TEXT:  
   
   
   
  BETRAYAL AT 
  siradorn 
   
    
   
   
   
   
   
   
  
   
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  Betrayal at Siradorn 
   
  Rumours & Hooks:  
  Messenger ravens have stopped arriving from 
  Siradorn, an important iron ore outpost in the 
  barbarous Great Plains. Merchants in the walled 
  city of Port Brax want someone to investigate 
  before they send out the next caravan in a few 
  months.  
   
   
  Siradorn is a fortified outpost located in the Great 
  Plains, amidst several hostile barbarian and 
  beastmen territories. Founded on an iron mine, 
  its grey smoke plumes can be seen for miles, 
  constantly curling upwards from the fort’s 
  smelting furnaces.  
   
  Periodically, wagons of refined ore depart for 
  Port Brax care of heavily armed caravans, before 
  returning some months later for the next 
  shipment. Guarding the wagons in either 
  direction is dangerous but lucrative work, and for 
  those planning to explore the plains more fully, 
  Siradorn serves as a relatively safe stopover.  
   
  Danger Within 
  In this instance however, the outpost is under 
  attack from within. Mistress Kendra, a saboteur 
  and agent for the ruthless merchants of House 
  Tergoza, has infiltrated the camp and is slowly 
  poisoning 
  its 
  inhabitants. 
  Disguised 
  as 
  a 
  candlemaker, 
  Kendra 
  employs 
  the 
  rare 
  alchemical concoction known as Shennog’s Veil, 
  a clear fluid with a slightly metallic odour that 
  poisons the brain, slowly turning the victim mad 
  (affects humans only). 
   
  Kendra’s candles and lantern wicks (which she 
  supplies to almost all residents) spread the toxin 
  by scent, requiring some weeks of exposure 
  before taking hold. Kendra has been poisoning 
  the outlanders since the last ore shipment several 
  months ago, and 85% of the population are now 
  under its influence. Kendra herself carries an 
  antidote that she imbibes daily to protect her 
  against the effects.  
   
   
  Kendra, Boss Monster, AC 13 (leathers), HD 6 
  (49 hp), Knife 1d4+4 + poison, 19: As weapon, 
  S9 D15 C10 I15 P13 W10 Ch10, L8, Mv 30 ft. 
  Kendra may choose from the following Rogue 
  Tricks & Techniques (up to twice per combat): 
  Choking Dust, Hidden Blade, Quick Reflexes, 
  Smoke Bomb. She may apply poison to her 
  weapon as part of her attack action, and is never 
  without 2d4 poison doses of poison (half 
  Fireblood, half Ghoulsheen; LFG p.33). She 
  wears a poisoner’s ring with a dose of Whisperfog 
  (LFG p.33, 34). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Additionally, Kendra carries a cache of trigger 
  vials of a highly potent catalyst. A trigger vial may 
  be thrown up to 50 ft and bursts in a clear 30 ft 
  cloud that persists for 2d6 rounds. Any poisoned 
  NPCs exposed to the cloud are instantly 
  overcome by homicidal urges (no save) that last 
  2d6 hours, attacking or manoeuvring to ambush 
  anyone nearby who is not similarly affected (they 
  “smell” others who have “triggered”, and do not 
  target them). Against those unaffected by 
  Shennog’s Veil (eg the PCs), the target rolls on 
  the Madness table on p.5 instead (Luck (Will) 
  
   
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  save resists, immediate effect, lasts 2d6 hours). 
  Kendra’s unique alchemical perfume (smells like 
  citrus and mortar) protects her in a 5 ft radius, 
  causing homicidal NPCs to pause dazedly before 
  seeking out a different target on their next turn. 
   
  The PCs might become involved in this 
  adventure by (i) being hired by Port Brax 
  merchants to find out why messenger ravens have 
  stopped arriving, or (ii) wander into Siradorn 
  whilst exploring the plains for unrelated reasons.  
   
  Great Plains 
  The fortified outpost is located at least five days 
  trek into the Great Plains, an expanse of verdant 
  grasses that grow three to four feet high. Adjacent 
  land has been cleared as fields and the outskirts 
  are patrolled, but beyond this rudimentary 
  taming, the plains run unchecked. Trees are 
  sparse, but occasional copses of oaks, willows and 
  thorny shrub can be found. 
   
  The xenophobic horse lords of the barbarian 
  clans ride the plains, taking advantage of their 
  mobility to avoid the beastmen horde that 
  controls the region. Animal life is abundant, 
  including horses, bison, wolves and the ferocious 
  western 
  panther. 
  Particularly 
  unfortunate 
  travellers might encounter more monstrous foes, 
  including the last of the territorial centaurs or 
  belligerent ogre clans. Outsiders are not welcome 
  here, and men venture into the plains as part of 
  heavily armed caravans, or not at all.  
   
  There is a 30% chance of a random encounter 
  every 12 hours whilst travelling to Siradorn. If an 
  encounter occurs, roll 1d8:  
   
  1.  2d4 Giant Wasps are buzzing low across 
  the grasslands, searching for some 
  humanoid sized prey. If they manage to 
  paralyze a target, they will withdraw, 
  carrying the unfortunate back to their 
  hive (for eating and/or egg implantation). 
   
  2. A warband of 2d8 Ogres (LFG p.120) 
  are 
  clashing 
  with 
  2d10 
  mounted 
  barbarians (50%, as Berserker LFG 
  p.114) or Beastmen (50%, LFG p.100). 
  If either side notices the party, they 
  attack them too. 
   
  3. In the distance a lone barbarian wearing 
  an animal skull mask can be seen, raising 
  her arms and voice to the sky (Shaman, 
  Magic User 3). Moments later, a peal of 
  thunder echoes overhead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  4. A Western Panther (70%) or mated pair 
  (30%, possibly with cubs) are hunting in 
  the long grass, stealthily tracking the last 
  member of the party. 
   
  Western Panther, AC 14, HD 6, Bite 2d6 
  and 2 Claws 1d6, 19: the victim has a random 
  limb torn off (Luck (Con) save resists), S19 D16 
  C16 I3 P12 W15 Ch6, L5, Mv 60 ft.  
   
  These enormous, dark grey or black panthers are 
  4½ ft at the shoulder, 12 ft long and weigh more 
  than a Siberian tiger. They are solitary hunters 
  except during mating season when they might be 
  found in pairs with cubs. Infamous for their 
  vicious nature, the panthers employ a unique 
  
   
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  dismembering technique to toy with and disable 
  their prey. Western panthers prefer to hunt at 
  night, and are common in the Great Plains, 
  where they eat horses, bison, beastmen and 
  barbarians. They can climb trees strong enough 
  to hold their weight. 
   
  5. 3d10 Beastmen hunters are loping 
  through the grasses here, on the trail for 
  fresh meat. There is a 50% chance they 
  are upwind of the party and hiding in 
  ambush.  
   
  6. A wild fire erupts in nearby grassland, 
  sweeping through nearby plains, filling 
  the sky with smoke and embers. There is 
  a 50% chance the winds blow the fire 
  towards the party. If so, a group Luck 
  check is required to avoid being caught 
  in the flames and suffocating smoke, 
  causing 4d6 damage and requiring a roll 
  on the Injuries & Setbacks table. Taking 
  appropriate precautions grants advantage 
  on the check (wearing a facemask, taking 
  shelter in trench, rock formation or pool, 
  etc). 
   
  7. A band of 5d10 xenophobic barbarian 
  riders (as Berserker LFG p.114) appear 
  in the distance. The travellers might be 
  able to hide from them, negotiate 
  passage, or neutralize the encounter in 
  some other way. 
   
  8. 5d4 Giant Rats (70%) or 3d4 Dire Rats 
  (30%) are scavenging from a dead bison 
  carcass. They might take their chances 
  against a PC however, particularly if they 
  can isolate a small or obviously wounded 
  target.   
   
  Siradorn 
  Siradorn exists solely for the iron ore veins 
  located beneath Area 20. Some 200-300 
  outlanders live and work here, mining, refining 
  and preparing the ore for shipment to Port Brax 
  every few months. A number of relevant 
  businesses have sprung up within the fort, 
  catering to the needs of the miners, guards and so 
  on. 
  The wooden walls and parapets protect the 
  outpost from beastmen, barbarians and on 
  occasion more monstrous threats. At any one 
  time there are 1d3+1 men in each of the nine 
  towers or walking nearby palisades, keeping an 
  eye out for gathering foes.  
   
  Each of the towers has a heavy duty ballistae on a 
  rotating platform (range 500 ft, 4d6 damage or vs 
  humanoids requires a Luck (Dex) save or 
  reduced to zero hp, reload as crossbow). Outside 
  the walls, 5 ft wooden stakes form a perimeter 
  against barbarian riders, excepting the northern 
  mound, which has sheer, 30 ft granite walls 
  instead. 
   
  Guards, AC 16 (heavy chain and shield), HD 1, 
  Spear 1d6+2 (two handed), Sword 1d8+1, 
  Longbow 1d8+1, or Heavy Crossbow 2d8+1, 19: 
  as weapon, S13 D10 C11 I10 P12 W10 Ch10, 
  L4, Mv 30 ft. 
   
  The fields outside the walls supplement the 
  outposts salted meat, hard tack and other shipped 
  consumables. Six of the fields are lying fallow and 
  another three were recently burnt by beastmen 
  raiders. The remaining six are being harvested for 
  wheat, beans and oats.  
   
  Kendra’s Plan 
  The poisoner is under strict instructions to 
  disrupt the mine operations as much as possible, 
  or if need be shut it down completely. By sending 
  most of the camp mad, Kendra has largely 
  achieved her primary goal; ore harvesting has 
  halved and communications with Port Brax have 
  stalled. Very soon, the most paranoid or deluded 
  outlanders will start killing each other, further 
  reducing morale and productivity. For the most 
  part Kendra is happy to keep things ticking along, 
  waiting for her scheduled escort back to Port 
  Brax. 
   
  When the PCs arrive, Kendra suspects they are 
  agents of rival merchants, and will keep an eye on 
  them. If she thinks they are getting too close to 
  uncovering her plot, she accelerates plans, 
  personally setting off trigger vials in crowded 
  spaces (the Alehouse, Concora’s, the barracks, 
  mine, etc) or sending her dogs out, their collars 
  
   
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  soaked in the trigger chemical and setting off 
  people on the streets.  
   
  If Kendra must flee the outpost, she first attempts 
  to clear out her locked cupboard, then steals two 
  horses from the stables. She drops trigger vials at 
  the gate in an effort to delay any pursuit.  
   
  Uncovering the Poison 
  The poison is a clear fluid and invisible gas, but 
  exhibits a faint metallic tang and scent. In the 
  outpost however the fumes from torches, oil 
  lanterns and the smelting furnace generally 
  disguise the odour.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A blood or saliva sample from any of the mad 
  may be analysed with the right reagents/herbs 
  (which a PC skilled in apothecary might already 
  have, or otherwise be obtained from Area 26). 
  An Apothecary check at a -2 penalty identifies the 
  poison. The antidote however requires very 
  specific, very rare ingredients, the only local 
  source of which is Kendra’s locked safe in Area 
  22. Testing the local water or food comes up 
  negative. Testing the air near a poisoned candle 
  etc, or the mouth/nostrils/lungs of a victim, may 
  reveal the vector. If the party investigates 
  Kendra’s home, they may discover the store of 
  poison in her locked cupboard. 
   
   
  Madness afoot 
  As noted earlier, most of the complex is 
  labouring under the effects of Shennog’s Veil, 
  twisting their thoughts with insanity. When the 
  PCs engage with any NPC, there is a 75% chance 
  the character is affected, colouring everything 
  they do. Some example madness traits appear 
  below (roll 1d10):  
   
  1. “The Blood God demands a sacrifice, or 
  Siradorn will surely fall to the beastmen 
  horde. I must take one life to save all our 
  lives.” 
    
  2. “Have a care what you say in this place, 
  brother. Trust no one, not even your 
  closest ally. They are among us, always 
  watching, ever scheming.” 
   
  3. “Vile witch! You may have fooled the 
  others, but I know the demon in your 
  heart. Mob or no mob, I will burn the 
  darkness out of you.”  
   
  4. “Silence! Your sycophantic fawning and 
  mewling bootlicking sickens me. Be gone 
  from my sight, lest I do something I 
  regret.” 
   
  5. Hello!  My name is [insert name]. You 
  killed my father. Prepare to die.” 
   
  6. “The 
  stench 
  of 
  your 
  sickness 
  is 
  overwhelming; just standing by you I feel  
  sullied by it. Leave this place, before you 
  infect us all.” 
   
  7. Surely you see him? By the side of 
  smithy, the man with no face? Why does 
  he follow me? Make him leave, I beg 
  you.” 
   
  8. It’s the flames, you see. The fire. It 
  warms us, cooks for us, gives us light. But 
  it calls to them, the unnatural things, 
  drawing them from beyond. Extinguish 
  the flames wherever you find them, my 
  friend. It’s the only way to be safe. 
   
  
   
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  Map 
  
   
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  9. There are cultists here; this place is 
  infested with them. It’s the wilds, you see, 
  it turns men’s hearts. Silas knows, yet 
  does nothing. I’ve seen him slithering 
  about, whispering in dark corners. Aye, I 
  must take action if no-one else will. 
   
  10. It’s the Alehouse, don’t you see? They’re 
  poisoning us with their food, turning us 
  against one another. But why, and to 
  what end? I’ll wring the answers from 
  Gudvarr’s treacherous neck! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Street Encounters post trigger 
  Once Kendra sets off her trigger chemicals, if the 
  party traverses the streets, there is a 50% chance 
  of an encounter each trip. Roll 1d10: 
   
  1. 2d6 Guards come charging down the 
  street, bellowing war cries and slashing at 
  anyone they can catch. There is a 50% 
  chance Captain Ruby (Area 2) is with 
  them. 
   
  2. Mill workers Edric and his wife Sara 
  (Area 7) are moving slowly through the 
  street, eyes bulging, wringing their hands 
  and making awful swallowing noises. 
  They mean to snatch someone, drag 
  them into an alley, and wring their neck.  
   
  3. The smith Mord and his apprentice 
  Sharn (Area 24) are breaking into a 
  nearby house with their hammers, 
  smashing through the door. Their faces 
  are locked in grim, froth covered rictus’. 
  4. 2d6 Hunters (Area 4) swarm the street, 
  firing their bows at anyone within range. 
  They sound their hunting horns in short, 
  frenzied blasts as they go. Some have bite 
  wounds on them (they slaughtered their 
  hounds in their kennels). There is a 50% 
  chance Damir is with them. 
   
  5. 3d6 miners (as Outlander) are lurching 
  down the street, soot and blood stained. 
  They attempt to swarm a target, pinning 
  them to the ground before puncturing 
  them with picks or smashing them with 
  hammers. 
  Their 
  purple 
  neck and 
  forehead veins throb horridly. There is a 
  50% chance Furnace Master Rogirus 
  (Area 20) is with them. 
   
  6. 2d4 Outlanders with barstools and 
  broken glasses or steel mugs are 
  breathing heavily, bashing or stabbing an 
  already mangled corpse in the middle of 
  the street. There is a 50% chance 
  Gudvarr and his two cooks are with them 
  (Area 5).  
   
  7. 3d4 scantily dressed brothel workers (as 
  Outlander) and Concora (Area 17) 
  appear at the end of the street, gripping 
  knives. Silently, they move forward 
  purposefully, breathing in a disturbing, 
  hyperventilating manner. 
   
  8. 1d3 Guards on duty in a nearby tower 
  (see earlier) fire a ballista at the party, 
  hooting and crowing as they do so.  
   
  9. The weavers Carillo, his wife Meri and 
  children Arlo and Cidia (Area 10), are 
  hiding in a nearby alley, gripping braided 
  cords in both hands. They intend to 
  sneak up on and garrotte the next passer-
  by.  
   
  10. The Overseer, Silas (Area 25) emerges 
  from a nearby building covered in blood. 
  His jaw is clenched with such force that 
  the grinding of his teeth can be heard. 
  Raising his battle axe in a white knuckled 
  grip, he surges towards the party making 
  primal grunting noises. 
  
   
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  Outpost Locations 
   
  Area 1 – Entry Gates  
  Large wooden entry gates are set into 12 ft log 
  walls, barred with two sturdy beams. 2d4 guards 
  are on duty at the front wall at all times. Humans 
  are generally admitted with minimal questioning, 
  subject to any madness complications.  
   
  Areas 2 & 7 - Barracks 
  These moderately sized barracks contain up to 
  3d6 men, most sleeping in bunks or hammocks. 
  Up to 50% of them have access to heavy 
  crossbows and shields. They are otherwise armed 
  similar to the tower guards and police the streets 
  if not on wall duty or field patrol. The guard 
  captain is Ruby, a fearless red head with twin 
  shortswords (with spring loaded spike pommels) 
  and uncanny speed (Fighter 3, Dex 17, advantage 
  on initiative checks). The deeply insane falconer, 
  Henmok (see Area 21) is shackled here in the 
  watch house cells. 
   
  Area 3, 6, 8, 9, 11, 13, 14, 19, 21 - Domiciles 
  3d6 outlanders live in each of these dwellings, on 
  small bunks or hammocks, most miners or 
  labourers. All have access to basic weapons, 
  leather armour and 50% have short bows.  
   
  Outlander, 
  AC 
  11 
  (leathers), 
  HD 
  1, 
  Hammer/Axe 1d6 or Short bow 1d6, 19: as 
  weapon, S12 D10 C12 I10 P10 W10 Ch10, L4, 
  Mv 30 ft. 
   
  Area 4 – Hunter’s Hall & Kennels 
  3d4 hunters armed with short bows, knives and 
  short bows sleep on bedrolls or hammocks in this 
  small hall. The western kennels house 3d4 loyal 
  and ferocious hounds. The best tracker is Damir 
  (Ranger 3), a short but agile Midlander with a 
  battered cloak, mighty beard and loyal falcon 
  friend, Wix.   
   
  Hunter, AC 12 (leathers), HD 1, Knife 1d4+1 or 
  bow 1d6+1, 19: as weapon, S11 D13 C10 I10 
  P13 W10 Ch10, L4, Mv 30 ft. 
   
  Hound, AC 12, HD 1+2, Bite 1d4+1, 19: 
  knocked prone, S13 D14 C15 I2 P12 W10 Ch6, 
  L4, Mv 60 ft. Advantage when tracking or 
  flanking. 
   
  Area 5 – The Alehouse (Tavern) 
  The Alehouse is an “L” shaped wooden tavern, 
  single storey, with a large common area and 
  handful of tiny rooms. The walls are roughly cut 
  and two hounds sit by a hearth fire. The food is 
  cheap and hearty, the ale brown and bitey (house 
  favourite is Bloodgut Stout, see Area 18). A few 
  bottles of wine might be found out back for the 
  right price.  The proprietor is a blonde haired 
  hulk with a handlebar moustache named 
  Gudvarr, a hard but brave soul “making his 
  fortune” in the wilds while his family remains in 
  Port Brax. He is assisted by two cooks, Illa and 
  Karsen. 3d4 patrons are typically present, along 
  with 1d3 of Concora’s escorts (Area 17). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 7 – Mill & Potter 
  The small mill and pottery is operated by a slim, 
  middle aged man named Edric and his depressed 
  wife Sara. Their children died of disease two 
  years ago, after which they decided they could 
  live in the port city no longer, and are now 
  making a life for themselves as outlanders. Their 
  
   
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  handcrafted pots are somewhat amateurish, but 
  they get better each season. 
   
  Area 10 – Weaver 
  A Karok family of weavers make their home 
  here, spinning thread, sewing and mending 
  garments for the outpost. Like all Karoks, Carillo, 
  his wife Meri and children Arlo and Cidia are all 
  albinos. They wear the best clothes in the 
  outpost, highly functional and excellent quality, 
  with hints of the latest city stylings.  
   
  Area 12 - Stable 
  This small residence and stable house 1d4+1 
  horses at any one time, usually messenger steeds. 
  The stablemaster is Leighton (40s, athletic, bald 
  but likes wearing brightly coloured skull caps), 
  assisted by his young son Yarwin (17 yrs, already 
  taller than his father, excellent rider and 
  horseback archer, Ranger 1). 
   
  Area 15 – Borglemont’s (General Store) 
  This general store supplies food provisions, 
  ropes, blankets, basic tools, etc. The owner 
  Borglemont (Rogue 3) is a short, dark skinned 
  Nydissian with a wheezing laugh, and thievery 
  brands on the left side of his neck. His house 
  guard, a pale 6 ft Varnori named Amgotha 
  (Barbarian 3, hates Karoks), is always on duty 
  here. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 16 - Well 
  The outpost well is clean with a deep water 
  reservoir. With the madness of recent weeks, a 
  guard (usually Darreth, young Midlander who 
  enjoys pipeweed) is always stationed here to 
  ensure no-one messes with the water supply. 
   
  Area 17 – Concora’s (Brothel) 
  3d4 dancers and prostitutes operate here under 
  the watchful eye of Concora, a 6 ft dark skinned 
  Nydissian ex-bouncer (Fighter 4) who brooks no 
  violence against her workers. She broke the wrist 
  of the last man who injured one of her male 
  courtesans (a surly labourer, Jax, who still holds a 
  fierce grudge). One of the brothel workers, 
  Sedira, is an accomplished pilferer (Rogue 1, 
  advantage on sleight of hand tests). She is growing 
  weary of her lot in Siradorn, and might make a 
  good hireling or henchmen, if her 200 gp debt to 
  Concora can be resolved. 
   
  Area 18 – Harbrin’s Brewery  
  The brewer’s cottage is owned by Harbrin, 50s, a 
  squat, round bellied fellow, with wild salt and 
  pepper lochs. The entire outpost is in awe of 
  Harbin’s various brews, in particular Bloodgut 
  Stout, Old Smashface, Moontime Mirth and 
  Slackjaw Scrumpy. The brewer is respected as 
  much (if not more) than the overseer himself. 
  Inhabitants have long treated the brewery as 
  “neutral ground”, a safe place where no man may 
  draw arms or engage in fisticuffs. The captain 
  enforces the neutral ground policy studiously, 
  sometimes using to resolve quarrels peacefully, 
  and imprisoning those who break with custom for 
  7 days (no questions asked, and no appeal to the 
  Overseer). 
   
  Area 19 – Three Shrines  
  This dwelling has the shield and star motif of 
  Argona (goddess of health, wealth, happiness and 
  protection) carved into the top of the door lintel. 
  The resident priestess, Yora, early 20s, is a 
  natural beauty despite her scarred chin, and well 
  liked by all. Her ministrations usually keep the 
  fort in good spirits. Yora’s healing skills are 
  mediocre at best however, and she remains 
  oblivious to Kendra’s poisons (in fact, Kendra has 
  cultivated a close friendship with Yora as part of 
  her plot). The shrine includes a central altar to 
  Argona, with secondary prayer rooms containing 
  
   
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  shrines to Graxus (battle, struggle) and Fenrir 
  (Luck, skill).  
   
  Area 20 – Iron Mine 
  These three connected, double storey buildings 
  are on a small hill overlooking the rest of the 
  outpost. The iron mine entrance is here, with 
  numerous shafts and passages dug from the earth 
  below. 6d10 miners are working here at any one 
  time, swapping day and night shifts. Miners who 
  are not working are generally spending their time 
  elsewhere in the outpost or sleeping upstairs. A 
  second building includes the furnace for smelting 
  and detritus, and the third building stores of 
  refined ore (worth approximately 1 x 5 HD Lair 
  Treasure, LFG p.140).  
   
  Furnace 
  Master 
  Rogirus 
  (Nydissian, 
  40s, 
  towering, bald and slim, branded with the skull & 
  eel icon of the infamous Longdusk pirate ship on 
  his left forearm) controls the entire operation and 
  is normally ruthless about meeting schedule 
  deadlines. The miners are armed with picks, 
  hammer and similar tools, but wear minimal 
  clothing (the physical work and furnace heat are 
  taxing).  
   
  The mining shafts have recently connected with 
  some unexpected natural passageways, but the 
  workers have not been game to explore them as 
  the iron veins don’t go in that direction. They 
  have boarded up the junction instead. 
   
  Area 21 - Aviary 
  The falcon mews and raven messenger aviary is 
  relatively large and intact, but all of the birds 
  inside are dead, seemingly hacked to pieces with 
  a bloody hatchet, still on the ground. The owner, 
  Henmok, a lanky barbarian with red chops, is 
  imprisoned in the barracks in Area 2. He is quite 
  mad, mumbling incessantly about the “Devil 
  Bird” that is slowly but surely circling inwards, 
  coming to devour his soul.  
   
  Area 22 – Candlemaker (Kendra’s home) 
  Kendra lives in this reasonably sized wooden 
  home, crafting the candles and wicks that she 
  doses with Shennog’s Veil. A small locked 
  cupboard in a back room secures 3 doses of 
  Shennog’s Veil, 2 x Valuables (LFG p.147) and 
  an 
  assortment 
  of 
  illegal 
  alchemicals/rare 
  ingredients (worth 1d6 x 100gp to the right 
  buyer). Additionally, small vials contain 1d2 
  doses of Whisperfog, Giant Centipede venom 
  and Fireblood (LFG p.33). A Dex (Traps & 
  Locks) check at -3 penalty opens the lock. Three 
  loyal hounds guard the home.  
   
  Area 23 – Provisions Lockup 
  This secured building is used to store the 
  overseer and guards’ official food requisitions, 
  including grain, ale barrels and salted meat. Some 
  spare swords, breastplates and shields are also 
  stored here, as well as 1d6 fire pots. A Dex 
  (Traps & Locks) check allows entry through the 
  front door (no windows or back door).  
   
  Area 24 - Smithy 
  The smithy, responsible for making and 
  maintaining most of the outpost’s tools, weapons 
  and armour, is run by Mord, a stocky and very 
  quiet man who rarely strings two words together. 
  He enjoys birdwatching in his downtime, and 
  often sketches them in his precious notebook. 
  His apprentice, Sharn, 19 yrs, is a broad 
  shouldered powerhouse with great endurance (Str 
  15, Con 15) and a naive longing for adventure. 
  He has been training with hammer and shield for 
  years, and is eager to go fortune hunting in the 
  wilds. The right party member might find him a 
  useful hireling or henchmen, provided he/she 
  can obtain Mord’s blessing first. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  11 
   
  Area 25 – Overseer’s Residence 
  The Overseer Silas’ residence is relatively large, 
  with quality furniture but the same roughshod 
  timber walls as the rest of the fort. A safe 
  containing 1 x 5 HD Lair Treasure is bolted into 
  the basement (Dex (Traps & Locks) check at 
  disadvantage to open). There is a 50% chance 
  Silas is conducting business with 1d6 outlanders 
  or guards if visited here.  
   
  Silas is an ex-soldier, missing one eye care of an 
  early battle with some Red Tusks barbarians 
  when he was young. He has since adapted to his 
  injury, but sometimes feigns vulnerability on his 
  right side, baiting his foe before viciously 
  counterattacking. 
   
  Silas Redback, Boss Monster, AC 16 (partial 
  plate, shield), HD 5 (45 hp), Battle Axe 1d8+2 or 
  Throwing Axe (1d6+1), 19: As weapon plus 1d4 
  Guards come to Silas’ aid, S15 D13 C15 I13 P9 
  W14 Ch13, L8, Mv 30 ft. Silas is a Boss Monster 
  with the usual benefits (LFG p.95). He has the 
  Fighter Adaptable ability, with the Charger style. 
  He may change styles twice per combat. Silas 
  breaks the usual NPC rules and may perform a 
  single Major Exploit once per battle (does not 
  reduce his Luck score, PCs may make a Luck 
  save to resist). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 26 - Apothecary 
  The apothecary’s home has been locked up tight 
  (Dex (Traps & Locks) check to open) since 
  Tundle was secretly poisoned by Kendra when 
  she first arrived (he almost certainly would have 
  ruined her plans). The outpost believes he died 
  of stroke. Various healing herbs, bandages and 
  other useful healers gear may be found here. 
   
  Aftermath 
  If the plot is uncovered and the outpost saved, 
  the PCs become local legends and are paid a 
  sizable reward by the iron merchants back in Port 
  Brax. A PC displaying special leadership might 
  even be invited to take over as overseer or watch 
  captain. Further work may be forthcoming for 
  paid patrols of the nearby wilderness. In any 
  event, the PCs might be able to use Siradorn as a 
  base or secure stepping point to other more 
  distant outlands. House Tergoza likely holds a 
  grudge, and may seek revenge later.  
   
  If Kendra’s plans prevail, the fort falls into ruin 
  within a few months, most of the miners 
  abandoning it as cursed. Shortly thereafter, the 
  mine is acquired by House Tergoza, who ships 
  their own workers out to manage the site. Within 
  a year, the mine is fully operational again, 
  strengthening Tergoza’s position as the largest 
  supplier of iron in the region. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  12 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
  Some artwork copyright 2012, Tim Tyler, used with permission. 
  Some artwork copyright 2017 Daniel Comerci – hounworks.it, used with permission.  
  Some artwork copyright 2017 Bartek Blaszczec, used with permission.  
  Some artwork copyright 2016 Jason Moser, used with permission.  
  Some artwork copyright 2017 Henriette Boldt used with permission.  
   
    
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #27 Betrayal at Siradorn [parchment] (LowFG).pdf