep 
  (S25 below).  
   
  The most notable thing about this sparsely furnished room is the 
  massive bookcase along the north wall, bowing under the 
  weight of hundreds of books.  
   
   
  In a trunk Vicar Mallus keeps a Chainmail shirt, shield 
  (bearing the symbol of St. Ashar) and a Mace +2 as well as the 
  meagre offerings of the chapel (which he dutifully sends off to 
  the Abbot of the Enclave every month – typically 3d12 sp).  
   
  The Books: Most are religious texts, the rest are mostly history 
  and poetry. A handful of books (hidden behind a large tome of 
  religious history) are books of bawdy poetry with lewd 
  illustrations.  
   
  Neat and clean, if rather sparse. A cabinet against the north wall 
  contains a number of robes, stoles and cinches as well as some 
  brass candlesticks and chalices. Folded neatly beneath 
  everything is a white silk altar cloth stitched with gold thread 
  that Mallus uses on the most sacred of days (worth 500 gp).  
   
  Something in the water at the falls gives it a sweet taste. All of 
  the locals enjoy the taste which dissipates very quickly (if not 
  consumed directly from the falls, the sweetness is gone). Garin 
  Wyrmslayer has tasked Salan Greenthumb with learning the 
  secret of the Sweet Water to sell in conjunction with his wine 
  (see the Baron’s Vintage, area 5). 
   
  Whatever the secret of the Sweet Water, drinking it gives a +1 
  non-cumulative bonus to saves vs. disease and poison for 1d6+2 
  hours after drinking the water.  
   
  Servants (men and women) are here daily scrubbing the laundry 
  from the keep and gossiping. If enough time is spent here, every 
  local rumor (pages 5-6) and every Mundane Rumor (sidebar, 
  page 8) will be heard in various forms, argued over, laughed 
  about, etc.  
   
  Sometimes at night some of the locals have clandestine 
  meetings here. 
   
  See “The Baron’s Keep” (1.S1-46) beginning on the next page. 
   
  The hillside here is covered with patches of wildflowers, herbs 
  and all manner of plants. Those with an eye for flora might note 
  that a large number of these plants are dangerous or deadly 
  (including black locust, foxglove and wormwood). 
   
  A hidden secret door to the Keep’s dungeon (Area S41b) is 
  hidden under a moveable bed of Stinging Nettles and 
  Hollyhocks. 
   
  1M. Chapel of the Holy Saints 
  1N. Grand Altar of the Holy Saints 
  1O. Vicar Mallus’ Chamber 
  1P. The Sacristy 
  1Q. Sweetwater Falls 
  1R. The Baron’s Laundry 
  1S. Wyrmslayer Keep 
  1T. The Herb Garden/Secret Door 
  Present: 50% chance day or night that Vicar Mallus is here. 
  5% chance that anyone else might be. 
  Present: Mallus is 50% likely to be here at any given time. 
  
   The Storm’s Impending Rage 
     
  14 
  1S.  Wyrmslayer Keep 
   
   
   
   
   
   
  Left in ruins after the Mad Baron abandoned the keep to live 
  with his love in the newly constructed tower to the north (see 
  Bonepicker’s Tower), the keep has been shunned by the locals, 
  said to be haunted or demon cursed or goblin defiled – all of 
  which have been true at one time or another in its storied 
  history.  
   
  When Garin Wyrmslayer reclaimed the keep, he and his men 
  (mostly his men, to be honest) fought fiercely against the ghosts 
  and other spirits haunting the place.  
   
  Within the broken walls and overgrown courtyards, they found 
  that the keep had been ransacked time and again, the great 
  chapel defiled, the great hall burned. Yet most of the walls still 
  stood, strong and imposing, ready to be rebuilt... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1S1-7 The Sundered Gatehouse 
  The Gatehouse walls were shattered a hundred or more years 
  ago. This area is very busy and chaotic during the day. 
   
  One of the first improvements (after the log palisades enclosing 
  the broken gatehouse walls) was to erect new, iron bound, stout 
  outer gates with multiple locking mechanisms.  
   
  The hinges on these gates are bent, making the gates hard to 
  close and open, so they are often left open, unless danger is 
  immanent. The Smith is said to be working on new hinges. 
   
  Two Gatehouse Guards (GW) (F1, chain, shield, sword, 
  crossbow, hp 8) keep watch over the gate. During the day, the 
  guards are rather lax in paying attention to who comes and goes. 
  At night, however, the guards are alert and cautious. 
   
  This space between the inner and outer gates is a planked over 
  25’ deep pit. In times of siege, wooden pins in the side of the 
  floor can be released to drop into the pit when an invader 
  attempts to cross it.  
   
  Old, weather beaten, barely hanging on their rusty hinges. Left 
  open during the day, closed and barred during the night. 
   
  Tools are scattered about, and the floor is a mess of sawdust and 
  stone chips. 
   
  During the day, 1d4+4 strong men (Ind) work here during the 
  day (sleep in tents in area S8 below), carpenters and stone 
  masons.  
   
  They are fanatically loyal to the Master Mason and appreciate 
  Baron Wyrmslayer’s generosity and generally respect him – but 
  they wouldn’t sacrifice their lives for him. 
   
  A few courses of stone have been laid at the base of the outer 
  wall.  
   
  Scaffolding rises to the broken second floor which is being held 
  up by heavy pine timbers. 
   
  The staircase is unsafe and anytime someone mounts the steps, 
  there is a 50% chance they will collapse. Everyone who lives 
  and works here knows this. 
   
  During the day, 1d4+4 strong men (Ind) work here, carpenters 
  and masons (they sleep in tents in area S8 below). 
   
  They are fanatically loyal to the Master Mason and appreciate 
  Baron Wyrmslayer’s generosity – but wouldn’t sacrifice their 
  lives for him. 
   
   
   
  1S1. New Iron Bound Oak Gates 
   
  1S2. Killing Pit 
   
  1S3. Inner Gate 
   
  1S4. Gatehouse laborers 
   
  1S5. Broken Gatetower 
  Map 3 
  Wyrmslayer Keep 
  Page 85 
  
   The Storm’s Impending Rage 
     
  15 
  Chairs and tables are scattered throughout this smoky hall.  
   
  During the day there are 1d6+4 Gatehouse Guards (GW) 
  relaxing here, gambling, telling stories, drinking.  
   
  During the night, two Gatehouse Guards (GW) “stand watch” 
  here, though they really just play cards all night long, unless the 
  alarm is raised. 
   
   
  The outer wall here is all new construction, having been 
  completely rebuilt over the past several months.  
   
  Day or night, two Gatehouse Guards stand watch here, though 
  there is a 60% chance that they are shirking their duty and just 
  talking to each other. 
   
  This courtyard is a chaotic place as tents and cookfires are 
  spread all around. 17 families live here (GW), the laborers 
  working the Broken Tower (S4-5) and servants serving in the 
  keep. 
   
  In addition to the men working the tower, the women work in 
  the Great Hall and serve as the Keep’s chambermaids while the 
  children either help their parents as they are able or watch the 
  smaller children. In all, nearly 80 people are packed into this 
  small area.  
   
  This iron gate is always locked. 
   
  During the day, the gate stands unguarded. From sundown to 
  sunup, two Gatehouse Guards (GW) stand attentive watch. 
  The 
  night 
  Guards 
  are 
  well 
  acquainted 
  with 
  the 
  Apprentices/Herb Collectors/ Brown Cloaks who leave through 
  the gate on random nights close to midnight and return long 
  before sunup, sometimes with a huge load in a pushcart, most 
  of which they dump down the Pit (see below), sometimes with 
  just a few small bundles in their wheelbarrow.   
   
  Inside the gate is a 50’ square depression with stairs rising the 
  20’ or so from the bottom to the courtyard above.  
   
  A 10’ square Pit is sealed with a heavy iron and oak hinged 
  cover. A stout rope and pulley system allows the cover to be 
  winched open. The Pit drops down through area S27 into area 
  S28 below (the Eater of the Dead).  
   
  Both doors to the South Tower is always locked. The outer (east 
  wall) door is locked with a bar on the inside. The inner door 
  (north wall) is locked from the Great Hall side with a key kept 
  on a ring hanging beside the door.  
   
  Day or night, 2 Gatehouse Guards (GW) stand watch here, 
  though none of the Gatehouse Guards take this duty very 
  seriously, and most sleep the time away at their post. 
  1S11-14. The Great Hall 
  The first areas of the Keep that Garin had rebuilt, much of the 
  Great Hall (first and second story) show evidence of repairs.  
   
  All of the floors of the second story and the roof are new timber.  
   
  Many walls have at least some new stone and interior walls all 
  have new plasterwork.  
   
  Evidence of this room’s former life as a chapel remains: the 
  frescoes of the lives of saints painted on the walls (though 
  defaced irreparably).  
   
  During the day, 1d3 men and 1d4 women (Ind) will be 
  painting, repairing plaster and stonework and doing other tasks 
  to make this former chapel into the Baron’s new Feasthall. The 
  workers are not comfortable with the Baron’s decision, and 
  frequently make the Sign of the Saints as they go about their 
  work, plastering over images of the Holy Saints. 
   
  The Baron holds court here. New wooden paneling lines the 
  walls (Along with mounted stag heads and a full stuffed Grizzly 
  bear). A large oak table with a dozen chairs dominates the 
  northern part of the room while the southern part of the room is 
  carpeted and has a number of overstuffed chairs and small 
  tables (the Baron’s “smoking room”). Worn but serviceable 
  carpets cover the floors. 
   
  The angled west wall has a dozen large tapestries, poorly 
  rendered, depicting some of Baron Wyrmslayer’s adventures: 
  against the Demon of the Deep, the Witch of Seven Corners and 
  the Great Fire Dragon of the Golden Hill. 
   
  Hanging on twine suspended from the ends of the tapestry poles 
  are strings of human and goblin ears. Whenever someone 
  comes to claim the bounty on an ear, the Baron adds it to his 
  collection. There are 42 Goblin ears and 9 Human ears.  
   
   
  Dozens of servants work under the watchful glare of the Head 
  Cook, this place is bustling with activity day and night as meals 
  are prepared. (GW) 
   
   
   
   
   
   
   
   
  During the night, one Gatehouse Guard is stationed at the foot 
  of these stairs. 
   
   
   
   
  1S6. Gatehouse Garrison 
  1S7. South Gatetower 
  1S8. Courtyard 
  1S9. The Pit Gate 
  1S10. South Tower 
  1S11. Former Chapel 
  1S12. Great Hall 
  1S13. Kitchen 
  1S14. Stairs Up/Second Story 
  During the day, there is a 30% chance that the Baron and 
  any number of others from the Keep will be here. 
  
   The Storm’s Impending Rage 
     
  16 
  Comfortable furniture, large, plush carpets and tapestries 
  (generic religious scenes) cover the walls.  
   
  Two large windows make this one of the most brightly lit rooms 
  during the day. 
   
  Various trophies adorn the walls: 
   
  • 
  The head of a Grizzly Bear, roaring (200 gp) 
  • 
  A truly impressive Elk Rack (400 gp) 
  • 
  A broken sword and sundered shield 
  • 
  An unusual, black metal-bladed dagger: a Ceremonial 
  Dagger of the Cult of Luran, a demon worshipping cult 
  (that once worked out of the secret temple beneath the 
  Vintage). The dagger was used for human sacrifice and is 
  infused with the souls of the many people that were killed 
  using it. The dagger is +1 to hit and on a natural 20 the 
  target is stunned for one round. Drawing blood with the 
  dagger in any way attracts the attention of the Demon: 1% 
  chance per hp inflicted. A death caused by the dagger has 
  a 25% chance of attracting the attention of the demon 
  (Fire Demon, type six). 
  • 
  A chainmail shirt with a gaping hole in it 
  • 
  The jawbone of a large Red Dragon 
   
  The Baron hosts guests here, frequently regaling them with 
  (often wildly embellished) stories of his great adventures.  He 
  wears a heavy iron crown and drinks from a hollowed-out 
  goat’s horn (that he believes is a dragon’s horn).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Secret Treasury 
  Behind a tapestry on the north wall is a concealed door. The 
  door is magically locked and only Baron Wyrmslayer has the 
  key (on a silver chain around his neck). The 8’x12’ room 
  contains much of the Baron’s wealth: 
   
  Eight chests containing at total of 84000 gp, 103000 sp, most of 
  the coins are curiously old (taken from the dragon’s hoard). 
   
  A shelf holds seven small carved wooden boxes, each contains 
  gems:  
   
  • 
  17 rubies (200 gp each) 
  • 
  9 diamonds (1200 gp each) 
  • 
  11 emeralds (100 gp each) 
  • 
  A Gem of True Seeing 
  • 
  The Black Opal of the Apostate 
  • 
  50 mixed gemstone chips (worth about 1 gp each) 
  • 
  6 pearls (800 gp each) 
   
  Hanging on the wall is a sword, a shield, a chain shirt and a 
  helmet: 
   
  • 
  Sword is Wyrmslayer, hilt wrapped in dragonskin, blade 
  forged in dragonfire, Wyrmslayer is a Longsword +2, +4 
  vs. dragons, grants +3 bonus to saves vs. Dragon Breath, 
  immunity to Dragon Fear and on a natural 20 does double 
  full damage, quadruple damage to a dragon (on a natural 1, 
  however, the sword loses all of its magical abilities for the 
  next 1d4 rounds) 
  • 
  Shield is St. Garner’s Defense, Shield +2, grants the 
  bearer protection from evil if an offering is made to St. 
  Garner 
  • 
  Chain shirt is Chain +3 
  • 
  Helmet is A Helm of Free Action 
   
  Baron Wyrmslayer’s personal servants (GW) live here, two 
  small beds with a chest of drawers for each.  
   
  A large mirror and a massive wardrobe (filled with the Baron’s 
  clothes) along the northern wall. 
   
  The long hallway to the south usually has a bored Gatehouse 
  Guard standing watch (often staring out the large window 
  across the hall from the door to the Baron’s chamber).  
   
  Both doors to 14c are unlocked. 
   
  Both doors to this room are unlocked. 
   
  A very comfortable room with a massive bed with a soft goose 
  down mattress, covered in furs in the center of the west wall, 
  between the lancet windows of stained glass. Carpets on the 
  floors (six carpets, hand woven, worth 300 gp each).  
   
  Baron Wyrmslayer spends his nights here alone.  
   
   
  1S14a. Reception Hall 
  1S14b. Antechamber 
  1S14c. Baron Wyrmslayer’s Sanctuary 
  During the day there is a 20% chance that the Baron is here 
  with one of his trusted confidants: Salan Greenthumb, 
  Davin the Commander of the Watch or Cousin Alistar. 
  
   The Storm’s Impending Rage 
     
  17 
  The most notable thing in the Spartan bedroom is a large 
  painting in a gilt frame (about 4’x6’) hanging on the eastern 
  wall and the suit of platemail armor standing in front of it. 
   
  Cousin Alistair (HK) is 40% likely to be here. 
   
  The painting: The Crowing of the High King, a famous work 
  easily worth 3500 gp (plus the frame is worth 400 gp).  
   
  In addition to the platemail (normal) there are three finely made 
  spears leaning in the corner unless Alistar is out hunting or 
  prepared for battle. Each shaft has a prayer to one of the Holy 
  Saints carved into it (conferring a +1 to hit for any faithful 
  follower of the Church of the Holy Saints who prays the prayer 
  while wielding the spear). A leather satchel under the bed has 
  140 gp in it. 
   
  This large courtyard is a staging area for some of the next 
  stonework that must be done (the east wall). The Keep’s well is 
  here, the shaft dropping down to area S39 and the underground 
  stream there. 
   
  Just north of the Greathall (S13) are the Baron’s (temporary) 
  stables: 4 Highland Ponies are stabled in this area. 
   
  Just south of the Gong Tower (S16) is the Keep’s garderobe 
  whose shafts drop to S44 below. 
   
  1S16-17. The North Watch 
  The crenelated battements of these two-story towers are the 
  highest point of the Keep from which most of Shantytown can 
  be seen as well as the north road and the east road.  
   
  The Stalwart Companions live and work here.  
   
  Four Troopers (GW) and two Sergeants (GW/AoD) man the 
  main floor while the Captain of the Watch (AoD) lives in the 
  second story.  One Trooper (GW) is always stationed on the 
  roof. 
   
   
  Four Troopers (GW) and two Sergeants (GW) man the main 
  floor while the Commander of the Watch (GW) lives in the 
  second story chamber. One Trooper (GW) is always stationed 
  on the roof. 
   
  Beneath the tower (the Undertower) are the chambers of Salan 
  Greenthmb (S41). 
   
  The unlocked door to this room is concealed by a tapestry which 
  hangs at an odd angle from it frequently being pushed aside. 
   
  The closet here is barren. There is a 90% chance that the Secret 
  trap door in the floor has been left standing open. 
   
  Two Gatehouse Guards (GW) (F1, chain, shield, sword, 
  crossbow, hp 8) keep watch here. There is a 60% chance that 
  one or both will be sleeping. If awake, there is a 75% chance 
  that they are gambling. 
   
  This is a well-organized dormitory for the Gathouse Guards 
  (GW). 24 Bunk beds are spaced around the walls. A large, 
  threadbare carpet covers the center of the floor. 
   
  Eleven Gatehouse Guards (GW) live here. 
   
   
  Tables and chairs and a variety of mundane items (whetstones, 
  maps, spittoons) are scattered about.  
   
   
  This is a well-organized dormitory for the Gatehouse Guards. 
  26 bunk beds are spaced around the walls. 
   
  Fourteen Gatehouse Guards (GW) live here. 
   
   
  The floor and staircase here are noticeably unstable, having a 
  20% chance per person every round of collapsing. 
   
   
   
   
   
   
  1S14d. Cousin Alistar 
  1S15. North Court 
   
  1S16 Garderobe Tower/Gong Tower 
   
  1S17 Garden Tower 
  1S18 Secret Door to Dungeon 
  1S19. Gatetower Second Story 
  1S20. Garrison 
  1S21. Garrison Common Room 
  1S22. Garrison 
  1S23. Ruined Second Story 
  Present: Day 1d6-2; Night 5 (sleeping) 
  There are always 1d4+4 Gatehouse Guards (GW) here, 
  day or night. 
  Present: Day 1d8-2; Night 7 (sleeping) 
  
   The Storm’s Impending Rage 
     
  18 
  1S18-46.Wyrmslayer Keep 
  Dungeon 
  Most of the rooms in the Dungeon Proper (S18-31) are carved 
  out of the bedrock itself, with low ceilings (about 6’) and 
  generally unfinished walls, floors and ceilings still bearing the 
  chisel marks of some ancient unfortunates who cut through the 
  living stone.  
   
  The Caves of the Dead (S32-37) are lightly worked natural 
  caves carved by erosion though a large limestone deposit. 
   
  The Water Chambers (S39-46) predate the original building 
  of the Keep, having once been a small temple to the Prince of 
  the Water Spirits (see S40, below) constructed by an unknown 
  people. The rooms here (not the caves) are skillfully cut from 
  the stone and decorated with bas relief carvings of rivers and 
  streams, seas and great waves and various other water related 
  images.   
   
  1S18-31. The Dungeon Proper 
  Low ceilings (6’), rough walls and floors. 
   
  The “secret” door to the keep in the ceiling at the top of the 
  stairs is often (90%) left open. Open or closed, it is not a secret 
  door from this side and the latch to open it is clearly evident. 
   
  This long, steep rough-hewn staircase descends (vertically) 20’ 
  to a landing with a door (to area S19) then continues a further 
  20’ drop to area S21.  
   
  The door to this room is magically locked, as is the secret door 
  in the north wall. To unlock, one must press his or her right 
  palm flat on the door and speak the words, “Into the Court of 
  Night I Come.” 
   
  Only the Herb Gatherers, the Eater of the Dead, Salan 
  Greenthumb and his Apprentices know how to unlock this door.  
   
  Inside the room is mostly empty, a few bits of debris scattered 
  about. 
   
   
  The door to this room is unlocked. 
   
  The Herb Gatherers/Brown Cloaks live here. There are  
  nine beds, nine small chests, nine chairs and one long, narrow 
  table.  
   
  The beds simple, roughly made and uncomfortable. Each Herb 
  Gatherer “hides” his personal treasure among the dirty blankets 
  (1d8 gp and 2d12 sp each, plus various worthless trinkets).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Each chest contains an extra robe and a few worthless trinkets. 
   
  If confronted here, the Herb Gatherers will fight to the death, 
  summoning 1d3 Zombies each to come to their aid. 
   
   
  Tables and chairs are chaotically scattered about.  
   
  24 bunked beds, various personal effects (mostly worthless). 
   
   
   
   
  1S18. Secret Door to Keep 
  1S19. The Antechamber of the Dead  
  1S20. The Dwellers Among the Dead 
  1S21. Common Hall of the Night Guard 
  1S22. Barracks of the Night Guard 
  There is a 50% chance that 1d6 Zombies are here wandering 
  aimlessly and a 10% chance that 1d2 Herb Gatherers/ 
  Apprentices/Brown Cloaks (AoD) are here at any given 
  time. 
  1d6+1 Herb Gatherers/Apprentices/Brown Cloaks 
  (AoD) will be here at any given time. 
  1d4+1 Night Guards (AoS) are likely to be here at any 
  given time, talking, singing, drinking and gambling. 
  1d4+2 Night Guards (AoD) will be here at any given time, 
  going on or off duty, or sleeping. 
  Map 3 
  Wyrmslayer Keep 
  Page 85 
  
   The Storm’s Impending Rage 
     
  19 
  At the point marked on the map, 16 spears will shoot out of the 
  wall (at about 9” horizontal intervals), about waist high (2 ½ 
  feet above the floor) set off by a tripwire in the center of this 
  section of the corridor. Anyone caught in the area of effect (the 
  corridor from the door to S24 to the bend in the corridor) must 
  save vs. Dragon Breath or be hit by 1d3 spears for 1d6 hp 
  damage.  
   
  The doors to this room are all locked. The guards here have keys 
  to the northwest door (to S23) and the southwest door (to S25) 
  but only the Herb Gatherers and Salan Greenthumb and his 
  Apprentices have keys to the southeast door (to S26). 
   
  The guards are unaware of the Secret door in the northeast wall.  
   
   
  The door to area S24 is locked 
  (the guards in that room have the 
  key) while the Secret Door in The 
  Grand Altar of the Holy Saints (N 
  above) is not locked. 
   
  At the points marked on the map, 
  16 spears will shoot out of the 
  wall (at about 9” horizontal 
  intervals), about waist high (2 ½ 
  feet above the floor) set off by a 
  tripwire in the center of this 
  section of the corridor. Anyone 
  caught in the area of effect (the 
  10’ or so of corridor marked with 
  the trap symbol) must save vs. 
  Dragon Breath or be hit by 1d3 
  spears for 1d6 hp damage.  
   
  The door to S24 is always locked 
  (Salan 
  Greenthumb, 
  his 
  Apprentices 
  and 
  the 
  Herb 
  Collectors have keys). The door 
  to S 27 is not locked. 
   
  4 Dark Cloaks (AoD) who 
  never leave these chambers 
  (S26-30). 
   
  Noise here will draw the Dark 
  Cloaks 
  from 
  area 
  S27 
  to 
  investigate. 
   
   
   
   
   
  The door to S26 is not locked. 
   
  A pile of mangled and broken bodies lies against the southeast 
  wall. There are 14 corpses here. 
   
  The shaft of the pit from area S9 drops to here, beneath which 
  is a blood spattered, rough wooden platform (about 10’ square, 
  maybe a foot tall). The platform covers a 10’ deep shaft to the 
  ceiling of S28 below. 
  The bodies dropped from area S9 are kept here until the Eater 
  of the Dead calls for them. The Dark Cloaks from area S26 aid 
  in the process, 6 Dark Cloaks tip up the heavy wooden 
  platform while the remaining two apprentices toss the required 
  number of bodies down the shaft. 
   
  4 Dark Cloaks (AoD) who never leave these chambers (S26-
  30). 
   
  Noise here will draw the Dark Cloaks from area S26 to 
  investigate.  
   
  A 10’ deep shaft from area S27 
  (normally covered over by a heavy 
  wooden platform) drops to the ceiling 
  of this room. 
   
  The Eater of the Dead (AoD), a 
  powerful 
  Necromancer, 
  works 
  tirelessly here, turning corpses into 
  undead beings. The Eater of the Dead 
  will fight to the death here... and rise 
  three rounds later as a Wraith. 
   
  There will be 1d6+4 corpses here, with 
  1d4 being Zombies and a 10% chance 
  of an additional corpse being a Ghoul. 
  The others are non-animate.  
   
  The door to S29 is not locked. 
   
  Neither door here is locked. 
   
  This 20’ deep pit trap (a trap door, 
  hinged near the center, dumps into the 
  pit) contains a ravenous Ghoul who 
  will immediately attack any creature 
  who falls into the pit.  
   
  The Eater of the Dead, the Dark 
  Cloaks, the Herb Gatherers, Salan 
  Greenthumb and his Apprentices 
  know the tipping point of this trap and 
  simply leap to safety when they enter 
  this corridor from area S28. 
   
   
   
  1S23. Trapped Corridor 
  S24. Guards 
  1S25. Trap  
  1S26. The Dark Cloaks 
  1S27. The Stockpile of the Dead 
  1S28. The Eater of the Dead 
  (Necromancer) 
  1S29. Trap 
  4 Night Guards (AoD) are here at all times, often gambling 
  or engaged in other distractions. 
  
   The Storm’s Impending Rage 
     
  20 
  The door is not locked.  
   
  In the northeast corner is a curious plant-like thing, black leafy 
  tendrils undulating slightly. 
   
  On the floor in the southwest corner is a magic circle. 
   
  The “plant-like thing” is a magical gate called a Verdant Portal 
  used by the Cult of the Old Gods to teleport from area to area 
  (literally through the Outer Darkness). This gate is not yet “fully 
  grown” so physical teleportation is not yet possible, but verbal 
  communication through the gate is possible. At any given time, 
  there is a 20% chance that a voice will call out from the gate, 
  asking for an update in the progress of reclaiming the Black 
  Opal. The voice is distorted and hard to understand. Any answer 
  given (except that the Opal is in hand) will be met with anger 
  and a demand to move quickly or face the wrath of the Night 
  Howl. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The magic circle is a summoning circle that the Eater of the 
  Dead uses to contact his demonic master (it works as a 
  Commune spell with a 25% chance of actually making contact 
  with the demonic spirit).  
   
  The secret door is not locked. It is almost never used by the 
  occupants.  
   
  The walls of this room are painted with various macabre scenes 
  of the dead feasting on the flesh of the living. 
   
  A font of unholy water stands in the southeast corner.  
   
  Undead sent back up the shaft by the Eater of the Dead (S28) 
  are brought to this room and “consecrated” by the Dark Cloaks 
  (doused with unholy water) before being released to the Caves 
  of the Dead (below).  
  1S32-37. The Caves of the Dead 
   
  Human bones litter the floor here, though a path has been 
  cleared through the center of the room.  
   
   
  The pit in the center of this cave is blanketed by magical 
  darkness.  
   
   
  The floor in this cave is covered in 3’ of sand, causing 
  movement to be halved.  
   
  Buried in the sand are 6 Zombies who will reach out and grab 
  at the ankles of any creature (including another undead being) 
  who come through here. 
   
   
  Nine partial Zombies, torsos with no legs, some missing arms 
  and heads as well, writhe about here. They do not attack. In 
  addition, other undead sometimes prowl through here.  
   
   
  A powerful Ghoul haunts this chamber, dismembering any 
  undead who dare intrude (as mindless zombies do on occasion). 
  The floor here is littered with dismembered body parts, arms, 
  legs, heads.  
   
  The natural pillar of stone in this high-ceilinged cave is carved 
  with several sigils of death magic. If a mortal being touches the 
  column, he or she must save vs. spells or die and rise in 1d6+6 
  hours as a Ghoul. 
   
   
  The secret door to S19 and the door to S39 are both magically 
  locked. To unlock, one must press his or her right palm flat on 
  the door and speak the words, “Into the Court of Night I Come.” 
   
  Only the Herb Gatherers, the Eater of the Dead, Salan 
  Greenthumb and his Apprentices know how to unlock this door. 
  1S30. Summoning Circle and Teleporter 
  1S31. The Sacred Hall 
  1S32. Cave of Bones 
  1S33.The Well of Darkness 
  1S34. Sandy Floor 
  1S35. Broken Dead 
  1S36. The Ghoul King 
  1S37. The Sign of the Dead 
  1S38. Secret Hall 
  Present: 50% 1d6 Zombies; 30% 1 Ghoul 
  Present: 1d6+4 Zombies and 2 Ghouls 
  Present: 6 Zombies 
  Present: 40% 1d6 Zombies; 25% 1 Ghoul 
  Present: 1d8 Zombies and 1d3 Ghouls 
  
   The Storm’s Impending Rage 
     
  21 
  Present: Day or Night: 10% Salan Greenthumb; 80% 1d2 
  Apprentices 
  Present: 20% 1d2 Apprentices, day or night 
  1S39-46. The Water Chambers 
  These ancient halls were once consecrated as a temple to the 
  Prince of the Water Spirits (S40) but now are used as the 
  cesspool for the Keep’s garderobes. Mold and fungus and slime 
  cover most of the surfaces here. The ceilings are high (12’-15’) 
  and the stonework is still in excellent repair. 
   
  The door to S38 is magically locked (see above for unlocking) 
  while the doors to S40 and to S43 are unlocked. 
   
  A stream runs through this chamber with a stone bridge arching 
  over it. The stream bed glitters with silver coins.  
   
  Four abstractly carved pillars of multicolored stone support the 
  ceiling here. 
   
  To the east, the shaft of the well which pierces the ceiling here 
  is enclosed in masonry from the ceiling to the floor (beneath 
  which it opens to the underground stream).  
   
  Two iron gates, one where the stream enters the chamber from 
  beneath the floor in the east, the second halfway down the 
  tunnel between S39 and S44 secure this water source.  
   
  In the stream are 9 Water Spirits. Anyone who wishes to cross 
  the bridge unmolested must cast 9 silver coins into the water. 
  Fewer (or none) and the Water Spirits rise up and attack. If more 
  coins, or the wrong type of coin are cast into the water, the 
  offending coins will be slung back at the intruders (they 
  “attack” as F6 doing 1 hp of damage per hit).  
   
  There are 3348 silver coins in the stream. 
   
  The walls of this room are painted as a vast sea. A pale blue 
  glow permeates the room. Against the south wall is a 10’ tall 
  glass-like substance (actually ice) statue of a vaguely humanoid 
  shape, with fins and webbed hands and feet.  
   
  This is the Prince of the Water Spirits, a Water Elemental 
  magically frozen here by worshippers a thousand years ago.  
   
  If dispel magic is cast on the Water Elemental, the ice will crack 
  and crumble for two rounds, then the Prince of the Water Spirits 
  will crash down onto the floor. The next round it will collect 
  itself into an imposing fish-man water shape and speak: Thou 
  has released me. I grant thee peace.  
   
  The elemental will then try to flow away into the stream where 
  it will be swarmed by the Water Spirits (if they live still), then 
  crash through the western gate and all the Water creatures will 
  flow downstream and out of the area.  
   
  The Prince could be convinced to aid the party, though he will 
  demand a high price (perhaps the cleaning up of the Cesspool, 
  area 44, or the destruction of a rival elemental).  
   
  If the party frees the Prince, any future encounters with Water 
  Spirits or Water Elementals gain a +2 bonus on reactions.  
  The doors are magically locked. To unlock, one must press his 
  or her right palm flat on the door and speak the words, “Into the 
  Court of Night I Come.” 
   
  Only the Herb Gatherers, the Eater of the Dead, Salan 
  Greenthumb and his Apprentices know how to unlock these 
  doors. 
   
  Dank, dark, smoky, and rank with the smell of plants, fungi and 
  molds, this unwelcoming room is where Salan Greenthumb and 
  his Apprentices do much of their experimenting and potion 
  brewing. 
   
  Virtually any kind of plant fungus or mold that might be useful 
  for medicine, magic or poison can be found here. 
   
   
   
   
  Salan’s Apprentices live here in squalor. They have nothing of 
  value. 
   
   
   
   
  This unlocked secret door is hidden from the outside under a 
  moveable bed of Stinging Nettles and Hollyhocks. From the 
  inside, the bed can be easily moved aside. A small tube can be 
  pushed through the bed and looked through.  
  1S39. Domain of the Water Spirits 
  1S40. The Prince of the Water Spirits 
  1S41. Greenthumb’s Undertower 
  1S41a. The Apprentices’ Cave 
  1S41b. Secret Exit 
  
   The Storm’s Impending Rage 
     
  22 
  Present: 10% chance that Salan Greenthumb will be here 
  day or night and, if so, 1d2 Apprentices will be with him 
   Only Salan Greenthumb has a key to this locked door.  
   
  A comfortable chamber with thick carpets on the floor and giant 
  pillows scattered about. Tapestries (depicting woodland scenes) 
  hang about the walls (worth about 100 gp each, there are 9 of 
  them).  
  A desk in the northern alcove contains numerous papers on 
  which are written strange, cryptic formulae, half-finished 
  nonsensical sentences, bullet pointed lists.  
   
  Among the papers can be found the following: 
   
  • 
  A formula for a Magic User version of the Druid spell 
  (ritual) Transport Via Plants 
  • 
  Written in code (the nonsensical sentences) are 
  instructions:  
  • 
  “Find the Black Opal of the Apostate. Nothing else 
  matters,”  
  • 
  “Sow discord and feed the Eater of the Dead,”  
  • 
  “The Smith, The Overseer and the Whore are allies 
  who can bring me messages, leverage them”  
  • 
  “Do not fail or you will face the wrath of the Night 
  Howl,”  
  • 
  “By the New Moon.” 
  • 
  A note, torn out of a journal (in very different handwriting) 
  that contains a drawing of concentric circles and notes 
  about a Puzzle Lock (found in the adventure A Shadow 
  Over the Greatwood) 
  • 
  A list of names, most crossed off: 
  Macron of Duthal 
  The Bishop of Esterbrook 
  Brother Cadmus the Unfailing 
  Dylan Rosetree least of the Gatherer 
  Abbot D’Haras 
  Galin Baker, so-called Wyrmslayer 
  Hargeth the Imposter 
  Drummond Gallien 
  Marin the Vinter 
  The Picker? 
  Hastaran Gallien, the Blessed 
   
  In the desk itself is a purse containing 85 gp and 214 sp and a 
  magic dagger (Sapper, a dagger +2 which drains the victim’s 
  Constitution 1d4 points with a successful hit in addition to the 
  physical damage it does. Constitution points thus drained are 
  restored at a rate of one per day).  
   
   
  The secret door is unlocked, but difficult to detect. The latch is 
  in an indentation in the stone to the right of the door. These cave 
  walls are scrawled with all manner of arcane and profane 
  symbols, drawings and glyphs.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The secret door to the north is not locked but is well hidden. 
   
  Mountains of human waste are spattered about this noisome 
  cave. Flies buzz and beetles and maggots wiggle around. The 
  water flowing out of the cave, partly dammed by the human 
  waste, is filthy and disease ridden. Fungi and molds ooze and 
  drip throughout the cave. 
   
  The Gong Farmer (HK) uses this cave to magically contact the 
  Seneschal of the High King and report on the activities of the 
  Keep. Hidden in a recess behind a loose stone in the small 
  alcove in the south west is a leather pouch containing a Seer’s 
  Stone, a magical device through which communication over 
  vast distances is possible (legend says, even to the Outer 
  Darkness or the Highest Firmament). 
   
  See NPCs for more information about the Gong Farmer. No one 
  else ever comes in here because of the Cesspool. 
   
   
  A stout iron gate is always locked (the Gong Farmer, Salan 
  Greenthumb and Baron Wyrmslayer have keys).  
  1S42. Greenthumb’s Chamber 
  1S43. Greenthumb’s Meditation Chamber 
  1S44. The Cesspool 
  1S45. The Gong Farmer’s Refuge 
  1S46. Cesspit Access 
  Present: 20% chance that Salan Greenthumb will be here 
  day or night 
  Present: 15% chance that the Gong Farmer (HK) is here, 
  communicating with the Seneschal 
  
   The Storm’s Impending Rage  
   
  23 
  2. The Fields of the Dead 
   
  The large cemetery is surrounded by a 
  15’ high stone wall in very good 
  repair. It is overgrown with vines in 
  many places, making climbing over 
  the walls fairly easily.  
   
   
  While the New Gate looks like a fortress, it is an 
  empty shell, only for decoration. A strong, locked 
  iron portcullis blocks entry. Baron Wyrmslayer is 
  the only person who is supposed to have a key to 
  unlock the gate, but Salan Greenthumb’s “herb 
  collectors” have a key they use to enter the 
  cemetery. 
   
  That statuary in above the gate are 
  images of the ancestors of Baron Ogg 
  (the Mad Baron).  
   
  Above the Baron’s Ancestors are four 
  statues of saints which are Marble 
  Guardians (Small) which are animated 
  when an undead creature exits the 
  Fields of the Dead, to destroy the 
  escaped creatures (one will animate at a 
  time). 
   
   
  Hundreds 
  of 
  headstones 
  dot 
  the 
  landscape on the western side of the 
  Fields of the Dead.  
   
  If investigated, none of these graves have 
  been disturbed. The most recent burial in 
  these sections is over ninety years ago 
  while the earliest is four hundred years 
  ago.  
   
  There are 472 graves in these three sections. Enterprising PCs 
  might think to dig for valuables. Each grave has 10d8 gp worth 
  of treasure within it. For every grave disturbed, there is a 5% 
  cumulative chance of 1d8 Hostile Spirits manifesting and 
  attacking the grave robbers. 
   
   
  Over the past year, since Baron Wyrmslayer has reclaimed the 
  Mad Baron’s Keep, several dozen people have died in his 
  service due to the dangers of the work at the keep and the 
  intermittent raids from Goblins and Raiders and they have 
  been buried here. 
   
  There are 43 graves here. If investigated, six of the graves 
  show evidence of having been disturbed. The sod was cut and 
  replaced carefully, but imperfectly. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A deeper investigation will reveal that every grave has been dug 
  up and every body has been stolen. In addition, minor valuables 
  and keepsakes were left in the empty coffins. Each grave has 
  2d20+10 gp worth of minor trinkets. 
   
   
  A solidly built, if simple, marble structure sits empty. The last 
  four caretakers that Baron Wyrmslayer appointed died at the 
  hands of, presumably, wandering undead in the cemetery. 
   
  Under a loose marble tile in the ruin of the bedroom is a leather 
  bag with 250 gp in it. 
   
   
   
  2A. The New Gate 
  2B. Graves of the Past 
  2C. The New Cemetery 
  2D. The Caretaker’s House 
  Map 4 
  Fields of the Dead 
  Page 86 
  
   The Storm’s Impending Rage 
     
  24 
   
   
   
   
  2E. The Old Tombs 
   
  These seven marble tombs are among the oldest structures in the 
  Fields of the Dead (next to the Temple). Each has been sealed. The 
  names are local families from generations ago. 
   
  Each tomb has 1d4+2 vaults within, with each vault containing 
  3d12+30 gp worth of heirlooms and trinkets (Highland Folk).  
   
  Each tomb has a 50% chance of one or more of the occupants rising 
  as Hostile Spirits, attacking the grave robbers. In addition, for each 
  vault opened, there is a 50% chance that the corpse within will 
  animate as a Desecrated Corpse and attack the intruders. 
   
  2F. The New Tombs 
   
  These six marble tombs are of new construction. Only two are 
  sealed and marked with the names “Danigal” and “Forrest.  Four 
  tombs remain unused and open. 
   
  Investigation will reveal that the two sealed tombs have been 
  opened and resealed, though inexpertly.  
   
  Each of the tombs has a single vault, the lid removed, the body 
  missing. Within these open vaults are 3d12 gp worth of heirlooms 
  and trinkets (Highland Folk). 
   
  Random Encounters in the  
  Fields of the Dead (Cemetery) 
  1d12 
  Encounter 
  Notes 
  1-5 
  1d6 
  Skeletons 
  Wandering aimlessly, seeking to escape 
  the bonds of the cemetery wall. They 
  generally attack immediately 
  6-8 
  1d6 
  Zombies 
  Zombies constantly circumnavigate the 
  inside of the wall, clawing at the stone, 
  seeking an exit. They attack mortals on 
  sight 
  9-10 
  1 Spectral 
  Haunt 
  The Haunt will try to beckon the party to 
  a grave. The grave has been defiled, the 
  corpse stolen, the spirit cannot rest until 
  the corpse is returned to the grave and 
  consecrated. If frustrated in attempting 
  to communicate its need, it will attack. 
  11 
  1 Ghoul 
  Ravenously hungry but cunning enough 
  to follow living beings and try to lay an 
  ambush when one gets separated from 
  the group 
  12 
  Vexed 
  Corpse 
  Recently clawed out of a grave (before 
  the Herb Gatherers could claim the body 
  for the Eater of the Dead), the Corpse 
  roams the cemetery wanting to inflict 
  harm on any mortals encountered. 
  NOTE: None of the undead found herein will pursue intruders 
  beyond the wall surrounding the Fields of the Dead. 
   
  
   The Storm’s Impending Rage 
     
  25 
   
  This tall marble structure had 
  been here for centuries before 
  the first Baron (Baron Ogg, 
  the Mad Baron) carved out 
  his 
  dominion 
  in 
  the 
  wilderness. This temple was 
  built by Northman invaders 
  to honor their dead. 
   
  The white stone is in excellent repair.  
   
  2G1.Colonade  
  The roof around the temple is supported by 24’ tall marble 
  columns, each carved to look like a very thin Northman warrior 
  holding up the roof with its long arms high above its head.  
   
  The columns represent the Company of the Greatsword, the 
  warrior band who fought alongside Halfdan Greatsword, the 
  hero to whom this temple is dedicated.  
   
  If the names of any of the Company are spoken aloud anywhere 
  within the Temple  (the names appear on the walls in area 2G4.), 
  the column will animate as a Caryatid Column, but remain 
  motionless until commanded by the Marble Guardian in area 
  2G5 or until the next dawn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2G2. The Portico of the Warrior 
  The white walls and floor are spotless, the ceiling is black. A 
  nine-foot-tall statue of a Northman warrior armed with a spear 
  stands on a five-foot-tall pedestal near the middle of this 
  chamber. Two tapestries hang on the back wall. 
   
  The tapestries were placed here by Baron Wyrmslayer and they 
  depict hunting scenes. They might be worth 200 gp each to the 
  right person, though they are heavy (80 pounds each) and bulky 
  (8’x8’). 
   
  The statue is a life-sized depiction of Halfdan Greatsword 
  carved from black veined white marble. The shield, helm and 
  spear are Halfdan’s artifacts, expertly painted to appear to be 
  marble, a Helm of Command, a Shield of Reckoning and, of 
  course, Halfdan’s Greatpear itself. See Appendix for more 
  information on these items.  
   
  The pedestal is hollow with a secret panel in the back (which 
  opens by forcefully pushing on it). Inside, a ladder which 
  leads down to 2G16 below. 
   
  Hiding in the northeast corner of the black stone ceiling is an 
  Oozing Black Death that will drop down on any creature not 
  holding an open flame (torch or lantern) that comes within the 
  area marked on the map, but will otherwise remain in its 
  perch. 
  2G3. The Two Trees of Creation 
  The doors on the north wall are not locked and open easily.  
   
  The white marble pillars here are carved as trees (Ironwood 
  Trees), with the branches holding up the black stone ceiling, the 
  Two Trees of Creation in the Northman mythology. 
   
  2G4. The Hall of the Heroes 
  Three pillars carved to look like very thin Northman woman 
  warriors holding up the vaulted black stone ceiling. 
   
  Steps climb to a raised platform in the north on which stands a 
  very tall statue of a Northman Warrior (see below). 
   
  Carved in the stone on the walls are the names of the Company 
  of the Greatsword (in the Old Northman language, of course). 
   
  The names: 
   
  West Wall  
   
  East Wall 
  Gudrod Ivar  
   
  Stækar Hræreks 
  Leidolf Gætir 
   
  Thorald Thormar 
  Arn Gnupis  
   
  Halfdan Svan 
  Gudmund Thorgaut 
   
  Hælgi Kollskegg 
  Gunnleif Karisson 
   
  Diarf Sæmund 
  Kalf Mannis  
   
  Hrosskell Hromund 
  Banki Skuti  
   
  Karl Veleif 
  Vertlithi Sigemær 
   
  Spiallbudi Auðunar 
  Fastulf Skeggis 
  Gnupa Vekelsson 
   
  NOTE: saying any name out loud will animate the associated 
  column in the Colonade (2G1), the slight shifting of the column 
  will cause the roof to groan loudly whenever a name is uttered. 
   
  The Columns are Caryatid Columns which will animate and 
  attack any who desecrate the Temple of Halfdan Greatsword.  
   
  NOTE: the Columns will obey any commands issued by a 
  mortal bearing the Greatsword.  
  2G. The Cemetery Temple 
  Anyone 
  bearing 
  the 
  Greatsword from area 
  2G2 can command the 
  Marble Guardian (and, in 
  turn, all the columns). 
  NOTE that all of these 
  defenders are inextricably 
  linked to the defense of 
  the Temple. They cannot 
  be commanded to do 
  anything else, nor will 
  they stray more than 20’ 
  from the temple itself. 
  Map 5 
  Cemetery Temple 
  and Dungeon 
  Page 86 
  
   The Storm’s Impending Rage 
     
  26 
  2G5. Greatsword’s Legacy 
  The doors to the east and west are not locked and open easily. 
   
  A twenty-foot-tall statue stands on an eight-foot-tall pedestal 
  here, the point of the statue’s helm nearly touching the black 
  stone ceiling above.  
   
  Behind the statue, against the back wall, are two marble shelves. 
   
  The Statue is a Marble Guardian (Large), an effigy of 
  Halfdan Greatsword, looking much like the statue in area 2G2. 
  The Guardian animates if all eighteen of the Company of the 
  Greatsword are named. The Marble Guardian will command the 
  Caryatid Columns (the three here and the eighteen surrounding 
  the temple) to defend the Temple against infidels – any non-
  Northman beings bearing weapons. 
   
  The pedestal is hollow, a secret door in the front looking like a 
  decorative frame opens when forcefully pushed. Inside, steps 
  lead down to 2G8 below. 
   
  The Marble Shelves each have old Northman writing carved 
  into them, prayers to the gods of old. Praying these prayers 
  aloud grants the one praying the effect of a bless spell for 1d6 
  turns but doing so is an afront to both the Church of the Holy 
  Saints and the tenants of the Old Gods. 
   
  2G6. Sacristy 
  Tables with candles, table drapes, pewter chalices and 
  candlesticks. Stocked with supplies for funerals and special 
  holy day worship by Vicar Mallus (area 1M), nothing here is of 
  particular value.  
   
  2G7. Private Chapel 
  Two small altars separated by a heavy velvet curtain which runs 
  floor to ceiling. A dozen prayer rugs are stacked on the north 
  wall. 
   
  Cemetery Temple Dungeon: The 
  Fetid Halls of the Ghoul Master 
   
  Random Encounters in the  
  Cemetery Temple Dungeon 
  1d12 
  Encounter 
  Notes 
  1-8 
  1 Ghoul 
  Starving, half-mad, attacks the living on sight, will 
  begin feeding immediately on the first victim to 
  fall. There is a total of 21 Ghouls in the dungeon. 
  9-10 
  1 Spectral 
  Haunt 
  The Haunt will try to beckon the party to the pit 
  where the slaves’ remains have been dumped, 
  hoping that these mortals might finally bring 
  peace to their restless souls. There are 8 Spectral 
  Haunts roaming the dungeon. 
  11 
  1d3 
  Crawling 
  Horrors 
  These insect-like pests are simply in search of 
  food. They will attack any warm body but will flee 
  if harmed. 
  12 
  1d4 Rats 
  Cautious at first, the rats will actually act in a very 
  friendly manner if the party does not smell of 
  decay (many of their number have been eaten by 
  the Ghouls). The rats will try to lead the party to 
  the nearest Ghouls. They will flee if aggressive 
  action is taken toward them. 
  NOTE: None of the undead found herein will pursue intruders beyond 
  the bounds of the Temple and Dungeon. 
  2G8. The Once Great Hall 
  The sturdy stone stairs lead up to the base of the statue in area 
  2G5. 
   
  The walls here are plastered and painted in scenes of Northman 
  mythology (The Coiled World Dragon, the Forging of the Night 
  Sky, the Furnace of the Gods). 
   
  Three black-veined white marble bas-relief carvings just out 
  from the walls: 
   
  a. 
  A Northman wielding a spear (recognizable as the same 
  warrior depicted in the statues in the Temple above) against 
  a wingless dragon. 
  b. A woman warrior with a sword beheading a four-armed 
  giant. 
  c. 
  Eighteen Northman Warriors bearing on their shoulders a 
  bier carrying the body of a warrior (recognizable as the 
  warriors depicted on the 18 columns around the temple 
  bearing the corpse of the warrior immortalized in the 
  statues above and the carving at area a).  
   
  The paintings on the walls and the carvings detect as magical. 
  The paintings have been ensorcelled to prevent any damage to 
  the plaster. 
   
  The bas-relief carvings are costumed (human) slaves who were 
  magically transformed to stone in effigy Halfdan Greatsword, 
  his company of warriors and his wife, Elgan the Fierce. If 
  released from their magical bondage (dispel magic at 10th level 
  or above, transmute stone to flesh, wish, etc.), the trapped souls 
  have only a 20% chance of surviving the transformation.  
   
  Of those who survive, 75% will be driven mad by the 
  transformation, becoming either catatonic (50%) or flying into 
  a homicidal rage (50%). Any survivors are second level 
  fighters. These lost souls have been trapped here for centuries 
  and do not speak the current dialect.  
   
  NOTE: light or noise in this room will attract the Ghouls in area 
  2G9. 
   
  2G9. Ransacked Room 
  NOTE: noise or light in room 2G8 is likely to attract these two 
  ghouls. 
   
  Digging at the crumbling and 
  defaced plaster walls are two 
  starving Ghouls who attack if a 
  living being enters the room.  
   
  Plaster detritus covers 
  the floor, with large 
  patches having been 
  broken from the walls 
  revealing 
  the 
  fitted 
  stone masonry behind 
  the plaster. 
   
   
   
  
   The Storm’s Impending Rage 
     
  27 
  2G10. Locked Room: The Treasures 
  of the Northmen 
  The door to this room is magically locked and trapped.  
   
  The secret door to this room is hidden in ceiling in the mess of 
  the Ghoul Master’s cocoon, (area 2G19) but from the inside of 
  this room is simply a trapdoor in the floor, not hidden. 
   
  The door: a nine-foot-tall oak door. If opened, it will remain 
  open for 3 rounds, then magically snap shut and magically re-
  lock unless significant means to keep the door open have been 
  taken. 
   
  The door trap: about a foot above eye level a two-foot-square 
  sheepskin is nailed by its top corners. Behind the sheepskin is a 
  rune carved into the face of the door: a Symbol of Fear.  
   
  The door lock: the door has no handle or visible lock. It will 
  spring open if the Song of the Burning World is chanted for at 
  least 2 rounds. The door can be battered down, of course. Dispel 
  magic (at 10th level) will open the door.  
   
  Inside the room: piles of treasure, haphazardly scattered about 
  the room including glittering jewelry, gold and silver coins, 
  gems, and the like. 
   
  Much of the jewelry and many of the gems are fake, costume 
  jewelry ransacked from petty nobles centuries ago. The various 
  necklaces, broaches and other bits of jewelry might fetch 100 
  gp (about one gp per piece) while the paste gems have not 
  weathered the centuries well and have deteriorated so as to be 
  worthless. There are, however, 2388 gp and 9344 sp scattered 
  about the room. 
   
   
  2G11. The Ancient Chapel 
  NOTE: the undead in the dungeon will not willingly enter this 
  room, but if PCs “camp” here for more than two hours, all the 
  Ghouls  in the dungeon will congregate at the entrance (except 
  the three in area 2G15), waiting for them to leave... 
   
  A thick layer of dust covers everything. No tracks on the floor. 
   
  A granite altar table with two gold candlesticks (50 gp each) 
  with unused beeswax candles. The top of the table is stained 
  darkly (from the libation offerings of the thick wine). The 
  candles will burn for eight hours. 
   
  A shelf on the east wall holds a bronze incense censer bearing 
  old Northman runes and a cedar box with incense.  
   
  To the west is a wooden crate with its top slightly ajar, the floor 
  beneath it stained darkly. The crate has three wax sealed 
  earthenware urns, deeply stained by splashes of a reddish liquid, 
  standing amid the shattered ruin of many other urns. The urns 
  contain a thick red wine. Two of the urns have spoiled (wine 
  vinegar) while the third is still potent. The wine is very strong. 
  The unspoiled urn of wine is worth 600 gp. 
   
   
   
  2G12. Locked Room: Ancient Heirlooms 
  This nine-foot-tall oak door is locked, though the key is long 
  lost. 
   
  Inside, covered in dust and rat droppings, are boxes and barrels 
  containing ancient Northman heirlooms (see below). 
   
  A nest of cowardly rats lives here in constant fear of the 
  ravenous ghouls that haunt the halls of the dungeon. If the door 
  is opened, a rat scout will nervously sniff the air. If the intruders 
  do not smell of decay, the rats will cautiously move into the 
  room. Roll normal reactions unless the intruders bear an open 
  flame, then roll reaction at -6. There are 12 Rats in this room 
  (minus any randomly encountered and defeated). 
   
  • 
  A set of seventeen fortune-telling runes carved from 
  Ironwood and set with platinum runes (worth 500 gp) 
  • 
  A disc of granite, 3’ in diameter and six inches thick, 
  carved on one side with the face of an old man, on the other 
  side with the face of a young man. The edges are rounded 
  and worn. 
  • 
  An iron brooch shaped like a stag’s head (20 gp) 
  • 
  A helmet with a rack of stag’s horns impractically attached 
  (10 gp) 
  • 
  A wolf’s pelt cloak (50 gp) 
  • 
  A finely crafted, extremely sharp battle axe 
  • 
  Coarse wool robes embroidered along the edges with a 
  motif of apples, cherries and leaves. 
  • 
  A sheepskin jerkin (equivalent to leather armor) 
  • 
  An old and worn Warhammer, the head engraved with 
  prayer runes to the Northman gods (Alfdun’s Wrath, a 
  Warhammer +2, the runes glow when in the presence of 
  giants) 
   
  2G13. The Cleansing Pool 
  A green and grey oily film covers the still water here.  
   
  Beneath the surface are four Ghouls who attack if the water is 
  disturbed.  
   
  At the bottom of the 4’ deep pool can be found: a platinum 
  bracelet (worth 300 gp), a gold ring etched with Northman 
  runes (worth 75 gp), and 477 sp. 
   
  1G14. Haunted Alcove 
  Piled on the floor in the niche here are the bones and damaged 
  equipment of a thief who broke into the dungeon years ago, 
  dying at the hands of the ravenous ghouls who haunt the 
  dungeon. 
   
  Among the bones can be found shredded leather armor 
  (useless), a rusty dagger, a shortsword, rusty thieves’ tools 
  (lockpicks, etc.), and a leather pouch with 57 gp and a ruby 
  worth 100 gp. 
   
  Disturbing the bones causes the thief’s spirit to materialize 
  through the back wall of the niche and attack as a Vengeance 
  Spirit. The Vengeance Spirit will not pursue beyond the 
  doorway to the north or the top of the steps to the south though 
  once summoned, the Spirit will remain in this corridor until 
  destroyed. 
  
   The Storm’s Impending Rage 
     
  28 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2G15. The Oozing Walls 
  The walls of this room are streaked with a black, oily liquid that 
  constantly runs down them.  
   
  Three Ghouls are licking the walls. They are automatically 
  surprised and will not leave the room to pursue intruders, 
  turning their attention back to the oily walls. 
   
  2G16. Secret Room 
  The secret door is not locked and opens if pushed against (or 
  pulled from the inside). A ladder climbs up to the base of the 
  warrior statue in area 2G2 above. 
   
  2G17. Empty Room 
  Broken bits of stone and wood are scattered about. Against the 
  western wall stands an iron frame suspending a thin blue sheet 
  of some kind of translucent material. 
   
  The thin blue sheet is a paper-thin crystal sheet (amethyst) 
  perhaps 2 feet in diameter (the edges are irregular). It is 
  extremely fragile, but if removed from the dungeon intact, is 
  worth 300 gp (to an alchemist).  
   
  2G18. The Gatekeeper 
  A rotting corpse lays on a stone plinth here, arms crossed. The 
  smell of decay is powerful in this corridor. 
   
  The Corpse is a Ghast, the right hand of the Ghoul Master in 
  the next room. The Ghast will remain motionless (note its Grave 
  Stench radius, however), until intruders have passed by, then 
  will rise to attack from behind. 
   
  The Ghast carries a rotting leather satchel which contains 87 sp, 
  a dagger and a wax stoppered earthenware flask (containing a 
  thin red liquid, spicy to taste: a Potion of Fire Breathing). 
   
  2G19. The Ghoul Master’s Chamber 
  A cave with a worked stone floor and ceiling and a fitted stone 
  lined alcove to the west. 
   
  The northeast corner is what appears to be a mass of garbage 
  held together with some kind of sticky goo. On more careful 
  investigation, an 18” diameter hole is in one end of the mass. 
  This is the Ghoul Master’s cocoon. 
   
  Mixed in with the cloth, wood and other bits of detritus is the 
  Ghoul Master’s treasure: 100 gp Turquoise, 1000 gp Pearl, 
  1000 gp Topaz, 120 gp Moonstone, 50 gp Hematite, 50 gp Lapis 
  Lazuli, 5481 gp, a wax sealed earthenware flask (pale blue 
  liquid within Potion of Healing), a sheepskin Spell Scroll 
  (Web, Phase Door, Mass Charm). 
   
  The Ghoul Master, if encountered here, will appear largely 
  human and will attempt to engage intruders in conversation. He 
  speaks with a thick eastern accent out of the right side of his 
  mouth. His head ticks to the left from time to time.  
   
  (In our home campaign, we modelled the Ghoul Master’s 
  behavior after the Alien Bug possessed character Edgar from 
  the movie Men In Black). 
   
   
  2G20. The Trapped Hallway 
  At 10’ intervals (marked with a small x on the map) are thin 
  tripwires, none of which actually trip any traps. However, the 
  floor between each of the alcoves is a pit lined with spikes 
  (marked with a large X on the map). Both pit traps have been 
  tripped by the wandering Ghouls.  
   
  There is a 20% chance that a Ghoul is stuck, impaled on the 
  spikes at the bottom of one or both of the pits. 
   
   
   
   
  The Ghoul Master could provide the following information: 
   
  • 
  The Ghouls are the cursed souls of slaves brought here 
  by the Northmen many generations ago to build the 
  great temple and these crypts beneath 
  • 
  They were murdered by the Northmen and thrown into 
  a pit (area 22) from which they escaped 
  • 
  The Northmen are buried in the southern crypts, 
  beyond the trapped corridor 
  • 
  The tomb of the Great Northman Chief has not been 
  disturbed (he will not say why) 
   
  All of this “pleasant conversation” is simply a pretext as the 
  Ghoul Master telepathically summons all his ghoul servants 
  from the dungeon, 21 in all, minus any killed by the party in 
  individual rooms or random encounters, to slay the 
  intruders. 
   
  The Ghoul Master will choose to feast on the corpse of a 
  magic user or a cleric if given the opportunity. 
  
   The Storm’s Impending Rage 
     
  29 
  2G21. The Mausoleum  
  An expansive room with a very high (30’) ceiling. The walls 
  (marked with x on the map) have (3) 3’ square bas-relief carved 
  plaques on them aligned vertically. To the northeast is a raised 
  platform and a chamber with curtained walls. 
   
  The bas-relief plaques each depict a different Northman 
  Warrior (the eighteen members of the Company of the 
  Greatsword). Behind each plaque is a vault containing the 
  corpse of the Northman warrior, an eight-foot-tall Skeletal 
  Warrior which will attack with its two-handed sword if 
  disturbed.  
   
  NOTE: breaking into Halfdan’s tomb (2G23 below) will 
  animate all eighteen of the Skeletal Warriors which will burst 
  from their vaults in 1d20 rounds (roll for each), seeking to 
  destroy those who would desecrate the tomb of their chief. 
   
  Each vault contains 6d12 gp worth of trinkets and herilooms.  
   
  2G22. The Dishonored Dead 
  The walls are covered with velvet curtains (rotted and moth 
  eaten), the floor is an open pit (50’ deep).  
   
  At the bottom of the pit are the skeletal remains of 42 human 
  slaves who built this temple complex generations ago. They, 
  along with their Ghoul brethren who climbed out of the pit, 
  were murdered by the Northmen after completing the task.  
   
  Consecrating this mass grave will cause all the remaining 
  Ghouls in the complex to collapse in heaps of (inanimate) bones 
  except the Ghoul Master (2G19) and the Ghast (2G18).  
   
   
  2G23. Untouched Crypt 
  The bronze door to this crypt is sealed with lead. There is no 
  obvious means of ingress.  
   
  The door and seal can withstand 80 hp of damage, requires an 
  individual with a 20+ strength to break open, or must be 
  magically bypassed. The ability to Heat Metal would melt the 
  lead, for example, (as might any magically created fire) 
  requiring then only an individual with a strength of 16 to heft 
  the door from its frame.  
   
  Inside: everything is covered in a layer of dust and cobwebs. 
  Tiny spiders skitter away from the new opening. Just inside the 
  door are two tall bronze candlestands upon each is a single fist-
  thick candle. A stone sarcophagus rests on the floor to the west 
  with a small stone box at its foot. 
   
  The candlestands: are magical.  
   
  • 
  If the candles are lit, a magical shield is created (a sheet of 
  magical energy glowing a pale blue) across the room just 
  beyond the candles, creating an Anti-Magic Shell around 
  the sarcophagus. Note that the lit candles can be carried 
  forward, effectively moving the Anti-Magic Shell forward 
  as well... 
  • 
  If the candles are passed without lighting them, there is a 
  great rumble and the ground shakes, dust showers down 
  from the ceiling and the sarcophagus rattles, its lid sliding 
  slightly ajar. In this instance the coffin within the 
  sarcophagus has been magically teleported away from the 
  tomb  
  (GM’s discretion as to where – in the Upon the Face of the 
  Deep campaign, the Northman remains are teleported to the 
  throne room of a king of a city in the Northlands... For a 
  different campaign, perhaps the coffin and the Northman 
  remains drop down a mile deep shaft...) 
  • 
  If either candle is lit singly, then the stand is carried to the 
  sarcophagus (or if the candles aren’t lit, but are carried to 
  the sarcophagus unlit), then nothing happens, and the 
  sarcophagus can be accessed easily 
   
  The small stone box is carved ivory, perhaps 9” on a side, 6” 
  or so high. The carvings are intricate and exquisite, depicting 
  ancient Northman rituals of coming of age (the slaying of the 
  great beast), marriage, blooding, and death. Inside the box is 
  Halfdan Greatsword’s most treasured possession, a rusty iron 
  ring about 3” in diameter. A ring he cut off the giant Grefestor 
  after Greatsword, little more than a child at the time, killed the 
  giant in single combat. The box is worth 300 gp. The Iron Ring 
  is worthless except to the people of the Northlands where it 
  would be recognized as the Prize of Halfdan Greatsword, 
  fetching 10,000 gp or more. 
   
  The plain granite sarcophagus is not sealed, the lid, while 
  heavy, slides away easily. Within is a simple wooden coffin 
  containing the earthly remains of Halfdan Greatsword, now 
  nothing more than a very tall skeleton in rotted garments. On 
  his left hand is a gold ring, on his right wrist is a gold bracelet 
  and at his side is a shortsword. 
   
  The gold ring is a Ring of Giant Speech allowing the wearer 
  to understand and speak Giant dialects (at a child’s linguistic 
  level, it does not make one fluent in Giant speech nor does it 
  translate idioms and figures of speech that a giant might use...) 
   
  The gold bracelet has ancient Northman runes etched into the 
  surface and is worth 800 gp. 
   
  The shortsword is of surpassing quality and easily worth ten 
  times what a shortsword might fetch on the market.  
   
  2G24. Ransacked Crypt 
  The door to this crypt has been torn from the frame and is 
  nowhere to be found. If investigated carefully, it will be noted 
  that the door was smashed from within the crypt.  
   
  Inside are bits of rubble and scraps of wood. Nothing more. 
  Consecration: 
  Divination will reveal that for this pit to be consecrated, a 
  cleric must pray for 24 hours for the souls of the dead, 
  pouring holy water on the grave each hour. The priest must 
  begin the prayer vigil casting a sanctuary spell on him- or 
  herself and a bless spell on the pit. During the prayer vigil, 
  at the twelve-hour mark, the cleric must cast chant. Finally, 
  the cleric must cast a second bless spell on the pit at the end 
  of the prayer vigil. NOTE: while ultimately the Ghouls in 
  the dungeon will be released from their eternal unrest, they 
  will not remain idle while a cleric performs the consecrating 
  ritual but will seek to kill the cleric (and any other living 
  thing). 
  
   The Storm’s Impending Rage 
     
  30 
   
  3. The Timber Clearing 
   
  Work has stopped at the Baron’s timber clearing 
  as a Treeman has come into the wood and has 
  been animating the trees the timbermen are trying 
  to fell, chasing off the ax wielding foresters every 
  time they enter the wood. Leafbeard the Treeman 
  hides among the trees, angry with the destruction 
  that the mortals are wreaking on his lovely forest.  
   
   
  This log blockhouse garrisons five 
  retired Gatehouse Guards, all in their 
  sixties but still sharp and able to serve 
  the Baron. The windows on the second 
  floor are all covered with rusting iron 
  bars. 
   
  3A1. The Common Room 
  The heavy oak outside door is banded with iron and is 
  normally barred with three iron bars (near the top and bottom, 
  and at the middle). About eye level, the door is well worn. 
   
  Meticulously clean, a large table with nine chairs, bearskin 
  rugs on the floor, weapons and shields hanging on the walls. 
   
  At any given time 1d6-1 of the Men of the East Garrison and 
  a 30% chance that 1d6 laborers or travelers will be here eating, 
  drinking, laughing, and dicing.  
   
  At any given time, there will be 3 barrels of ale (150 gp each), 
  19 bottles of wine (50 gp each), and up to 100 sp in loose coins 
  laying around. 
   
  There are 30 or so swords, as many daggers, a dozen shields 
  and helms, a dozen spears and polearms and seven chain shirts 
  hanging on the walls here. Most of them have a story 
  associated with them that the five men stationed here will 
  enjoy telling. 
   
  3A2. Kitchen 
  Well-stocked larder with fresh venison being roasted. 
   
  3A3. Watchroom 
  The door to this room is never locked and usually stands open. 
   
  Nine shortbows, four longbows and three crossbows, with a 
  large supply of arrows and bolts, hang on racks on the walls.  
   
  The windows have iron bars protecting them. 
   
  An iron staircase spirals up through the roof to a parapet on 
  the roof. If the area is on alert, one or more of the East Garrison 
  Watch will be standing watch in the papapet. 
   
  3A4. Dormitory 
  There are five double bunks here (ten beds). The bottom bunks 
  are all used by the five men of the East Garrison Watch, the 
  other five are available for visitors or travelers.  
   
  3A5. Armory 
  Chainmail, swords, shields and helms to outfit ten warriors. 
   
   
   
  3A. The East Garrison 
  The East Garrison Watch 
  Each wears light black leather armor and carries a long-bladed dagger. If on alert, 
  the Garrison will arm themselves with the equipment in the armory (3A5). 
   
  Rionchan Firth: S9, I14, W12, D14, C6, Ch11 
  Long, grey hair, braided down his back; pock marked face; slow, drawling 
  speech; honest and helpful; missing his middle finger on each hand. Knows the 
  area extremely well.  
  Rionchan can only walk for about 45 minutes before having to rest at least 30 
  minutes.  
   
  Fionart Binner: S14, I9, W9, D16, C13, Ch14 
  Clean shaven head and face; thick southern accent; stands very close when 
  talking; forgetful; angry and bitter. 
   
  Isore Gethin: S12, I8, W6, D9, C10, Ch6 
  Short cropped grey hair, neatly trimmed goatee; very deep voice; rash and 
  impulsive; wears a kilt and little else. 
   
  Iman Wathen: S15, I10, W12, D15, C9, Ch10 
  Short, messy grey and black hair, broad nose, squinty eyes; speaks in a hoarse 
  whisper; nervously taps fingers all the time; swears a lot. 
   
  Galor Lewisen: S12, I12, W11, D13, C11, Ch9 
  Balding reddish hair, long, unkempt moustache, long scar across left cheek and 
  bridge of nose; speaks with a slight stutter when excited; practical and pious; 
  unnerved by darkness. 
   
  Roleplaying Notes: These men are lonely. They welcome travelers and strangers 
  and freely share their ale and food, telling stories about “the old days.”  
   
  Once the ale starts flowing, they can be an excellent source of information about 
  the baron, the region, the comings and goings of travelers. They have probably 
  heard all the rumors on the rumor tables, though they’re likely to get a few details 
  wrong... They are all expert drinkers, with the exception of Rionchan Firth, who 
  just doesn’t have the Constitution for it anymore... 
   
  Information: 
  • 
  Cadfel, the cowardly foreman up on the Cut, is afraid the trees are haunted 
  and soils himself whenever he has to go into the woods 
  • 
  That weird brown-cloak or his lackeys go up and down the road at all hours 
  • 
  Millard, down at the Landing, is a good man but don’t get on his bad side... 
  • 
  Hustor the Bold and his men went through a month ago but never came 
  back. The Baron won’t allow the East Garrison to search for them, though 
  they have  
   
  NOTE: If the party is followed by a Ghostly Mule down the hill, one or more of 
  the Garrison will call out to it, “Hey Jenny! Get on home now!” With that, the 
  mule will turn around and start back up the hill, and slowly fade away... 
  Map 6 
  Timber Clearing 
  Page 87 
  Map  
  East Garrison 
  Layout 
  Page 88 
  
   The Storm’s Impending Rage 
     
  31 
  A small dock juts out into the wide stream here and a 
  ramshackle cabin sits just to the south of the road. A few dozen 
  logs are piled on the bank.  
   
  Logs from the Timber Cut and stone from the Quarry (area 4) 
  are floated downstream from here. Logs are lashed together into 
  simple but effective rafts to float quarried stone. There is a 20% 
  chance that laborers will be working to make a raft. 
   
  Millard is the bad-tempered Dock Master (a title given to him 
  in mockery by Baron Wyrmslayer, but a title he wears with 
  pride) who lashes out at everyone for even the smallest 
  infractions. Millard lives here with four laborers who do most 
  of the work around the dock. 
   
   
  The road takes a sharp turn here with the ground falling off 
  sharply to the east. Six mule skulls stand atop poles along the 
  edge of the road. 
   
  Six months ago, a mule train dragging a particularly large load 
  of logs down the hill didn’t navigate the turn and the 12 mules 
  and their driver were dragged over the edge with the load of 
  logs. All of them died.  
   
  The turn is haunted by the 
  mule driver’s spirit. Any time 
  any mortal being comes to 
  the corner, there is a 30% 
  chance 
  that 
  a 
  Spectral 
  Haunt (with 1d12 ghostly 
  mules) silently confronts the 
  intruders, beckoning them to 
  come down to the wreckage 
  at the base of the slope to give 
  his mules a proper burial. The 
  haunt will not leave the hexes 
  marked on the map, but a 
  Ghostly Mule is 50% likely 
  to silently follow any mortal 
  being or group for 1d12 
  turns. 
   
   
  The area here and to the northwest has been completely cleared 
  of trees. Hundreds of stumps dot the landscape. 
   
  Twenty-seven men work the timber clearing under the watchful 
  eye of Cadfel Griffith, a burly, loud, foul-tempered but fair-
  minded mountain of a man (F2; S18, D16, C17) who waves 
  around his woodman’s axe when he talks. 
   
  Work has stopped in the Cut because the trees have rebelled, 
  moving, swatting at workers. Cadfel has sent laborers into the 
  wood to find the cause. They returned bruised and battered 
  saying the forest attacked them. The laborers won’t return to 
  cutting trees until the problem is solved. 
   
  NOTE: No one is phased by a Ghostly Mule (3C) following 
  travelers up the hill. They might whistle or holler at it until the 
  Ghostly Mule turns and walks off, slowly fading away... 
   
  3D1. The Bunkhouse 
  This building is divided into two dormitories, each holding 14 
  bunk beds (for 28 beds each), a common room and a lean-to 
  kitchen. Cadfel and the other 27 men live here. The men are 
  restless, frustrated and a little afraid.  
   
    
    
   
   
  3B. Millard’s Landing 
  3C. Mule’s Corner 
  3D. The Logging Camp 
  Cadfel’s Information: 
  • 
  He believes that the culprit is likely a Treeman, though 
  he knows that it could be anything from a priest of the 
  old gods to some mischievous fairy-folk. 
  • 
  There are fairy-folk in the area. 
  • 
  The men said they saw a giant in the area (to the north) 
  walking through the woods. 
  • 
  There are griffins in the area. 
  • 
  The men have seen goblins in the area. 
  • 
  The Baron is getting impatient with the delays, but he 
  can’t spare men to solve what he calls “a trivial 
  problem” because of the constant threat of attack on the 
  Keep by Raiders and Goblins. 
  • 
  The men of the East Garrison (area 3A) “are useless old 
  relics who want to relive their glory days.” [The truth: 
  they mercilessly mocked and ridiculed Cadfel when he 
  demanded their aid] 
  • 
  They lost a good man (Dorchal Monan) on the turn a 
  few months ago. His spirit haunts the bend to this day. 
  Millard’s Information: 
  • 
  The foreman up at the Cut is a good man, but the old 
  men of the Garrison don’t respect him. 
  • 
  There haven’t been any logs coming down the hill for 
  over a week. The boys [the laborers] said the 
  lumberjacks claim the forest is haunted and the trees 
  attacked them. 
  • 
  There aren’t enough logs here to ship the next load of 
  stone downstream. 
  • 
  The Baron doesn’t take much of an interest in the 
  goings on out here. 
  • 
  “That strange brown cloaked fellow or some of his 
  minions” [Salan Greenthumb] comes and goes up the 
  road a lot, often at night. 
  When Cadfel isn’t around the men will 
  express their concerns: 
  • 
  They are afraid the woods are 
  haunted (some will make the sign of 
  the saints; some will make the new 
  sign of the old gods) 
  • 
  They see Cadfel getting more and 
  more reckless as he tries to root out 
  the problem 
  • 
  They aren’t getting paid, so they are 
  frustrated and blame the Baron – 
  some mutter about leaving 
  
   The Storm’s Impending Rage 
     
  32 
  3D2. The Stable 
  Thirty-two mules, six draft horses and two riding horses are 
  boarded here.  
   
  Killhoun Perry, stablemaster, an old, scrawny, hunched-over 
  man who talks with a whistle and repeats himself a lot. He has 
  a fondness for whiskey, carrying a flask of it at all times, taking 
  a pull from it every 20 minutes or so. 
   
  Killhoun is surprisingly spry and sharp (T4; W14, I16, D17). 
  He is generally loyal to the Baron, is close friends with Cadfel 
  and is fanatically loyal to his mules, the latter of which he talks 
  to frequently, addressing them by name. 
   
  3D3. The Pile 
  Dozens of logs are piled here. A dozen or so Snakes live among 
  the logs. Anyone investigating the pile has a 20% chance of 
  encountering a Rattlesnake which will attack but will attempt 
  to flee if injured and not killed. 
   
  Hundreds of waist-high stumps, the ground is torn up, rutted 
  and muddy, trees lay felled but untrimmed. Trails lead off 
  toward the Logging Camp, but also deeper into the forest to the 
  north, west and east (as animated trees have moved in and out 
  of the area).  
   
  Dozens of trees are in various states of being cut down, stripped 
  of branches, etc...  The wind in the trees sounds like whispering. 
   
  In each of these hexes, there is a 30% chance of encountering 
  a Rebel Tree which will lumber toward the party. 
   
  In addition, Leafbeard 
  (see 3H) will animate 
  two trees in the area to 
  try 
  to 
  chase 
  off 
  intruders. 
  These 
  animated 
  trees 
  will 
  attack with non-lethal 
  damage, 
  whipping 
  branches and trying to 
  “herd” intruders back to 
  the 
  south 
  with 
  no 
  intention of seriously 
  hurting 
  or 
  killing 
  intruders. 
   
  Note that Leafbeard can 
  “switch” trees at will, 
  each 
  animated 
  tree 
  taking 
  a 
  round 
  to 
  “uproot” to move toward 
  its target. For practical 
  purposes, there are an 
  unlimited 
  number 
  of 
  trees here that Leafbeard 
  can choose from. 
   
  In each of these hexes, there is a 20% chance of encountering a 
  Rebel Tree and a 10% chance of encountering a Hangman 
  Tree.  
   
  In addition, Leafbeard (see 3H) will animate two trees in the 
  area to try to chase off any intruders. These animated trees will 
  attack with full damage, whipping branches and trying to 
  “herd” intruders back to the south, but willing to kill intruders 
  if necessary. 
   
  Note that Leafbeard can “switch” trees at will, each animated 
  tree taking a round to “uproot” to move toward its target. For 
  practical purposes, there are an unlimited number of trees here 
  that Leafbeard can choose from. 
   
  A large glade (80’ or so in diameter) surrounded by unnaturally 
  closely growing trees, their trunks so close together as to form 
  a wall, their branches so intertwined as to form a dense barrier. 
   
  Leafbeard has herded hundreds of trees together to form this 
  fortress. The “tree wall” is not impenetrable, but if Leafbeard is 
  aware of intruders (via his spy network, most likely, squirrels 
  and other small animals that roam the forest and report to the 
  Treeman), he will animate trees to “shake off” climbers.  
   
  Threatening the tree wall with fire (or other devastating threats) 
  will cause Leafbeard to call for parley. He will then animate 
  two trees to open a gate in the tree wall and invite the intruders 
  into the glade under the “Ancient Compact of Peace.” 
  Leafbeard will not break the Compact under any circumstances 
  (it is basically a non-aggression agreement while the terms of 
  peace are negotiated), even if the intruders break the pact.  
   
   
  3E. The Cut 
  3F. Angry Tree Ambush 
  3G. Deadly Tree Amubsh 
  3H. Leafbeard’s Fortress 
  Leafbeard’s Conversation: 
  • 
  Leafbeard is a practical Treeman and realizes that mortals 
  need to cut down trees to build things and move things.  
  • 
  Demand: He wants the timberjacks (or, as he calls them, 
  the “tree killers”) to stop clear cutting the forest. 
  • 
  Demand: He wants to mark trees that should be cut, but 
  also wants time to “pray for my brothers and sisters as they 
  journey from the long day to the eternal night.” 
  • 
  He speaks somewhat derisively of the “stick monuments” 
  that wither and fade like the grass in the sun, but he knows 
  that mortals will always build such “grotesque 
  mausoleums of mortal arrogance.” 
  • 
  If pressed, he will admit that he has sent word to other 
  Treemen, asking for aid. They will come (he insists, 
  though Treemen are not quick to decide anything) and his 
  Tree brothers and sisters may not be as patient and 
  understanding of “foolish mortal hubris” as he is. 
  • 
  He respects the “giant tree killer” who leads the mortal tree 
  takers, having watched the mortal honor his felled brothers 
  and sisters. 
  • 
  He knows there is a giant in the area but has not made 
  contact with it. The giant seems to be spying on the 
  mortals. 
  • 
  He is on generally friendly terms with the Sprites (area 3I) 
  but finds them frustrating and silly. He will not hesitate to 
  send word to them via his spy network if intruders get 
  aggressive. 
  
   The Storm’s Impending Rage 
     
  33 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A hill rises about 30 feet or so here. A fountain gurgles and 
  sputters here, with water tumbling down the hill over moss 
  covered stones to a pool in a natural basin at the southern base 
  of the hill. Trees tower over the fount. 
   
  3I1. The Healing Fount 
  A 20’ wide basin with a raised center resting on three satyr’s 
  heads, mouths open. Crystal clear water flows from the raised 
  center, splashing down into the basin, over the side of the basin 
  into two of the three satyr heads. Water flows out of all three 
  satyr heads.  
   
  Drinking water from the fountain grants magical blessings to 
  the drinker.  
   
  Basin: heal 2d8 hp, cure disease, neutralize poison.  
   
  The catch: only once per month. Water transported from the 
  basin becomes water of the pool of blessing (see 3I2 below) for 
  1d4 turns, then reverts to normal water. 
   
  Raised center: Restore all lost hit points, ability scores, levels, 
  removes curses and all magical effects, etc.  
   
  The catch: three rounds after receiving the healing, recipients 
  of the restoration become trees in this grove for 1 year (Sprites 
  will “herd” healed creatures away from the fount if possible). 
  Polymorph other will return a creature back to its natural form 
  from the tree form, however the healing received will be 
  incomplete (proportionally). Water transported from the raised 
  center loses all magical properties immediately. 
   
  Satyr heads: heal 1 hp per day when drunk directly and grants 
  a bonsu of +2 to saves vs. poison (bonus lasts 4 hours). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Encounters near Sprite Fount 
  1d6 
  Encounter 
  Notes 
  1 
  Alaban (3J) 
  Searching for his cousin. He has just:  
  1. Interrogated a captured Sprite; 2. Cut his 
  hand; 3. Eaten mildly poisonous berries; 4. 
  Stepped on a fairy 
  2 
  1d6 Sprites 
  1. Looking for a lost friend; 2. Chasing 
  butterflies; 3. Gathering flowers; 4. 
  Frolicking 
  3 
  1d4 Pixies 
  1. Eating fresh honey; 2. Looking for a 
  magic wand; 3. Ready to torment mortals; 4. 
  Singing 
  4 
  13 
  Squirrels 
  Leafbeard’s spy network (see 3H). The 
  squirrels watch the PCs intently, studying 
  their every move 
   
  3I2. The Pool of Blessing 
  The stream and the pool heal 1 hp per day when drunk directly 
  (loses potency quickly) and grants a bonus of +1 to saves vs. 
  poison (bonus lasts 2 hours). 
   
  3I3. Polymorphed Mortals, Animals and Fairies 
  Each tree is a being who has been the recipient of the restoration 
  power of the Healing Fount and will remain in tree form for 
  1d12 months 
   
  3I4. Polymorphed Firbolg Giant 
  Kellan the Firbolg was spying on the activities of the upstart 
  baron when he was attacked by a Manticore in his camp. He 
  drove off the manticore but sustained near mortal injuries.  
   
  The Sprites in the area took pity on him and led him to the 
  Healing Fount where he drank deeply of the healing waters and 
  has been rooted here for the past two weeks and will remain 
  here for the next year (barring activity by the PCs of course).  
   
   
  3I. Sprite Fount 
  Map 8 
  Sprite Fount Area 
  Page 88 
  
   The Storm’s Impending Rage 
     
  34 
  3I5. The Sprite House 
  Tiny doors and windows line the ground beneath the roots of an 
  oak tree, with paths leading to the doors. A sign out front says: 
   
   
  There is an 80% chance that a spotted toad will be found nearby. 
  However, the “Spotted Toad of Davador” is actually a vaguely 
  toad shaped shelf fungus growing on the north side of the tree 
  (it is blue with white spots).  
   
  Licking an actual toad does nothing.  
   
  Licking the fungus (even once) causes the PC to get dizzy and 
  woozy. Save vs. spells or faint for 1d4+2 rounds.  
   
  2 rounds after licking the fungus at least three times, the PC has 
  been shrunk to about 1’ tall (along with all equipment) and has 
  what appears to be an hourglass tattoo on his or her forehead.  
  The “tattoo” is a magical timer, indicating how long the PC will 
  remain under the influence of the Spotted Toad (3d6+4 turns). 
  All the beings within the Sprite House know the meaning of the 
  tattoo and will forcibly remove anyone whose “time is up.”  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Curtains: in the doorways between A&B, B&G and B&H are 
  magical curtains made of peacock feathers which, when passed 
  through, dispel illusions and change color in the presence of 
  transmutation magic. 
   
  3I5A. Welcome to the Sprite House 
  Nine cloaks (all either a dark green or a deep blue, most with 
  wing-holes cut in them) hang on pegs here.  
   
  Above the door to the Hospitality House (area 3I5B) is a sign 
  that says,  
   
   
   
  Food! Drink! Games of Chance! 
   
  Private Auctions! Weekly Fights! 
   
  If ye would enjoy the hospitality  
   
  Of the Fair Folk of the Valley 
   
  Lick the Spotted Toad of Davador 
   
  Once! Twice! Thrice, but none more! 
  NOTE: A full adventure set in the Sprite House, with 
  detailed NPCs, bar fight rules, troll wrestling and a 
  myriad of other details, including a murder mystery, 
  is forthcoming from Rosethrone Publishing. 
   
  Welcome weary traveler 
  To the Hospitality House. 
  Enter as a guest, 
  Leave as a friend. 
  Conversing with the Fey 
  Inside the Sprite House, the fairy creatures are very 
  friendly and talkative. The more the ale flows, the more 
  they might reveal, though most of what they talk about is 
  pure nonsense, they know (and will reveal) the following: 
  • 
  the Goblins in the area are being led by robed 
  humans 
  • 
  the basilisk (the stone lizard) is prowling the area but 
  has only attacked Goblins 
  • 
  a Treeman (Leafbeard) is opposed to the clear 
  cutting that the Baron has ordered  
  • 
  robed men move through the forest at night 
  • 
  the bandits are holed up in some old ruins to the 
  south 
  • 
  the bandits are allied with beastmen 
  • 
  a rude giant has been looking for his kinsman, but 
  will never find him 
  • 
  a wicked man squashed Mirabelle the Sprite 
  • 
  the magic of the fountain offers healing and even 
  staves off death, but there is always a price 
  Map 9 
  Sprite House 
  Page 88 
  
   The Storm’s Impending Rage 
     
  35 
  3I5B. The Hospitality House 
  A large room with lots of tables, chairs, smoke, noise and weird 
  fairy creatures. 
   
  Barkeep: a burly Booka named Garban. He is a hedge wizard 
  (spells once per day: Burning Hands, Friends, Message, 
  Protection from Evil 10’r, Tongues), outgoing and gregarious. 
  Everyone knows (and likes) Garban. He keeps a wide variety of 
  exotic drinks behind the bar, and all are available for a price... 
   
  Garban can sell “Spotted Toad” to patrons, at a cost of 50 gp 
  per “dose.” He has 50 doses on hand.  
   
  The Staff: 19 Gorse Faries serve drinks and food and generally 
  aid Garban in the daily duties of the Sprite House. The Green 
  Fiddler is the house minstrel, a faerie who can play magical 
  tunes. Bartan the Troll is the Hospitality House’s bouncer, a 
  mildly mad troll permanently shrunk to 2’ tall.  
   
  Regulars: (all sit at the bar) Booster the Sprite, Esses the Pixie, 
  Finn the Tiny (Sprite), Ella the Enchantress (Sprite), Boogan 
  the Booka, Losan the Brownie, Doorial the Leprechaun. All 
  drink constantly but never seem to get drunk. 
   
  Random Patrons: 1d4+6 Sprites, 1d6+4 Pixies, 1d6-2 
  Leprechauns, 1d3 Brownies,  
   
  Unique Patrons:  
  • 
  30% chance of a Faerie Dragon named Gloomwing (who 
  drinks too much and cries a lot) 
  • 
  30% chance of 1d6 diminutive Crooked Dwarves 
  (forehead tattoos indicating they have 1d6+4 turns 
  remaining – they are very drunk and getting obnoxious) 
  • 
  30% chance of a diminutive Centaur named Tobin the 
  Defender (2d6 turns remaining) 
  • 
  20% chance of a local Thief (Marant Quickfinger) who 
  wears a Cloak of Disguise which magically alters his size 
  and appearance. The regulars all know Marant. 
   
  3I5C. The Private Room 
  The doors to this room are always locked. The room is available 
  for private rent (at 300 gp per day). Once per month, at dawn 
  on the day following a new moon, Mother Sacren and her hovel 
  magically appear in the hall for one full day (somehow, her 
  “hovel” simply replaces the interior of the private room...). 
  Mother Sacren is a powerful Exile who is very interested in the 
  magical currents of the Highlands. See appendix for more 
  information on Mother Sacren. 
   
  3I5D. The Stables 
  • 
  Four Sprite attendants with bows and shortswords. 
  • 
  A carriage pulled by eight peacocks belonging to Princess 
  Rosette of the Verdant Glen. 
  • 
  Four squirrels (1d4 are Leafbeard’s spies, the rest are 
  mounts for various fairies enjoying the hospitality of the 
  Sprite House) 
   
   
   
   
   
   
  3I5F. Kitchen and Storerooms 
  The head cook is a cranky old Korred named Dorfas whose 
  magical dishes literally enchant the patrons of the Sprite House. 
  Dorfas has 8 Gorse Fairies and 3 Sprites who work the kitchen 
  with him.  
   
  3I5E. The Spiral Stairs Up and Down 
  Four apartments are in the tree above the Sprite House, each on 
  its own level, 3-5 feet separating each. 
   
  Beneath the Sprite House is “The Pit,” an arena where weekly 
  “Wrestle the Bouncer” bouts take place. In addition, rowdy 
  patrons are sometimes tossed down into the Pit by the bouncer 
  where they are told, “Get out your crazy here, and don’t disturb 
  the good folk upstairs...” A GM might use “A Wrastle With 
  Bertram” from Dungeon magazine issue #30. 
   
  Upper levels: there are four apartments in the trunk of this tree, 
  all rented by powerful fairy creatures (off limits for purposes of 
  this adventure). 
   
  3I5G. The Gambling Den 
  The games are honest, if risky. The GM is free to use normal 
  games of chance (poker, craps, blackjack, liar’s dice, etc.) as he 
  or she sees fit. Or simple “roll d20, highest number wins.”  
   
  In addition, a GM may wish to use “Three Dragon Ante” (a 
  fantasy card game produced by Wizards of the Coast) or 
  something like “At the Spottle Parlor” (from Dungeon 
  Magazine issue 12) or “Giants and Halflings” (from Penny 
  Arcade’s Acquisitions Inc. “C” Team) or any of the dozens of 
  other examples that might be found online. 
   
  Below are two sample mini games for players that might be 
  interested. 
   
   
  3I5H. Rooms to Rent 
  Most of the rooms have 2 beds for rent (one has 3). The rooms 
  are 10gp per night per bed.  
   
   
   
  Table 1: The Dice “Match The Pot” 
  Each player uses 2d6. A stake of 1 gp must be put into the pot as 
  an ante and the limit on a bet (each round) is 5 gp. Three rounds of 
  rolls will then occur, with the bets made between the first and 
  second d6 roll of each round. High roll total wins. In the event of 
  a tie (two or more players with total rolls the same), participants 
  must “match the pot” to continue and roll off against each other: a 
  single roll of 2d6, highest roll wins. This matching the pot 
  continues as long as players tie, or until one or more players can 
  no longer match the pot and thus must bow out. 
   
  Table 2: Cards “High/Low” 
  Each player antes 1 gp and is dealt two cards face down which he 
  or she look at. Players bet left of dealer then each player turns one 
  card face up and is dealt a second card face down which the players 
  do not look at. Bet limit on each round is 5 gp. Highest card 
  showing bets, while raises and calls continue to the left. Players 
  then turn over one of the remaining cards, either the first one dealt 
  (which they have seen) or the second one dealt (which they have 
  not seen). Highest “hand” wins. Best hand is pair of aces, worst 
  hand is 2-3. Ties split the pot.  
  
   The Storm’s Impending Rage 
     
  36 
  This small clearing is obviously a camp: a very large pine bough 
  lean-to (with a supply of roasted and smoke cured Manticore, 
  as well as many nuts and berries, fruits, vegetables and cheeses, 
  and a half-empty barrel of mead) and a fire pit with a supply of 
  firewood.  
   
  The trees are deeply scarred (claw marks) and much of the 
  brush is tramped and twisted. 
   
  During the day, a Firbolg Giant named Alaban sleeps here in 
  the lean-to (he has keen hearing, even when sleeping, and is 
  surprised only 1-in-8, though he may pretend to remain 
  sleeping). In the evening, Alaban eats his roasted manticore and 
  drinks mead. At night, Alaban is searching for his lost cousin 
  (Kellan the Wanderer, see area 3I4 for information on Kellan).  
   
  Alaban has enough food to supply 5 people food for 5 days 
  (fruit, berries, vegetables, hard bread, cheese, roasted 
  manticore) and about six gallons of mead. He carries a heavy 
  sword that would be a 2-handed sword for any mortal being, a 
  long dagger that is the equivalent of a shortsword and has six 
  rubies worth 100 gp each in a pouch.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The ground rises in a steep slope, 
  rising about 50’ above the forest 
  floor, with a stream emerging 
  from ground about 10’ up and 
  splashing down the slope.  
   
  Four Griffin nests are hidden among the brush and low branches 
  of the trees 20 and 30 feet up the slope (see map).  
   
  There will always be 1d4 Griffins here, occupying the nest(s). 
  In addition, 2 Griffins are in the southern cave with a clutch of 
  9 eggs. A total of 11 Griffins lair here, with most of the group 
  off hunting. There is a 10% chance per turn that 1d2 will return 
  (until all 11 are here).  
   
  The Griffins prefer to remain hidden and allow creatures to 
  simply pass by. The single exception being if horses or mules 
  are brought into the area. All griffins (including the two in the 
  cave) will leap out of hiding and attack trying to drag off horses 
  and/or mules. 
   
  Any creature that intrudes on the nests will be driven off if 
  possible. The Griffins have no desire to kill unless they are very 
  hungry, and they will try to flee if severely wounded (hoping to 
  draw intruders away). If a cave is entered, all griffins will fight 
  to the death to defend the clutch of eggs.  
   
  The pool of water in the cave is about 3’ deep but is silty so the 
  bottom is not clearly seen. 
   
  Treasure: 
   
  Nest 1: Scattered about are 853 cp, 42 sp, a shiny silver vial 
  (with a red liquid within: Potion of Speed) 
   
  Nest 2: Scattered about are 37 gp, 11 gp and a golden belt 
  buckle (with diamond chips and platinum edging – worth 1800 
  gp) 
   
  Nest 3: Scattered about are 144 sp, 19 gp, a banded agate (worth 
  10 gp), and an opal (worth 1000 gp) 
   
  Nest 4: Scattered about are 344 cp, 27 gp, and a Sardonyx 
  (worth 1000 gp) 
   
  Among the clutch of eggs: The eggs are cradled in nests of 
  sticks and leaves. One of the “sticks” is actually a Wand of 
  Magic Missiles with 4d6 charges remaining. 
   
  In the pool of water in the cave: A skeleton with rusty 
  (useless) chainmail, shield, sword and helm. In a rotting leather 
  sack are 184 gp and three potion vials, unmarked (all are lead 
  sealed pewter: red liquid Potion of Speed, blue oil Oil of 
  Etherealness, blue bubbly liquid that tastes spicy Potion of 
  Fire Breathing). 
   
   
   
   
   
   
  3J. Firbolg Giant 
  3K. Griffin Nest 
  Conversing with Alaban: 
  • 
  He will pay handsomely for verifiable information 
  about his cousin – up to and including all of his 
  supplies, his weapons and the gems he carries, though 
  he will negotiate 
  • 
  He found his cousin’s campsite (this clearing) 
  destroyed, blood on the ground and deep claw marks on 
  the trees and the ground. He followed a trail briefly but 
  lost it within a few hundred yards. He believes the 
  manticore (that he is eating) was responsible for 
  wounding or killing his cousin, but he has searched the 
  forest for a week and has found no sign of Kellan 
  • 
  He is not forthcoming about his (or his cousin’s) 
  presence in the region (the Firbolg kingdom, Great 
  Oaks, is a fair distance to the west and the Firbolgs are 
  isolationists) 
  • 
  Alaban can share general information about: 
  • 
  The fairies (3I) and the Griffins (3K) 
  • 
  The Treeman (Leafbeard, 3H) and the woodcutters 
  (3D) and their feud 
  • 
  The dangers around the quarry (the Spiders in 4E, 
  the Tree Ambushes in 4F and 4G, the Korrig in 4G, 
  and the Goblins in 4H) 
  • 
  The general location of the Raider camp (area 9), 
  to the south and east past the stream and the 
  hanging soldiers (area 8, the Lost Patrol) 
  • 
  The Goblin lair (area 10) 
  • 
  Basilisks are in the region now. He doesn’t know 
  where they lair, but he has seen them roaming 
  about. Something must have stirred them up 
  • 
  He watched a man set fire to a home and then run 
  wildly into the flames (see area 7, Agon’s 
  Farmstead for more information) 
  • 
  He has observed the work on the keep and believes 
  that the mortals are “doing as fine a job as mortals 
  are able.” 
  Map 10 
  Griffin Lair 
  Page 88 
  
   The Storm’s Impending Rage 
     
  37 
   
   
   
  4. The Quarry 
   
   
  A large stone house stands at the corner where 
  the deeply rutted and ill-kept Quarry Road leaves 
  the somewhat better-kept Old Tradeway.  
   
   
  The Stone Assessor lives and works from this house. He is 
  responsible for the quality of the stone sent from the quarry to 
  the keep’s construction projects. He is good friends with the 
  Stonemason (area 1B) though the latter does not know the 
  Assessor’s special talents. 
   
  A 30’ tall, 100’ diameter mound of quarried stone is across the 
  main road from the Assessor’s House. 
   
  The Assessor (almost universally called this, though his name 
  is Davaron Killeny) is a Master of Stone Magic. 
   
  Assessor: M2 (plus special stone abilities below) 
  Spells Known: Detect Magic, Read Languages, Read 
  Magic, Shield, Sleep,  
   
  Stone Abilities (At 10th caster level): stone shape, shape 
  stone, stone tell, stone reach, stone to mud, animate stone 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The House is meticulously kept with sparse, though 
  comfortable, furniture.  
  • 
  The main floor houses the Office, a kitchen and well-
  stocked larder, and a small storeroom (neatly organized 
  sheaves of papers in wooden boxes).  
  • 
  The second floor has three bedrooms, though only one is 
  normally occupied.  
  • 
  The attic (a half story) is stuffed with trunks and crates and 
  canvas bags, chaotically tossed about. Most everything in 
  the attic is mundane and of little value. One chest (which 
  contains women’s clothing neatly folded) has a false 
  bottom hiding a large velvet pouch with 87 gems: 
   
  Jacinth: 200 gp (x12); 500 gp (x6); 1500 gp (x2); 
   
  2000 gp (x4) 
  Jade: 50 gp (x13); 120 gp (x5); 800 gp (x6) 
  Onyx: 120 gp (x11); 300 gp (x6); 1200 gp (x4) 
  Sardonyx: 400 gp (x5); 900 gp (x8); 2400 gp (x5) 
   
  The Stone Pile: stones are broken, some reduced to 
  gravel. If asked about, the Assessor will say they 
  were flawed, and this is the cast-off pile. The truth is 
  he is using his Stone Magic (stone tell) to detect 
  precious gems hidden away in blocks that come down 
  from the quarry, declaring these “flawed” and then 
  using stone shape and shape stone to “dig” out the 
  gems. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4A. The Assessor 
  Engaging the Assessor: 
  • 
  He has seen Goblins in the area. 
  • 
  He is worried that the workers 
  aren’t meeting the Baron’s quota 
  and they keep sending down 
  flawed stones 
  • 
  He doesn’t trust the Quarrymaster 
  Gerald de Vallin, impugns his 
  character and suggests that he is in 
  league with the bandits 
  • 
  He has seen Brown Cloaks 
  heading up the road day and night 
  • 
  He claims that the Baron hasn’t 
  paid him in six weeks 
  • 
  He thinks the old men at the East 
  Garrison Watch are senile and 
  dangerous 
  • 
  He is afraid that something 
  dangerous lurks in the Unquarried 
  Stone up in the pit, but he has no 
  idea what it might be 
  Map 11 
  Quarry Region 
  Page 89 
  
   The Storm’s Impending Rage 
     
  38 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The rutted and uneven road is smooth and paved for about a half 
  mile here as the road cuts through tumbled remnants of a 
  Gatehouse and curtain wall of a truly massive keep. 
   
  The largest stones of the gatehouse keep are easily 100’ long 
  and 50’ or so tall and deep. What remains of the ceiling vaults 
  120’ overhead, while 80’ opening in the eastern side suggest 
  doorways to long forgotten rooms and chambers.  
   
  Once the True Giants ruled this area, though little remains of 
  their culture or their kingdoms, having been driven out of the 
  mortal realm eons ago. 
   
  The ruins have been thoroughly explored, yet rumors persist 
  that there are great treasures hidden among the rubble. 
   
  (More information can be found in the Adventure These 
  Mortal Remains, an adventure module available from 
  Rosethrone Publishing). 
   
   
  The Quarry itself is ancient, having been worked first by the the 
  True Giants when they ruled the Highlands, then by the Firbolg 
  Giants, later by High King Hargeth and most recently by the 
  Mad Baron.  
   
  The pit is 200’ deep and half a mile wide.  
   
  Eighty-seven men and women work from dawn to dusk 
  chiseling out the massive stones needed for Baron 
  Wyrmslayer’s renovation project.  
   
  The Quarry Master, Gerald de Vallin, is a hunched over, one-
  eyed, half-deaf giant of a man with a good heart and a 
  meticulous work ethic. If he could stand upright, he would be 
  nearly seven feet tall. Every word Gerald says is about twice as 
  loud as it needs to be, so when he is yelling, he can be heard 
  more than a mile away.  
   
  The Laborers are mostly normal men and women who have 
  been toughened by their arduous labor. They are untrusting of 
  outsiders, especially magic-using types.  
   
  Among the ranks of the Laborers are a few special characters: 
  • 
  Bully Barl, a short, homely, angry man who will pick a 
  fight with anyone (2nd level Thief, S17, D18, Ch 7) 
  • 
  Delia Manfeld, a tall woman with dark skin and green eyes, 
  Delia is has worked her way to become Gerald de Vallin’s 
  assistant, garnering the respect and authority of most of the 
  laborers (3rd level Fighter, S18, I16, C17) 
  • 
  Magpie Millner, an addled but amiable old man who talks 
  incessantly and has a habit of “collecting” shiny objects. If 
  anything goes missing, the first thing said is, “Check 
  Magpie’s bunk.” 
  • 
  Ronald the Skunk, a tall, blonde, bearded, barrel-chested 
  man who has an unfortunately pungent body odor (2nd level 
  Fighter, S15, D15, Ch6) 
  • 
  Squarejaw Sammael, a strong, handsome, black-haired, 
  clean-shaven man who has only worked at the Quarry for 
  about two weeks. Says he comes from Jacob’s Well. 
  Actually, a philanderer and thief on the run from the King 
  Gereon ard Doneral (of clan Doneral) for certain 
  indiscretions committed at Parth Doneral with the Petty 
  King’s own daughter. His real name is Sinegal Simor. 
  Squarejaw often wears a wide-brimmed hat to partially 
  cover his face and he rarely interacts with strangers. (4th 
  level Thief, D18) 
   
  4C1. The Bunkhouse 
  The bunkhouse is an impressive log structure, 80 feet square 
  and two stories tall. The first story is given over to the kitchen 
  and a large common room, with a pair of small storage rooms 
  flanking the kitchen. 2-foot diameter log pillars are spaced 
  throughout to support the second story which is simply one 
  large room with triple bunk beds scattered throughout (enough 
  bunks to sleep 120). 
   
  The kitchen is run by Doman Knifethrower, a loud, short-
  tempered little man who has a tendency to throw knives when 
  he is angry, not to injure, but to intimidate (he is very accurate).  
   
  A dozen men and women work the kitchen under Doman’s 
  critical eye.  
   
  The Common room smells of woodsmoke and oil, mixed with 
  smells of whatever the meal of the day is.  
   
  The Bunk Room (second story) stinks of human sweat and 
  mold. It is often damp as the roof leaks. 
   
  4C2. The Stable 
  Thirty-seven mules, eighteen oxen, and nine horses are well 
  kept here, tended by Jimbo, a kindly, soft-spoken old man who 
  walks with a limp and talks out of the right side of his mouth. 
  He spits a lot.  
   
  Six boys (ages 9-14) work with Jimbo tending the animals. 
   
   
   
   
  4B. The Giant’s Gatehouse 
  4C. The Quarry Works 
  
   The Storm’s Impending Rage 
     
  39 
   
   
  SIDEBAR: Interacting with the Quarry Workforce 
  • 
  They don’t trust the Assessor (4A). Most believe him 
  to be sending false reports about the workforce to the 
  Baron 
  • 
  The Quarry Master, Gerald de Vallin, is half deaf and 
  half-dead, but they respect him 
  • 
  The head of the kitchen, Doman Knifethrower, is 
  deranged and dangerous, but a great cook 
  • 
  Nobody crosses Alys, the overseer of the Great 
  Machine 
  • 
  Jimbo at the stable is a kindly old man, but he tells 
  stories about “the old days” of ghouls and monsters 
  that will keep you up at night 
  • 
  The work in the pit is dangerous and generally 
  rewarding, though the Assessor keeps rejecting 
  perfectly fine slabs that they send down. The 
  workforce resents this. Truth be told, they sent down a 
  slab they knew was flawed, and he passed it on to the 
  Keep 
   
  
   The Storm’s Impending Rage 
     
  40 
  A great derrick hangs over the edge of the quarry, one of Gerald 
  de Vallin’s great innovations which, unfortunately, breaks 
  down frequently. The boom arm is a single 5’ diameter beam 
  75’ long. The ropes are a big around as a man’s arms, pulled 
  through a series of ponderous, creaking pulleys.  
   
  Treacherous-looking stairs and scaffolding winds down the side 
  of the quarry near the Great Machine. 
   
  Overseeing the work of the Great Machine (and its many 
  repairs) is a foul-mouthed, battle-scarred woman named Alys 
  who has a giant ego, but has skills to match. She is fiercely loyal 
  to her friends and tender-hearted underneath her hard façade. 
  (3rd level Fighter, S17, C17).  
   
  Six men and two women work with Alys on the Great Machine 
  and they are completely loyal to her. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  While the Laborers toil to extract slabs of marble for Baron 
  Wyrmslayer’s renovation project, a large pillar of sandstone 
  rises near the center of the pit, largely unworked. Two cave 
  entrances are clearly visible on the east face. 
   
  Workers avoid the Unquarried Stone and will warn strangers 
  off from it. 
   
  • 
  “They say it’s cursed, I tell ya. Ain’t nothin’ worth nothin’ 
  in sandstone anyway.” (makes the sign of the saints) 
   
  • 
  “Don’t let Alys see you dawdling around there. She’ll give 
  the thirty lashes, no lie.” 
   
  • 
  “Got cussed out good by the Quarrymaster just for asking 
  about the Unquarried Stone. Said it’s none of my concern. 
  ‘Course, now I wonder what all the fuss is about.” 
   
  (More information can be found in the adventure These Mortal Remains, an 
  adventure module available from Rosethrone Publishing). 
   
   
   
   
  4D. The Great Machine 
  4E. The Unquarried Stone 
  Interacting with Alys: 
  • 
  Alys is working to undermine Gerald de Vallin’s 
  authority so that she can become the Quarry Master 
  • 
  The Great Machine is an engineering marvel, though 
  she will constantly be putting it down for its 
  unreliability and de Vallin’s inability to design “a 
  machine that does what it’s meant to do” [truth is, she 
  keeps sabotaging the Great Machine] 
  • 
  She will warn people off from the Unquarried Stone, 
  afraid that it is haunted “or worse” 
  • 
  “There’s gods cursed spiders and worse in the woods, 
  so you be careful if you go traipsin’ around out there” 
  • 
  “I hear tell the Stone Lizard is wandering around 
  again. You see that six-legged monstrosity, you better 
  high-tail it outta there” 
  • 
  “Some kind of trouble brewing up at the Vintage. 
  Gods know there ain’t been good wine outta there yet” 
  
   The Storm’s Impending Rage 
     
  41 
  Game trails wind throughout this area, though 
  many are false trails laid down and trapped by the 
  Spider Friends who haunt these trees.  
   
  In any the shaded hexes on the regional map, there 
  is a 2-in-6 chance of encountering a trail, with a 
  4-in-6 chance of that trail being a trapped false 
  trail.  Additionally, there is a 1-in-8 chance per 
  hex of encountering either a Giant Spider (50%) 
  or a Spider Friend (50%).  
   
  There are 9 Giant Spiders in the area and 5 
  Spider Friends lairing in this area. 
   
  Traps: 
  • 
  Simple lasso snare: Dexterity check to avoid 
  if sprung. Victim is lassoed by one or both 
  feet by a simple (silk web) rope which is 
  attached to a bent tree (50%) or a deadfall 
  (log or stone, 50%) which pulls the victim up 
  into the air rapidly.  
   
  • 
  Deadfall: Dexterity check to avoid if sprung. 
  Victim trips a silk web stretched across the 
  path causing a log to swing down across the 
  path doing 2d12 hp damage (save vs. Dragon 
  Breath for half). If hit, make a Constitution 
  check to avoid falling unconscious for 1d4+6 
  rounds. 
   
  • 
  Pit: Dexterity check to avoid if sprung. 
  Covered over by a loose net of silky strands 
  holding dirt, grass, leaves etc., these pits are 
  sheer-sided with spikes at the bottom, 10’ 
  deep. Those who fall into a pit take 1d6 hp of 
  damage for the fall and are impaled by 1d6-2 
  spikes (0-4 spikes) for 1d6 hp of damage 
  each. 
   
  The Nest: 
  The hex covered by the letter F on the regional 
  map is the lair of the Giant Spiders and Spider 
  Friends. Webs cover the tops of thirty or more 
  trees and are strung between trees to form a 
  confusing, chaotic maze in the treetops.  
   
  Any unencountered Giant Spiders and Spider 
  Friends will be here and will be attracted to the 
  presence of intruders, dropping down from the 
  trees to try to surround their prey. 
   
  Among the webs are hundreds of cocoons, some 
  containing the skeletal remains of victims of long 
  ago, some containing fresh victims, most are 
  animals. 
   
  There are 342 cocoons here, 37 of them were 
  sentient beings with treasure (there is a roughly 
  10% chance per cocoon investigated to contain 
  any remains). 
   
   
  Remains 
  Treasure 
  1 
  Human, skeleton 
  5280 pp, 10 gp Lapis Lazuli, 10 gp Moss Agate, 100 gp 
  Moonstone, 1000 gp Fire Opal, 1000 gp Pearl, 20 gp Azurite, 200 
  gp Hematite, 2000 gp Fire Opal, 2000 gp Ruby, 50 gp Blue 
  Quartz, 50 gp Malachite, 50 gp Malachite 
  2 
  Human, desiccated husk 
  Philter of Glibness 
  Potion of Healing 
  Elixir of Madness 
  Potion of Animal Control - Fish 
  Potion of Diminution 
  3 
  Human, skeleton 
  (Undead, Skeletal 
  Warrior wearing the 
  magic items) 
  Ring of Water Walking, Wand of Polymorphing, Elfin Chain 
  Mail +3, Sword +1, Dagger +2, +3 vs. creatures larger than 
  man-sized, Ring of Mind Shielding, Wand of Metal and 
  Mineral Detection, Boots of the North, Shield +3, Sword +1, 
  +4 vs. reptiles 
  4 
  Goblin, skeleton 
  5 gp 
  5 
  Bugbear, rotted flesh 
  (inedible) 
  2000 gp, 4700 pp 
  6 
  Human, desiccated husk 
  3000 sp 
  7 
  Goblin, desiccated husk 
  5000 gp 
  8 
  Hobgoblin, skeleton 
  8 gp 
  9 
  Firbolg Giant, skeleton 
  (Undead, Giant 
  Skeleton) 
  1000 pp, Jewelry (4): 12800 gp Chain, 12000 gp Bracelet, 4000 
  gp Arm Band, 200 gp Medal 
  10 
  Goblin, skeleton 
  2000 gp 
  11 
  Human, skeleton 
  2000 sp 
  12 
  Human, fresh kill 
  10 gp Lapis Lazuli, 5 gp Azurite, 50 gp Hematite, 7 gp 
  Rhodochrosite 
  13 
  Goblin, fresh kill 
  10 gp Blue Quartz, 10 gp Blue Quartz, 10 gp Obsidian, 100 gp 
  Moss Agate, 100 gp Onyx, 100 gp Tourmaline, 1000 gp Pearl, 
  10000 gp Fire Opal, 12 gp Turquoise, 150 gp Jasper, 200 gp 
  Jasper, 300 gp Spinel, 45 gp Azurite 
  14 
  Goblin, fresh kill 
  10 gp Blue Quartz, 10 gp Eye Agate, 50 gp Lapis Lazuli, 500 gp 
  Topaz 
  15 
  Goblin, desiccated husk 
  (silk mummy) 
  1000 gp, 3000 sp 
  16 
  Goblin, skeleton 
  600 gp Coral, 8 gp Blue Quartz 
  17 
  Hobgoblin, desiccated 
  husk 
  1000 gp Decanter 
  18 
  Crooked Dwarf, not 
  quite dead and really 
  angry... 
  Spell Scroll (Cleric: Meld into Stone, Giant Insect, Find The 
  Path, Find The Path) 
  Spell Scroll (Cleric: Endure Cold/Heat, Bless, Exorcise, Know 
  Alignment, Invisibility to Undead), Scroll of Protection - Magic 
  19 
  Human, skeleton 
  Potion of Rainbow Hues, Potion of Poison, Oil of Impact, Philter 
  of Stammering and Stuttering, Potion of Silver Dragon Control 
  20 
  Human, desiccated husk 
  10 gp Malachite, 100 gp Obsidian, 100 gp Peridot, 100 gp Zircon, 
  100 gp Zircon, 11 gp Moss Agate, 200 gp Chrysoprase, 35 gp 
  Banded Agate, 5 gp Eye Agate, 50 gp Hematite, 500 gp Jacinth, 
  500 gp Pearl, 750 gp Garnet, 9 gp Obsidian 
  21 
  Goblin, desiccated husk 
  4000 cp, 2000 sp 
  22 
  Human, skeleton ( 
  Ring of Truth, Wand of Frost, Libram of Gainful 
  Conjuration, Plate Mail +3, Sword +1, Knife +1 
  23 
  Human, skeleton 
  2000 ep, 600 pp, Jewelry (5): 6600 gp Headband, 5000 gp 
  Diadem, 8000 gp Ring, 7000 gp Small Box, 2000 gp Small Box.  
  Chain Mail +1, Scroll of Protection - Gas, Leather Armor +2 
  24 
  Human, skeleton 
  (wight!) 
  2000 sp 
  25 
  Goblin, desiccated husk 
  100 gp Chrysoprase, 1000 gp Topaz, 2000 gp Jacinth, 40 gp Moss 
  Agate, 40 gp Obsidian 
  26 
  Human, desiccated husk 
  (silk mummy) 
  Scroll of Protection from possession 
  27 
  Human, desiccated husk 
  (silk mummy) 
  4000 sp 
  28 
  Goblin, skeleton 
  300 gp Garnet, 350 gp Jet, 40 gp Obsidian 
  29 
  Human, skeleton 
  (Undead, Saintly 
  Warrior) 
  4000 gp, 500 pp, Gems (26): 10 gp Obsidian, 10 gp Obsidian, 10 
  gp Rhodochrosite, 100 gp Amber, 100 gp Azurite, 100 gp Onyx, 
  100 gp Sardonyx, 100 gp Star Rose Quartz, 100 gp Tiger Eye 
  Agate, 1000 gp Alexandrite, 1000 gp Black Opal, 1000 gp Topaz, 
  110 gp Onyx, 130 gp Star Rose Quartz, 1300 gp Amethyst, 
  Plate Mail +1, Mace +2, Cursed 
  30 
  Human, rotting flesh 
  (spider eggs) 
  8000 gp 
  31 
  Goblin, rotting flesh 
  (spider eggs) 
  Spell Scroll (Cleric: Animate Dead, Protection from Evil, 10' 
  Radius) 
  Spell Scroll (Mage: Invisibility) 
  32 
  Bugbear, skeleton 
  700 gp Statuette 
  33 
  Human, desiccated husk 
  20 cp 
  34 
  Goblin, desiccated husk 
  Bracers of Defense [AC 5], Potion of Undead Control 
  35 
  Human, skeleton 
  3000 cp 
  36 
  Human, skeleton 
  Potion of Sweet Water, Oil of Timelessness 
  37 
  Human, skeleton 
  8000 gp, 5400 pp 
   
   
  4F. Spider Friends and Giant Spiders 
  
   The Storm’s Impending Rage 
     
  42 
  Roiling mass of tiny grey bodies, crawling and squirming, silent 
  but for the hissing sound of flesh sliding across flesh and 
  occasional clicks and honks that might serve as the creatures’ 
  language.  
   
  There is a 20% chance that the Gabblers will notice intruders 
  nearby (unless attacked or otherwise disturbed). When intruders 
  are detected, the tiny beastly figures flow out from the mass and 
  try to overwhelm the intruders.  
   
  There are 400 Gabblers in this nest, and they attack in groups 
  of 20 per opponent, oozing out of the main mass like fat, 
  writhing tentacles reaching for prey. Each round, an additional 
  20 Gabblers per opponent will break away from the main nest 
  and attack. 
   
  The nest area is a concave depression cut into the ground by 
  the constant motion of the creatures, about 100’ in diameter and 
  perhaps 20’ deep at the center. Small (2’ tall) tunnels penetrate 
  the hard-packed ground, a chaotic maze of interconnected 
  tunnels leading ever deeper into the earth.  
   
  When the Gabblers meet fierce resistance, such as once 20% of 
  their population is killed (80 Gabblers) or if a powerful area 
  effect spell (like fireball) is used effectively against them, they 
  will break off attacking and try to flee to the tunnels.  
   
  If a PC is overwhelmed by Gabblers, he or she will not be killed 
  but incapacitated and then dragged off into the tunnels. Some 
  rumors suggest that the Gabblers offer captives to a powerful 
  demon lord. Others suggest that the Gabblers eat their captives. 
   
  A small glade, perhaps 250’ across, is 
  blanketed in knee-high grass. At 
  roughly the center of the glade stands a 
  single oak tree. A circular path has been 
  worn around the tree (perhaps 25’ 
  radius).  
   
  Gaberdon the Korred lives in the 
  boughs of the oak tree, ever watchful.  
   
  He will welcome those who seem to 
  come in peace with a chuckle (not his 
  magical laugh) and a wink as he leaps 
  down from the tree.  
   
  He will remain in the tree if he is unsure 
  of the intent of intruders, perhaps 
  attempting to hide while he learns of 
  their intent.  
   
  If intruders are cordial, Gaberdon offers wine from a seemingly 
  endless supply he pours from a simple wineskin. Those who 
  drink must save vs. spells or become Contented (a state of 
  complete relaxation that removes inhibitions). Those who make 
  their save simply enjoy the drink. Gaberdon only wishes to 
  engage in conversation. 
   
  Those who are rude or any who attack Gaberdon face his 
  magical laugh (save vs. spells or become stunned for 1d2 
  rounds), his magical entangling (hair) rope, or his club. If 
  severely threatened, Gaberdon will sing his magical tune (save 
  vs. spells or begin to dance around the oak tree for 1d6 hours or 
  until collapsing from exhaustion).   
   
  High in the oak tree, where the main trunk splits in two is a 
  hollow space in which Gaberdon keeps his treasure: 
   
  50 gp Obsidian, 500 gp Jade, Wand of Fireballs, Potion of 
  Sadness, Spell Scroll (Cleric: Purify Food and Drink, 
  Protection from Evil) 
   
   
  A 50’ or so diameter area has been cleared of brush and grass 
  and a dozen pine bough and moss lean-tos are scattered about. 
  The smell of rotting meat and excrement is pervasive. Flies 
  buzz about, but no birds sing nearby. 
   
  The west side of the camp butts up against a steep embankment 
  in which has been dug a crude cave. Above the cave, a maple 
  tree has most of the bark stripped off from the ground to a height 
  of about eight feet. 
   
  A total of 19 Goblins are led by a particularly clever and evil 
  Hobgoblin named Urfash.  
   
  Any Goblin patrols previously encountered and dispatched 
  from this region will reduce the number of creatures 
  encountered in this camp.  
   
  During the day, all remaining Goblin-kin will be in the lean-tos 
  hiding from the sun or in the cave with their Hobgoblin 
  Commander. 
   
  At night, all that remains are 1d3+2 Goblins. 
   
   
   
   
   
   
   
   
   
   
   
   
  4G. Gabbler Nest 
  4H. The Korred’s Lair 
  4I. Goblin Patrol Base Camp  
  Information that might be gained from the Goblins: 
  • 
  The patrol is supposed to report back any troop movements 
  in the area, though they haven’t really seen any 
  • 
  Their chief, a Bugbear named Parack, is insane and 
  dangerous and they are just as happy to be away from “that 
  cursed tower” 
  • 
  They hate it here and want to go back to the North, but they 
  are afraid of their chief 
  • 
  They are terrified of the Spiders (4F) and have lost some of 
  their brethren to them 
  • 
  There’s something scary in the Quarry, they will not go there 
  willingly 
  Interacting with Gaberdon 
  • 
  Hundreds of cocoons in the spiders webs contain the 
  remains of their victims... and possibly gold 
  • 
  The Goblins are holed up in Old Barl’s Tower. They 
  aren’t from around here 
  • 
  The bandits are somewhere to the south. They have 
  strong and dangerous allies 
   
  
   The Storm’s Impending Rage  
   
  43 
   
   
   
   
   
   
   
   
  5. The Vintage
   
   
  Baron Wyrmslayer’s vineyards cover almost a thousand acres 
  here.  Overlooking the slopes of the vineyards is the newly built 
  Baron’s Vintage, “Baron’s Own Wine Room,” a new single-
  story addition to a rebuilt ruined tower that has stood here for 
  centuries. 
   
  Unfortunately, the Vintner can’t seem to get the wine to taste 
  good... 
   
  Surrounding the Vintage, the well-manicured grass, the 
  carefully raked path, and the neatly trimmed shrubs stand in 
  stark contrast to the wilderness all around. 
   
  Behind the tower is a bowl-shaped, terraced valley carpeted 
  with grape vines. 
   
  The Baron’s Vingeron and Master Picker frequently hire on 
  temporary help, especially in harvest season. Non-locals and 
  others who likely won’t be missed are often abducted at the end 
  of the season and sacrificed to the God of the Deep. 
   
  What seems a simple (if failing) business, is a front for a very 
  dark cult that is in league with the Sovereign Avatar of 
  Darkness and the New Cult of the Old Gods. 
   
  The Priest of Great Darkness is attempting to reconsecrate the 
  old Temple into a place of worship of the Old Gods instead of 
  a place of demon worship. He believes that he is in contact with 
  one of the Old Gods (or the Gods of the Deep, as they have 
  revealed themselves to be) when he chants and prays in the 
  great sanctuary. He is, however, communing with a powerful 
  demon lord who is using his devotion to the Old Gods to push 
  his way back into the mortal realms. 
   
   
   
   
  NPCs in the Vintage  
   
  Marin the Vintner: Marin is a grumpy and gullible old man 
  who has been tasked with overseeing the Baron’s Vineyards 
  and with making the “best wine in the land!” He is failing at 
  both of these pursuits. Marin is blissfully ignorant of the 
  machinations of his staff, believing that they are all trying their 
  best to produce the Baron’s wine. He yells a lot, and swears a 
  lot, but it is all show as Marin is a coward. 
   
  Millicent: Millicent is the mistress of the Priest of the Great 
  Darkness. She does everything she can to keep the Vintner in 
  the dark about what is truly going on at the Baron’s Vintage.  
   
  The Vingeron: A pompous and unpleasant man, the Vingeron 
  (in charge of cultivating the grapes) has worshipped the Old 
  Gods since he was a boy. He is second only to the Priest of the 
  Great Darkness in authority in the small cult of the Old Gods 
  that has gathered here. He is tall, fat, loud and has a very 
  commanding presence. 
   
  The Master Picker: A strong, broad man with a wicked sense 
  of humor and a relentless demand for perfection from workers. 
  Eight months ago, he shaved off his long, greasy hair and bushy 
  beard and has been clean shaven since. Eight months ago, as it 
  happens, the Master Picker was murdered by a thief and 
  assassin, his body dumped into one of the Great Casks (5.17) so 
  the theif could infiltrate the cult of the Deep Gods. He is a spy 
  for the Church of the Holy Saints. He carries a crystal eyepiece 
  (treat as Gem of Seeing). (T4, hp 17, I 16, D 18) 
   
  The Priest of the Great Darkness: completely hairless, tall, 
  muscular, insane. If encountered outside his chamber he wears 
  a purple robe and a massive mask cut from the face of a young 
  blue dragon. He carries a keyring with keys to every locked 
  door in this complex (including the upper levels) and a magical 
  mace (Light Stealer, mace +2/+4 vs. mortals/-4 vs. creatures 
  of the Outer Darkness, casts darkness 20’ radius at will, any hit 
  that is a natural 20 that does full damage also casts Power Word: 
  Stun against the victim). The Priest of the Great Darkness is 
  enthralled by the Gods of the Deep (area 5.40) and has been 
  driven mad. The visions he has, especially once he has bathed 
  in the Vats of Communing (see area 5.26) have convinced him 
  that to honor the old gods he must dedicate this ancient temple 
  to the Eight Faces of Creation, which he has tried to do in the 
  Deep Temple (see below). (5th level Druid, W 15, C 17, hp 31) 
  Spells: 3, 2, 1 
   
   
  The tower was brought to ruin generations ago when priests 
  and holy warriors from the Church of the Holy Saints 
  discovered a demon worshiping cult, The Cult of Luran, 
  based there. The tower was razed, and the cult dispersed, but 
  the deep, secret temple remains, newly reclaimed by the 
  New Cult of the Old Gods. The followers of the Old Gods 
  believe they have cleansed the temple of any “taint” and 
  have dedicated it to their worship. Truly, the “Deep Gods” 
  are creatures from the Outer Darkness manipulating the 
  Priest of the Great Darkness, the Vingeron and all the other 
  followers of the old ways. 
  Map 12 
  The Vintage, Basement 
  and Secret Dungeon 
  Page 90 
  
   The Storm’s Impending Rage 
     
  44 
  The double doors are painted red, with leaded glass panels 
  filling most of the top half. The doors are not locked. 
   
  The oak and iron outer doors are always locked.  The inner door 
  is usually unlocked. 
   
  Built to house the small two-wheeled cart that the Vintner uses 
  to deliver barrels of wine to the Baron, the Carthouse also serves 
  as storage room for tools and supplies.  
   
  The main doors (see 5.1) are not locked. The door to 8 is always 
  locked (Millicent and Marin both have keys), the door to 2 is 
  not usually locked. 
   
  This grand room is brightly painted (gaudy, truth be told), fresh 
  rushes on the floor, and a cheery maiden welcomes guests, 
  offering seating at one of the two long tables.  
   
  A small table with two chairs is against the north wall and a 
  rack with glasses and wine bottles sits in the southeast corner.  
   
  There are no other guests in the room. 
   
  The food is passable, the wine is terrible. 
   
  Millicent is the hostess of the Baron’s Own Wine Room and 
  she welcomes guests, rattles off the common fare (roast lamb 
  and spiced potatoes and, of course, the Baron’s Best Wine!) and 
  offers excellent service. 
   
   
   
  The main floor of the tower: two tales and seven chairs, a 
  fireplace with a cheery fire with something simmering in a pot 
  over the fire. A well-dressed man is often here (60% chance 
  during the day) smoking his pipe.  
   
  The room smells of pipe smoke and something spicy and sweet 
  (the mulled wine in the pot above the fire).  
   
  The well-dressed man is Marin the Vintner. 
   
   
   
  The door to 4 can’t be locked. The door to the stairs is always 
  locked (Marin has the key). 
   
  A fairly well-stocked, neat and orderly kitchen overseen by a 
  matronly woman named Delores. Two young girls, Mally and 
  Gretan serve as Delores’ staff. 
   
  Delores and the girls generally keep to themselves – Millicent 
  deals with the rare guests in the main room and Marin mostly 
  yells and complains. 
   
  Delores knows there is something going on. She doesn’t like 
  Marin, but believes he is an honest (if grumpy) man. She likes 
  Millicent, but she doesn’t trust the hostess. 
   
   
  5.1. Entrance 
  5.2. The Carthouse 
  5.3 The Baron’s Own Wine Room 
  5.4. The Private Room 
  5.5. The Kitchen 
  Interacting With Millicent 
  The hostess seems vapid and forgetful, but in reality she is 
  cunning and careful.  
   
  She is likely to reveal: 
  • 
  Marin the Vintner is a troubled man 
  • 
  Seems like no one comes to the Baron’s Own Wine 
  Room these days 
  • 
  She’s heard rumors of Goblins out to the east and 
  raiders to the south 
  • 
  There’s Giant Spiders in the woods so you better watch 
  out 
  • 
  This whole tower was just built  
  • 
  The cellars are where the grapes are squashed and the 
  wine is made, nothing much to see there 
  • 
  The Baron was here last month, but he yelled a lot 
  • 
  They say a storm’s coming, hope the grapes will be 
  okay 
  • 
  Some men came through here a week ago, said they 
  were going on up to Newtown, but they weren’t kitted 
  out to travel 
  • 
  There’s trouble brewing at the Quarry and at the 
  Timber clearing, the Baron is getting impatient 
   
  Interacting with Delores 
  She is a very pious woman, constantly invoking the protection of 
  the Saints and making the Sign of the Saints. She is worried about 
  Marin, especially since the Baron visited and yelled a lot. She 
  doesn’t trust Millicent who has made some...improper comments 
  about the Vintner behind his back. She has never been to the 
  Basement. 
  Interacting with the girls 
  Both girls are quiet and deferent, though they are keen observers. 
  They believe Delores is smitten with the Vintner (true), Millicent 
  is hatching some kind of plot against the Vintner (true) and that 
  there’s something strange going on in the Basement, which both 
  have seen (getting supplies, mostly) 
  Interacting With Marin 
  • 
  He has seen fires in the words to the south [the raider 
  camp, area 9] 
  • 
  No one has been to the Vintage in three months, 
  except the Baron who came to check on things and 
  was not pleased 
  • 
  The Master Picker got sick a few months ago and 
  maybe he hasn’t fully recovered because he’s been 
  acting strange lately 
  • 
  The Vingeron is angry all the time now and is taking 
  it out on the workforce, who keep running off in the 
  night 
  • 
  Millicent is an amazing woman, he really couldn’t 
  run this place without her 
  • 
  Delores is a good cook and a pious woman 
  • 
  He’s heard that Goblins are running loose and that the 
  Stone Lizard is on the prowl, though he hasn’t seen 
  either himself 
  
   The Storm’s Impending Rage 
     
  45 
  The door to the stairs up to the next level (southeast corner) is 
  not locked. 
   
  A spacious and comfortable room with expensive rugs on the 
  floor, heavy drapes over the four windows, making the room 
  very dark all the time – a tall, wide bed (with an overstuffed 
  mattress), a chest of drawers, a chest at the foot of the bed and 
  a table with two chairs in the corner. 
   
  Marin (see 5.4, especially for interactions with Marin) spends 
  little time here (only a 10% chance), and then only to sleep.  
   
  The chest of drawers has some very expensive, fashionable 
  clothing in it (worth 200 gp, but bulky). 
   
  The chest has a couple extra blankets folded up in it. At the 
  bottom of the chest is a leather-bound book  
   
  The book contains the Holy Scriptures of the New Cult of the 
  Old Gods. Marin found it laying on the table one day and picked 
  it up. He realizes that it is something not quite holy (at least as 
  far as the Saints are concerned) but he doesn’t really know what 
  it is. He has hidden it away here and forgotten about it. The 
  book contains some handwritten notes in the end papers (in 
  code). If decoded they say: 
  “Find the Opal, it is the key to the gateway.” 
  “Leave the offering in the vintage, the gods will bless our efforts 
  for certain.” 
  “Trust the Vingeron and the Master Picker, but no 
  one else” 
  “The wench has her own plans but she is useful.” 
   
  Little more than a curved hallway around the central 
  pillar of the tower, three windows look out onto the 
  Rosewood Highlands. The Northeast and Northwest 
  windows overlook the vineyard and the wilderness to 
  the north, while the Southwest window overlooks 
  crossroads and the rugged terrain to the south. 
   
  Dozens of candle stubs lie discarded on the floor 
  throughout this area.  
   
  Marin the Vintner spends a significant amount 
  of time up here alone (80% chance of him being 
  here at night, 25% chance during the day), 
  usually longingly staring out one of the 
  Northern windows, not at the vineyards, but at 
  the mountains far to the north. 
   
  NOTE: observant characters who look out the 
  windows at night have a good chance of seeing 
  fires from the Raiders Camp to the south 
  (wilderness area 9). 
   
  The door to the Basement is always locked. 
  Millicent, Marin, the Vingeron and the Master 
  Picker have keys. 
   
  Vintage Basement 
   
   
   
   
   
   
   
  Chairs and tables scattered about, smoky air, dice and cards on 
  the tables, stains on the floor.  
   
  Empty during the day (while the workers are working), in the 
  evening and at night there will be found 1d10+6 workers here, 
  gambling, flirting, fighting, etc.  
   
  Above a 4’ diameter shaft in the floor is a decorated 
  marble well basin topped with a delicate looking metal 
  frame holding the rope, pully and bucket that drops down 
  the shaft. 
   
  The well basin is carved with runes and has a 
  carving of a demonic being jutting out from the side.  
   
  The shaft drops over 100’ to a slow-moving 
  underground river of ice-cold water. The 
  river drifts along toward deep and dark, 
  sinister underground places better left alone. 
   
  Row after row of bunk beds, the smell of 
  sweat, smoke and human misery.  
   
  As many as 35 workers, mostly poor people 
  from the surrounding region make up the 
  vineyard’s year-round workforce, live here. 
  75% of the workforce is male. Daytime, 
  1d6+2 normal human workers. Nighttime, 
  3d10+5 normal human workers (mostly 
  sleeping). The Vingeron and the Master 
  Picker have hand selected these workers as 
  their minions. They all know something of 
  the true nature of the operations here at the 
  vineyard. 
   
   
   
  5.6. The Vintner’s Chamber 
  5.7. The Lonely Spire 
  5.8. Stairs Down to Basement 
  5.9. The Common Room 
  5.10. Deep Well 
  5.11. The Press Gang 
  Map 12 
  The Vintage, Basement 
  and Secret Dungeon 
  Page 90 
  
   The Storm’s Impending Rage 
     
  46 
  A great, plush carpet woven to depict grape clusters covers most 
  of the floor, a wide and tall desk (as tall as a man, and twice that 
  in width!) looms from the left side of the room while three hard, 
  wooden chairs with dark-stained seats are arrayed in a half 
  circle facing the desk. 
   
  During the day, the Vingeron is 70% likely to be perched on a 
  very tall chair (he literally has to climb up the side of the chair) 
  behind the desk.  
   
  The desktop is cluttered with papers, most of which are very 
  mundane (invoices, shipping orders, notes from the Master 
  Picker about the “suitability” of particular new laborers for “the 
  harvest festival.”  
   
  Other papers on the desk are written in some other language 
  (not known to anyone) – actually a code.  
   
  The coded papers: 
  • 
  “Send the first vintage with Nightmask [the one hidden by 
  night? mask of the night?]  to baptize the portal at the 
  madman’s tower.” 
  • 
  “The Brown Robes are delayed in their task and need some 
  incentive to remind them of the urgency of their endeavor.”  
  • 
  “Give the Baron what he wants as soon as you can. We 
  must not delay their return and we must not give cause for 
  suspicion.” 
   
  A massive table with ten chairs around it dominates the center 
  of this vaulted-ceilinged chamber.  
   
  The grey marble floor is so clean it reflects like a mirror the soot 
  stained ceiling above.  
   
  The walls are covered in tapestries depicting wild and fairy 
  creatures frolicking in vineyards. 
   
  Under the table, at the “head” (the westernmost seat) is a secret 
  compartment containing a magic dagger (Light Reaver, dagger 
  +1/+3 vs mortal beings and those “of the light” [angels and the 
  like], casts Impenetrable Darkness 30’ radius 2/day; any mortal 
  being struck by Light Reaver must save vs. spells or be struck 
  with an unhealing wound, losing 1 hp per day until cured by 
  remove curse or restoration). 
   
   
  A fairly ordinary bedroom: bed, desk and chair, chest with a 
  blanket thrown over it. 
   
  During the day there is a 2% chance the Vingeron will be here 
  and a 25% chance he will be here at night. 
   
  The desk contains dozens of missives, personal letters and 
  religious documents, all written in code. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The blanket over the chest is trapped: saturated with a 
  poisonous powder that, when it is inhaled causes dizziness and 
  nausea and causes most people to black out. If the blanket is 
  very carefully moved, the poison dust does not scatter into the 
  air (perhaps with a Dexterity Check?). If the blanket is roughly 
  handled (“I pull the blanket off the chest” or “I push the blanket 
  aside”), the dust becomes airborne and all within the room must 
  make a save vs. poison each round while in the room or become 
  dizzy and nauseated. Two failed saves and the victim passes out 
  for 3d4 rounds (plus/minus Constitution penalty/bonus). The 
  dust stays airborne for 2d6+4 rounds.  
   
  The chest contains the Vingeron’s most prized possessions: 
  • 
  A glass beaker, stoppered with wax, half filled with a thick, 
  greenish sludge (Potion of Earth Elemental Summoning, 
  consuming the potion takes two full rounds as it must be 
  chewed.) 
  • 
  A short sword in a black leather, silver-edged sheath. A 
  normal short sword (though finely made), but the sheath is 
  magical (Donovan’s Guide), providing the wielder of the 
  weapon with perfect direction sense. 
  • 
  A silver necklace with six rubies set in a circle around a 
  single large amethyst (worth 1200 gp). 
  • 
  A newly leather-bound book (written in code: The Holy 
  Writings of the Church of the Ancient Ones). Scriptures of 
  the newly forming New Church of the Old Gods. 
   
  Racks of wine bottles of various vintages line the walls. Many 
  are from vineyards far away (some famous, most not). A tall 
  solid stone block stands in the center of the room, polished to 
  mirror smoothness. 
   
  There is a 20% chance during the day that the Vingeron, the 
  Master Picker, Marin the Vintner and 1d6+3 of the Press Gang 
  will be here, sampling various vintages and comparing flavors. 
  Spit buckets are provided. 
   
  5.12. Vingeron’s Office  
  5.13. Feast Hall/Sacramental Hall 
  5.14. The Vingeron’s Chamber 
  5.15. The Tasting Room 
  Once the harvest is complete and most of the local hirelings 
  are sent home, a feast is prepared for the vagrants and the 
  vagabonds who have hired on for the season. These men and 
  women are distinguished as “Guests of Honor.” The 
  Vingeron acts as host and all the members of the Press Gang 
  (area 5.11) serve at the table. 
   
  The feast culminates at midnight (on the first full moon after 
  the harvest is complete) with the slaughter of the “Guests of 
  Honor,” whose faces are stripped and hung in the Hall of 
  Faces (5.23) and their bodies are sacrificed to the Gods of 
  the Deep (5.36). 
  
   The Storm’s Impending Rage 
     
  47 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dozens of boxes, barrels, crates and sacks filled with the most 
  mundane of items: foodstuffs, empty bottles, wax, cloth, tools, 
  etc.  
   
  In addition, several boxes, separated from the others and 
  placed in the far recess of the room, are marked with a symbol 
  that anyone with Alchemy skill would understand: The 
  Leviathan Cross (the Alchemical symbol for Sulfur). The 
  sulfur is dangerous only if ignited: the gas emitted by burning 
  sulfur causes suffocation (save vs. poison or fall gasping to the 
  floor, unable to do anything but writhe in agony). All beings 
  in a 50’ radius (indoors) of burning sulfur lose 1d4 
  Constitution points per round, even if a save is made. 
   
  Note: if sulfur powder is scattered in the air, it is 80% likely to 
  explode for 3d6 hp damage to anyone in the room (save for 
  half), igniting the rest of the sulfur with the above effects. 
   
  Two ten-foot diameter, almost twenty-foot-long oaken casks 
  nearly fill this room, the Main Entrance to the vintage itself.  
   
  Each cask has a different vintage of the Baron’s Own Wine, 
  though neither is very good. The northern cask has been further 
  despoiled by the body of the original Master Picker which has 
  been slowly decomposing over the past eight months.  
   
  A necromancer or a magic using character (cleric or magic user) 
  who casts any spells related to death such as animate dead, 
  speak with dead, raise dead, death spell, etc.* must make a save 
  vs. poison if tasting the wine from the northern cask. If a save 
  is successful, the character recognizes the taint of decay in the 
  taste of the wine. If the save is failed, or if the spell caster who 
  has made his or her save willingly continues drinking the 
  tainted wine, the next time a spell caster casts a spell related to 
  death, the effects (range, duration, area of effect, etc.) is 
  increased by 50%. This effect is permanent, but is never 
  repeated, regardless of how much tainted wine is consumed.    
   
  *NOTE You could make a case for any cleric able to turn undead to fall into 
  this category, and for a necromancer to willingly fail his or her save... 
   
   
  Great circular racks (16) hang about head height from chains 
  reaching into the darkness of the high ceiling, loaded down with 
  bunches of grapes during harvest and pressing season, 
  otherwise empty. 
   
  Near the entrance are four four-wheeled pushcarts and a dozen 
  or so two-wheeled pushcarts used to haul grapes and lees. 
   
  During the day in the late summer, fall and into the early winter 
  this cavern is abuzz with activity with as many as 100 laborers 
  bringing in grapes, stomping grapes, hauling the grapes into the 
  cavern and the lees out, manning the great grape presses, 
  supervised by the Vingeron and the Master Picker. 
   
  Spring and summer the presses and foot-stomping tubs are 
  unused, but laborers filter in and out as the vast vineyards are 
  tended.  
   
  Except in late fall and through the winter (when the workforce 
  is reduced primarily to the Press Gang), this area is such a 
  chaotic swarm of activity and constant new faces that intruders 
  will almost certainly not be noticed. 
   
   
   
  5.16. Storage 
  5.17. The Great Casks 
  5.18. Grape Stomping Cavern 
  
   The Storm’s Impending Rage 
     
  48 
  Dozens of boxes, barrels, crates and sacks filled with tools and 
  materials used in wine making as well as empty crates, bales of 
  straw, two broken pushcarts and a pile of dirty rags. 
   
  Nineteen crates are marked with a symbol that anyone with 
  Alchemy skill would understand: The Leviathan Cross (the 
  Alchemical symbol for Sulfur). The sulfur is dangerous only if 
  ignited: the gas emitted by burning sulfur causes suffocation 
  (save vs. poison or fall gasping to the floor, unable to do 
  anything but writhe in agony). All beings in a 50’ radius 
  (indoors) of burning sulfur lose 1d4 Constitution points per 
  round, even if a save is made. 
   
  Note: if sulfur powder is scattered in the air, it is 80% likely to 
  explode for 3d6 hp damage to anyone in the room (save for 
  half), igniting the rest of the sulfur with the above effects. 
   
  The Secret Door to area 5.23 is not locked. It is a thin veneer 
  of plaster worked and painted to look like stone over a heavy 
  oak door.  The latch is an odd protrusion of stone that lifts up, 
  about in the middle of the door.  
   
  On the hallway side (5.23), the door is not disguised at all and 
  the bar that keeps the door latched is easily lifted to open the 
  door. 
   
  The opening between 5.21 and 5.22 is obscured by a stained and 
  tattered canvas curtain. 
   
  Strewn about are sleeping pallets, dirty rotting rushes, empty 
  wine bottles, rags and other filth. 
   
  From spring through late fall up to 75 laborers call this fetid 
  cave home. 
   
  Among the filth and trash are a few interesting baubles: 
  • 
  a curved dagger engraved with a ward against the forces of 
  dark that creep into unwary men's souls (a mild charm of 
  protection from evil) 
  • 
  a rusted shield engraved with a sacred oath to serve St. 
  Ashar always which, if chanted aloud for one minute solid 
  grants the bearer of the shield the effect of a bless spell for 
  1d6+6 turns once per day (treat the shield as a semi-
  permanent scroll of blessing which is destroyed if the 
  shield is damaged significantly) 
  • 
  a rawhide pouch containing the greasy skin of a fish and 
  fish bones intricately carved with runes 
  • 
  a wide pigskin headband embossed with symbols honoring 
  the old gods 
  • 
  A wrought iron rod topped with a steel serpent with solemn 
  inscriptions offering an unnamed saint’s protection against 
  “the godless” (St. Sineon’s Serpent: protection from fey 
  creatures 10 radius once per day) 
   
   
   
   
  The doorway is covered over by a stained and tattered canvas 
  curtain.  
   
  This cave is meticulously clean: a simple rough wood framed 
  bed, a desk with a lamp, three chests, a washstand with a pitcher 
  and bowl and barrel. 
   
  At night there is a 70% chance that the Master Picker is here 
  sleeping or reading/writing a letter. During the day there is only 
  a 5% chance that the Master Picker will be here. 
   
  The chests each contain about 40 pieces of clothing of various 
  styles. One contains nobleman’s clothing, one contains dirty 
  and tattered clothing and the third a mixed variety of 
  commoner’s clothing, including at least one peasant woman’s 
  dress. 
   
  The barrel is half filled with water. 
   
  On top of the desk are dozens of largely unremarkable papers 
  some simple lists of names (laborers and Press Gang members, 
  most with check marks beside them) and a sheaf of love letters 
  from Algron to Edmas.  
   
  Hidden in a false bottom of one of the drawers is a leather sack 
  containing a small book (on viticulture), 87 gp and a folded and 
  tattered paper with a list of crossed off words:  
   
  Accolage 
  Grey Rot 
  Aquifer 
  Noble Rot 
  Aspersion 
  Powdery Mildew 
  Black Rot 
  Producer Vine 
  Bud Scales 
  Rootstock 
  Cordon 
  Veraison 
  Downey Mildew 
   
   
  The Love Letters: The thirty-seven letters contain the most 
  banal and hackneyed messages of love and devotion ever 
  written. However, messages are written in the margins on five 
  of the letters in magically invisible ink (visible only by magical 
  means such as detect magic, gem of seeing or the like). The 
  invisible notes, if put in chronological order (based on the dates 
  at the top of each letter which begin about 8 months ago): 
   
  • 
  “Feigning illness was a master stroke. Keep learning the 
  routines so there is no suspicion.” 
  • 
  “You must gain access to the inner sanctum. This is 
  paramount to your mission.” 
  • 
  “Our patron has tired of your excuses, yet he is powerless 
  to act without your help. Find the key to the chamber.” 
  • 
  “If things do not break before second harvest, you will be 
  recalled. Saints protect you.” 
  • 
  “Given your failures, expect Gander the Tall or his 
  associates to come to encourage you.” 
   
   
   
  5.19. Storage 
  5.20. Sulfur Cave 
  5.21. Temporary Laborers’ Cave 
  5.22. The Master Picker’s Room 
  
   The Storm’s Impending Rage 
     
  49 
  The Secret Doors to areas 5.15 and 5.20 are not disguised at all 
  and the bars that keeps the doors latched are easily lifted to open 
  the door.  
   
  The door to 5.24 is not locked. 
   
  The hallway stinks of decay and vinegar and the floor has dark 
  stains trailing from the doors inward... 
   
  The north side of the two long walls (after the slight bends in 
  the hallway from the doors) are covered floor to ceiling with 
  what look like grotesque masks hanging on wooden pegs but 
  are, in fact, hundreds of faces skinned off of living victims.  
   
  More than 50 of these masks are human faces while there are 
  well over 100 goblin-kin (even, curiously, a troll face) and a 
  smattering of other creatures as well.  
   
  In front of the door leading to 5.24, hanging from a silver chain 
  attached to the ceiling, is a Firbolg Giant face which has been 
  sewn together with the mane of a Manticore.  
   
  The door to 5.23 is not locked. 
   
  The hallway is completely overgrown with roots and vines. 
  Mixed among them are a dozen or so faceless corpses. The far 
  end of the hall is obscured by a blood-red curtain. 
   
  Anyone who enters this hall not wearing the mask of a dead 
  person (from area 5.23) over their own face will be permitted to 
  reach the halfway point between the door and the widening of 
  the hallway when the vines will snake out and attack, slamming 
  the door (if it is still open) and forming a Wall of Vines around 
  the victim(s) in the hallway. The dozen corpses are animated by 
  the vines as well, attacking as Zombies but not truly undead, so 
  they cannot be turned and cannot drain abilities of their victims. 
   
  Treat the Vine Wall as Wall of Thorns Spell while 1d6+3 vines 
  attack each victim (as 6 HD monster) for 1d3hp of damage per 
  successful hit. If three or more vines hit the same victim in the 
  same round, he or she must make a Dexterity Check to keep 
  from being knocked prone. Prone characters are automatically 
  hit by all vines attacking them, but not for damage: prone 
  victims are immobilized (Strength check at a cumulative -1 per 
  vine successfully attacking to break free). 
   
  Each attacking vine has only 2 hit points, so all forms of damage 
  are likely to easily sever a vine. The problem is the vines are, 
  for the purpose of this trap, nearly endless. They can be set 
  ablaze easily, but doing so traps any victims in the 
  conflagration, taking 6d6 hp of damage per round from the 
  flames (save vs. dragon breath for half) and 3d4 hp damage 
  from failing vines (save vs. dragon breath for half). 
   
  Anyone wearing the Firbolg Giant mask (5.23) can command 
  the vines. 
   
  (NOTE: area 5.36 below is choked by the same vines and 
  corpses, with the same effects). 
  Blood-red velvet curtains with tiny bells sewn to their bottoms 
  isolate this area from the hallway to the north (5.24) and the 
  room to the south (5.26).  Moving a curtain without silencing 
  the bells will alert anyone in area 5.26 or 5.27. 
   
  A four-foot-tall alabaster urn, carved with lewd and disturbing 
  scenes, stands in this alcove, covered over by a thin translucent 
  membrane.  
   
  Inside the urn is an Oozing Black Death. If the membrane is 
  removed or damaged, the Death will begin oozing out the next 
  round (taking two full rounds to flow over the sides of the) with 
  the intention of attacking any living creature in its way.  
   
  At the bottom of the urn (which, itself, is worth 1200 gp, but 
  weighs 200 pounds) is a gold necklace, a stylized sun pendant 
  set with twelve yellow diamonds (worth 1400 gp). 
   
  Given enough time, the Black Death will consume all the vines 
  and corpses in the hallway to the north (5.24) and ooze under 
  the door, consuming all the “masks” in area 5.23 and then any 
  other creature that gets in the way of its escape. 
   
   
   
  5.23. Hall Lined With Faces 
  5.24. The Guardian of the Deeps 
  5.25. Black Water 
  
   The Storm’s Impending Rage 
     
  50 
  A blood-red curtain (with bells sewn along the bottom) 
  separates this room from the corridor to the north.  
   
  A spartan bedroom whose only amenities are a small, rough 
  frame bed and an iron bound oak chest. Rising in the alcove to 
  the west are two cylindrical vats with steps leading up to them. 
  The floor beneath them, particularly the northern vat, is wet 
  with a dark liquid. 
   
  There is a 40% chance at any given time that the Priest of the 
  Great Darkness will be here. If so, he is almost certainly 
  naked, bathing in the two tubs (see below), preparing to bathe 
  or just finishing up. The Priest of the Great Darkness never 
  sleeps.  
   
  The bed is poorly made, a rough wood frame with a straw 
  stuffed mattress. The only thing remarkable is the quilt folded 
  at the foot (and remarkable only because of its high quality and 
  unique design, worth 120 gp). If the Priest of the Great 
  Darkness is here, his keyring, robe and dragon face mask will 
  be laying on the bed. 
   
  The chest contains a number of interesting articles: 
  • 
  a hatchet with a worn handle 
  • 
  a clay pipe and a pouch with dried leaves (narcotics) 
  • 
  a pewter amulet embossed with the shape of a boar’s head 
  with impossibly long tusks 
  • 
  a black-handled dagger in a blood-stained leather sheath 
   
  The vats: These circular vats, Vats of Communing, literally 
  penetrate the walls (they are full circles, thought about 3/4ths of 
  each is within the wall itself, liquid level as high as the 
  opening).  
   
  The southern tub is full to the brim with a cloying, yellow-green 
  liquid that smells sweet. Then northern tub is filled to the brim 
  with an oily, black liquid that smells faintly of decay. Both tubs 
  radiate faintly of magic if detected. 
   
  Bathing in each tub for at least an hour has the following effects: 
   
  • 
  South first, then north: Save vs. poison. A successful save 
  means the bather has completed the ritual to Commune 
  with one of the Old Gods (as the Commune Spell), able to 
  ask 1d4+1 yes or no questions. The answers will always be 
  literally true, though not always accurate... A failed save 
  means bather has been overwhelmed by the magic of the 
  tubs and becomes possessed by a Possession Spirit for 1d6 
  turns, flailing about and attacking any living thing in the 
  chamber, but not passing beyond the red curtain (the sound 
  of bells ringing subdues the Possession Spirit temporarily).  
  • 
  North first, then south: Save vs. poison. A successful save 
  means the bather gains regeneration for 1d6 turns. A failed 
  save means the bather loses 1d4 from every attribute for 
  1d6 turns (any attribute that drops below 3 is lost 
  permanently).  
  • 
  At least one hour only in north tub: bather attracts all 
  undead within a 50’ radius for 1 day. 
  • 
  At least one hour only in the south tub: bather loses 1d4 
  points of Charisma for 1 day. 
  The door to area 5.28 is always locked, the Priest of the Great 
  Darkness has the only key. 
   
  Four pillars, each red veined black marble carved as a 
  malformed demon-beast of uncertain proportions, support the 
  vaulted, black ceiling 25’ or so overhead.  
   
  A pool of black water covers the center of the room while the 
  north wall is covered by a tapestry (floor to ceiling) and the 
  south wall has three cabinets attached to it.  
   
  The pool of black water is water that has been infused with a 
  permanent Darkness spell (hiding the filth in the water). It 
  radiates as magic if detected, but touching, drinking, or bathing 
  in the water confers no benefit or detriment. 
   
  The columns are Guardian Columns. If any being enters the 
  chamber not accompanied by the Priest of the Great Darkness 
  (or at least someone wearing the purple robe and dragon mask), 
  the closest Guardian Column will animate and silently 
  challenge the interloper. 
  The three cabinets along the south wall contain jars and urns 
  filled with spices and dried flowers.  
   
  The tapestry, bolted to the north wall at the top of the tapestry, 
  sways slightly as if in an unfelt breeze. The scene depicted is of 
  a woman lovingly looking at the baby she holds in her arms at 
  the edge of a fountain in the middle of a forest. If looked at 
  carefully, the reflection of the woman and baby in the water are 
  demonic and glowing eyes can be made out among the trees in 
  the background. Anyone who comes within 10’ of the tapestry 
  will be attacked by it as a creature of 6HD. A successful hit 
  means the victim has been wrapped up in the tapestry and will 
  smother in 1d6+2 rounds unless freed. A section of tapestry that 
  captures a victim can sustain 28 hp of damage before unraveling 
  enough to release its victim (the smothered victim takes half as 
  much damage unless a save vs. Dragon Breath is made reducing 
  the secondary damage to zero). The tapestry takes triple damage 
  from fire and any section that is ignited will cause the entire 
  tapestry to combust, filling the room with choking smoke (save 
  vs. poison or gasp and choke, losing 1d4 Constitution and 
  Strength points and fighting at -2 while in the smoke plus 1d4+4 
  rounds). Note: casting Dispel Magic on a section of the 
  Tapestry will cause a region 10’ square to “go inert” for 1 round 
  per level of the caster. 
   
  The door to 5.27 is always locked. Only the Priest of the Great 
  Darkness has the key.  The door at the bottom of the stairs (to 5.29) 
  cannot be locked and opens easily and silently. 
  5.26. The Priest of the Great Darkness 
  5.27. The Laver of Holy Night 
  5.28. Stairs Down to Secret Temple 
  NOTE: Only one Column can animate at any given time without 
  potentially sacrificing the structural integrity of the chamber, so if an 
  attacking Column is reduced to 10% or less of its hit points, it will attempt 
  to return to its place so another column can attack. If one column is 
  destroyed, a second will animate to attack the intruders, with a 25% chance 
  per round of the room collapsing. If two columns are destroyed, a third will 
  animate, with a 50% chance per round of the room collapsing, and if the 
  fourth column animates, there is a 75% chance per round of the room 
  collapsing.  If the room collapses, those within must make a Dexterity 
  check to avoid being trapped by the falling rubble. All within the room 
  when it begins to collapse take 2d6 hp of damage (per 10’ from an open 
  doorway!), save vs. Dragon Breath for half damage. 
  
   The Storm’s Impending Rage 
     
  51 
   
  Secret Temple of the 
  Gods of the Deep 
   
   
  The doors exiting to the east (to 5.28) and to the west (to 5.36) 
  are never locked.  
   
  The three doors to the north (5.30, 5.34, 5.35) and the three 
  doors to the south (5.31, 5.32, 5.33) are all locked. Only the 
  Priest of the Great Darkness has the keys. 
   
  Eight statues, flanking eight doors, circles this room. A 
  writhing, twisting pillar of green and red vines fills the center 
  of the room. 
   
  The living pillar of vines is a Verdant Portal (see 1S30 on page 
  20 for an image). There is a 30% chance that a man will emerge 
  from within the sinuous mass of leaves and branches: Algras 
  the Twice Damned (not detailed herein, a Cleric/Magicuser 
  6/4). The Verdant Portal can connect with other portals around 
  the Highlands, if one knows the proper ritual and has the proper 
  charm. Devotees of the old gods have been planting these 
  portals, employing them to keep their network connected.  
   
  The statues are intended to represent the Eight Faces of 
  Creation, though some are very abstract (such as Air below).  
  Clockwise from the statue in the Northeast: 
   
  h. Death  
   a. Air 
  g. Fire  
   
   b. Light 
  f. Darkness 
   
   c. Earth 
  e. Water  
   d. Life 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This long hallway is plastered over and painted white reflecting 
  the bright, magical lights that line the ceiling.  
   
  The room at the end of the hallway is spherical painted as if 
  surrounded by a cloudy sky. At the center of the sphere is a 
  glowing white ball about the size and shape of a pumpkin. 
   
  The entryway to the spherical chamber at the end of the hallway 
  is flanked by two statues, poor sculptures of angels. Any mortal 
  being who passes between the statues is imbued with a levitate 
  spell that lasts for 1d8+6 rounds. 
   
  The glowing white ball is a bound Air Elemental, compacted 
  into its tiny prison by powerful magics. Casting dispel magic on 
  the ball, or more powerful magic (like Wish, for example), will 
  cause the prison to explode (doing 3d6 diminishing dice 
  damage to everyone in the sphere as shrapnel ricochets off the 
  curving walls – save vs. Dragon Breath for half damage), 
  releasing the Elemental which will immediately attack any 
  living being in the room for 1d4 rounds before seeking to make 
  its escape. 
   
   
          5.29. The Verdant Portal and 
  the Eight Faces of Creation 
  5.30 Chamber of Air 
  NOTE: A dwarf, an artist or anyone with any kind of knowledge 
  of stone working will recognize that these statues are newly 
  chiseled stone, created by very unskilled hands, and they are cut 
  from stone very different from what is found in this complex 
  (sandstone from 4E, the Unquarried Stone, above). 
  Map 12 
  The Vintage, Basement 
  and Secret Dungeon 
  Page 90 
  
   The Storm’s Impending Rage 
     
  52 
  The floor of the long hallway is covered in dirt, the walls are 
  chipped out of the living rock, the stone ceiling is dotted with 
  tiny flecks that reflect any light source brought into this dark 
  hallway. The circular (domed) chamber at the end of the 
  hallway glows dimly. 
   
  The dirt in the hallway is about 18” deep and loose, making 
  movement a little challenging (move at half normal speed). 
  Buried in the dirt are 34 Faceless Zombies which will rise up 
  if disturbed. Every step taken has a cumulative 5% chance of 
  disturbing a zombie (so three people enter the hallway: first step 
  15% chance of a zombie rising, then 20%, 25%, 30% as each 
  takes another step, etc.). A disturbed zombie will grab at the 
  ankle of the nearest victim while the remaining 33 zombies claw 
  their way out of the dirt and close in on all creatures in the 
  hallway, taking one full round to rise out of the dirt. The 
  faceless zombies will not pursue beyond the door to 5.29. 
   
  The chamber at the end of the hallway is a dome (actually a 
  sphere) cut in the living rock, covered in dirt (actually mud). 
  Seven stone tablets encircle the room (each is about 3’ wide and 
  5’ tall, with some kind of writing chiseled into the surface).  
   
  Any creature who steps into the room immediately begins to 
  sink into the mud, dropping 2’ per round, sliding inexorably 
  toward the very bottom of the sphere, 20’ below the surface. 
  Anyone who goes under can survive their constitution score in 
  six-second rounds before they begin to suffocate, losing 1d4+3 
  points of Constitution per six-second round thereafter, 
  succumbing to death when Constitution reaches zero.  
   
  The seven stone tablets are prayers in praise of the Old Gods, 
  written in an archaic form of the local language.  
   
  This long hallway has been plastered and has been painted with 
  a long, continuous mural, depicting all manner of living things: 
  trees, bushes, flowers and mosses, fungi, animals, monsters, 
  fish, etc. The room is well-illuminated by an unidentifiable 
  source (casting no shadows). 
   
  Near the far end of the hallway, two stone tablets are mounted 
  to the walls. Each tablet is about 3’ square, 3” thick, cut from 
  sandstone. On each is painted the words of a prayer in praise of 
  the Eight Faces of Creation. Praying these two prayers (west 
  prayer first, then east prayer) causes the altar against the 
  southern wall of the domed chamber (see below) to glow with 
  a greenish light. 
   
  The walls/ceiling of the domed chamber are likewise painted 
  with images of all manner of living beings, including images of 
  the Eight Faces of Creation (as depicted in the statues in area 
  5.29, though these paintings are skillfully rendered), 
  surrounding this room as the statues do area 5.29, looking 
  toward the altar. Above the altar is a painting of the Face of 
  Life. 
   
   
   
   
  If the prayers have been recited at the entrance and the altar is 
  glowing, any dead creature laid on the altar might be brought 
  back to (a mockery of) life: they rise as zombies. There is a base 
  50% chance of the altar working in this manner, +5% per level 
  of a faithful follower of the old gods who has recited the 
  prayers, -10% per hour the creature has been dead. If successful, 
  the eyes in the painting of the Face of Life glow green and then 
  the creature on the altar begins to glow. The green glow around 
  the newly created zombie lasts for 1d4 days. Failure means the 
  Old Gods are displeased and the creature laid on the altar is 
  consumed in a magical fire that does 1d6 hp of damage to 
  anyone in the room (save vs. Dragon Breath for half). On a 
  critical failure (if the petitioner rolls a 00, or 01 whichever is 
  the worst possible outcome in how you use percentile dice) the 
  petitioner is consumed by magical green fire, taking no damage 
  but being teleported to the gate at area 5.37, falling into the 
  Outer Darkness. 
   
  The floor to this long hallway is flooded, though the water is 
  only a few inches deep. However, anyone who does not use 
  caution when coming to the end of the hallway must make a 
  Dexterity Check or stumble down the stairs into the pool in the 
  spherical room at the end of the hallway. 
   
  The water in this hallway and room is normal water. 
   
  Anyone opening the door to this hallway, and anyone in the area 
  of effect, is blasted with a Cone of Heat (as Cone of Cold, 
  doing 10d4+10 points of damage, save vs. spells for half). The 
  temperature in the hallway is unbearable, and unprotected 
  beings who traverse the hallway will take 1d8+4 hp of damage 
  per 10’ traveled. 
   
  The spherical room at the end of the hallway is consumed in a 
  blazing fire. Through the flames can be seen six black pillars 
  and, at the very far side, a statue on a small dais jutting out from 
  the curved wall. 
   
  The spherical room is consumed in a 20HD fireball that 
  perpetually burns. The black pillars are obsidian and have 
  extremely sharp edges (carelessness around the pillars will do 
  1d6 hp of damage).  
   
  The statue on the dais is an expertly carved effigy of the Great 
  Prince of the Fire of Darkness (an elemental lord), cut from a 
  single piece of deep red quartz (about 4’ tall, 2’ wide, weighing 
  about 600 pounds). The statue might be worth 12,000 gp to the 
  right buyer, but selling it (or in any other way obviously 
  disrespecting the effigy of the Great Prince) would incur the 
  wrath of the Great Prince of the Fire of Darkness, and anyone 
  so cursed will be pursued by creatures of fire until the statue is 
  put back in a place honoring the Great Prince or a powerful 
  (caster level at least 14) remove curse is cast on the victim. This 
  curse manifests itself in an encounter with a fire dwelling or fire 
  elemental based creature once a month. 
   
   
   
  5.31. Chamber of Earth and Stone 
  5.32. Chamber of Life 
  5.33. Chamber of Water 
  5.34. Chamber of Fire 
  
   The Storm’s Impending Rage 
     
  53 
   
  The long hallway, floor, walls and ceiling, is covered in bones 
  (human bones): skulls grinning down from the ceiling and up 
  from the floor, hands dangling from the ceiling and walls, toe 
  bones sticking up from the floor. There is no light in this 
  hallway or chamber and normal light sources are only 1/4th 
  effective. 
   
  Disturbing any of these bones causes them to animate as 1d6 
  Skeletal Horrors.  
   
  The circular (domed) chamber at the end of the hallway, which 
  is cut from rough, black stone, has five black candles burning: 
  four at the cardinal points and one, larger one, in the center.  
   
  The flames will burn forever unless snuffed out. They burn 
  green in the presence of undead. 
   
  If one or more of the outer candles is snuffed out, a Wraith 
  appears (per candle extinguished), awaiting a command. If no 
  command is given within two rounds, the undead attack. The 
  undead beings will obey any command that they can carry out 
  within this room. 
   
  If the center candle is extinguished, a Spectre appears and will 
  attack unless offered a sacrifice (anything alive – a plant, an 
  animal, a goblin...) which it sucks the life out of and then carries 
  out any command given it that it can fulfill within this room. If 
  no command is given, the Spectre simple fades away. 
   
  This short stairway is choked with vines, steps, walls, ceiling, 
  with a dozen faceless corpses hanging from the ceiling. 
  Otherwise, this is exactly the same as area 5.24 above. 
   
  The door to area 5.36 is never locked. 
   
  A stone walkway with no railings hangs precariously over a 
  yawning pit. The ceiling is lost in darkness above. 
   
  The white stone walkway is only 1’ thick and has no visible 
  supports. 
   
  The ceiling is 90’ above, covered in 
  stalactites among which hides a 
  Shadow Fiend which will attack any 
  being not accompanied by someone 
  wearing the purple robe and dragon 
  mask of the Priest of the Great 
  Darkness, seeking to push its victims 
  off the walkway into the endless abyss 
  below. 
   
  After a fashion, the abyss below really 
  is endless as it is a one-way gate to the 
  Outer Darkness. Anything that falls 
  down the pit will plummet into the 
  Spiritual Realms of the demonic, of evil 
  and chaos, perhaps lost forever. 
   
  The white marble walls of this chamber rise well over 100’, 
  reflecting and amplifying any light source brought into this 
  otherwise unlighted room. Four translucent crystal pillars rise 
  to the ceiling.  
   
  Any being not of the Mortal Realm (demons, devils, angels, 
  magical monsters, fey creatures, etc.) that comes into the inner 
  radius of a circle formed by the four pillars causes the pillars to 
  glow with an intense brightness that temporarily blinds non-
  mortal creatures (24 hours minus 1 hour per HD of the non-
  mortal creature). Mortals caught in the radius of blinding light 
  must make a Save vs. Spells or be temporarily blinded (24 
  rounds minus 1 round per level/HD). 
   
   
  The corridor continues through this high-ceilinged circular 
  chamber. The main floor is about 10’ lower than the area where 
  the corridor pierces the wall. 
   
  Two man-height, ponderous black candles burn in the alcove to 
  the north. 
   
  The floor of the main chapel area is covered in prayer rugs 
  (perhaps 60 or more), twenty or so have supplicants prostrate 
  on them, arms stretched toward the two mirrors and the statue 
  on the far side of the room. 
   
  The candles are Candles of the Sleep of Death: while burning, 
  any undead in line of sight of the candles finds a kind of rest 
  from the torment of their undead existence, falling asleep if you 
  will. The candles always work in pairs and extinguishing one or 
  both will break the spell in 1d4 rounds. 
   
  The 
  supplicants 
  are 
  22 
  Faceless Zombies who are not 
  praying but sleeping, after a 
  fashion (see Candles, above).  
   
  The mirrors are 3’ diameter, 
  highly polished bronze discs 
  hung by chains from heavy 
  oak frames. They radiate faint 
  magic and will reveal the true 
  nature of anything placed in 
  front of them. 
   
  The statue is a hooded figure. 
  Close inspection reveals that 
  the face and hands of the 
  figure are skeletal. 
   
   
   
  5.35. Chamber of Death 
  5.36. Stair Trap 
  5.37. Guardian Bridge 
  5.38. Four Pillars of Blinding Light 
  5.39. The Blasphemous Chapel 
  NOTE: The Priest of the Great Darkness and his minions shun this 
  chamber, though they might try to drive intruders this way... 
  
   The Storm’s Impending Rage 
     
  54 
  The ceiling of this mammoth circular chamber is lost in the 
  darkness above (180’ or so). A bubbling, steaming, hissing pool 
  of frothy water fills a 90’ diameter pool sunk down 6 or 8 feet 
  below the floor level. Mold and mildew covered tapestries line 
  the walls, with a particularly large one covering the west wall. 
  Alcoves, some with statues, are arrayed around the interior 
  wall. The floor is wet and slick. 
   
  The pool is a geyser that erupts when the Gods of the Deeps 
  appear (see below), spraying hot water throughout the room. 
  The water, not hot enough to cause any damage, is slick with 
  some kind of oily substance that makes movement and combat 
  tricky (see below for suggestions on how to handle this if the 
  geyser erupts). Arrayed around the pool are eight menhirs (tall 
  standing stones), slick with slime and oily stains. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The tapestries along the inner wall (ten of them) are recent 
  additions, depicting the Ten Days of Creation (according to the 
  liturgy of the Old Gods). The large tapestry on the western 
  wall is about 50’ square, woven of very threads (it’s about 2 
  inches thick), depicting a complicated design of a single line 
  winding in and around itself (like a Celtic shield knot). 
   
  The five alcoves along the inner wall all had statues in them 
  depicting various demonic beings which were smashed by the 
  followers of the Old Gods. Three have been replaced with 
  “Saints of the New Way” (poorly carved human figures that 
  might or might not resemble the leaders of the New Cult of the 
  Old Gods), one alcove (southeast) has a pedestal ready for a 
  new statue and the fifth alcove (south) still has the rubble of the 
  old statue choking the alcove.  
   
  If the rubble is even half-heartedly reassembled (which would 
  take about 3 person turns of work) will reveal that the statue 
  was of some kind of tentacled creature. Reassembling the statue 
  to the point of identifying the creature would take 12 person 
  turns of work but would reveal the image of the Demon Lord 
  Mashafalak (information which may only be of use with some 
  kind of divination spells). 
   
  The west alcove behind the large tapestry is obscured by 
  permanent Impenetrable Darkness. It is a fixed Sphere of 
  Annihilation (as the spell). Anything that enters the darkness of 
  the alcove is completely destroyed. 
   
   
   
  5.40.  The Gods of the Deep 
  
   The Storm’s Impending Rage 
     
  55 
  The Gods of the Deep 
  The pool is a massive summoning circle that binds demonic 
  creatures thus summoned to the area inside the eight menhirs 
  for the duration of their servitude (usually no more than a few 
  hours). 
   
  Wearing the dragon mask and the purple robe of the Priest of 
  the Great Darkness (5.26) and entering the water is enough to 
  summon one of the Gods of the Deep who, in truth, are creatures 
  of the Outer Darkness.  
   
  One round after entering the water, the pool begins to roil and 
  swirl with a small whirlpool forming in the center. Two rounds 
  later, the geyser erupts, dousing everything in the chamber with 
  a slippery, oily water. Then, one round later, tentacles rise up 
  from the surface of the water, wrapping around the menhirs, 
  pulling up the great, twisted grey and red misshapen demonic 
  creature that is the Demon Lord Mashafalak who communicates 
  telepathically demanding to know “who disturbs the Gods of 
  the Deep?!” 
   
  Mashafalak has partially possessed the mind of the Priest of the 
  Great Darkness, convincing the Priest that the demon lord is, in 
  fact, one of the Old Gods, the Gods of the Deep as he calls them. 
  This has driven the Priest of the Great Darkness insane. 
   
  Mashafalak will immediately recognize an imposter who 
  summons him (wearing the mask and robe) and will seek to 
  dominate the mind of the petitioner. 
   
  The Demon Lord can use the following 
  abilities in spite of being bound by the 
  summoning circle: 
   
  • 
  Clairaudience 
  • 
  Clairvoyance 
  • 
  Domination 
  • 
  Empathy 
  • 
  ESP 
   
  *NOTE: these abilities are magical equivalents 
  of what many Old School rules call Psionic 
  Abilities (or Mental Disciplines, or some 
  similar name). Creatures of the Outer Darkness 
  employ such abilities or disciplines as magical 
  abilities, subject to dispel magic and the like. 
   
  Damage to any menhir will release 
  Mashafalak who will go on a rampage, 
  seeking to destroy any living thing it can, 
  using the full range of its powers.  
   
  (NOTE: the demon lord is unaware of the 
  power of the pillars in area 5.38). 
   
   
   
   
   
  The Demon Lord Mashafalak resembles a Kraken with a 
  bloated, misshapen body covered in eyes and mouths. Twenty 
  great tentacles which end in poison tipped stingers wrap around 
  and crush victims while the many mouths utter blasphemous 
  curses and speaks out his magical abilities (up to four 
  simultaneously in any given round!).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Combat in the Chamber of the Gods of the Deep 
  Because of the oily nature of the water that is sprayed 
  everywhere when the demon lord is summoned, combat 
  here can be tricky.  
   
  Here are some suggestions for handling things for most 
  combatants – exceptions being those who levitate or fly or 
  those who otherwise don’t rely on staying surefooted during 
  melee (choose one... or more): 
   
  • 
  disadvantage for all rolls 
  • 
  dexterity check whenever any action is attempted such 
  as movement or attacking 
  • 
  a penalty (-1 or -2) to attack and to AC 
  • 
  movement at ½ rate 
  • 
  anyone who falls must make a dexterity check to stand 
  up again, anyone prone fights at -3 penalty to attack and 
  AC and must take at least one round to recover 
   
  • 
  Mind Bar 
  • 
  Telempathic  
  Projection 
  • 
  Telepathy 
  • 
  Telepathic Projection 
   
  
   The Storm’s Impending Rage  
   
  56 
  Interacting with the Watchtower Guards 
  • 
  They are wary of strangers but will welcome anyone 
  who can demonstrate fighting skill 
  • 
  They will not talk about Agon (until they are drunk, 
  then they can’t stop talking about him) 
  • 
  They have not seen any Goblins in the area 
  • 
  They have patrolled the road for the past month and 
  have not encountered any bandits 
  • 
  They are loyal to the Baron and cannot be bribed 
  • 
  They spend a lot of time in mock battle, honing their 
  skills, as well as arm-wrestling, drinking contests and 
  other ego-boosting (or crushing) activities 
  6. Baron’s Tower/ West Tower 
   
  This was one of Wyrmslayer’s first projects, a 
  watchtower to establish the boundary of his 
  claim. West Tower is manned by some of the 
  Baron’s most loyal men. Outsiders are almost 
  never permitted beyond 6.1. 
   
  The main door to the West Tower is three-inch thick oak, bound 
  in iron and triple barred from the inside.  
   
  The doors to 6.2 and 6.3 are locked. Captain Ebard, Master 
  Tuval and any guard on duty have keys. 
   
  Several benches are stacked against the west wall and a long 
  table leans against the east wall. The room is used as a 
  waystation for travelers and as an impromptu audience chamber 
  for anyone who wants to talk with the Captain.  
   
  This door is locked. Captain Ebard, Master Tuval and any guard 
  on duty have keys. 
   
  Enough food, water and supplies are neatly stacked and labeled 
  that the tower could withstand a siege for at least two weeks. 
  Behind the stacks orderly piles of supplies is a plain, unlabeled 
  pine box, cinched with leather straps but otherwise unlocked.  
   
  The pine box contains bloody, burned clothing and a wax 
  sealed (with Captain Ebard’s seal) leather pouch containing a a 
  folded note, and tin and bronze medallion: a circle with eight 
  radiating arrows (chaos symbol). These are Agon’s personal 
  effects, and the medallion is the reason he is being detained. 
   
  The note says, “Found on the person of Agon the Homesteader 
  after his property burned and his family died. He is a raving 
  madman. We have him in custody and await your orders. E.” 
   
  The door to area 6.1 is always locked. Captain Ebard, Master 
  Tuval and any guard on duty have keys. 
   
  Racks of weapons and armor: 
  • 
  14 leather jerkins 
  • 
  9 chain shirts 
  • 
  27 shields 
  • 
  9 swords 
   
  The trapdoor to the hidden basement (6.13 and 6.14) which is 
  well disguised and is covered over by a reed mat. The trapdoor 
  is never locked. 
   
  This room serves as the kitchen, dining hall and rec room for 
  the 16 Watchtower Guards stationed here. 
   
  During the day there will be 1d4+3 Guards, at night 1d3 guards, 
  relaxing, cooking, eating, arguing. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Light framed wooden racks hang from the ceiling here loaded 
  with bundle after bundle of arrows. 20 Longbows hang on the 
  walls, arrayed between the windows. 
   
  A low fire and a massive heap of red hot coals fills the fireplace 
  and fuel is regularly added from the tall piles on either side of 
  the fireplace. 
   
  There are always 2 Watchtower Guards here. 
   
   
   
  6.1. Waystation 
  6.2. Locked Storage 
  6.3. The Armory 
  6.4. The Common Room 
  6.5. The First Watch 
  • 
  23 shortswords 
  • 
  11 helms 
  • 
  34 daggers 
   
  Map 13 
  Baron’s Tower/ 
  West Tower 
  Page 91 
  
   The Storm’s Impending Rage 
     
  57 
  Each of these rooms has a bin of oil-soaked charcoal beneath 
  each window which is to be ignited and dumped on the heads 
  of attackers.  
   
  Eleven of the Watchtower Guards live in these two rooms and 
  1d8+3 will be here at any given time. 
   
  Seven Watchtower Guards live here. 1d4+3 will be here at 
  any given time. 
   
  This room is a chaotic jumble of odd paraphernalia (like a 
  stuffed Manticore head, a string of acid etched Troll ears, jars 
  full of all manner of monstrous and grotesque creature parts).  
   
  90% of the time Master Tuval is holed up in his chamber, 
  doing experiments, researching magic, etc. 
   
  Tuval is a Priest of the Church of the Holy Saints and a dabbler 
  in the magical arts (C4/M2). He is fiercely loyal to Baron 
  Wyrmslayer and to Salan Greenthumb, on friendly terms with 
  Captain Ebard but looks upon the Watchtower Guards with 
  disdain. 
   
  One of Tuval’s consuming passions is making what he calls 
  “concoctions:” salves, oils, pastes and unguents that have a 
  variety of effects. There are 1d6+3 jars of goop here that have 
  potentially useful effects. Roll for each on the table below: 
   
  Roll 
  1d6 
   
  Effect 
  Color and 
  Consistency 
  No. of 
  apps. 
  Method of 
  Application 
  1 
  Sleep  
  Green oily 
  1 
  Eaten 
  2 
  Confusion 
  Black, tar-like 
  1 
  Snorted 
  3 
  Loss of 
  Appetite 
  Pale blue, slimy 
  2 
  Applied to skin 
  4 
  Cause 
  Nausea 
  Dark brown, paste 
  2 
  Applied to an 
  open wound 
  5 
  Cure 
  Nausea 
  Light brown, batter-
  like 
  3 
  Smeared on eyes 
  6 
  Death 
  Sleep 
  Greenish-white, 
  sticky 
  4 
  Applied to soles 
  of feet 
   
  Buried among the eclectic mix of mundane and grotesque items 
  can be found a number of useful (or at least interesting) items: 
  • 
  a large bottle of pickled cabbage 
  • 
  A 10-gallon cask with a twin-tailed comet painted in red on 
  the side. It is full of good ale 
  • 
  a faded, centuries-old flag in the colors of a Northman 
  province, about 6 feet by 8 
  • 
  a set of fireplace pokers, shovels and brushes, bent and 
  broken 
  • 
  a salt-corroded foil and scabbard emblazoned 
  with a solemn prayer to protect the bearer who 
  has faith in Saint Ashar 
  • 
  a bottle of wine on the verge of becoming 
  vinegar 
  • 
  a horned helmet sized for an ogre 
  • 
  a set of 4 glazed clay plates and matching 
  saucers, with mystical runes painted on the 
  edges 
  The door to 6.11 is always locked and only Captain Ebard has 
  the key. 
   
  A few boxes of supplies are scattered randomly about here. A 
  ladder leaning against the west wall climbs to a hatch in the 
  ceiling which is always latched from this side (leads to the roof 
  and the signal fire stand at 6.12). 
   
  Captain Ebard lives in relative luxury. There is a 10% chance 
  of encountering him here during the day, a 70% chance at night. 
   
  The room is divided by a heavy, red velvet curtain.  
   
  North 
  The northern half of the room has a mirror and an armoire, six 
  mounted deer heads hanging from the wall and a small tapestry. 
   
  The armoire contains a dozen shirts, half a dozen pairs of 
  breeches. It has a false bottom in which Ebard hides a leather 
  sack containing 344 gp and a diamond worth 500 gp. 
   
  The deer heads are the work of an expert taxidermist, worth 80 
  gp each. The eyes of one of the deer heads are spherical brown 
  diamonds, worth 100 gp each.  
   
  The tapestry depicts a scene of a knight on horseback bearing 
  a wicked spear pursuing a boar. Behind the knight, reaching for 
  him, is a shadowy, demonic creature. It is worth 200 gp. 
   
  South 
  The floor of the southern half of the room is covered in a thick, 
  worn and stained carpet. A desk and chair against the west wall 
  and a large soft bed between the window and the fireplace.  
   
  The desk has a pile of papers on it, missives from Baron 
  Wyrmslayer and multiple drafts of Captain Ebard’s responses, 
  mostly crumpled up and pushed to the back of the desk.  
   
  Beneath the papers is a thin book, The Serpent’s Crest, which 
  is a classic adventure tale about a boy who  travels from the 
  Kingdom of Hamlin to the great southern desert.  
   
  If the book is read by someone with intimate knowledge of the 
  story, they may discover that each page contains a sentence 
  that is not part of the original story.  
   
  If the first third and sixth word of each of these 
  extraneous sentences are combined together, 
  the words of a Restoration spell can be found.  
   
  If the words are written in 
  the back of the book, it can 
  function as a Scroll of 
  Restoration. 
  Using 
  the 
  spell erases the words from 
  the back page as well as all 
  of the extraneous sentences 
  throughout the book.  
  6.6. & 6.7. Watch Rooms 
  6.8. The Barracks 
  6.9. Master Tuval’s Chamber 
  6.10. The Antechamber 
  6.11. Captain Ebard’s Chamber 
  
   The Storm’s Impending Rage 
     
  58 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The hatch to 6.10 is always latched from below. 
   
  An iron frame rises about 8’ above the rooftop, topped with an 
  oilcloth. The frame is a signal fire stand, loaded down with oil-
  soaked charcoal and lit in times of invasion or crisis. 
   
  Two flights of stone stairs descend into darkness. Dust and 
  cobwebs abound. The steps are stained with dried blood. 
   
  This room is jumbled full of broken and worthless junk. Among 
  the piles of refuse can be found: 
  • 
  a pair of red leather gloves branded with the coat of arms 
  of the city of Caer Hanelan 
  • 
  a rusty rapier and scabbard 
  • 
  a white woollen shirt with a wide collar 
  • 
  a ring of roughly-formed jade, bearing a runic engraving 
  inside the band, worth 140 gp and ready to be enchanted 
  • 
  a love letter inscribed on a piece of blood-stained, fire-
  damaged parchment from B. to D.  
  • 
  a bit of sandstone etched with a design of a wagon wheel 
  • 
  a pair of fashionable brown leather boots sized for a person 
  with very small feet 
  • 
  a two-handed hammer richly detailed with an engraved 
  motif of suns and stars. It includes a polished leather sling-
  strap 
  • 
  an ashwood bowl 
  • 
  a silver abacus with red garnet beads (worth 300 gp) 
  • 
  a small glass phial of mercury labeled with an alchemical 
  symbol (worth 50 gp to an alchemist) 
   
  The secret door to this room is not 
  locked or trapped. It looks like the 
  stone of the rest of the wall. There is 
  a faint vertical crack on the east side 
  where the door doesn’t quite match 
  up perfectly anymore. 
   
  Inside, is a sleeping (or unconscious 
  or dead) bound and bandaged man 
  on a simple reed pallet. Hanging on 
  the wall are some tools. In the 
  southeast corner is a bucket used as 
  a chamber pot. The floor is darkly 
  stained (blood, vomit and feces).  
   
  The man, Agon, is drugged (one of 
  Master Tuval’s concoctions). He 
  appears dead, his breathing is so 
  shallow, his pulse is so weak. 
  Captain Ebard has sequestered 
  Agon here until he gets word from 
  Baron Wyrmslayer because of the 
  chaos charm Agon was wearing 
  when he was found, burned and 
  bleeding, running along the road. 
   
  Agon has been questioned extensively, tortured even, but his 
  answers are gibberish to Ebard and Tuval and so they keep him 
  sedated.  
   
  If awakened, Agon raves and thrashes violently. If released 
  from his bonds he will do everything he can to escape. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6.12. Roof Watch 
  6.13. Stairs Down 
  6.14. Secret Storage 
  6.15. Deep Secret 
  Agon’s ravings (from the writings of Nostradamus, 
  substitute your favorite ravings of a madman if like): 
   
  “The child of the realm through the capture of his father 
  Will be plundered to deliver him: 
  Near the Moonfall Sea the azure captive, 
  The hostage troop to become far too drunk.” 
   
  “A just one will be sent back again into exile, 
  Through pestilence to the confines of ‘Nonseggle,’ 
  His reply to the red one will cause him to be misled, 
  The King withdrawing to the Frog and the Eagle.” 
   
  “People assembled to see a new spectacle, 
  Princes and Kings amongst many bystanders, 
  Pillars walls to fall: but as by a miracle 
  The King saved and thirty of the ones present.” 
   
  “The chief of the fleet through deceit and trickery 
  Will make the timid ones come out of their galleys: 
  Come out, murdered, the chief renouncer of chrism, 
  Then through ambush they will pay him his wages.” 
   
  “The letters of the great Prophet will be seized, 
  They will come to fall into the hands of the tyrant: 
  His enterprise will be to deceive his King, 
  But his extortions will very soon trouble him.” 
  
   The Storm’s Impending Rage  
   
  59 
  7. Agon’s Farmstead 
   
  Agon was briefly possessed by a Shard of 
  Darkness (as a minor Ally of Darkness) but the 
  possession drove him mad. When the shard was 
  extracted, Agon still heard voices that spoke to 
  him of the Old Gods. He dug a secret tunnel 
  beneath his shed as a chapel to worship the 
  Grunting God (the Boar’s Head, see 7.5).  
   
  A few days ago, Agon murdered his family and threw their 
  bodies down the well before he set fire to his house and barn 
  before running off raving into the night. 
   
   
   
   
   
   
   
   
   
   
  The smell of death and rot hangs in the air, strongest around the 
  well, but easily noticed within a 30’ radius. The water level is 
  24’ below the ground and floating in the water are the bloated 
  corpses of Agon’s wife and two children.  
   
  If the bodies are disturbed in any way (prodded, lifted out, etc.) 
  but not buried with sacramental rites, the bodies of the dead rise 
  the next nightfall as Avenging Spirits, seeking out Agon to 
  exact their revenge, attacking and throwing aside any who get 
  in their way.  
   
  A common room, a kitchen and two bedrooms, the interior of 
  this log house is completely gutted by fire. The roof is unstable 
  and anything that causes distress to the frame of the structure 
  (hitting a wall, slamming a charred door, etc.) will cause the 
  entire building to collapse. 
   
  Buried in the rubble are the following items which can be 
  discovered one at a time after 1d4+1 person turns of searching 
  (each item on the list): 
  • 
  a blood-flecked book entitled 'Ashes of the Midlands' 
  • 
  a pot of shellac and a brush to apply it with 
  • 
  urine stained under-skirts 
  • 
  leather gloves embossed with the initials ELM 
  • 
  a warm mantle made of white fox pelts 
  • 
  a tarnished brass earring set with a ruby (worth 130 gp) 
  • 
  scattered about: 344 sp and 87 gp 
   
  All the doors are nailed shut from the outside. The barn is in 
  complete ruin, still smoking. Inside are the charred corpses of 
  four cows and two horses, burned and broken tools and the ruins 
  of a wagon. Flies buzz incessantly and crows caw and pick at 
  the carcasses. 
   
   
   
  Only the blackened area of ground identifies that there had ever 
  been any kind of structure here. Bits of charred wood are 
  scattered about, and small pieces of bone can be unearthed in 
  the ashes and detritus. 
   
  The secret trapdoor is easily found if the ground is searched, 
  even in a cursory manner. It is not locked or trapped. 
   
  A massive wild boar’s head hangs from the ceiling here, a low 
  table or platform to the south and a wide stone pan or bowl or 
  something stands beside the platform/table. The floor is 
  spattered with dark stains. 
   
  The boar’s head has been enchanted: when words are spoken 
  within 10’ of the head, the mouth grunts and squeals out 
  gibberish. Agon believed this was one of the Old Gods speaking 
  to him. 
   
  The pan/bowl is half full of a thick, dark liquid (blood). Flies 
  are buzzing about it.  
   
  The platform/table is stained and smeared with blood.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The floor here is covered in filth and maggots, drag marks 
  indicate some things have been dragged through the room to the 
  door to 7.7. Various bits of flesh and organs are scattered about, 
  bite marks in all of them. The door to 7.7 is locked. 
   
  The door is locked, and the key is lost somewhere in the forest. 
  Inside are piles of animal bones, cleaned and polished to a 
  shine. Mouse, rabbit, badger, fox, coyote, wolf, deer, elk, 
  moose, bear and others. There are at least 50 skeletons in a 
  jumble here.  
   
  7.1. Well of the Dead 
  7.2. Burned Farmhouse 
  7.3. Collapsed Barn 
  7.4. Completely Burned Shed 
  7.5. The Great Boar’s Head 
  7.6. Agon’s Secret Shame 
  7.7. The Charnel Room 
  Map 14 
  Agon’s Farmstead 
  Page 91 
  
   The Storm’s Impending Rage  
   
  60 
  8. The Lost Patrol 
   
  The corpses of nine warriors, the patrol sent out a 
  month ago that never returned, hang from the trees 
  next to the stream here, killed by the Goblins and 
  left as a warning to the people of the area.  
   
  The weapons and armor still retained by the 
  corpses is badly damaged and generally worthless. 
   
  • 
  If the bodies are cut down and buried with sacramental 
  rites, one will rise a week later as a Saintly Warrior which 
  will lumber toward the Keep seeking to destroy Baron 
  Wyrmslayer, vengeance for sending he and his men on to 
  their deaths. 
   
  • 
  If the bodies are not cut down or are buried without 
  sacramental rites, the nine corpses will rise a week after 
  being discovered as Avenging Spirits which will wreak 
  havoc on any living thing encountered. 
   
  • 
  If the corpses are burned in a funeral pyre, with or without 
  sacramental rites, nine Ashen Warriors rise a week later 
  and haunt this hex. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9. Raider Camp 
   
  Salan Greenthumb has been paying the Raiders 
  (and the Goblins, see area 10) to attack caravans 
  and hassle the rebuilding of Wyrmslayer’s Keep 
  so that the Baron becomes distracted enough that 
  Greenthumb can steal the Black Opal (see intro, 
  area 1 and appendix).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Brown Robes (Greentumb’s apprentices) frequently visit 
  the Raider Camp, relaying orders and generally keeping the 
  unruly thugs in line. There is a 60% chance that one of the 
  Brown Robes will be here at any given time. 
   
  A dozen ragged tents are scattered about the courtyard, housing 
  about 60 Bandits (F1, hp 6 each). They are loud, dirty and not 
  very attentive to security. Half have leather, shortsword and 
  dagger, half have chain, sword, dagger and shortbow. In 
  addition, each Bandit has 1d6+6 sp. 
   
   
  9.1. The Raider Camp 
  Interacting with the Raiders: 
  • 
  All the Raiders (Bandits, Rangers and Lord Garous) 
  can be paid off to leave though it will take a total of 
  3500 gp to do so.  
   
  • 
  The Gnoles cannot be bought for money, but if 
  offered the opportunity to inflict violence and 
  mayhem, they can be convinced of attacking just 
  about anyone... including their Bandit allies. 
   
  • 
  All the Raiders know that Brown Robes come into 
  camp regularly to talk to Lord Garous, and every 
  time they leave Garous says, “It won’t be long, 
  boys,” but only Garous knows the true plan. 
   
  • 
  The Raiders hate the Gnoles but fear them even 
  more.  
   
  • 
  The Raiders all know that at some point they will 
  also be allied with Goblin-kin... and are not happy 
  about it, but they have been assured that the plunder 
  and 
  pillage 
  will 
  make 
  entering 
  into 
  the 
  uncomfortable alliance worthwhile. 
  Map 15 
  Raider Camp and 
  Dungeon 
  Page 91 
  
   The Storm’s Impending Rage 
     
  61 
  A twenty-foot-high obelisk of well-worn 
  limestone. Three stylized eyes are carved 
  into the face of each side, though they are 
  nearly worn away by time. 
   
  The main door to this room is not locked 
  but it is difficult to open as it is twisted 
  slightly in its hinges. The secret door (to 
  9.6) is not locked and is often left propped 
  open (85% chance).  
   
  The commander of the gang calls himself 
  Lord Garous. He sleeps on a makeshift 
  bed, piled high with stinky uncured 
  animal pelts. Beneath the pelts is a bag 
  with 355 gp and 9 rubies worth 60 gp 
  each. Garous is a capable warrior (F3, 19 
  hp) who fights with a silver trimmed war 
  hammer (at +2 to hit and damage) and 
  protects himself with plate mail and a 
  shield. 
   
  He is an evil man with voracious (and 
  twisted) appetites. He is capricious, 
  unstable and violent, often punctuating 
  his demands of the other Bandits with 
  physical assault. The men are loyal to him 
  only because he pays them fairly well and 
  allows them to take whatever spoils they 
  like, including slaves. 
   
  Five Raiders have set their tent up as a 
  makeshift ceiling in this broken-down 
  tower.  
   
  They are Garous’ “elite” warriors, being 
  second level fighters (12 hp each), fight 
  with swords and shortbows (all attacks at 
  +1 to hit and damage) and wear 
  chainmail. They act as Garous’ sergeants, 
  commanding the other bandits through 
  threats and humiliation. 
   
  Twelve Slaves, nine women and three 
  men are chained together here, guarded by 
  a Bandit (F1, leather, shortsword, 
  dagger).  
   
  The slaves have been treated very badly 
  indeed: dirty, emaciated, dehydrated, 
  bruised and bloody. They will fight for 
  their freedom, but they have little strength 
  and endurance (they fight as F1 but at -2 
  to hit and damage and they have only 1 hp 
  each). Still, they would rather die fighting 
  for their freedom than continue to suffer. 
   
   
  9.2. Obelisk of the Three Eyes 
  9.3. Lord Garous’ Room 
  9.4. Garous’ Rangers 
  9.5. Slave Pen 
  
   The Storm’s Impending Rage 
     
  62 
   
  Raider Camp Dungeon 
   
  The secret door to 9.3 is not locked (nor is it secret from this 
  side). 
   
  Grooves are worn in the soft limestone steps. Water seeping 
  through the walls makes the stairs slippery. There is a choking, 
  almost “rotting fish” smell in the air that gets more powerful 
  with each step down.  
   
  Sounds of growling and yelling and violence rise from the room 
  below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The smell of rotting fish is overwhelming here. 
   
  14 Gnoles live here in filth, wrestling, drinking, eating, arguing. 
  They are nominally under the command of Lord Garous, but 
  they only listen to Huntmaster Gruss (9.8).  
   
  Gnoles live only to destroy and kill and these troops have been 
  idle for so long that Gruss is losing his grip on them.  
   
  There’s a 30% chance that Gruss will storm out of his chamber 
  and punch the first two Gnoles he comes across in the face, 
  knocking them both out cold. 
   
  The door to this room is never fully closed (it 
  can’t be, it has swollen and catches on the floor 
  so there is about a 1’ gap between the door and 
  the frame). 
   
  Gruss is a Gnole Raider, stronger and larger 
  than his common kin. He is vicious, short-
  tempered and always reacts violently. He 
  commands his troops out of fear and has killed 
  three of the Gnole troublemakers just to 
  maintain the peace among his troops.  
   
  Gruss wields a magical mace (Skullcrusher, 
  mace +1/+3 vs. goblin-kin, gnoles, ogres and 
  giants). 
   
  The sounds of growling, yelling and violence 
  can be heard coming from room 9.7. 
   
  Barrels of salted meat of 
  suspect provenance, piles of 
  freshly picked bones and the 
  corpses of three Gnoles.  
   
  The sounds of growling, 
  yelling and violence can be 
  heard coming from room 9.7. 
   
  The secret trap door (to 9.13) 
  simply looks like normal 
  cracks in the floor and is very 
  hard to detect. 
   
  At night there is a 20% chance 
  that Gabbon the Shadow 
  Creeper will be hiding in this 
  room somewhere (9.13). 
   
   
   
  9.6. Stairs Down 
  9.7. The Shock Troops 
  9.8. Huntmaster Gruss 
  9.9. Supplies 
  
   The Storm’s Impending Rage 
     
  63 
  The doors (to 9.9 and 9.11) are not locked and the stairs up to 
  the hidden trapdoor in area 9.4 are clean, dry and have been 
  shored up with some minor masonry repairs. 
   
  The Raiders are storing their plunder here: 
  • 
  a weather-stained pair of tanned leather bracers decorated 
  with the livery of the Ostaven 
  • 
  a tiny glass phial of purple liquid, possibly a healing 
  draught (indeed, a Potion of Healing) 
  • 
  n elfcraft sword with a curved, leaf-shaped blade. The 
  handguard is decorated with a motif of interlaced leaves 
  and bare branches, and the pommel is shaped like a 
  phoenix. It is fitted into a fine scabbard inscribed with 
  Northman runes 
  • 
  24 gp at the bottom of a smelly oilskin sack 
  • 
  a beechwood handcart with a skull-and-crossbones painted 
  in red on the side loaded down with: a military-issue 
  hammer engraved with a sacred oath of obedience to the 
  Church of the Holy Saints with a pewter statuette of St. 
  Ashar tied to the striking head;  buff leather sack containing 
  a militiaman's bow, a flask of polishing oils and 
  bowstrings, and a fletching kit with extra feathers and 
  needle and thread for repairing arrows; an exotic, colorful 
  stuffed bird from the Southlands; s green velvet cape sized 
  for a child 
  • 
  a rusted iron key embossed with a design of a cowled 
  skeleton. 
  • 
  a parchment scroll inscribed with the name and address of 
  one of the families in Camden Village, with a note that 
  says, “Vivan the Blue, 500gp” 
  • 
  a pair of high tanned leather boots with wide cuffs richly 
  embroidered in a motif of skulls 
  • 
  a noisy chainmail shirt sized for a very short, slender 
  person 
  • 
  a well-worn greatsword and scabbard bearing the insignia 
  of a captain in the High King’s Guard 
  • 
  a peat-digger's muddy surcoat 
  • 
  a gold beard-clasp studded with rubies worth 250 gp 
  • 
  a hunter's horned helmet with an oilskin chinstrap 
  • 
  a superb broadsword with a handguard decorated with 
  lions' heads, and a leather scabbard featuring embossed 
  symbols of chaos 
  • 
  a hinged wooden box stamped with the seal 
  of 
  the 
  Apothecarists' 
  Academy 
  of 
  Crowninghall. Inside is a collection of 
  corked glass phials containing alchemical 
  powders (worth 150 gp to an Alchemist) 
  • 
  a fire-blackened ribbon of parchment 
  on which is written a license to 
  perform 'magickal feates of an 
  entertain'g natyre only,’ inscribed with 
  the Westhaven town seal 
   
   
   
   
  The door to this room is not locked and opens easily. 
   
  The water in this pool is so highly acidic that submerged flesh 
  dissolves in 2d12 hours while bones will dissolve in 2d6 days. 
   
  Hidden behind false stone panels, these two hidden alcoves are 
  near the ceiling of the natural corridor.  
   
  Gabbon (9.13) sometimes uses these alcoves as hiding places 
  or for storage, though at the beginning of this adventure they 
  are empty (anything Gabbon steals from the party will be found 
  in these hidden niches). 
   
  The secret trap door to area 9.9 is not locked, nor is it hidden on 
  this side. 
   
  A Shadow Creeper named Gabbon hides in this hidden nook 
  (like those at 9.12, it is hidden behind a false stone panel near 
  the ceiling of the corridor). 
   
  Gabbon’s personal treasures are kept here among piles of ratty 
  wool clothing and shredded parchments:  
   
  • 
  341 gp 
  • 
  3 rubies (100 gp each) 
  • 
  9 sapphires (50 gp each) 
  • 
  a magical leather bag (Everan’s Bag, a Bag of Holding that 
  somehow magically compartmentalizes and categorizes 
  everything inside so whatever is needed from the bag is 
  always right at hand when the bag is reached into). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9.10. Plunder Hall 
  9.11. Pool of Death 
  9.12. Hidden Alcoves 
  9.13. Gabbon’s Nook 
  
   The Storm’s Impending Rage  
   
  64 
  10. Old Barl’s Hunting 
  Tower/ Goblin Lair 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The locals are familiar with Old Barl’s Hunting Tower, a tall 
  hunting stand built out from the side of a cliff 80 or so years 
  ago.  Barl has been dead for at least a decade. What they don’t 
  know is that Old Barl wasn’t a hunter at all, but a Necromancer 
  and behind the Hunting Tower is a secret lair. 
   
  Goblins have been led to the Tower by Greenthumb’s 
  apprentices and are holed up here awaiting orders and there is a 
  60% chance that there will be one of Greenthumb’s 
  Apprentices here as well (if so, he is likely in the Audience 
  Chamber, area 10.13. 
   
   
  Approaching the Lair: 
  The tower rises above the tree line, giving a good view of the 
  surrounding area. A ladder leans against the side enabling 
  access to the unlocked door which is 15’ above the ground.  
   
  10.A The Tower 
  The tower is cut stone, well fitted, and well maintained. The top 
  of the tower rises 35’ above the ground with a door on the east 
  side about halfway up. 
   
  2 Goblins always stand watch on the roof, though they are not 
  particularly attentive, and 3 Goblins mill about at the bottom of 
  the ladder, teasing each other. 
   
  10B. Basilisk Cave 
  A one-eyed, scarred and injured Basilisk is kept chained in this 
  cave with a heavy leather hood strapped over its head. 
   
  Inside the cave are several partially destroyed “statues” of 
  goblins and men and strewn about are many bones (actually, 
  they are stone bones from creatures from whom the Basilisk has 
  eaten the stone flesh). 
   
  A Bugbear called Agarall Undying has a scar around its neck 
  where it was very nearly decapitated. Legends among the 
  Goblin-kin say that his head was severed and that he fought off 
  a band of humans holding his severed head in his left hand. The 
  truth is far less impressive...  
   
  Agarall is the Basilisk’s handler and he rides the creature into 
  battle, or he will if he can get it better under control. Due to 
  some genetic quirk (or, possibly as a result of his near 
  decapitation), Agarall is immune to the Basilisk’s gaze. 
   
  Agarall calls the Basilisk “Daisy”. 
   
  The Basilisk was captured by the Goblins and they are planning 
  on using it in their attack on the Baron’s Keep, if they can keep 
  it from turning the Goblin-kin and their allies to stone... 
  NOTE: in the random encounters there is a Basilisk encounter. 
  This is her mate for which she searches. If the party comes within 
  50’ of the mouth of the cave, they will attract enough of this 
  Basilisk’s scent to trigger his mate into attacking during that 
  encounter. See Random Encounters for more information. 
   
  NOTE: Urfash the Hobgoblin and 19 Goblins are out on patrol 
  but are to rejoin the clan before the assault on the Keep (see 
  Appendix Siege of the Keep). 
  Map 16 
  Old Barl’s Hunting 
  Tower/ Goblin Lair 
  Page 91 
  
   The Storm’s Impending Rage 
     
  65 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Common Features in the 
  Goblin Lair: 
  • 
  Unless otherwise noted, doors are not locked 
  and open easily. 
  • 
  The mortared stone walls have arcane 
  necromantic symbols etched in them and 
  empty torch brackets about every 40’ 
  • 
  There are no light sources within the lair (except the pale 
  glow in area 10.9) and all denizens will risk everything to 
  attempt to extinguish any light source brought in. E.g. 
  ambush attacks and missile attacks will be directed at the 
  bearer of the light source, water will be thrown at a torch 
  or lamp, magical light sources will be targeted for 
  destruction or pilfering (to be dropped down the flooded 
  shaft in area 10.9) 
  • 
  The lightly shaded corridor (10.2-10.9 and 10.20) is called 
  the “Troll Run” by the Goblin-kin. There are 2 Trolls who 
  roam this area so special attention must be taken in those 
  areas (see Troll Run, below)  
  • 
  Disturbances in areas other than 10.12-10.14 will likely be 
  ignored by other denizens in the area as violent disputes 
  rise among the barely controlled Goblin-kin with some 
  regularity 
  • 
  Violence or even unusual loud noises in area 10.13 (Chief 
  Parack’s “audience chamber”) will draw a response from 
  10.15, 10.16, 10.22. 
  • 
  If the Lair is put on alert (by the Bugbears at 10.11, 10.12, 
  and 10.22, for example), the forces will be split among 
  areas 10.12, 10.18 and 10.22, to guard against incursion, 
  reinforcing other areas as necessary. Any area being 
  overrun by invaders will do a fighting withdrawal toward 
  10.14 which is where the forces will make their last stand. 
  The Trolls will not participate in the defense of the lair, 
  though they are still likely to drop down on invaders who 
  wander the Troll Run! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Troll Run 
  Two Four-Armed Trolls (treat as 
  normal trolls with double attacks) 
  haunt these natural caves and corridors 
  of the Troll Run, indicated on the map 
  by the light shading. 
   
  They typically leave Goblin-kin alone (though goblins do go 
  missing from time to time...) and track through the darkness by 
  smell – so anything that smells strongly of Goblin-kin is likely 
  to be ignored by the Trolls. 
   
  In the corridors, there is a 1-in-10 chance that a Troll is lurking 
  on the ceiling. Each numbered area gives the likelihood of 
  encountering a Troll as well as details about those caves and 
  corridors. 
   
  The Trolls are pathologically terrified of fire and will always 
  flee from an open flame, even a candle flame. 
   
  Typical Tactics: Unless otherwise noted (like in area 10.5), the 
  trolls crawl along the rough ceiling (silently), dropping down 
  on prey and surprising 1-5 on a d6. A Trolls goal is usually to 
  drag off prey to eat it somewhere, so they are unlikely to fight 
  to the death. They are also not likely to work in tandem as they 
  hate each other, though if one is attacked with acid or magical 
  fire, it will scream an anguished and frustrated guttural howl 
  that will attract the other Troll within 1d4 rounds. 
   
   
  Tension in the Lair 
  • 
  Chief Parack (10.13) is strong even for a Bugbear 
  (fighting as an Ogre) but is beginning to slide into 
  insanity (as Bugbears are wont to do).  
  • 
  Subchief Halarsh (10.17) is keeping a close eye on his 
  chief and looking for an opportunity to depose him.  
  • 
  Sergeant Faral (10.12) is fiercely loyal to Chief Parack 
  and suspects Halarsh is plotting against him. 
  • 
  If hostilities break out, all the Hobgoblins will follow 
  Halarsh, the Bugbears will wait to see who comes out 
  on top and the Goblins will follow Parack (and Faral). 
  • 
  The Trolls will gladly pick off the weak and the 
  stragglers. 
  
   The Storm’s Impending Rage 
     
  66 
  The outer door is not locked and opens easily. 
   
  The Secret Door (10.2) is not locked and is fairly easy to find 
  (+2 bonus on rolls) as the Goblin-kin’s filthy hand prints are all 
  over the wall here, especially around the gap in the wall that is 
  used to pull the door open. 
   
  The room is a shambles, broken furniture piled in the northwest 
  corner, waste smeared on the walls, bones scattered all about. 
   
  Two Goblins are picking through the debris and arguing with 
  each other. They are automatically surprised. 
   
  The Goblins will surrender almost immediately and offer to tell 
  the invaders anything they want to know. They will emphasize 
  the “big treasure room” and the “pretty woman in the jail” but 
  will not, under any circumstance, mention the Trolls in the Troll 
  Run. They will try to be as obnoxiously compliant as they can 
  fake but they will break and run at the first opportunity. 
   
  The secret door (10.1) is very hard to find visually (-1 penalty 
  on rolls) but is not locked or trapped and simply pushes open 
  (automatic success if anyone is pushing on the wall looking for 
  it). 
   
  The floor here, about 2’ lower than the threshold of the secret 
  door, is swept clean (bones and debris have been swept to the 
  southern part of the cave). The walls are slick with an oily, black 
  liquid that glistens if any light source is brought in here. 
   
  To the south are low moaning and groaning sounds (10.3), to 
  the north harsh, guttural talking (10.10). 
   
  There is a 1-in-20 chance that a Troll is lurking on the ceiling 
  here. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Moaning and groaning sounds are loudest here. 
   
  The pit is writhing with broken bodies, Zombies and other 
  undead creatures that have been pushed here by the Goblins 
  when they took over the lair. 
   
  Nineteen Zombies, three Trampled Horrors, and one Vexed 
  Corpse squirm and twist in endless agony among the remains 
  of another three dozen or so corpses, unable to claw their way 
  out of the pit. 
   
  There is a 1-in-12 chance that a Troll will be lurking on the 
  ceiling here. 
   
  Also in the pit are a few valuable items that will occasionally 
  roil to the surface as the undead writhe in their endless anguish: 
  • 
  a number of costume jewelry pieces (three broaches, five 
  heavy chains with paste-jeweled pendants, a tin tiara with 
  glass “jewels”) worth perhaps 10 gp total 
  • 
  a finely crafted gold broach set with rubies and emeralds in 
  the abstract shape of a bird (worth 1200 gp) 
  • 
  a total of 944 gp, 821 sp and 12214 cp (the Goblins throw 
  copper pieces at the undead creatures’ heads) 
  • 
  a three-foot long copper tipped wand (Wand of Magic 
  Detection with 21 charges) 
  • 
  A flask with a clear, odorless liquid (Potion of Strength) 
   
  The thousands of bones that once decorated this complex have 
  been dumped into this pit along with the many bones from more 
  recent victims of the Goblin-kin’s pillaging. 
   
  While the bones are inanimate, they do roil and clatter as a 
  cluster of 7 Giant Centipedes nests here. They have no 
  treasure.  
   
  The Giant Centipedes can and will climb the wall of the pit to 
  attack, though they have learned to be wary of the Goblin-kin 
  for whom Giant Centipede is a tasty treat.  
   
  Light sources attract the Centipedes immediately. Anything that 
  smells like a Goblin-kin, however, will be steadfastly avoided. 
   
   
   
  10.1. Goblin Guards 
  10.2. Secret Corridor 
  10.3. The Pit of Death 
  10.4. The Charnel Pit 
  
   The Storm’s Impending Rage 
     
  67 
  A stout wooden bridge crosses over the natural caves here 
  (about 16’ above the floor level), connecting two dressed 
  stone corridors which bisect this natural crevice. 
   
  To the east can be heard a low moaning sound (10.3) and 
  to the west a quiet whistling sound (10.24). 
   
  The floor here is strewn with bones and other bits of 
  detritus. 
   
  The bridge, a recent addition, is strong enough to support 
  a giant (see 10.23). There is a 5-in-10 chance that a Troll 
  is clinging to the underside of the bridge. The Troll will 
  lash out at any creature that comes near the bridge, above 
  or below, including the Giant in area 10.23. 
   
  Combat here will draw the attention of the Bugbears at 
  area 10.22 who will come to the end of the corridor to 
  watch whatever spectacle has brought their attention, 
  though they will not aid any other creature and will flee if 
  threatened, and the Fomorian Giant in 10.23 who will 
  unlock his door, draw it open and peer into the corridor 
  beyond, curious but not really interested. There is a 90% 
  chance that the Giant will forget to relock his door. 
   
  The area to the southeast (10.6) smells of death and a 
  quiet, low whistling sound comes from the west (10.24).  
   
  The stench of death and decay is overwhelming here (save 
  vs. poison or begin gagging: all rolls at -1 while in this 
  cave). 
   
  Half-eaten Goblin, Human and Animal corpses are strewn 
  about here.  
   
  There is a 6-in-10 chance of encountering a Troll here, 
  tearing at the rancid flesh of a moose. 
   
  The Secret Door to 10.7 is not locked, but it is difficult to 
  detect (-1 on all rolls). A false stone must be turned 
  clockwise to unlatch the door. 
   
  The secret door to area 10.6 is not concealed in any way 
  on this side. It is not locked and opens easily. 
   
  This secret cave is where Old Barl kept his most treasured 
  items in oiled sailcloth bags which are covered in a black 
  (harmless) mold, though the contents are all mold and 
  moisture free.  
   
  The Goblin-kin have no idea this room exists, though the 
  wight (19.24) knows about it and might try to use the 
  information as leverage (Speak with Dead or the like...) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10.5. Troll Bridge 
  10.6. Foul Cave 
  10.7. Secret Chamber 
  Found in the Secret Chamber (10.7) 
  • 
  9 wax sealed glass bottles containing a thick, clear liquid with 
  black and brown particles (Potions of Undead Control) 
  • 
  Seven leather bound (fairy skin) books: necromantic spell 
  research. Any spell caster researching a spell related to death gains 
  a 10% bonus in their spell research (GMs can adjudicate how that 
  applies in their own systems) 
  • 
  A magical velvet hood (Possessor’s Hood, looks like the classic 
  executioner’s hood, when placed over the head of a mortal being, 
  that victim must make a save vs. spells or become possessed by an 
  evil spirit. Any mortal being killed while possessed by an evil spirit 
  can be animated as a random undead creature the next full moon) 
  • 
  A backpack (hunting knife, snowshoes, heavy blankets, and other 
  camping equipment such as rope, pans, etc.). At the very bottom 
  of the backpack, under all the equipment, is a small leather-bound 
  book: one of Barl’s traveling spell books (Cause Fear, Inflict 
  Wound, Animate Dead, Speak with Dead) 
  • 
  a small cedar jewelry box, locked (with a lock almost childishly 
  easy to bypass) containing 3 rubies (worth 200 gp each) and a 
  Charm Bracelet (Charms: Protection from Undead, Protection 
  from the Outer Darkness, Detect Magic, Life Guard) 
  
   The Storm’s Impending Rage 
     
  68 
  The most notable feature of this area is the loud, guttural 
  voices to the north (10.10) and the pale-yellow glow to 
  the southwest (10.9). There is a 1-in-10 chance that a 
  Troll is lurking on the ceiling here.  
   
  Combat in this area will draw the attention of the 
  Bugbears in areas 10.10 and 10.11 but only as spectators. 
  If combat goes badly for a Troll here, the Bugbears will 
  withdraw behind the door to area 10.12, calling a general 
  alarm which will rouse the forces of the Lair to make a 
  stand against the invaders. 
   
  The water in this pool glows faintly with a 
  pale-yellow light. 
   
  The water-filled shaft drops 100’ or so 
  (water runs down the walls from above, 
  trickling into the pool). At the bottom of 
  the shaft are four broken and useless 
  lanterns, nine waterlogged torches, a shield 
  decorated with a griffin rampant which is 
  glowing with a bright yellowish light and 
  two fist sized stones that glow with a pale 
  white light. 
   
  Generally, the denizens of the Lair avoid 
  this chamber unless they have a light 
  source to throw down the shaft.  
   
  Note: fighting in area 10.8 will attract the attention of the 
  Bugbears here and in the next room (10.11) as spectators. 
   
  This cave has a low ceiling (about 5’) so the two Bugbears who 
  are here are hunched over and complaining to one another in 
  their harsh language. They are easily surprised (+2 bonus on 
  surprise rolls) unless alerted by significant noises elsewhere or 
  combat in area 10.10. 
   
  If engaged in combat, these Bugbears will call for aid from the 
  others in area 10.11 who are 75% likely to come to their aid, 
  but even so it will take 3 full rounds before the other respond. 
   
  If engaged in conversation, these Bugbears will try to not reveal 
  much about the lair, but they are not very smart and are easily 
  tricked into revealing information. However, if one of them 
  realizes he has been tricked, the two will attack fiercely.  
   
  They fight to the death because they are a little insane. 
   
  Each Bugbear wields a sword and wears tattered leather armor 
  and has 3d10 gp in a pouch. One of the Bugbears likes to also 
  bite his opponents (which he does if he rolls a natural 20 on an 
  attack). Anyone bitten by the Bugbear must save vs. poison or 
  contract a muscle weakening disease (lose 1 point of strength 
  per day and die when it reaches zero).  
   
   
  This high-ceilinged chamber is cluttered 
  with 
  animal 
  skins, 
  bones, 
  broken 
  furniture, and Bugbear waste. The cave 
  stinks of waste and... flowers? 
   
  Three drunk Bugbears share this cave. 
  They are always drunk. Everything 
  brought into this chamber begins to 
  ferment immediately so everything the 
  creatures eat or drink causes them to 
  become intoxicated. 
   
  They are naked, slow to react and fight at 
  -2 to hit and damage. They are as likely to 
  fall asleep during combat as take a swing 
  with their swords or fists.  
   
  NOTE: anything taken from this chamber 
  is tainted with the fermenting corruption. 
   
  The door to 10.12 is not locked. 
   
  The door to 10.11 is not locked. 
   
  Sixteen Goblins garrison here, led by a 
  Hobgoblin sergeant named Faral.  
   
  The Hobgoblin sergeant tolerates some 
  horseplay, but he keeps a close watch on 
  his soldiers and commands them well. 
  They obey his commands immediately. 
   
  They are fairly well disciplined (for Goblins) though they are 
  restless, playing “catch the dagger” and “poke an eye” which 
  occasionally spills out into confrontation (especially if one of 
  them cheats at “poke an eye”). 
   
  The Hobgoblin sergeant will defend his chief and his brothers 
  to the death, but is willing to parley if he sees some advantage 
  in it and is likely to call for a truce if combat goes badly for his 
  troops, offering to take the invaders to an audience with Chief 
  Parack if they will cease hostilities. 
   
  The Goblins fight with shortswords and daggers, the Sergeant 
  wears a chain shirt, a pot helmet, and fights with a sword. 
   
   
  10.8. Troll Cave 
  10.9. A Pale-Yellow Glow 
  10.10. Bugbears 
  10.11. Bugbears 
  10.12. Goblins 
  
   The Storm’s Impending Rage 
     
  69 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The doors to areas 10.14 and 10.15 are not locked. 
   
  Against the north wall, a makeshift throne has been fashioned 
  from broken furniture, bones, a moose rack and, curiously, nine 
  brightly colored feathers. 
   
  Seven heads are “mounted” on the wall (actually, hung from 
  hooks and rotting in place): Four human men, two Goblin and 
  one Hobgoblin. 
   
  12 Goblins mill about here normally, day or night, the Chief’s 
  bootlickers. Two Hobgoblin guards flank the throne on which 
  is usually seated Chief Parack, a large and cunning Bugbear 
  who commands this tribe.  
   
  Chief Parack holds court here, making wild demands that the 
  sycophants do their best to comply with. The Hobgoblin Guards 
  tend to just roll their eyes at their Chief’s outrageousness, but 
  they will defend him to the death (mostly because if they don’t 
  defend him, he will rip their heads off and eat their brains). 
   
  Parack is decked out in random bits of platemail (no two pieces 
  seem to match or even fit him) over which he wears a rotting 
  bearskin and a shield made from a small waterwheel. He wears 
  a crown made from the jawbone of a dragon covered in gold 
  and silver foil (actually worth 200 gp for all its macabre 
  uniqueness though the gold and silver foil are only worth a total 
  of 20 gp), and fights with a magic Warhammer (Pison’s Bane, 
  a hammer +1, +3 vs. giant sized creatures, wielder gains 
  prescience in combat, able to sense opponent’s next move and 
  thus gaining +2 bonus to AC, or giving opponent a -2 to attack).  
  Around his neck he wears a steel chain with a key on it (to the 
  Treasure Room, 10.21). 
   
  The door to this room is never locked, though no Goblin-kin 
  will willingly enter this room (as none who have entered before 
  have ever exited). 
   
  The most striking feature is the smell of death and rot and the 
  sagging, rotting head of a Hippogriff hanging on the east wall. 
  Arrayed around the room are nineteen other rotting Goblin (15) 
  and Hobgoblin (4) heads. 
   
  The floor is a mass of bones, blood, rotting guts and destroyed 
  furniture. 
   
  Stuffed into the Hippogriff head is Parack’s most prized 
  possession: a beautiful, if tarnished, silver pendant with three 
  amethysts set in the face on which is engraved a rune: three 
  infinity signs intertwined.  
   
  This is a Necklace of Adaptation, allowing the wearer to 
  breathe normally in almost any environment (underwater, 
  surrounded by poison gas, buried alive, etc.). 
   
   
   
   
   
   
  10.13. Chief Parack’s Audience Chamber 
  10.14. Chief Parack’s Private Chamber 
  
   The Storm’s Impending Rage 
     
  70 
  The door to 10.13 is not locked and opens easily. 
   
  A Hobgoblin, simply called “The Jailer,” lives here. He is rude 
  and lazy and, if encountered here (50% chance), he will not 
  engage in combat unless attacked. He will, however, hurl 
  insults and complaints incessantly. 
   
  The door to 10.17 is not locked. 
   
  Seven Hobgoblins live here. The room is orderly, clean and the 
  Hobgoblins are alert (-2 on surprise rolls). 
   
  They are nominally loyal to Chief Parack (10.13), mostly out of 
  fear, but are fiercely loyal to Subchief Halarsh (10.17) and will 
  obey any command he gives unswervingly. 
   
  These Hobgoblins are clever and use intelligent tactics when 
  confronting a foe, including fighting withdrawals, ambushes, 
  surrender (real or feigned) and using terrain (and the crazy 
  Trolls or the isolated undead) to their own advantage.  
   
  These Hobgoblins hate The Jailer (10.15) for his arrogance and 
  laziness, and they will taunt him if he comes through this room. 
  They also hate the Goblins who support the increasingly 
  unstable Chief Parack and are likely to be slow to come to their 
  aid if called. 
   
  They wear leather armor (cleaned and in fairly good repair) and 
  wield maces and shields. Each has 2d12 gp in a pouch. 
   
  The door to this room is not locked. 
   
  This is Subchief Halarsh’s chamber, a brooding and angry 
  Hobgoblin who resents Chief Parack but feels powerless to do 
  anything about it. He keeps a neat and orderly room and 
  demands that his troops (10.16) do the same. 
   
  Halarsh wears scale mail that appears to fit him very well and 
  wields a two-handed battleaxe in combat.  
   
  Under his pallet is a loose stone beneath which he keeps his 
  treasures: a small ivory figurine (a nude woman, worth 100 gp), 
  230 sp and a bent nine-sided brass disk that he believes is 
  magical (it is not, but it is a curiosity from the Northmen, worth 
  about 50 gp).  
   
  The door in the east wall is not locked. The door in the 
  southwest all is not locked but it is marked with a goblin 
  warning (a bloody handprint). 
   
  The walls and floor here are spattered with blood, mostly 
  pooled around the southern column. Instruments of torture lie 
  scattered about. There is 50% chance that The Jailer (10.15) is 
  here cutting the flesh from a dead body (most likely a Goblin). 
   
   
  The north cell is empty, but the south cell has a prisoner: a 
  young woman named Addie who has been beaten and tortured 
  but is being kept alive in the hopes of a ransom. Addie is a third 
  level fighter (S17, C16, hp 21, though currently only 4). She is 
  strong, proud and self-reliant and she will find a way out of this 
  situation, with or without help.  
   
   
  If she is discovered here but not released, she will find a way to 
  release herself within 2d12 hours and will spread the news of 
  the party’s failure to aid her, their cowardice and weakness, and 
  she will become a general nuisance to them. 
   
  If she is discovered and released, she will thank the party, ask 
  (well, demand) her possessions be returned to her and try to take 
  command of the group. The longer she is free, the less she will 
  publicly acknowledge any help she received, though she will be 
  grateful and will call any who aid her allies.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The door to 10.18 is not locked. 
   
  To the east can be heard a quiet whistling sound (10.24). 
   
  The water in this pool is enchanted.  
   
  • 
  Any mortal being who drinks this water loses his or her 
  memories for 1d6 days (save for half).  
  • 
  Demons and other planar beings (such as Angels, Fey 
  Creatures, etc.) who drink the water lose their memories 
  permanently with no save and no magical means to restore 
  them (even magic as powerful as a wish cannot restore the 
  memories) 
   
   
   
  10.15. The Jailer 
  10.16. Hobgoblin Troops 
  10.17. Subchief Halarsh 
  10.18. Torture Chamber 
  10.19. Cells 
  10.20. The Pool of Lost Memories 
  We played Addie a bit like Princess Leia from Star Wars, 
  looking at her “rescuers” and saying something sarcastic 
  like, “Aren’t you a little short to be a Hobgoblin?” and 
  generally taking control of the situation... 
  
   The Storm’s Impending Rage 
     
  71 
  The Wight will not leave the cave unless summoned by a 
  Necromancer or coerced by magic. The Wight knows about the 
  secret room (10.7) and might try to leverage that information 
  for its own benefit (via Speak with Dead or the like). 
  This door is locked and Chief Parack has the key on a chain 
  around his neck. 
   
  Inside are the accumulated treasures of the tribe: 
   
  • 
  a stylish red jerkin with only minor blood staining 
  • 
  a pair of red-striped leggings 
  • 
  a grey leather jack with the embossed stylized image of a 
  wolf's head 
  • 
  an oak club with nails driven through the business end 
  • 
  a military-issue warhammer engraved with a vow of 
  vengeance 
  • 
  a road warden's navigational charts cluttered with hand-
  written notes. 
  • 
  a tiny pewter box with a hinged lid engraved with the image 
  of a skull which holds a small piece of bone (an actual skull 
  fragment of St. Ashar) 
  • 
  a 50-pound sack of lentils, half of which has been lost to 
  mold 
  • 
  a mud-caked rope 10 yards long 
  • 
  a leather sack with 399 gp 
  • 
  a canvas sack with 3412 sp and a rotting human heart 
  • 
  nine swords 
  • 
  seventeen daggers 
  • 
  the rotting head of a moose with its rack ripped out of the 
  skull 
  • 
  Hippogriff claws, mummified 
  • 
  a jumbled pile of armor, weapons and equipment (Addie’s 
  equipment): a backpack (with a crowbar, pitons and 
  hammer, a broken lantern, six clay flasks of oil, 40’ of rope, 
  an empty waterskin, a bedroll and an oilskin tent), 
  chainmail, leather boots, leather gloves, a leather cap, a 
  finely crafted sword, a beat up wooden shield, a belt (with 
  32 gp sewn into it) 
    
  Two Bugbears are stationed here as guards. They resent their 
  duty, wishing to be with their “fun” brothers (10.11). They will 
  respond to a call to aid in area 10.13 but will be slow about it. 
  They will investigate any combat in area 10.5 but will not join 
  the fray. 
   
  They are armed with wicked clubs with heavy spikes driven 
  through the ends. They will fight to the death. 
   
  Combat here will attract the attention of Severan the Giant 
  (10.23) who will unbar his door and peer out into the darkness 
  but will not come to the Bugbear’s aid. Severan is 90% likely 
  to forget to relock his door. 
   
  The door to this room is barred from the inside, though there is 
  a 50% chance normally (and 90% chance if combat has 
  occurred in areas 10.5 or 10.22) that the giant has forgotten to 
  relock his door. 
   
  Severan the Fomorian Giant spends almost all of his time 
  here, unless either Chief Parack (10.13) or Subchief Halarsh 
  (10.17) personally summon him. Severan is loyal to Parack 
  because, in his simple mind, he is the chief, no matter what. If 
  evidence of Parack’s death is shown to Severan, he will ask who 
  the new chief is and unswervingly follow that being. 
   
  Severan will try to smash any being other than Parack or 
  Halarsh who attempt to enter his chamber.  Severan’s favorite 
  tactic is to grab an opponent and try to bite its head off (grab on 
  a natural 20, a second natural 20 means head is bit off, save vs. 
  Dragon Breath to avoid death, meaning head is only nearly 
  bitten off). 
   
  A quiet but persistent whistling sound comes from the south 
  side of the pool 
   
  A Wight has hidden itself in this cave which is high above the 
  pool to the north. A natural draft of air from above blows 
  through this cave and through the skull of the Wight, causing 
  the whistling sound. 
   
  The corpse of a warrior in battered and bloody scale mail lays 
  rotting on the floor. The armor is magical Qara’s Mail, scale 
  mail +2, any weapon wielded while wearing Qara’s Mail counts 
  as a +0 magic weapon for purposes of hitting non-mortal 
  creatures). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  10.21. Treasure Room 
  10.22. Resentful Bugbears 
  10.23. Severan the Giant 
  10.24. The Wight’s Hole 
  
   The Storm’s Impending Rage  
   
  72 
   
  11. The Dead God’s Bones 
   
  All doors in this lair are locked (keys are long lost), 
  magically warded (dispel magic or knock to open) 
  and haven’t been opened in decades. 
   
  If the Basilisks have been reunited (see Random 
  Encounters and Goblin Lair area 10B), they will be 
  encountered here, recovering in area 11.9.  
   
  Anyone who smells of Goblin-kin or of Basilisk (who have 
  been in contact with either in the past 3 days) or any who have 
  previously attacked either Basilisk will be immediately 
  attacked, attempting to turn said invaders to stone to be snacked 
  on later. Otherwise, roll on Encounter Reaction Chart.  
   
  If the Basilisks have not been reunited, only the vermin will be 
  present here (see below). 
   
  Painted on the stone that bifurcates the cave opening here is a 
  warning: “Keep out! Stone Lizards” with a crude drawing of a 
  six-legged lizard. 
   
  There is a path worn to this entrance, a natural sloping stone 
  staircase which is slick and slippery from water seeping down 
  the walls.  
   
  Large lizard tracks abound outside this entrance. 
   
  This is a large crevice in the side of 
  the hill beside which is a fossilized 
  giant’s skeleton. This is what the 
  locals refer to as The Dead God’s 
  Bones. 
   
  It is, however, simply the petrified 
  corpse of a giant that the Basilisk pair 
  turned to stone a thirty years ago and 
  have stripped all the stone flesh off 
  the stone bones. 
   
  The ledge is 12’-15’ above the 
  crevice leading from 11.3 to 11.5.  
   
  Two statues stand here, a peasant 
  man and a peasant woman holding a 
  baby, 
  both 
  with 
  arms 
  raised 
  defensively and horrified expressions 
  on their faces. 
   
   
   
   
   
   
  The floor and ceiling of this long natural cavern are covered in 
  stalagmites and stalactites making navigation through the area 
  tricky (half speed). Ten statues are scattered about, mostly 
  broken off at the torso or knees, though no rubble is scattered 
  about. 
   
  If carefully inspected, it may be noted that the statues are clearly 
  two different types of stone: the “bones” are a white, soft 
  limestone like stone while the rest of the statue is a reddish 
  sandstone. The basilisks feast on the sandstone flesh and cast 
  the limestone bones into areas 11.7 and 11.10. 
   
  Hanging among the stalactites on the ceiling (nominally 45’ 
  above) are thousands of Bats (some of the “stalagmites” are 
  actually massive guano piles) which will swarm if disturbed.  
   
  NOTE: the secret door in the eastern wall is difficult to find (-1 
  on checks) as it looks like a stalagmite growing out of the wall. 
  It opens with the push of a hidden panel. It is locked and 
  magically warded like the other doors in this complex. 
   
   
  11.1. The Warning Stone 
  11.2. The Wet Entrance 
  11.3. The Dead God’s Bones 
  11.4. Horrified Statues 
  11.5. Broken Statues 
  
   The Storm’s Impending Rage 
     
  73 
  An irregular plateau, generally sloping from north to 
  south, free of stalagmites, rises about 10’ above the floor 
  of cavern 11.5. The surface of the plateau is slippery with 
  some kind of black, oily substance. 
   
  Two statues, one a terrified robed man and the other a 
  grim looking plate armored woman bearing a sword and 
  a shield, stand atop the plateau. Toward the southern edge 
  is a pile of gleaming white bones.  
   
  The figures are adventures long ago turned to stone: the 
  man is an apprentice wizard named Demian, though “my 
  friends call me Demon, heh” (M1) and the woman is a 
  seasoned warrior named Tevera (F3). The rest of their 
  adventuring troupe has been eaten (the bones). If un-
  petrified, Demian will likely go insane from his years as 
  a statue while Tevera will make a stalwart, if sometimes 
  impulsive, adventuring companion. 
   
  A single statue stands in the northern alcove of this high 
  cave. Otherwise, the cave is cluttered with polished-
  smooth limestone bones.  
   
  The door in the eastern alcove is locked and magically 
  warded (see the Intro). 
   
  Among the stone bones is a mischief of Rats (64) nesting 
  contentedly. If the bones are disturbed, the rats will swarm. 
   
  Scattered among the stone bones are the treasures that the rats 
  have collected over the years: 
  • 
  a white handkerchief embroidered with lavender flowers 
  (and rat urine stains) 
  • 
  a stiletto of good quality with a red leather grip and 
  matching sheath 
  • 
  a pouch containing a whetstone 
  • 
  a small pigskin pouch soiled with rat droppings, containing 
  19 gp and a fancy brass toothpick (worth 50 gp) 
  • 
  a corroded and pitted bronze ring (Ring of Fire 
  Resistance) 
  • 
  a pewter thimble 
  • 
  a tiny (Sprite-sized) quiver with three random magic 
  Sprite arrows 
  • 
  a red wool beret 
  • 
  a 
  folded pair 
  of 
  tanned 
  doeskin 
  gloves, 
  with 
  the 
  thumbs chewed off 
  • 
  a spell book, almost 
  certainly full of high-
  level 
  spells, 
  rat 
  chewed and ruined 
  (GM 
  may 
  allow 
  something 
  to 
  be 
  discovered from it...) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This pit is filled with broken stalagmites and 
  stalactites, stones, broken glass, bits of metal, etc.  
   
  The Basilisks are intelligent enough to try to 
  “guard” their nesting area with such rubble. 
   
  In addition, 14 Giant Centipedes are nesting here 
  and will attack any non-Basilisk that comes 
  through this area (they have learned that, while 
  they are immune to the stone-gaze of the Basilisks, 
  they are not immune to their sharp claws and 
  powerful bites). 
   
  There is no treasure in this cave. 
   
  Two pits of steaming mud (heated from geothermal energy 
  below) in the northern alcove each have three Basilisk eggs 
  incubating in them. The eggs look like marbled stone, about 2’ 
  in diameter, that glow when they cool below 190 degrees 
  (Fahrenheit). 
   
  Unfortunately for the mated pair of 
  Basilisks (but fortunate for the region at 
  large), these eggs have been left unattended 
  too long and the creatures inside have died. 
  If removed from the mud they will begin to 
  glow after 1d6 hours away from the heat and 
  continue to glow for 2d12 hours thereafter.  
   
  Hundreds of polished limestone bones cover 
  the floor here. Otherwise, the room is 
  empty. 
   
  The door to the south is locked and 
  magically warded (see the Intro). 
   
   
  11.6. Oily Plateau 
  11.7. Bones 
  11.8. Rubble 
  11.9. The Nursery 
  11.10. Scattered Bones 
  
   The Storm’s Impending Rage 
     
  74 
  All of the doors to this room are locked and magically warded 
  (see Intro). 
   
  Nine white robed, emaciated, slow-moving men are performing 
  various tasks about this room: polishing boots, brushing and 
  tending a heavy fur coat, dusting and arranging books on some 
  shelves, sweeping the floor. 
   
  These are Undying Servants, so dedicated to their master that 
  they continue their tasks into the afterlife.  
   
  One Undying Servant stands next to a small table and 
  comfortable looking chair, staring off.  The table contains a pipe 
  and tobacco, a decanter of brandy and a cup and a leather-bound 
  book.  
   
  If anyone disturbs any of the Servants and prevents them from 
  performing their tasks, they will attack. Otherwise, they simply 
  ignore anyone who comes in the room. 
   
  The one caveat is if anyone other than the Master (11.12) sits in 
  the chair, the attending Undying Servant will attempt to remove 
  the interloper, gently at first, then calling on all the other 
  Servants to violently remove him or her. 
   
  The brandy is very good (and might be worth 100 gp). The book 
  is a medical monograph (worth 120 gp). 
   
  The doors (the secret door to the west and the door to the north) 
  are locked and magically warded (see Intro). 
   
  A closed coffin sits in the center of this room surrounded by 8 
  black, eternally burning candles. Black banners dangle from the 
  wall, swaying slightly. 
   
  Inside the coffin is a perfectly preserved corpse dressed in a fine 
  black silk robe (beneath which is a chainmail shirt), his brown 
  and gray hair and beard neatly trimmed, a sword across his chest 
  beneath his folded hands. 
   
  This is the corpse of Lord Mallus the Brave, one of King Baram 
  ard Borin’s ancestors (the Petty King of Clan Borin). 
   
  The body is being preserved (and the spirit is being kept bound) 
  by the eight candles. If even one candle is extinguished, the 
  spell is broken and the corpse will begin to rapidly decay from 
  a well-preserved corpse to a skeleton (it has been here for 120 
  years), it’s skin and flesh and organs liquifying and pooling at 
  the bottom of the coffin. As the corpse decays it will be re-
  inhabited by an evil spirit, rising as a Sepulcher Master in four 
  rounds, teleporting away any living beings who are in the room 
  and seeking to escape through any doors from which the 
  magical wards have been removed. 
   
  To re-bind the spirit, any extinguished candles must be relit by 
  magical fire directed by the hands of a priest chanting a Prayer 
  spell.  
   
  Beneath the corpse is a scroll (Protection from Elemental 
  Spirits) which will be ruined if the corpse putrefies, a leather 
  pouch with 9 large emeralds (worth 200 gp each) and a well-
  made dagger. 
   
  The sword is not magical, but bears the crest of Clan Borin 
  which could cause problems down the road as any member of 
  the Petty King’s family will recognize the symbol as the Royal 
  Crest of Clan Borin and will call the bearer a thief... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  11.11. The Undying Servants 
  11.12. The Cursed Master 
  
   The Storm’s Impending Rage  
   
  75 
  ROLEPLAYING NOTES: Salan is playing the long game. He will be 
  helpful and eager to serve right up until he can turn his attention to stealing 
  the MAGUFFIN.  To do so, he has bribed Raiders and Goblin 
   
  If caught in some underhanded act, such as being spotted at the Raider 
  Camp or the Goblin Lair, he will attempt to talk his way out of the situation 
  (claiming it wasn’t him, okay it was him but he had been captured and 
  escaped and didn’t want to tell because it would look like he was a traitor, 
  okay he didn’t escape but they let him go because they were afraid of him, 
  okay… ).  
   
  Salan will have no reservations about framing someone else, another AoD 
  (like the Smith or the Overseer) or one of the faithful (such as the Captain 
  of the Guard or one of the sergeants) or even giving up one of his own 
  apprentices to serve his larger purpose. He will never betray Mistress 
  Garland. 
   
  If all else fails him, he will turn invisible and attempt flee to the southwest 
  (to the Temple of the Old Gods), with or without the Black Opal of the 
  Apostate.  
  Appendix 
  NPCs at the Keep and Shantytown 
   
  Garin Wyrmslayer 
  F7; AC 0[19]; hp 42; Atk Sword, Spear or Crossbow; St 15, In 
  5, Wi, 8, Dx 17, Cn 11, Ch 17 
   
   
  Garin is rough looking, shaved head but full beard, scar across 
  his nose and left cheek, tattoos on both forearms. He is arrogant, 
  selfish, and driven to political power. In the face of danger, he 
  is a somewhat cowardly. He is 29 years old. 
   
  Garin generally wears: blue and white velvet fashionable 
  clothing, black highly polished boots, a belt pouch bulging with 
  coins (150+4d6gp and sp), a silver chain around his neck holds 
  a magical key which opens the magic lock on the Keep Treasury 
  (See S14a). At his hip is a magic sword (Silvertongue, sword 
  +2, silver filigree on the hilt, grants the wielder the ability to 
  understand, but not speak, other spoken languages) and he 
  wears a Ring of Protection +3 on his left hand. During a siege 
  or if riding off to war, Garin will don his adventuring gear (in 
  the Keep Treasury, 14a)  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Salan Greenthumb  
  (Minor Avatar of Darkness): D4/M3/Alchemist 
   
  St 8, In 17, Wi 17, Dx 15, Cn 13, Ch 15, hp 11 – Salan is 51 
  years old, pale skin and red/grey beard and thinning long hair, 
  blue eyes, dresses in simple brown robes, usually mud and 
  chemical stained, gregarious, helpful but secretive, often 
  difficult to locate (off in the woods, he says, gathering 
  ingredients). Beneath his robes, Salan wears armbands that 
  function as Bracer of Defense (AC0[19]) and he wears a Ring 
  of Spell Turning as well as a Ring of Regeneration. He is 
  armed with a long-bladed dagger +2. 
  Spells:  
  Druid:  1: Detect Magic, Faerie Fire, Locate Animals 
   
  2: Warp Wood 
   
  3: Plant Growth 
  MU: 
  1: Charm Person, Light, Shield 
   
  2: Invisibility 
   
  Salan Greenthumb (his birth name was Seamus Connoly, but he 
  took on the Greenthumb persona when he became a priest of 
  the old gods – a Druid) has been an adventuring companion of 
  Garin Wyrmslayer from the very beginning, when the young 
  Duke was simply Garin Bakersson.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Potions: Salan can concoct potions., taking about a week to 
  manufacture and he charges 100+5d10 gp per potion. He can 
  only brew a single type of potion each week, and only as many 
  as six of that type.  
   
  When a request to brew a potion is made of him, roll on the 
  Reaction Table: if the reaction to a request is neutral or 
  favorable, he might be willing and able to brew a particular 
  potion. There is a base 40% chance that Salan has the 
  ingredients for any particular type of potion. If he does have the 
  ingredients, he will have enough ingredients to make 1d6+3 
  potions. If he does not have the ingredients, it will take him 
  1d6+6 days to accumulate the proper ingredients, if he is willing 
  to seek the ingredients.  
   
  ROLEPLAYING NOTES: Garin is arrogant and selfish, but inwardly 
  conflicted so he will always seek out counsel from those he trusts (Salan, 
  Devin, Cousin Alistar). He will lash out if confronted by an inferior. 
   
  
   The Storm’s Impending Rage 
     
  76 
  Garin’s Stalwart Companions:  
  These 14 warriors have been with Garin for most of his 
  adventuring career and, with the exception of those marked 
  (AoD) or (HK), they are very loyal to the Commander of the 
  Watch and the Baron himeslf. They garrison in the North Watch 
  Towers (S16 and S17). 
   
  NOTE: attributes not listed are average (9-12) 
   
  • 
  Commander of the Watch: Devin (F5): St 13, In 16, Wi 
  18, Dx 14, Cn 7, Ch 7, hp 26 – moody but friendly, strict 
  disciplinarian, champion of chivalry, fearless; short 
  cropped greying blond hair, face hardened by years and 
  battles, piercing blue eyes; 54 years old, tall. Devin is 
  fiercely loyal to Wyrmslayer (GW) 
   
  Devin generally dresses in simple, homespun clothes, wearing 
  a leather jerkin and high leather boots, but when prepared for 
  combat, he will don his chain +3; shield +1; Broadsword +1. 
   
  • 
  Captain of the Watch: Berach (F4): St 15, In 16, Wi 6, 
  Dx 16, Cn 14, Ch 14, hp 31 – brash, loud, vengeful, 
  fearless; short red hair, clean shaven, 41 years old, 
  obsessed with herbalism (spends time with Salan 
  Greenthumb); (AoD) 
   
  Leather Armor +2; Shield +1; Longsword +2, longbow, 
  wears thigh-high dark brown leather boots (highly 
  polished), dirty grey pants, a purple tunic (over his armor) 
  84 sp, 46 gp, gold ring set with a ruby (300 gp) 
   
   
  • 
  Four Sergeants F2: All have Ringmail and shield, 
  sword, dagger and spear, and general equipment. 
   
  • 
  Arwal: St 15, Dx 18, Cn 15, Ch 16, hp 12 – aloof, 
  harsh but scrupulously truthful; long brown 
  unkempt hair and beard, 33 years old (GW) 
  • 
  Kennard: St 16, In 6, Wi 17, Cn 16, hp 15 – 
  trusting and trustworthy, though a bit abrasive, 
  accused of being lazy (by the other sergeants); 
  Short black hair and long beard, 31 years old, 
  loves to wear a red and blue wool skull cap 
  (“knitted by my granny” he says…) (HK) 
  • 
  Rutherford: St 14, Dx 15, Ch 16, hp 15 – 
  outwardly fanatically loyal to the baron, forceful, 
  proud; short, unkempt red hair and scraggly 
  beard; 38 years old; tall (GW) 
  • 
  Senio: Wi 17, hp 6 – modest, kindly, fearless; 
  immaculate in appearance with long blond hair 
  and well-kept beard and mustache, 35 years old 
  (GW) 
   
  • 
  Eight Troopers F1: All have Chain and shield, sword, 
  dagger, shortbow and 20 arrows, dark green cloaks, 
  basic equipment (flint and steel, boots, simple clothes, 
  etc.) 2d20 sp and 2d8 gp.  
   
  • 
  Casen: St 13, In 17, Wi 7, Cn 16, hp 7 – moody 
  but friendly, brave; bowl-cut brown hair, pale 
  blue eyes, 31 years old (GW) 
  • 
  Clyden: St 13, In 4, Wi 6, Dx 18, Cn 14, hp 5 – 
  kindly, 
  helpful, 
  even-tempered, 
  extremely 
  gullible and slow-witted; long blonde hair, 24 
  years old (GW) 
  • 
  Cullan: St 14, In 14, Dx 17, Ch 15, hp 10 – soft-
  spoken, cheerful and honorable, fearless; curly 
  black hair; 19 years old (GW) 
  • 
  Hulahn: St 14, In5, Cn 18, hp 14 – friendly, 
  careless, easy-going; balding brown hair, thick 
  greying beard and mustache, 39 years old 
  • 
  Jared: Wi 17, Dx 14, Cn 15, Ch 7, hp 11 – precise 
  and exacting, vengeful; long auburn hair, clean 
  shaven; 27 years old (AoD) 
  • 
  Rasat: St 16, Wi 18, hp 8 – degenerate gambler 
  and womanizer, hard-hearted; long white hair; 22 
  years old; tall (HK) 
  • 
  Redmond: St 18, Wi 6, Dx 18, Ch 16, hp 4 – bold, 
  proud, charismatic, Redmond is the undisputed 
  leader of the troopers; clean and polished; short, 
  curly auburn hair; well-trimmed beard and 
  mustache; very tall 
  • 
  Ryentt: St 13, Cn 17, hp 11 – loud talker, 
  suspicious, brawler, foolhardy, quick to forgive; 
  bald and clean shaven; 30 years old; short (GW) 
   
  The Gatehouse Guards:  
  These 26 warriors are barracked in the Gatehouse (S20-22). 
  Under the command of Devin, the Commander of the Watch, 
  they are loyal to their Commander and to their Baron. 
   
  • 
  26 Gatehouse Guards F1: (GW) All have 8 hp; wear 
  leather armor, shield, sword, dagger. 
   
  The Night Guard:  
  These 16 warriors have sworn fealty to Garin Wyrmslayer and 
  serve primarily in the under-ruins as a cadre of the Watch 
  Wyrmslayer calls the “Night Guard.” Nominally under the 
  command of Devin, the Commander of the Watch, all 16 of 
  these soldiers were hand-picked by Salan Greenthumb to serve 
  his agenda: to renew worship in the old gods, to serve the 
  Avatar of Darkness and, ultimately, to return the Black Opal of 
  the Apostate to the Temple of the Old Gods. They garrison in 
  the Keep Dungeon (S21ff) 
   
  • 
  16 Night Guard F1: (AoD) All have hp 9; wear chain, 
  shield, sword, dagger and dark brown or dark grey cloaks.  
   
  The Herb Gatherers: 
  Brown Cloaks, Greenthumb’s 12 Apprentices (AoD): 
  D1/M1, D2/M1, D1/M3, (9) D1  
   
  These men all wear hoods which cover their faces as they are 
  marked with tattoos that identify themselves as apprentice 
  necromancers – also, only two of them are ever public at any 
  given time, and the others sequester in S19 among the Undead 
  or are out with on tasks appointed by Greenthumb. 
   
   
   
   
   
  
   The Storm’s Impending Rage 
     
  77 
   
   
   
   
   
   
  Allan Kielles  
  (Minor Avatar of Darkness)  
  The Overseer of the reconstruction of the Keep. 45yo, burly 
  man; gruff, demanding, respected, feared; wears black leather 
  jerkin (leather armor) and a medallion underneath which bears 
  the symbol of the Cult of Darkness. Allan Kielles wields a whip 
  (which he uses on animals) and a club. St 16, Cn 16, F4, hp 23.  
   
  As the overseer of the rebuilding of the keep, Kielles is a strict 
  taskmaster, demanding that schedules be kept and budgets be 
  followed to the letter (or number, as the case may be). He treats 
  most of the laborers gruffly but the Indentured Servants (see I 
  below) he treats as expendable beasts of burden, every ounce of 
  labor squeezed from them and then their corpses cast aside. 
   
  Subjugated by the Shard of Darkness, Kielles works closely 
  with Salan Greenthumb to further the plans of the Cult of the 
  Old Gods. 
   
  Callam MacDugal 
  (GW) The Baron’s Equerry, a 51yo, fastidious, scrupulously 
  honest, long-time friend of Wyrmslayer’s family (the Baker 
  family in Hope Cross), incompetent fighter (“I’m a lover, not a 
  fighter”). W 7, Ch 18, hp 4. 
   
  Cousin Alistar 
  (HK) F5; AC 0[19]; hp 31; Atk Sword, Dagger, Spear; St 16, 
  In 11, Wi, 13, Dx 14, Cn 15, Ch 14 
   
  Alistar is a distant cousin of Wrymslayer who has been in the 
  service of the High King for nearly 20 years. He is honest, 
  forthright, honorable and conflicted, as the High King has sent 
  him to spy on Garin Wyrmslayer.  
   
  Alistar generally wears: simple, well-made clothing with a 
  heavy tabard overlaid (treat as leather armor). He always bears 
  a sword and a dagger on his belt and a medallion around his 
  neck (a stylized bird with outstretched wings – a Talisman of 
  Bonding, a magical amulet, one of a matched pair, through 
  which both parties can communicate telepathically once per 
  day). 
   
  If trouble arises, Alistair dons his (non-magical) platemail and 
  his blessed spears and fearlessly steps into the fray. 
   
  Delair the Smith  
  (Minor Avatar of Darkness)  
  The Blacksmith. 48yo mountain of a man, almost seven feet 
  tall, scarred, shaved face and head, short-tempered and gruff. 
  He wears a heavy leather apron and leather pants (as non-
  magical leather +1), the apron covering a brand on his left 
  breast, a symbol of the Cult of Darkness. If in melee, Delair 
  wields a hammer (as Warhammer) with tremendous skill (+2 
  proficiency bonus). While the Smith is generally not a skilled 
  warrior (he cannot fight with any other weapon), with his 
  hammer he fights as a skilled warrior (F4). St 19, Dx 17, Cn 18, 
  Ch13, hp 8. 
   
  Eater of the Dead  
  (AoD) 
  A thoroughly mad Necromancer whose encounter with the 
  Old Gods completely destroyed his mind. He has become 
  little more than a dead animating machine.  
   
  AC 2; HD 6; hp 48; Att l claw (1d6+Strength drain) or Spell-
  like ability; MV 120' (90'); Save as MU 10; ML 12; AL C; 
  St 17, In 18, Wi 14 
   
  Special Abilities: 
  Immune to all mind-affecting spells, immune to cold 
  Spell-like abilities at 10th level caster ability: 
   
  At Will: 
  Detect Undead 
  Speak with Dead 
   
  Three per day: 
  Animate Dead 
  Cause Light Wounds (Reversed Cure...) 
  Minor Curse (Reversed Bless) 
  Summon Lesser Undead (10+2d12 HD of Skeletons 
  and Zombies) 
   
  Once per day: 
  Cause Serious Wounds (Reversed Cure...) 
  Summon Greater Undead (10+2d12 HD of Ghouls and 
  Ghasts) 
  Death Spell 
   
  Once per week: 
  Appeal to Darkness (summon 10+2d12 HD of Shadows 
  or Shadow Fiends, control is not guaranteed) 
  Raise Ghoul (ritual that takes 4 days to complete) 
   
  Dark Cloaks 
  Twisted and deformed by their communion with dark 
  magics of the dead, these apprentices of the Eater of the 
  Dead wear heavy black cloaks disguising their appearance.  
   
  They are each C 2; hp 10 each, fight with poisoned daggers 
  (1d4 + save vs. poison or lose 1d2 hp per round until save is 
  made) and spiked maces (1d6). In the Highlands Campaign, 
  Clerics gain spells at first level so each Dark Cloak can cast 
  2 first level spells. 
   
  Reversed Spells: 
  Cause Light Wounds (Cure...) 
  Darkness (Light) 
  Putrefy Food and Drink (Purify...) 
   
  Non-Reversed Spell 
  Detect Magic 
  
   The Storm’s Impending Rage 
     
  78 
  Donghus Baker  
  (GW) Community Baker and brother of Baron Wyrmslayer. 
  21yo, hard-worker, generous, loyal, happy-go-lucky, wields a 
  rolling pin as a club (F2), Wi 15, Cn 16; hp 11. 
   
  Galen Woodbridge  
  (Ind) The Timber Master. 37yo, gregarious, loves puns, lost his 
  left arm (from the elbow) ten years ago, and sometimes he 
  wears a finely carved Rosewood Cherry prosthetic arm in its 
  place; hard-working, alcoholic; wears grey and brown tunic 
  with a tree stitched in green on the left breast; In 16, Ch 14; F3, 
  hp 15. 
   
  Gilpin the Honored One 
  (Ind) A traveling minstrel whose claim to fame is composing 
  The Lay of the Days Begone , an epic about the days of the old 
  gods and a stirring call to renew faith in the old ways (the text 
  of the Lay is found at the end of the module). Gilpin and his 
  retinue sincerely desire a return to the old ways (for purely 
  artistic reasons) which makes them unwitting agents of the 
  Avatar of Darkness. For example, they do not know the New 
  Sign of the Old Gods. 
   
  Gilpin, 27 yo, foppish and brash, cocky and loud, dresses in 
  ridiculous colorful pantaloons and oversized shirts. He is a Bard 
  (for sake of this adventure, T4), hp 14, W 14, D 16, Ch 18, 
  wears a Ring of Protection +2 and an Amulet of Health. 
   
  The Gong Farmer  
  (HK) The Cesspool maintainer. 42 yo, physically strong, 
  vulgar, sarcastic, a spy in the employ of the High King’s 
  seneschal whose name is Talon Mycoff, though he goes by 
  Gard the Gong Farmer here. He is a skilled warrior and thief 
  (F4/T2), S 15, D 18, C 17, hp 23. He fights with a dagger, 
  shortsword and a dung covered shovel.  
   
   
   
   
   
  Mistress Garland  
  (Minor Avatar of Darkness)  
  Runs the Tavern. Mistress Garland lives in one of the rooms 
  beside the kitchen and larder. She is tall, thin, and old, but 
  strong and healthy. Tattooed on her left shoulder (always out of 
  sight) is the symbol of the Cult of Darkness. 
   
  Mistress Garland rules her staff with an iron fist and treats all 
  others with cool detachment. Her first love is money. 
   
  The Masons 
  • 
  Jarrod Mason (HK) 44yo, gruff, strong, clever, 
  suspicious, honest; leather apron (as leather armor), wields 
  a one-handed sledgehammer (as warhammer), F3; St 18, 
  Dx 16; hp 8 
   
  • 
  Myria Mason (GW) 42yo, pleasant, strong, brilliant, 
  gregarious; works alongside her husband: leather apron (as 
  leather armor), punches for 1d4+strength bonus; F2; St 16, 
  In 18, Wi 17; hp 8 
   
  • 
  Dugal Mason and Ellis Mason (GW/Ind) both early 20s, 
  act very much like their father, Ellis has a limp. F1; St 16 
  each, hp 6 each 
   
   
  Vicar Mallus  
  (HK) Lightbringer of the Church of the Holy Saints. 31yo, 
  newly ordained priest in the Church of the Holy Saints (having 
  spent a decade serving in the High King’s Guard before his full 
  conversion to faith). Mallus is always neatly dressed (cassock) 
  and clean shaven. He wears a medallion of St. Ashar at all 
  times. Mallus speaks with a booming voice and can always turn 
  a conversation into a lecture on morality. He is naïve and 
  inexperienced and secretly is obsessed with “things of the flesh 
  and lusts of the eyes.”  
   
  C1/F3, St 15, Wi 15, hp 21. Spell: Cure Light Wounds. 
   
   
   
   
  
   The Storm’s Impending Rage  
   
  79 
  Appendix 
  The Siege of Wyrmslayer Keep 
   
   
   
   
  Salan’s ultimate goal is to initiate a siege of the keep so as to recover Black Opal of the 
  Apostate and bring it to the Temple of the Old Gods. He has convinced Baron Wyrmslayer 
  that, while a siege may be immanent, the Baron’s preparations have been more than 
  adequate. Trusting his old friend, the Baron, a terrible tactician, believes the Keep is ready 
  for any attack.  He will resist any suggestions to improve the defenses, always (privately) 
  deferring to his old friend Salan Greenthumb.  
   
  If the party seeks to improve the defenses of the Keep, they must gain the trust of at least 
  one of Baron Wyrmslayer’s confidants who will, in turn, convince the Baron that doing so 
  is a good idea:  
   
  • Salam Greenthumb (unlikely without magical means of persuasion) 
  • Cousin Alaric (appeal to his relationship with his cousin and his loyalty to the High 
  King) 
  • Devin, The Commander of the Watch (appeal to his loyalty to the Baron and his sense 
  of duty) 
   
  NOTE that all those who are supporters of the old gods (AoD) will covertly work against 
  any attempts at improving the defenses. Within the Keep itself this includes: The Captain 
  of the Watch, the Night Guard, Salan Greenthumb and his Apprentices and Herb Gatherers.  
   
   
   
   
   
   
   
   
   
   
   
  Possible Actions 
   
  The list is endless, but here are some significant things the party may wish to try to do to 
  increase the Keeps defensive capabilities, given enough notice that an attack is impending, 
  with some notes on how the GM might adjudicate these and, by extension, other ideas the 
  players might have.  
   
  NOTE that the traitors and enemies within will covertly work against the success of any 
  measures taken. 
   
  Wet down roofs, palisade, and other wooden 
  structures. 
  There is plenty of water available for this and if the children and non-combatants of 
  Shantytown are given the task, it can be accomplished in about four hours. Otherwise, it 
  takes about 60 person hours of work to accomplish the task. Thoroughly wetting down the 
  wooden surfaces of the keep gives these areas a +1 to any saves vs. fire. 
   
  Construct Abatis (spiked barriers) 
  It takes about five person hours per 15’ of Abatis constructed. Strategically placing these 
  barriers will deter 50% of the flaming pig feint (See timeline below) and frustrate the 
  Goblin-kin who will take a -4 penalty on Morale (see below) 
   
  Send for Help 
  Greenthumb will suggest that Berach, the Captain of the Watch, be sent as “he is a capable 
  warrior and a Stalwart Companion.” It will be difficult to dissuade the Baron from 
  Greenthumb’s recommendation. That’s not to say that the party couldn’t send another 
  messenger, considering Berach will go directly to the Raider Camp and join in the siege... 
   
   
   
   
   
   
   
   
   
   
   
  Morale During the Siege 
  At appropriate times (when something significant happens, when someone prominent dies, 
  when large numbers of forces are killed, etc.) roll 2d6 add or subtract any bonuses or 
  penalties (see below) and consult the Morale Table: 
   
  2d6 
  Result 
  2 or less 
  Rout! 
  3-5 
  Unsteady, -1 on all rolls (including the next Morale Check) 
  6-9 
  Holding Steady 
  10-11 
  Standing Strong,+1 on all rolls (including the next Morale Check) 
  12 or more 
  Invincible! +2 on all rolls (including the next Morale Check) 
   
   
   
  Timeline of the Siege 
   
  Dusk, Feint:  
  12 Mounted Raiders (Bandits, see 9. Raider Camp) gallop up through the woods from the 
  southwest, driving a small herd (30) of pitch and resin covered pigs toward the main gates.  
   
  The pigs and the horses have been stolen from one or more of the local farmsteads the day 
  before. 
   
  The pigs are to be ignited and, hopefully, driven toward the gates. If the defenders do not 
  stop them, the pigs will scatter and ignite: 
   
  • A: Common Shed: 2 flaming pigs (destroyed within 30 minutes) 
  • B: Mason’s Home: 2 flaming pigs (minimal damage – the door and front porch) 
  • I: Indentured Servants’ Shacks: 4 flaming pigs (resulting in catastrophic loss – all shacks 
  burn down within 2 hours without any intervention – loss of life 60% of Indentured 
  Servants) 
  • J: Bakery: 1 flaming pig (if not stopped, the Bakery will explode as flour dust is 
  ignited... If this happens, the brick ovens out back of the Bakery will crumble and the 
  back of the Smithy, the Smith’s room, [area K] will also ignite) 
  • S: Outer Gate: 3 flaming pigs, Broken Tower Palisade, 1 flaming pig 
  • Of the remaining 17 pigs, 9 will not ignite and 8 run off into the forest where they will 
  die a horrible death within an hour (and possibly cause small, or large, brush fires!). 
  • NOTE: The Smith and his apprentices drive away any pigs that come toward the Smithy 
  (K), almost as if they knew the attack was coming... 
   
  Three Hours Before Midnight, Infiltration:  
  The remaining raiders (Bandits and Gnoles, see 9. Raider Camp) attempt to sneak into the 
  Gong Farmer’s Refuge and the Cesspit Access (S44 or S46). Salan will have one of the 
  Night Watch ready at the Cesspit Gate to unlock the gate at S46 if he is able. Otherwise, 
  the Raiders will have to try to break their way in, with a 50% chance of being discovered. 
  If they are granted access by one of the Night Guard, they will be ushered into 
  Greenthumb’s Secret Caves. If they have broken in and have been undiscovered, they will 
  make their way to area S39 (by breaking down the stream gate) one hour after gaining 
  access to the Cesspit, two hours before midnight and the main siege. In area S39 they will 
  be attacked by the Water Spirits and will be discovered by the Keep’s Defenders. 
   
   
   
  Greenthumb’s Goal: 
  In the confusion of battle, Salan Greenthumb’s only goal is to get the Black Opal of 
  the Apostate and flee. He cares nothing for what happens to his allies in the fray 
  against the undead. He will even go so far as to kill Garin in the chaos of the battle, 
  grab the key from around the Baron’s neck, turn invisible and sneak off to fulfill his 
  mission. 
  Adjustments to Morale 
   
  Defenders: 
  As long as the gates and walls hold, the 
  defenders of the keep will maintain their 
  morale, even with the presence of the 
  traitors in their midst.  
   
  Garin Wyrmslayer is wounded: -1 
                               killed: -3 
  Gates are sundered: -2 
  A wall is breached: -2 
  When the undead are unleashed: -4 
  If the Basilisk stones anyone: -1 
   
  If the Goblins are routed: +1 
  If the Raiders are routed: +2 
  If a defender does something heroic: +2 
   
  Attackers: 
   
  Lose a named attacker: -1 
  Lose leader: -2 
  Lose 50% of forces: -3 
  When the Undead are unleashed: -3 
   
  If the Gates are sundered: +1 
  If a wall is breached: +2 
  If a significant fire breaks out: +2 
   
   
  (Inspired by “Siege at Sukiskyn” from D&D Module B10 Night’s Dark 
  Terror by Jim Bambra, Graeme Morris and Phil Gallagher, and “The Siege 
  of Kratys Freehold” by Ted James Thomas Zuvich from Dungeon 
  Magazine #33) 
   
  
   The Storm’s Impending Rage 
     
  80 
  Midnight, The Siege: 
  • 
  The Goblin Horde (see 10. Goblin Lair, plus the survivors of the Goblin Patrol at4I.) 
  sweeps in from the northeast, swarming through the Equerry and Barn, driving off all 
  the horses there and launching their attack, joined by the Overseer (house C):  
  • 
  if the front gates have been damaged in the Feint at Dusk, they will try to burn the 
  outer and inner gates and drive into the Keep itself  
  • 
  if the Basilisk is being ridden into battle (see 10B), it will run rampant throughout the 
  area turning goblins, raiders, Watchmen and townspeople into stone 
  • 
  if the gates are relatively undamaged, the Goblins will launch their attack on the 
  palisade behind the Overseer’s house (Building C) with axes and flaming pitch 
  • 
  if the Goblins are able to gain semi-control of the basilisk they have captured (see area 
  10), they will use the creature in the attack. However, there is a 75% chance per turn 
  that the basilisk will “break control” from the goblins and try to escape, turning 
  anything to stone in its path... 
  • 
  The Stoneworkers and the Timber Workers might flee to the Keep, flee to the 
  wilderness or defend themselves. 
  • 
  Members of the Night Watch will mount an attack from within, pouring through the 
  “secret” trap door to the dungeon in S18.  
  • 
  The Smith and Mistress Garland will flee the area with whatever they value most. 
  • 
  When the Goblins mount their attack, any Raiders in the dungeons will charge up 
  through Salan Greenthumb’s Undertower Chamber (S41) and attack, accompanied by 
  Salan’s Apprentices and Herb Gatherers. 
  • 
  During the chaos of the siege, about 45 minutes after the Goblins first attack, The 
  Eater of the Dead will drive all the undead up through the covered pit (S9) where 
  they will wreak havoc on any living being. 
   
   
  Over the Course of the Siege: 
   
  Goblins: 
  • 
  If their initial attack is unsuccessful, the Goblins will move to the palisade outside the 
  (Northern) Broken Gatetower. 
  • 
  If the Goblins breach the main Keep, they will kill any human they see. Once the 
  undead are released from the depths, the Goblins will try to flee. 
  • 
  If the Goblins are unable to gain access to the Keep itself within an hour and a half, 
  they will turn on the Shantytown, burn everything to the ground, and return to their 
  Lair which they will fortify against a retaliatory attack. 
  • 
  Once the undead are released, the goblins will attempt to flee. 
   
  Basilisk: 
  • 
  at some opportune point, if the captured Basilisk (10B, “Daisy”) is a part of the battle, 
  his mate comes storming in, clawing, biting and turning to stone any goblin-kin or 
  anyone who smells at all like Basilisk 
   
  Raiders:  
  • 
  The Raiders will fight not fight to the death without cause. They are loyal to Salan 
  Greenthumb (well, the money he is paying them) but they could be bribed into 
  switching sides (100 gp per level of Raider). 
  • 
  Raiders will surrender rather than die if given the opportunity.  
  • 
  Any Raider who sees Salan fleeing the battle will attempt to flee as well.  
  • 
  Once the undead are released, the Raiders will simply fight for their own survival and 
  will flee at the first opportunity, regardless of the presence or absence of Salan 
  Greenthumb.  
   
  Undead, Dark Cloaks and the 
  Eater of the Dead: 
  • 
  Once the Zombies and Ghouls are released from the Pit, the Necromancer and his 
  apprentices will attempt to flee from the keep, heading southeast to the Greater Temple 
  of the Old Gods. 
  • 
  The undead attack every living being, even the Eater of the Dead and his Dark Cloak 
  Apprentices. 
  • 
  Once the undead are unleashed, if they are not stopped, they will kill attack every 
  living thing in the Keep and Shantytown and then will rampage throughout the region. 
  Rosters 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Defenders Within the Keep 
  and Shantytown: 
   
  • Baron Wyrmslayer 
  • Cousin Alistair 
  • Callum MacDugal 
  • Donghus Baker 
  • Galen Woodbridge 
  • The Gong Farmer 
  • The Masons 
  • Vicar Mallus 
  • The Stalwart Companions 
  (Commander, Captain, 4 Sergeants  
  and 8 Troopers, NOTE traitors!) 
  • The Gatehouse Guards (26 
  Troopers) 
   
  Allied Defenders: 
   
  • West Tower Garrison: 
  • Captain Ebard 
  • Master Tuval 
  • Watchtower Guards (16) 
   
  • East Garrison Watch (5) 
  Enemy Roster Within 
  the Keep: 
   
  • Salan Greenthumb 
  • Eater of the Dead 
  • Dark Cloaks (6) 
  • The Herb Gatherers (12) 
  • The Traitors (Berach, Captain of the 
  Watch, Trooper Jared of the Stalwart 
  Companions)  
  • The Night Guard (16 Warriors) 
  • Ghouls (9) 
  • Zombies (19) 
   
  Enemy Roster Outside 
  the Keep: 
   
  • Allan Kielles 
  • Delair the Smith 
   
  • Raiders: 
  • Lord Garrous 
  • Bandits (60) 
  • Garrous’ Rangers (5) 
  • Gnoles (15) 
   
  • Goblin-Kin: 
  • Chief Parrak 
  • Subchief Halarsh 
  • Sergeant Faral 
  • Agaral the Undying and Daisy 
  the Basilisk 
  • Urash the Hobgoblin 
  • Bugbears (7) 
  • Hobgoblins (7) 
  • Goblins (47) 
  • Fomorian Giant 
  Running the Siege 
  A battle involving fifty or more defenders (or over 100, depending on how many 
  Shantytown folk join the fray) against 120+ attackers can be cumbersome to say the 
  least. If you have favored mass-combat rules, by all means use them.  
   
  We wanted a fast and loose, cinematic siege so individual characters were free to 
  engage in melee however and wherever they wanted to and we played those “spotlight 
  moments” out as normal encounters. For groups clashing, we simply averaged their 
  relevant stats for each group (basically, AC and HD/Level) and used a single attack 
  roll for each side and a single (averaged) damage roll. Casualties are calculated as the 
  sum total of the damage roll and one plus the number over the TO HIT roll needed. If 
  the PCs needed a 12 to hit and got a 15, then rolled a 4 for damage, they eliminated 
  (killed or incapacitated) 8 opponents. 
   
  NOTES:  
  • 
  Group combat occurs simultaneously so it is possible that two smallish groups 
  clashing could wipe each other out to a man in one round 
  • 
  When a natural 20 is rolled on the attack roll, the damage roll need not be made, 
  but full damage is inflicted 
  • 
  When a natural 1 is rolled on the attack roll, the opponent makes a second attack 
  roll that round 
  • 
  The GM and the players can adjudicate exactly what “incapacitated” means (it 
  may be cleaner to simply rule all opponents are killed) 
  
   The Storm’s Impending Rage 
     
  81 
   
   
  Appendix 
  Items 
   
  While most magic items are described in the text above, a few 
  are significant and warrant a more complete description. In 
  addition, we’ve included some random tables for trinkets and 
  heirlooms found in crypts and graves and the like. 
   
  The Black Opal of the Apostate: 
  This three-inch long, teardrop shaped gemstone so dark and 
  non-reflective that it appears to actually absorb light. The Opal 
  is set in a tarnished silver pendant designed as a complicated 
  and irregular knot. The Opal is magical, the setting is not. The 
  silver pendant (and accompanying chain) are worth 3500 gp. 
  The Opal is a minor artifact. 
   
  The artifact has the following powers: 
   
  Constant: 
  Protection from Undead 
  Dark Vision 
  Cold Resistance 
   
  At Will: 
  Control Undead (reverse of 
  Cleric’s Turn ability) 
  Speak With Dead 
  Darkness 15’ Radius 
   
  Daily: 
  Animate Dead 
  Hold Person 
  Disintegrate 
  Summon Undead (8+2d12 
  HD of specified undead) 
  Impenetrable Darkness 
   
  Cost: 
  Using the Opal costs the 
  wielder bits of his or her soul 
  which is simulated by the 
  reduction of random Ability 
  Scores, 1 point for each “at 
  will” power used and 1d4 
  points 
  for 
  each 
  “daily” 
  power used. 
   
   
  Halfdan’s Artifacts: 
  These items are expertly painted to appear to be made of 
  marble, as the rest of the statue of Halfdan Greatsword. 
   
  The Shield of Reckoning: shield +2 which reflects spells cast 
  at the wielder back at the caster. Anyone killed while holding 
  the Shield of Reckoning cannot be resurrected or rise as undead, 
  no matter how powerful the magic used. 
   
  The Helm of Command: this winged helm covers the whole 
  face with just a narrow slit to see through. The wearer of 
  Halfdan’s Helm can cast a Command spell once per turn and 
  gains +2 on morale and loyalty checks.  
   
  The Greatsword of Halfdan: Halfdan’s sword is a two-handed 
  sword +3, the blade is wide but thin, the hilt is wrapped in gold 
  wire. Daily, the wielder can cast Protection from Evil 10’ 
  radius. In addition, the wielder gains the ability to command the 
  Marble Guardians and Caryatid Columns around the old 
  Northman Temple in the cemetery near Wyrmslayer Keep.  
   
   
   
   
   
  Little is known about the Black Opal of Apostate. The 
  Apostate, a monk of the Church of Holy Saints whose 
  name has been erased from Ecclesiastical history, some 
  1500 years ago studied what he called The Teardrop of 
  Eternal Night, writing a treatise on this artifact called On 
  the Elements of Creation: The Ascendancy of Light and 
  the Subjugation of Darkness. The allure of the Black Opal 
  overshadowed the monk’s soul, drawing him deeper and 
  deeper into searching out and using the artifacts powers. 
  Thus, was the monk declared the Apostate, his body and 
  his work consigned to the fire, the Opal lost to history. No 
  copy of On the Elements of Creation has survived, though 
  hundreds of unattributed quotes and oblique references 
  can be found throughout the ancient literature of the Early 
  Saints.  
   
  Garin Wyrmslayer found the Opal when he and his friends 
  looted an ancient crypt somewhere in the far west. Garin 
  claimed the treasure as his own and stuffed the pendant in 
  his pack, nearly forgetting about it.  
   
  Shortly before Garin and his compatriots assaulted the lair 
  of a great fire breathing dragon, they consulted The Grey 
  Weaver, a powerful and enigmatic sage, seeking whatever 
  advantage they might find. The Grey Weaver studied all 
  of their equipment, revealing a few previously unknown 
  powers in items that the party had been using for years. 
  When the Grey Weaver handled the Black Opal, he gasped 
  and said, “Wear this and you will succeed. The power of 
  the Great Wyrm will crumble and you will revel in its 
  weakness and power.” When pressed, the Grey Weaver 
  admitted that he couldn’t discern the actual powers of the 
  gem, only that it is a powerful item and would be the key 
  to their success against the dragon.  
   
  When the party engaged the dragon, Garin was wearing 
  the Black Opal pendant. During the melee, Garin invoked 
  the power of the Opal (instinctively), casting a powerful 
  Disintegrate spell 
   
  
   The Storm’s Impending Rage 
     
  82 
   
   
   
   
  Heirlooms and Trinkets/Grave Robbing Tables 
   
   
   
  2d6 
  Northman Trinkets and Heirlooms 
  Highland Folk Trinkets and Heirlooms 
  2 
  Major Treasures: 
  1. Gold 
  1. 2d10x100 
  2. 2300 Hamlish gold pieces 
  3. 9000 gp, all bent in half 
  4. 1d6 gold bars (worth 300 gp each) 
  2. Silver 
  1. 8200 Hamlish silver pieces 
  2. 3d8 silver bars (worth 80 gp each) 
  3. Silver statuette of a demon (worth 1200 gp) 
  4. 3d12 +10 silver bracelets (worth 20 gp each) 
  3. Gems 
  1. 1d6 Rubies (50 gp each) 
  2. 2d12 Emeralds (50 gp each) 
  3. 1d4 Diamonds (400 gp each) 
  4. 3d12 Rubies (100 gp each) 
  5. 4d6 Amethysts (100 gp each) 
  6. 3d8 Sapphires (75 gp each) 
  4. Minor Magic Item 
  1. Amulet of Life Protection  
  2. Gauntlets of Dexterity 
  3. Helm of Underwater Action 
  4. Horn of Valhalla 
  5. Magic Weapon 
  1. Sword roll 1d8: 1-5 Sword +1; 6-7 Sword +2; 8 Flametongue 
  2. Dagger: roll 1d8: 1-5 Dagger +2; 6-7 Dagger +2; 
  8 Dagger of Venom 
  3. Hammer: roll 1d8: 1-5 Hammer +1; 6-7 Hammer +2;  
  8 Hammer of Thunderbolts 
  4. Spear: roll 1d8: 1-5 Spear +1; 6-7 Spear +2; 8 Spear +3 
  6. The Mallet of Brannor, a Warhammer +3, +5 vs cold blooded creatures,  
  detect dragons and dragon-kin within 100’, wielder gains +4 to saves 
  vs. Dragon Breath 
  Major Treasures: 
  1. Coins 
  1. 3d100 silver coins          5. 6d8 platinum coins 
  2. 8d100 silver coins          6. Mixed coins (10d20 gold, silver and platinum) 
  3. 9d10 gold coins              7. 1d100 counterfeit gp mixed in with 200 gp 
  4. 10d20 gold coins            8. Mixed coins (20d20 gold, silver and platinum) 
  2. Gems 
  1. 1d6 1. 1d6 Rubies (50 gp each)       5. 4d6 Amethysts (100 gp each) 
  2. 2d12 Emeralds (50 gp each)            6. 3d8 Sapphires (75 gp each) 
  3. 1d4 Diamonds (400 gp each)          7. 6d4 Malachite (200 gp each) 
  4. 3d12 Rubies (100 gp each)              8. 4d4 Pearls (100 gp each) 
  3. Jewelry 
  1. This wide ring is copper, etched with dancing fairies (800 gp) 
  2. This silver ring is set with an assortment of iridescent dark red gems (900 gp) 
  3. This ring is sewn from plum purple fabric, in a style evocative of ancient 
  fashion (1200 gp) 
  4. This pendant is shaped like a gift box made from green beads (1200 gp) 
  5. These gold earrings are pear-shaped (800 gp) 
  6. This wooden bracelet is egg-shaped, lemon-yellow in color, set with emeralds 
  (900 gp) 
  4. Minor Magic Items 
  1. Potion          
  1. ESP             4. Heroism          7. Longevity          10. Speed 
  2. Flying         5. Invisibility       8. Plant Control   11. Super Heroism 
  3. Growth       6. Levitation       9. Polymorph        12. Undead Control 
  2. Ring 
  1. Elemental Command          5. Shooting Stars 
  2. Feather Falling                    6. Spell Storing 
  3. Fire Resistance                    7. Spell Turning 
  4. Invisibility                            8. Water Walking 
  3. Wand  
  1. Conjuration              3. Fear              5. Negation 
  2. Earth and Stone       4. Fireballs       6. Wonder 
  3 
  A small statuette: 
  1. Gold-leaf decorated woman ready for battle 
  2. Crude wooden carving of a dragon 
  3. Finely carved marble carving of a Northman Warrior lying death’s repose 
  4. Finely carved wooden carving of a winged angelic being carrying off a 
  dead Northman warrior 
  5. Mid-quality stone carving of a beautiful woman 
  6. Broken marble carving of a winged demon 
  Objects of Art: 
  1. Silver ewer 50 gp) 
  2. Carved bone statuette of a woman (100 gp) 
  3. Cloth of gold vestments (200 gp) 
  4. Black velvet mask with numerous citrines (100 gp) 
  5. Silver chalice with lapis lazuli gems (500 gp) 
  6. Carved harp of exotic wood with ivory inlay and zircon gems (1200 gp) 
  4-7 
  Useful Items: 
  1. A bone comb 
  2. A small hand mirror 
  3. Leather leggings 
  4. Jar of honey 
  5. A dagger 
  6. A helmet (with 
  horns!) 
   
  7. Heavy iron chains 
  8. A finely crafted chalice 
  9. Still serviceable snowshoes 
  10. Fine red wool cloak 
  11. A lantern and oil 
  12. 19 finely crafted arrows 
  Useful Items: 
  1. A clay pot filled with a brown,          7. A stone tablet with a forbidden rune etched 
  stinky liquid (glue)                               on it (the truename of a demon)     
  2. Lantern and oil                                   8. Jug of fine wine 
  3. Magnifying Glass                               9. Silk Robes embroidered with birds 
  4. Bison Fur Cloak                                10. A finely crafted flute 
  5. Calligraphy Kit                                 11. A blank spellbook 
  6. Eagle shaped letter opener                12. Calfskin Gloves 
  8-10 
  Religious Items: 
  1. Runestone with a Northman protection rune 
  2. Thin gold wire “face veil” (worth 100 gp) 
  3. Mummified Dragon’s hearts 
  4. Stone carved idols of the Northman gods 
  5. A mammoth tusk carved with Northman runes 
  6. Black wool robe with sigils sewn in the hem with silver thread 
  Religious Items:  
  1. Tiny bone carved holy symbol (50% a Saint/50% an Old God) 
  2. A book of religious poetry in praise of the God of Light 
  3. A Hymnal from the Church of the Holy Saints 
  4. A book that seems to be written in gibberish (read backwards, scriptures of a demon  
  worshipping cult) 
  5. A tiny tin reliquary with a fingerbone in it (20% chance truly from a saint) 
  6. A priest’s vestments 
  11 
  Minor Treasures: 
  1. Silver necklace with a jade carved charm (100 gp) 
  2. Northman gold coins (2d12) 50%/silver coins (4d10) 50% 
  3. 1d6 gemstone chips (worth 10 gp each)  
  1. Ruby; 2. Sapphire; 3. Jade; 4. Bloodstone;  
  5. Amethyst; 6. Malachite 
  4. Ermine fur lined helmet with gold edging (100 gp) 
  5. Ancient Hamlish gold coins (1d100) 
  6. Ancient Hamlish silver coins (2d100+50) 
  7. A silver plated ivory box (120 gp) 
  8. Ancient Western gold coins (1d100+20) 
  9. Ancient Western silver coins (2d100+100) 
  10. Long, thin, delicate “strands” of jade (1d8, worsh 20 gp each)  
  Minor Treasures: 
  1. A rolled up painting (by a famous painter, slightly damaged, worth 200 gp) 
  2. A fist-sized stone that naturally glows (20% strength light spell) (200 gp) 
  3. Eight etched silver bells, an octave ascending from middle-C (100 gp) 
  4. A seven-piece tangram puzzle, each piece a thin cut gemstone (worth 2400 gp) 
  5. A jade carving of a hellhound (200 gp) 
  6. A silver hairpin with sapphires in the vague shape of a bird (600 gp) 
  7. A silver flask filled with fine brandy (300 gp) 
  8. Fine leather boots lined with rabbit fur (150 gp) 
  9. A book of poetry handwritten by a famous poet 
  10. A 3’ long ivory tusk carved with religious imagery (200 gp) 
  11. An ornate crystal inkpot and a silver edged penknife (550 gp) 
  12. An egg-shaped crystal (200 gp) 
  12 
  Strange: 
  1. A human skull with tusks the size of a walrus 
  2. A narwhal’s horn, hollowed out 
  3. A tiny (8” tall) centaur skeleton 
  4. A wineskin full of (still warm) human blood 
  5. A dreamstone (a small green stone with blue marbling, anyone who sleeps 
  while in possession of a dreamstone has unsettling dreams and gets no 
  healing rest) 
  6. A leather pouch half full of blue-tinged salt  
  7. A glass eye (actually a gem of seeing that only functions if it placed in the 
  eye socket of the user) 
  8. A stone carved fist covered in lizard man scales 
  Strange: 
  1. A wooden marionette with lifelike crystal eyes 
  2. A journal with the names and ages of 132 children written in it, 19 are crossed out 
  3. A feather headband  
  4. A clay pot with containing a preserved skunk 
  5. A leopard-skin loincloth 
  6. A jar filled with well-preserved fish scales 
  7. A stag’s horn crown adorned with tiny (fairy) skulls 
  8. A mummified pet: 1. House cat; 2. Dog; 3. Bird; 4. Pig 
  9. A wooden box filled with dried mushrooms. Eating them causes: 
      1. Nausea; 2. Hallucination; 3. Vomiting; 4. Euphoria; 5. Sadness; 6. Delicious!! 
  10. A stick studded with emerald chips (worth 10 gp) 
  
   The Storm’s Impending Rage  
   
  83 
  Appendix 
  Random Encounters in the Region 
   
   
   
   
   
   
   
  2d10 
  Encounter 
  Notes 
  11 
  Peasant or 
  Laborer 
  1. Coming to the area to look for work 
  2. Leaving the Keep to find a better opportunity 
  3. Injured by 
  1. Goblin arrow; 2. Angry turtle; 3. Scorned lover;  
  4. Tripping over their own feet; 5. Ate mildly 
  poisonous berries; 6. Mocking a haggard old woman 
  walking the other direction 
  4. Sleeping under 
  1. A pine tree; 2. A mulberry bush; 3. Poison ivy;  
  4. A wet blanket 
  12-
  13 
  Animals 
  1. Herd animals 
  1. 1d3 Deer; 2. 1d3 Moose; 3. 1d6 Wild Sheep;  
  4. 1d3 Elk 
  2. Small animals 
  1. Rabbits; 2. A Skunk; 3. 2 Badgers; 4 1d3 
  Squirrels (20% chance Leafbeard’s spies, see 3H in 
  the Timber Clearing region) 
  3. A sleepy Brown Bear 
  4. A fox 
  5. Birds 
  1. 2d4 Turkeys; 2. 1d6 Pheasant; 3. 1d6 Quail;  
  4. Songbirds; 5. Crows; 6. Eagle or Falcon 
  6. Mutilated animal carcass 
  14 
  Griffin 
  1d3 Griffins (see area 3K) are out hunting. They are 30% 
  likely to pick off a straggler (lone rider, pack animal) and 
  wing back to their lair. 
  15 
  NPC 
  See NPC Encounter Table 
  16 
  Fairies 
  1. 1d4 Sprites wanting to play tricks on some mortals 
  2. 1 Angry Leprechaun who is yelling and swearing 
  because the buckles on his shoes both broke at exactly 
  the same time, will scream and yell at anyone 
  encountered but if someone can fix his buckles, he will 
  grant them a boon 
  3. Old Whitebeard 
  4. Finn the Tiny 
  17 
  Goblin 
  Patrol 
  2d6+3 Goblins led by a Hobgoblin (see area 4I, near the 
  Quarry) 
  1. Gutting and skinning an elk 
  2. Arguing over who has to carry the unconscious victim 
  they have ambushed 
  3. Lying in wait to ambush 
  4. They are lost 
  5. They are trying to run away from Chief Parrack’s 
  tribe; 6. Sleeping under pine trees 
  18 
  Basilisk 
  When encountered, the Basilisk will close its eyes and 
  sniff the air, turning its head from side to side. Any being 
  encountered who has been in close contact with Goblins 
  or with its Basilisk mate (see 10B, Goblin Lair) will 
  cause it to fly into a wild frenzy, trying to turn everyone 
  in the area to stone. If the scent is “clean,” she will claw 
  at the ground and turn and lumber away. 
  19 
  Firbolg 
  Giant 
  Alaban the Firbolg (3J, near the Timber Clearing), 
  searching for his lost cousin, Kellan the Wanderer. He 
  will gladly pay (in gold, gems or supplies) for any 
  information about his kinsman’s whereabouts 
  20 
  Wyvern 
  Bonepicker (from the adventure Bonepicker’s Tower, if 
  still alive) or a young Wyvern that has just moved into 
  the area and is aggressively staking its territory: 
  1. Hunting 
  2. Carrying prey (pig, sheep, goblin, etc.) 
  3.  Fleeing from a confrontation 
  4. Feeding 
  5. Distracted by a strange smell  
  6. About to attack an animal 
  2d10 
  Encounter 
  Notes 
  2 
  Weather 
  Encounter 
  See Weather Encounter Table 
  3 
  Raider 
  Scout 
  1d3 Bandits from the Raider Camp (area 9): 
  1. Trying to remain hidden 
  2. Hunting for provisions 
  3. Escorting a hostage to be enslaved 
  4. Running away from Lord Garous; 
  4 
  Goblin 
  Patrol 
  2d6+3 Goblins led by a Hobgoblin (see 4I, the Quarry) 
  1. Gutting and skinning an elk 
  2. Arguing over who has to carry the unconscious victim 
  they have ambushed 
  3. Lying in wait to ambush 
  4. They are lost 
  5. They are trying to run away from Chief Parrack’s tribe 
  6. Sleeping under pine trees 
  5 
  Undead 
  Mindlessly wandering: 
  1. Spectral Haunt, begs party to follow to his remains 
  2. Zombie, freshly raised, missing left ear, attacks 
  3. Faceless Zombie, attacks 
  4. Spectre, wants to be released from unlife so attacks for 
  minimal, non-lethal damage, wanting to be destroyed 
  5. Spectral Haunt, young girl, sitting on the branch of a 
  tree, weeping 
  6. Enduring Spirit, distracted by its own melancholy and 
  despair, will ignore mortals unless confronted 
  6 
  Shipment 
  1. A wagonload of timber 
  1. Abandoned, blood on the seat; 2. Broken axle, 
  two men trying to fix it; 3. Lost; 4-8. On the way to 
  Wyrmslayer Keep 
  2. A wagonload of stone 
  1. Mule pulling wagon has pulled up lame; 2. Driver 
  has lost his hat to a strong wind and is looking for it; 
  3. Lost; 4-8. On the way to Wyrmslayer Keep 
  3. A Caravan 
  1. Decimated by a Bandit or Goblin attack; 2. 
  Bloodied by a Wyvern attack; 3. Counterfeit 
  Caravan (80% from Baron Wyrmslayer trying to 
  ambush bandits, 20% bandits ambushing travelers); 
  4. A regular shipment of supplies and trade goods 
  coming through unmolested 
  4. A traveling merchant 
  1. Wine dealer; 2. Goldsmith; 3. Tinsmith; 4. Wood 
  carver; 5. Purveyor of fine tea; 6. Thief disguised as 
  one of the above 
  7 
  Herb 
  Gatherer 
  Pushing a cart: 
  1. Full of various plants used by Greenthumb 
  2. Fully of various plants covering 1d3 freshly killed 
  corpses 
  3. Empty 
  4. 1d3 corpses covered by a canvas tarp 
  8-9 
  Gatehouse 
  Guards, 
  Patrolling 
  1d3+3 Gatehouse Guards 
  1. Complaining about: 
  1. Weather; 2. Food; 3. Walking patrol; 4. Their pay 
  2. Arguing about: 
  1. Who won; 2. Whose fault it is; 3. Where it is;  
  4. How to get away with it 
  3. Vigilant 
  4. Napping under a tree 
  10 
  Traveler 
  1. Wandering Hermit 
  2. Pilgrim 
  3. Thief in disguise 
  4. Runaway servant or slave 
  5. Lost child 
  6. Lost merchant (see 6.4 above) 
  7. Wandering Knight 
  8. Spy for 
  1. The High King 
  2. The New Cult of the Old Gods 
  3. The Church of the Holy Saints 
  4. Baron Wyrmslayer 
  5. Salam Greenthumb 
  6. Governor of Jacob’s Well 
   
  
   The Storm’s Impending Rage 
     
  84 
   
  Weather Encounter Table 
  Roll 
  1d20 
  Weather Result 
   
   
  Weather Result 
   
  1 
  Wind doubles in velocity for 1d8 rounds 
  11 
  Temperature drops 10 degrees over the span of one hour 
  2 
  Lightning strikes a tree 1d4 miles away (d8 for direction: 1 North, 
  2 North East, 3 East, etc.) 
  12 
  Wind carries smell of death 
  3 
  Clouds cover the sun/moon for 1d4 hours 
  13 
  Wind smells of rain/snow 
  4 
  A sudden rain shower soaks area 1000 yards in diameter for 1d6 
  turns (if raining, then 1000 yard diameter break in the rain for 1d6 
  turns) 
  14 
  Wind gusts unpredictably for 2 hours (velocity varies from 2-40 mph, 
  shifting every 1d10 rounds) 
  5 
  Wind changes direction every round for 3d8 rounds (d8 for 
  direction: 1 North, 2 North East, 3 East, etc.) 
  15 
  Wind changes direction every turn for 2d4 hours (d8 for direction: 1 
  North, 2 North East, 3 East, etc.) 
  6 
  Temperature rises 3d10 degrees over the span of one hour 
  16 
  Sun/moon dims noticeably 
  7 
  Temperature drops 3d10 degrees over the span of one hour 
  17 
  Wind smells musty 
  8 
  No wind (or sounds of nature) for 1 hour 
  18 
  Temperature rises 5 degrees then drops 20 degrees over the span of two 
  hours 
  9 
  Wind blows in opposite direction 
  19 
  Lightning strikes a tree 3 miles away, then another tree 2 miles away, then 
  another tree 1 mile away (d8 for initial 
  direction: 1 North, 2 North East, 3 East, etc.) 
  10 
  Temperature rises 10 degrees over the span of one hour 
  20 
  Wind doubles in velocity for 2d6 turns blowing tiny debris (dirt, leaves, 
  etc) through area 
   
  NPC Encounter Table 
  1d4 
  NPC 
  Notes 
  1 
  Devin, 
  Commander 
  of the Watch 
  On an inspection tour. He is traveling alone: 
  1. Incognito as a pilgrim 
  2. In full uniform to intimidate the troops 
  3. In casual uniform to encourage the troops 
  4. Staggeringly drunk and lost 
  2 
  Berech, 
  Captain of the 
  Watch 
  1. Traveling with a covert message for the 
  Dialistar, the Sovereign Avatar of Darkness 
  2. Escorting a representative of the Church of 
  the Holy Saints 
  3. Looking for the Goblin Patrol (4I) 
  4. Chasing a “criminal” (actually a young man 
  who discovered his secret) 
  3 
  Salan 
  Greenthumb 
  1. Traveling to or from the Raider Camp (50%) 
  or the Goblin Lair (50%) 
  2. Searching for Golden Tipped Dewberries 
  3. Seeking the Basilisk 
  4. Resting, bloodstained and battered, after a 
  fight with a Lynx (the corpse is nearby) 
  4 
  Gilpin the 
  Honored One 
  Traveling with 1d6+6 young men and women 
  (all non-combatants). They are: 
   
  1. Sitting around a fire singing, laughing, and 
  drinking 
  2. Trading stories 
  3. Gambling 
  4. Studying the intricate details of a Lace 
  Winged Gabberfly 
   
  Given the opportunity to show off (and maybe 
  gain some coin), Gilpin will gladly perform. He 
  will begin with a number of simple folk songs 
  but will slowly build up (with the well-practiced 
  encouragement of his hangers-on) to the Lay of 
  Days Begone which he has written. Any who 
  hear the Lay must save vs. Spells or be lulled 
  into a false sense of security 
   
   
   
   
   
   
   
   
   
  Encounter Reactions 
  No encounter is an “automatic attack” unless the text 
  specifically states such. For reactions, generally use the 
  following table for an initial reaction and then roleplay what 
  comes next based on the party’s actions. The roll can be 
  modified by a Character’s Charisma score if appropriate: 
   
  Roll 
  1d20 
  Reaction 
  1 or 
  less 
  Violently hostile: will likely attack unless somehow restrained 
  2-5 
  Hostile: will take immediate hostile action, but will not necessarily 
  attack (draw weapons, threaten, roar, beat chest) 
  6-9 
  Uncertain, roll again on table with 1d12 
  10-11 
  Neutral: cautious but not hostile 
  12-17 
  Cautious: roll again on table with 1d12+8 
  18-19 
  Friendly: makes gestures of friendship (shaking hands, bowing head, 
  purring, etc.) 
  20 or 
  more 
  Open and enthusiastically friendly 
   
  Weather 
  A simple way to generate the randomness of weather is to use a 
  chart like the reaction chart above but apply it to weather. 
  Obviously Charisma bonuses shouldn’t be applied, but other 
  bonus/penalties could be (for example, if it rained at last check, 
  perhaps you roll 1d12 instead of 1d20, or if yesterday was a 
  perfect day, perhaps today’s roll is 1d12+8). Roll once a day (at 
  noon) or twice a day (sunrise and sunset) on the following chart: 
   
  Roll 
  1d20 
  Reaction 
  Weather 
  1 or less 
  Violently hostile 
  Violent weather: thunderstorm, hail, 
  tornado, blizzard, etc. 
  2-5 
  Hostile 
  Storm: downpour, heavy winds, 
  snowstorm, etc. 
  6-9 
  Uncertain 
  Overcast and colder than normal, 50% 
  chance of precipitation 
  10-11 
  Neutral 
  Normal temperature 
  12-17 
  Cautious 
  Overcast and warmer than normal, 30% 
  chance of precipitation 
  18-19 
  Friendly 
  Slight breeze, good temperature 
  20 or 
  more 
  Open and 
  enthusiastically 
  friendly 
  The perfect day! 
   
  
   The Storm’s Impending Rage  
   
  83 
  Appendix 
  Maps 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 1 
  Outdoor Region 
   
  
   The Storm’s Impending Rage 
     
  84 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 2 
  Shantytown (A-T) 
  T 
  
   The Storm’s Impending Rage 
     
  85 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 3 
  Wyrmslayer Keep 
  
   The Storm’s Impending Rage 
     
  86 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 4 
  The Fields of the Dead 
  Map 5 
  Cemetery Temple and Dungeon 
  
   The Storm’s Impending Rage 
     
  87 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 6 
  Timber Clearing 
  
   The Storm’s Impending Rage 
     
  88 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 7 
  East Garrison Layout 
  Map 8 
  Sprite Fount Area 
  Map 9 
  Sprite House 
  Map 10 
  Griffin Lair 
  
   The Storm’s Impending Rage 
     
  89 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 11 
  The Quarry Region 
  
   The Storm’s Impending Rage 
     
  90 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 12 
  Baron’s Vintage, Basement 
  and Secret Dungeon 
  
   The Storm’s Impending Rage 
     
  91 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 13 
  Baron’s Tower/ 
  West Tower 
  Map 14 
  Agon’s 
  Farmstead 
  Map 15 
  Raider Camp 
  and Dungeon 
  Map 16 
  Old Barl’s  
  Hunting Tower 
  Goblin Lair 
  
   The Storm’s Impending Rage 
     
  92 
  The Lay of Days Gone By 
        
  The Lay of Days Gone By   
  (From words by a greater poet) 
  Let all the blessed creatures heed the call 
  Each to the other, make your joy be known 
  In the heavens above and the whole earth below 
  My heart is with you, singing 
  My head has been crowned in spring 
  I feel the fullness of your vernal bliss 
  Yet evil, dark and sullen day 
  Though all around the children play 
  And hills and valleys, flower crowned 
  With sunlight and warmth like 
  A Babe who leaps up in Mother’s arms 
  The joy of all that is lost and gone 
  The Ancient Ways that never will be again 
  There is a tree, of many, one 
  Alone in a single field where I have heard 
  The whispers of the something gone 
  The wildflowers at my feet 
  Sing the same dirge-song 
  Of those who, gone, are not forgotten 
  And who shall ne’er forget 
  Whither is fled the prophet’s gleam? 
  And where now is the glory and the dream? 
  Our birth is but a sleep and a forgetting: 
  The Soul that rises with us, our life’s Star, 
  Is but a brief glimpse of that which is true, 
  A candle that too briefly burns, feeble but sure 
  A light in darkness, life in death, 
  ‘Midst the holy elements of all that is 
  There is and was and yet may be 
  The world, insufficient to hold all that is, 
  Yet is all that may be. 
   
   
   
   
  
   The Storm’s Impending Rage 
     
  93 
   
  License 
   
  Open Game License Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)"Derivative Material" means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game 
  mechanic and includes the methods, procedures, processes and routines to the 
  extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, 
  logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product 
  Identity, and which specifically excludes the Open Game Content; (f) 
  "Trademark" means the logos, names, mark, sign, motto, designs that are used 
  by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) "Use", "Used" or 
  "Using" means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the copyright holder's name to 
  the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any 
  Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does not constitute a 
  challenge to the ownership of that Product Identity. The owner of any Product 
  Identity used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
   
   
   
   
   
   
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of 
  this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 
  Matthew J. Finch 
   
  END OF LICENSE 
   
  “Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the 
  trademarks of Matthew J. Finch.” Rosetrhone Publishing is not affiliated with 
  Matthew J. Finch or Mythmere Games™. 
   
  © 2020 Rosethrone Publishing, WR Beatty. 
   
  PRODUCT IDENTITY 
  Rosethrone Publishing, the World of Daen Ral and the logos associated with 
  the same are Product Identity. 
   
   
  The specific wording of the text of this work and all cartography is Product 
  Identity in its entirety, including the text of spell descriptions and monster 
  descriptions, excluding any language derived from the S&W core rules. 
    
   
   
   
   
  
   The Storm’s Impending Rage  
   
  94 
   
  Combined Monster Statistics 
   
   
   
   
  Creature 
  Statistics 
  Animals 
  Small – ½ HD, 1 hp damage; Medium 1-3 HD, 1d2 hp damage per HD; Large 4-10 HD, 1d2 hp damage per HD 
  Ashen Warrior 
  HD 4+1; AC 6[13]; Atk fireballs (2d6), swat (1d6/1d6); Move 9; CL/XP 7/600; Special: fireballs, hug (2d6), exploding (3d4) 
  Avenging Spirit 
  HD 8; AC 9[10]; Atk: 1 (2d8); Move 9; Save 8; CL/XP 9/1100; Special: Paralyzation, regeneration, Constitution drain 
  Basilisk 
  HD 6; AC 4 [15]; Atk 1 bite (2d6); Move 12; Save 11; CL/XP 8/800; Special: Petrifaction gaze 
  Bear, Brown 
  HD 4+1; AC 7[12]; Atk 2 claws (1d3), 1 bite (1d6); Move 9; Save 13; CL/XP 4/120; Special: Hug. 
  Boar, Wild 
  HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 15; Save 14; CL/XP 4/120; Special: continue attacks 1d3 rounds after death. 
  Boar, Giant 
  HD 3+3; AC 7[12]; Atk 1 gore (3d4); Move 15; Save 14; CL/XP 4/120; Special: continue attacks 1d3 rounds after death. 
  Booka, Fey 
  Creature 
  HD 1-4 hp; AC 7[12]; Atk Nil; Move 12 (18 flying); Save 18; CL/XP 1/10; Special: Spell-like abilities, invisibility 
  Brownie, Fey 
  Creature 
  HD 1; AC 3[16]; Atk dagger (1d2+poison); Move 12; Save 16; CL/XP 1/15; Special: Spell-like effects, poison. 
  Bugbear, 
  Goblin-kin 
  HD 5-6; AC 5[14]; Atk 1 bite (2d4) or weapon (1d8) +0/+2; Move 9; Save 14; CL/XP 3/120; Special: Surprise opponents, 50% chance. 
  Caryatid 
  Column 
  HD 5; AC 5[14]; Atk 1 stone sword (2-8); Move 6; SD Snap wpns. 
  Centaur 
  HD 4; AC 5 [14] or 4 [15] with shield; Atk 2 kicks (1d6) and weapon; Move 18; Save 13; CL/XP 4/120; Special: None. 
  Centipede, Giant 
  HD: 1d2hp; AC 9 [10]; Atk 1 bite (1d6 + poison); Move 13; Save 18; CL/XP 1/10; Special paralyzing poison, latching on. 
  Crawling Horror 
  HD 1hp; AC 9[10]; Atk bite (1hp); Save 18; CL/XP A/5; Special: swarm 
  Demon Lord, 
  Mashafalak 
  (sometimes called a 
  General of Orcus) 
  HD 18; AC -2 [21]; Atk +2 military pick (1d8+2) or 2 claws (1d10); Move 15/30 (flying); Save 3; CL/XP 27/6500; Special: Control undead, 
  spells, stench, summon undead, +1 or better weapon to hit, immunity to electricity and poison, magic resistance (60%), telepathy 100 ft. 
  Desecrated 
  Corpse 
  HD 2; AC 6[13]; Atk 2 claw (1d4/1d4) or weapon; Move 6; Save 14; CL/XP 3/100; Special: None. 
  Dwarf, Crooked, 
  Fey Creature 
  HD 4; AC 5[14]; Atk stone axe or short sword (1d6); Move 9; Save 12; CL/XP 5/240; Special: Spell-like effects, detect invisible 
  Elemental, Air 
  HD 12; AC 2 [17]; Atk 1 strike (2d8); Move (Fly 36); Save 3; CL/XP 13/2300; Special: Whirlwind, immune to non-magic weapons. 
  Elemental, 
  Water 
  HD 16; AC 2[17]; Atk 1 
  strike (4d6); Move 6 (Swim 18); Save 3; CL/XP 16/3100; Special: overturn boats. 
  Enduring Spirit 
  HD 8; AC 9[10]; Attk Claws (2d8); Move 9; Save 8; CL/XP 8/800; Special: Paralyzation, Spell-like abilities, undead immunities 
  Faerie Dragon, 
  Fey Creature 
  HD 2; AC 4 [15]; Atk Bite (1d6); Move 9 (Fly 36); Save 16; CL/XP 5/240; Special: Breath weapon, spells, invisibility, magic resistance 
  (1d6x10%), telepathy (2 miles) 
  Firbolg Giant 
  HD 12+1d6 hp; AC 3 [16]; Atk 1 weapon (4d6); Move 12; Save 3; CL/XP 13/2300; Special: Spell like powers 
  Fomorian Giant, 
  Goblin-kin 
  HD 9-11; AC 4[15]; Atk 1 weapon (2d8)-2/+6; Move 12; Save 8; CL/XP 9/1100, 10/1200, 
  11/1300,12/1400; Special: Throw boulders. 
  Gabbler 
  HD 1; AC 9[10]; Atk 2claws (1d4/1d4); Move 9; Save 8; Special: Fire resistance 
  Ghast 
  HD 4; AC 4 [15]; Atk 2 claws (1d3), 1 bite (1d6); Move 15; Save 13; CL/XP 5/240; Special: Stench, paralyzing touch. 
  Ghoul 
  HD 2; AC 6[13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 3/60; Special: Immunities, paralyzing touch 
  Ghoul Master 
  HD 5; AC 4[15]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; CL/XP 6/400; Special: Immunities, paralyzing touch. 
  Gnole 
  Gnole: HD 2 + 2; AC 1 [18]; Atk sword or spear (1d8+1 or 1d6+1); Move 12; Save 16; CL/XP 2/30; Special: none 
  Gnole Raider: HD 4; AC 1[18]; Atk sword or spear or bow (1d8+2, 1d6+2, 1d6); Move 12; Save 13; CL/XP 5/240; Special: exceptional 
  strength. 
  Goblin, Goblin-
  kin 
  HD 1-1 to 2; AC 6[13]; Atk 1 weapon (1d6); Move 9; Save 18; CL/XP B/10; Special: -1 to hit in sunlight. 
  Gorse Fairy, Fey 
  Creature 
  HD 1hp; AC 6[13] (2[17] if flying); Atk 1 thorn prick (at +2, 1 hp damage); Move 3 (12 Flying); Save 18; CL/XP 1/15; Special: spell like 
  effects 
  Green Fiddler, 
  Fey Creature 
  HD 1; AC 0[19]; Atk 0; Move 12; Save 18; CL/XP 2/30; Special: fiddle magic 
  Griffin 
  HD 7; AC 3[16]; Atk 2 claws (1d4), 1 bite (2d8); Move 12 (Fly 27); Save 9; CL/XP 8/800; Special: Flight. 
  Guardian 
  Column 
  HD 7+7; AC -2[21]; Atk 2 fists (2d8); Move 9; Save 9; CL/XP 8/800; Special: Limited damage from edged weapons. 
  Hangman Tree 
  HD 8; AC 2 [17]; Atk 1-6 vines (1d8); Move 3; Save 8; (with chaotic tendencies); CL/XP 10/1400; Special: Hallucinatory seeds, magic 
  resistance (50%), strangle, digest prey. 
  Haunt 
  HD 5; AC 2[17]; Atk possession; Move 12; Save 12; CL/XP 5/240; Special: Possession. 
  Hobgoblin, 
  Goblin-kin 
  HD 2 or 3; AC 5[14]; Atk 1 weapon (1d8)+1/+1; Move 9; Save 17; CL/XP 1/15; Special: None. 
  Hostile Spirit 
  HD as in life or 4; AC 6[13]; Atk touch (1d3 CON); Move 12; Save 11; CL/XP 5/240; Special: Constitution drain, Enraging Touch. 
   
  Korred, Fey 
  Creature 
  HD 6; AC 4 [15]; Atk Slam (1d4) or shears (1d6) or club (1d6); Move 12; Save 11; CL/XP 8/800; Special: Animate hair, laugh, magic 
  resistance (30%) 
  Leprechaun, Fey 
  Creature 
  HD 1d6; AC 5 [14]; Atk Dagger (1d3); Move 15; Save 18 (16 vs. magic); CL/XP 3/60; Special: Spells, magic resistance 60% 
  Manitcore 
  HD 6+4; AC 4 [15]; Atk 2 claws (1d3), 1 bite (1d8), 6 tail spikes (1d6); Move 12 (Fly 18); Save 11; CL/XP 8/800; Special: Flies, tail spikes 
  Marble 
  Guardian, Large 
  HD 60 hp; AC 5[14]; Atk fist (4d8); Move 6; Save 11; Special: Immunities, spell- like immunities. 
   
  
   The Storm’s Impending Rage 
     
  95 
   
   
   
   
   
  Marble 
  Guardian, 
  Medium 
  HD 45 hp; AC 6[13]; Atk fist (3d8); Move 6; Save 12; Special: Immunities, spell-like abilities 
  Old Whitebeard, 
  Fey Creature 
  HD 4; hp 24; AC 3[16]; Atk staff (1d6+2); Move 9; Save 13; CL/XP 5/240; Special: Wrestle, curse. 
  Oozing Black 
  Death 
  HD 10; AC 6 [13]; Atk 1 attack (2d8); Move 6; Save 5; CL/XP 12/2000; Special: Digestive surface, regeneration, immune to cold, divides when 
  hit with lightning. 
  Pixie, Fey 
  Creature 
  HD 1d6 hit points; AC 5 [14]; Atk 1 dagger (1d4) or arrow; Move 9 (Fly 18); Save 17; CL/XP 2/30; Special: Invisibility. 
  Possession Spirit 
  HD 5; AC 0[29]; Atk 1 touch (1d8 + Constitution drain); Move 6; Save 12; CL/XP 6/400; Special: Constitution Drain (allowing possession) 
  Raging Haunt 
  HD 8; AC 2[17]; Atk 1 (1d6, regardless of weapon); Save 8; Move 12; CL/XP 10/1400; Special: Constitution drain, diseased touch. 
  Rat, Giant 
  HD 3; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d6); Move 12; Save 14; CL/XP 3/120; Special: 5% are diseased 
  Rats, Normal 
  HD 1-2hp; AC 7[12]; Atk 1 bite (1+possible disease); Move 15; Save 17; CL/XP 1/20; Special: Disease, Swarm. 
  Rattlesnake 
  HD 1d6hp; AC 5[14]; Atk 1 bite (1hp + poison); Move 18; Save 18; CL/XP 2/30; Special: Lethal poison (+2 save). 
  Saintly Warrior 
  HD: 9; AC 0[19]; Atk 1 sword at +3 for strength (1d8+3); Move 12; CL/XP 12/2000; Special: Immunities, spell-like abilities. 
  Satyr, Fey 
  Creature 
  HD 5; AC 5[14]; Atk 1 weapon (1d8); Move 18; Save 12; CL/XP 6/400; Special: Magic resistance (50%), pipes, concealment 
  Scavenger Haunt 
  HD 4+4; AC 5[14]; Atk 2 claws/bite (1d8/1d8/1d6); Move 12 (fly 18); Save 11; Special: Immune to mind-affecting spells, slow. 
  Sepulcher 
  Master 
  HD 6: AC 2 [17]; Atk 2 claws (1d6); Move 12; Save 11; CL/XP 9/1100; Special: Teleport other, +1 or better weapons to hit, turn as 10 HD 
  monster 
  Shadow Creeper 
  HD 2; AC 0[19]; Atk shortsword (1d6); Move 9; Save 16; CL/XP 3/60; Special Detect Magic, Darkness, Thief Abilities 
  Shadow Fiend 
  HD 8; AC 8/5/0 [11/14/19]; Atk 2 claws (2d4/2d4) bite (1d10); Move 12 (Fly 18); Save 6; Special: Gains strength in darkness, magical abilities, 
  Constitution drain 
  Skeletal Horror 
  HD 1; AC 8[11]; Atk 1 (1d6); Move 12; Save 17; CL/XP 1/15; Special: None 
  Skeletal Warrior 
  HD 9+3; AC 2[17]; Atk 1 weapon [1d8+2 or 1d10+2]; Move 6; save 12; CL/XP 13/2300; Special: only hit by magic weapons, magic resistance, 
  detect living, spell immunities. 
  Skeleton 
  HD 1; AC 8[11] or 7[12] with shield; Atk 1 weapon or strike (1d6) or (1d6+1 two-handed); Move 12; Save 17; CL/XP 1/15; Special: None. 
  Spectral Haunt 
  HD 2; AC 0[19]; Atk touch; Move 12; Save 16; CL/XP 2/30; Special: Charisma Drain. 
  Spectre 
  HD 7; AC 2[17]; Atk 1 spectral weapon or touch (1d8 + level drain); Move 15 (Fly 30); Save 9; CL/XP 9/1100; Special: Drain 2 levels with hit, 
  immune to non-magical weapons. 
  Spider, Giant  
  HD 2+2; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Save 16; CL/XP 5/240; Special: lethal poison, 5 in 6 chance to surprise prey. 
  Spider Friend 
  (Ettercap) 
  HD 5; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d8 + poison); Move 12; Save 12; AL C; CL/XP 6/400; Special: Poison bite, traps. 
  Sprite, Fey 
  Creature 
  HD 1; AC 6[13]; Atk 1 (dagger 1d4 or arrow 1d3); Move 9/18; Save 15; Special: Magic abilities, magic arrows. 
  Trampled 
  Horror 
  HD 3; AC 4[15]; Atk Claw (2d8); Move 3; Save 14; CL/XP 3/60; Special: immune to mind affecting spells, Fire does double damage. 
  Troll, Goblin-kin 
  HD 7 to 9; AC 4[15]; Atk 2 claws (1d4) at +1/+3, 1 bite (1d8); Move 12; Save 11; CL/XP 8/800, 9/900, 10/1000; Special: Regenerate 
  1d8hp/round. 
  Vengeance Spirit 
  HD 4; AC 3[16]; Atk 1 touch (Root of Bitteness); Move 9 (Fly 12); Save 13; CL/XP 6/600; Special: immunities, poison touch, magic weapon to 
  hit. 
  Vexed Corpse 
  HD 3; AC 6[13]; Atk bony claw (1d8); Move 9; Save 15; CL/XP 4/120; Special: Immunities, corpse dust. 
  Water Spirit 
  HD 4; AC 4 [16]; Atk drowning; Move 12; Special: Immunities, regeneration. 
  Wight 
  HD 3; AC 5[14]; Atk 1 claw (1hp + level drain); Move 9; Save 14; CL/XP 6/400; Special: Drain 1 point of Strength with hit, hit only by magic 
  or silver weapons. 
  Wraith 
  HD 4; AC 3[16]; Atk 1 touch (1d4+ Constitution drain); Move 9 (Fly 24); Save 13; CL/XP 8/800; Special: drain 1d4 Con points per hit, magic 
  weapon to hit. 
  Wyvern 
  HD 8; AC 3[16]; Atk 1 bite (2d8) or 1 sting (1d6+poison); Move 6 (Fly 24); Save 8; AL N; CL/XP 10/1400; Special: Poison sting [Paralyzing] 
  Zombie (incl. 
  Faceless 
  Zombies) 
  HD 2; AC 8[11] or with shield 7[12]; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm 
  
   
   
     
   
   
  Also available from Rosethrone Publishing 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Forthcoming 
  
   
   
   
   
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/The Rosewood Highlands (SW)/Rosewood Highlands The Storm's Impending Rage (SW).pdf