TEXT: Page 1
  Page 1
  A Level 0 Adventure
  by Andrew Sternick
  
  Text
  
  A Level 0 Adventure
  Writing: Andrew Sternick
  Additional Writing: Ngo-Vinh Hoi
  Editing: Noah Green, Ngo-Vinh Hoi
  Cover & Interior Art: Eric Johnson
  Maps: Glynn Seal
  Layout: Vasili Kaliman 
  © 2020 Andrew Sternick & Astellan Press
  This product is based on the Dungeon Crawl  
  Classics Role Playing Game, published  
  by Goodman Games. This product is 
  published under license. Dungeon Crawl 
  Classics and DCC RPG are trademarks of 
  Goodman Games. All rights reserved. 
  For additional information, visit  
  www.goodman-games.com or contact 
  info@goodman-games.com
  
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  INTRODUCTION
  F
  ell Folk of the Moors is designed for 16-24 level 0 
  characters. The adventure has wilderness travel, 
  opportunities for the players to engage with factions 
  who they may befriend or fight, and dungeon exploration. 
  There is a wide variety of encounters, with opportunities to 
  bypass some challenges by chance or thorough exploration. 
  Rich rewards are available, but so is sudden death. Characters 
  have opportunities to discover magical patrons. Successful 
  parties may wish to use the rediscovered dwarven ruin of 
  Gundgathol as a home base for further adventures. Dwarves 
  who complete the adventure may choose to level as a new 
  class presented in Appendix A, the dwarven artificer, for 
  which a new spell is also included. 
  BACKGROUND
  T
  here are many myths concerning the ancient history 
  of the dwarves. Each holdfast has its own unique 
  tales of the remote history of its people. But there 
  are threads common to all, echoes of events from distant 
  aeons. And here and there, a bit of this remote past yet 
  endures.
  The dwarves were fashioned out of stone by the gods of Law, 
  and the greatest part of the dwarven people chose to live 
  underground. But some dwarves sought homes elsewhere, 
  usually with less success than their earth-dwelling cousins. 
  Some chose to live on the surface, and there encountered 
  humanity.
  The long story of the encounter between dwarves and 
  humanity includes cooperation, suspicion, and even violence. 
  But the wars between humans and dwarves were rarely long, 
  and the rules of honor were usually upheld. The great arc of 
  history bent toward cooperation and friendship between the 
  two peoples. And at the heart of the encounter between the 
  dwarves and humans is the art of metalworking. 
  Though many peoples work metal, smithing has ever been 
  inseparable from dwarven culture. The smelting, refining, 
  and forging of metal has been the domain of the dwarves 
  since time immemorial. In the remote time when this craft 
  was new the magic of the dwarven artificers was first devel-
  oped. Some of the spells known today were first perfected 
  not by elves or human wizards drawing power from other-
  worldly patrons, but rather the dwarven artificers at their 
  forges.
  THE ORIGIN OF THE 
  DUERGAR
  O
  f the dwarves who lived on the surface, there existed 
  a faction that wished to displace humanity rather 
  than live alongside it. Members of this embittered 
  cabal were convinced that their ancestors, alone among the 
  dwarves, were the originators of metalworking. They them-
  selves knew nothing of craft or industry, and their shameful 
  inferiority putrefied over time into self-hatred. Too few to 
  fight openly, these dwarves nurtured their delusional griev-
  ance against their cousins who lived in the earth, even as 
  they schemed against their human neighbors, and waged a 
  ceaseless campaign against both. This resentful group came 
  to be known as the Duergar. 
  The Duergar relied on subterfuge and evil acts to foment 
  animosity between humanity and dwarves. They came to 
  despise even the wondrous craft of their cousins, and sought 
  to sabotage their great holdfasts. They developed their own 
  form of magic, a warped mockery of the greatness of the 
  magic of the artificers, perfected to abet their murderous 
  impulses. 
  Over time the Duergar dwindled. Their malice rarely led 
  them to good ends, and the few that survive are inbred and 
  hideous. But here and there, their schemes have met with 
  success. In some places, suspicion and bigotry mar relations 
  between humans and dwarves on account of the deeds of the 
  Duergar. Many a great dwarven kingdom has come to ruin 
  due to their machinations, and priceless treasures lay buried 
  beneath the rubble, forgotten under eons of dust. Some say 
  the Duergar deliberately obscure dwarven ruins, resentful 
  of the genius of their earth-dwelling cousins, and unable to 
  bring themselves to destroy the legacy they do not under-
  stand and yet claim as their own. 
  ADVENTURE HOOK
  T
  he characters come from the town of Withgan. 
  All the PCs have heard tales of a long-vanished 
  dwarven kingdom someplace past the Ilorin wood. 
  But the dwarves of Withgan are a more humble folk, living 
  much like their human and halfling neighbors. In times past 
  humans and dwarves were on good terms, but in recent 
  decades they have come to regard each other with suspicion. 
  From the Ilorin wood there are stories of renegade dwarves 
  of robbing and murdering travelers, and some accuse their 
  dwarven neighbors of tolerating or even harboring the ban-
  dits. There is talk of the two peoples making a clean break 
  and living separately, each insisting the other should depart 
  en masse. Tensions run high and civil conflict threatens the 
  peace in Withgan.
  The PCs represent the faithful few of Withgan and the 
  surrounding countryside who have refused to succumb to 
  hatred. They have heard rumors of fell dwarves attempting 
  to waylay travelers in the Ilorin wood. They are determined 
  to get to the bottom of the stories and prove that outsiders 
  are to blame for the growing tensions. 
  As the two peoples begin to square off against each other, 
  dissent has become hazardous. For their refusal to take sides, 
  the PCs have been met with accusations of betrayal by their 
  neighbors. The PCs have taken what they can with them, 
  departing before dawn, heading into the Ilorin wood. They 
  are ready to face whatever dangers they encounter, intent 
  on discovering the source of the troubles that have plagued 
  their once harmonious country.
  
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  Ilorin wood lore & rumors Table 1–1: The PCs have 
  grown up in the shadow of the Ilorin, a source of both suste-
  nance and fear. Boles near the edge of the wood are coppiced 
  for firewood or incised for resin, pigs are fattened on its 
  acorns in autumn, and red deer, boars, and hares are found 
  there in abundance. But the depths of the forest are a domain 
  of fear, rarely traversed, and known mostly in rumor. Roll 
  1d12 on the rumor table for each player.
  1d12
  Rumor
  1
  The boar-men of the eastern forest are hideous 
  and cruel. If they ask for parley, do not fall for 
  their tricks
  2
  A wild cannibalistic forest-shaman created 
  the boar men by some vivimantic sorcery 
  hundreds of years ago. They are uncouth, but 
  harmless.
  3
  The boar-men of the eastern forest are welcom-
  ing hosts who have a cozy village a few days’ 
  journey to the northeast. They brew a simple 
  but serviceable mead from wild grapes. 
  4
  The boar-men are ruled by an ogre who 
  weaves terrible spells and keeps his people 
  in a state of suspended terror. He is known 
  to ensorcel those who wander too far into the 
  forest. Those who fall under his spell are never 
  seen again.
  5
  There are fairies in the forest who offer helpful 
  advice and magical boons to those they will.
  6
  If you run across a fairy, do not be deceived 
  by appearances. They are as cruel as they are 
  beautiful. They are malicious, spiteful, treach-
  erous, envious, and ruthless.
  7
  The fairies of the forest are invisible to all 
  but those who have discovered their magical 
  secret.
  8
  There are mountains a few days’ journey to 
  the northwest. They are haunted, windswept, 
  and barren. Wander there and you’ll find mist 
  and cold, but no shelter.
  9
  Long, long ago parts of the forest were settled 
  country. Deep in the woods you can find a 
  half-buried wall or an ancient, overgrown 
  homestead. Some say what ruins remain are 
  haunted.
  10
  The mountains to the northwest are full of 
  evil! My grandma told me a story about my 
  great-great-granduncle Fervis, who got lost 
  there on a frigid, moonless night and took 
  shelter in a lonely cabin. When his eyes adjust-
  ed to the shadows, he saw a strange man leer-
  ing at him from another room, who tried to 
  lure him in to talk, but my uncle did not trust 
  him. First the stranger, then uncle Fervis, fell 
  asleep. Come first light, Fervis woke and there 
  was no hut! He was sleeping on a cliff’s edge. 
  One step toward the stranger, and he would 
  have fallen to his death!
  11
  The most dangerous animals in the woods 
  are the ravening wolf-packs, but they can be 
  driven off with fire.
  12
  The wild animals of the Ilorin wood are ruled 
  by a great gray elk. It will not harm you unless 
  you have a dog, in which case, watch out!
  THE ILORIN WOOD
  
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  ADVENTURING IN THE
  ILORIN WOOD
  WANDERING ENCOUNTERS
  Roll a d6 as needed, and once for each watch of the night 
  spent camping in the Ilorin, with an encounter occurring 
  on a 1. If so, roll 1d6, adding +2 in the hills or mountains. 
  1d6
  Encounter
  1
  Solitary fairy
  2
  Court of the Fairies
  3
  Wolf pack
  4
  The Great Elk
  5
  Baby brown bear
  6
  Crambo the poisoner (nighttime only)
  7
  Rock slide
  8
  Mountain goats
  1 — Solitary fairy: (see Wandering Fairy Table 1–2) Where 
  Elfland is close to the mortal realm, fairies occasionally suffer 
  to be seen by mortals. Seelie faeries are generally kind, or 
  at least do not wish mortals any specific harm, whereas 
  unseelie fairies delight in causing suffering. Wandering fair-
  ies are 50% seelie and 50% unseelie. 
  Ilorin Wood Fairy: Init +1; Atk Knife (1d4); AC 11; HD 2d4; 
  MV 20; ACT 1d20; SP curse, invisibility, charm person; SV 
  Fort +2; Ref +2; Will +2 AL N.
  All Ilorin Wood Fairies can bestow curse 1x/day (see DCC 
  RPG Rulebook pg. 438), become invisible at will, and cast 
  Charm Person 1x/day but never misfire or suffer corruption.
  2 — Court of the Fairies: This wandering festival of 
  seelie, trooping fairies will be heard within one hex of the 
  party, allowing investigation. The Court does not venture 
  farther than four hexes from the Leofwine River. The PCs 
  will find 3d12+20 fairies playing pipes and drums, dancing 
  and feasting, with King Throbus and Queen Bosrume lord-
  ing over the proceedings. The fairies will invite the PCs to 
  join them. Unlike many solitary fairies encountered in the 
  Ilorin wood, the Court views mortals with goodwill (as they 
  understand it) and delights in having visitors. 
  Once a PC joins, they may not leave until morning, but they 
  will depart refreshed as if they had enjoyed a night of sleep, 
  though they whiled the night away in the fairies’ bacchanal. 
  Attempts to exit the festival and return to the woods will 
  quickly double back, revealing that the PCs are trapped in 
  a tiny pocket dimension only a few dozen yards in diameter. 
   
  • The fairy Twisk will teach one PC, chosen randomly, 
  to cast Runic Alphabet, Mortal with a d16 spell check, 
  increasing to d20 if they later level as a Wizard or Elf 
  (see wandering encounter 1, seelie fairy, for opportu-
  nity to choose rather than determine randomly). 
   
  • They will impart gifts of wine, food, and d100 sil-
  ver pieces. The silver will be revealed as glamoured 
  stones one day after the party leaves the Court. 
   
  • A PC who has spent a night at court and subsequently 
  reaches 1st level as a wizard or elf may Patron Bond 
  with the King of Elfland, if they have access to the 
  spell. 
   
  • The fairies are fascinated to hear of the PC’s exploits 
  in battle, if they have been through any encounters. A 
  crowd of fairies will ply the PCs for details of their 
  bravery and martial prowess, and will later in the 
  night put on a play in which the PCs are depicted as 
  brutal, greedy invaders and murderers. The fairies 
  will find this hilarious. Any PCs who take offense will 
  be cursed by King Throbus for insolence, suffering a -1 
  to attack rolls for 7 days. 
   
  • If any PC draws a weapon or initiates violence at the 
  Court, both the fairies and the Court will vanish, and 
  henceforth all fairies encountered by the party will be 
  unseelie.
   
  • When the PCs depart on friendly terms, the fairies will 
  insist that the PC with the lowest luck remain behind. 
  If the party refuses, the fairies will not press the issue, 
  but after departing, all the PCs will be cursed, suffer-
  ing -1 Luck permanently, for taking advantage of the 
  generosity of the fairies without giving anything in 
  return. If a PC stays behind, they will join the revelry 
  for one year of subjective time, but a century to the 
  outside world, after which their luck score increases 
  to a minimum of 10.
   
  • If the players need replacement characters, the court 
  may have tired of several guests, and are willing to 
  send a few back to the mortal world with the PCs. 
  These new PCs recall a year of debauched revelry. 
  Their luck score is 2d5+8. They are from Withgan, but 
  they joined the fairy court (or were abducted) a cen-
  tury ago. 
  3 — Wolf pack: The wolves of the Ilorin are most active 
  at night. If this result is rolled during daytime, the judge 
  may choose to have the pack track the party, waiting until 
  night to fall upon them while encamped. They fear fire. The 
  use of flaming branches or torches in combat forces a -4 to 
  the pack’s morale check, and any wolf injured with fire will 
  break off combat immediately. A wolf pack which fails a 
  morale check but has at least 3 unhurt members will track the 
  party and wait for a vulnerable moment to renew the assault.
  
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  Wolves (3d4): Init +1; Atk bite +0 melee (1d3); AC 10; HD 1d8; 
  hp 5; MV 40’; ACT 1d20; SV Fort +1; Ref +1; Will +1; AL N.
  4 — The Great Elk: The animals of the Ilorin are ruled 
  over by a lawful prime elk (see DCC RPG Rulebook pg. 382). 
  It appears uncommonly majestic, with broad, mainy-pointed 
  antlers and an unmistakable glint of intelligence in its eyes. 
  It is not hostile to “two-legs” and will not initiate combat, but 
  it reviles animal husbandry as rank enslavement. A PC with 
  a pet or farm animal in tow will earn the Great Elk’s instant 
  enmity. It will approach the party without hostility, but its 
  presence permanently alienates animals from all forms of 
  subservience and captivity. Any animals under the control 
  of PCs will immediately lash out at their previous owner 
  once (as a surprise attack) before taking its place at the Great 
  Elk’s side. If the Great Elk is imperiled it will summon 2d4 
  deer and 1d3 bears (see encounter 5), who will arrive in one 
  round and fight to the death to defend it. Lawful PCs who 
  participate in killing the Great Elk will suffer a -1 Luck pen-
  alty. Chaotic PCs will gain a +1 Luck bonus. 
  The Great Elk: Init +2; Atk antlers +2 melee (1d6+2); AC 16; 
  HD 3d8+6; hp 21; MV 40’; ACT 1d20; SP summon deer; SV 
  Fort +3; Ref +2; Will +4; AL L.
  Deer: Init +0; Atk hoof +0 melee (1d4); AC 12; HD 1d8; hp 5; 
  MV 40’; ACT 1d20; SV Fort +1; Ref +2; Will +0; AL N.
  5 — Baby brown bear: The party stumbles across an 
  adorable baby brown bear, who is trotting down a hill toward 
  them playfully. Mommy bear is just behind the ridgeline, and 
  will emerge in 1 round after the baby bear reaches the PCs. 
  If the PCs part for the baby bear, there is a 5 in 6 chance both 
  Roll 3d6 in order
  Appearance (d6)
  Manifestation (d6)
  Action (d6)
  Seelie fairy boon
  Unseelie fairy bane
  1
  Cherubic but 
  improbably skinny 
  toddler who 
  subsists on a diet of 
  flower petals and 
  honeycombs
  Discovered rifling 
  through a PC’s 
  belongings
  Offers to lead PCs to 
  the Court of the Fairies
  Gives advance 
  knowledge to the PCs 
  of the fairy Twisk, 
  allowing the players 
  to choose who learns 
  Runic Alphabet, 
  rather than selecting 
  randomly
  At the Court of the 
  Fairles, accuses one 
  PC of a crime, so that 
  they are cursed by the 
  Queen
  2
  Tiny man in a pointy 
  green hat
  Hails PCs’ approach 
  from tree branch
  Tells of the strange 
  dwarves who live 
  at the mountain, 
  describes the way to 
  area 3-1
  Demands PC tell a 
  story about strange 
  people in return
  Recommends a fine 
  meal from a generous, 
  elderly dwarven 
  couple, and demands 
  to be fed immediately 
  in exchange
  3
  Beautiful, conceited 
  nymph in a 
  diaphanous frock
  Pops out from behind 
  a tree
  Leads the party to fruit 
  trees
  Trees provide 2 days 
  worth of rations
  Trees provide 2 days 
  worth of rations, but 
  the fruit attracts 
  animals. On a 1, 2 or 
  3, roll d3+2 on the 
  wandering encounter 
  table
  4
  Tiny muttering 
  crone with one big, 
  unblinking eye
  Appears among PCs 
  and casually joins 
  conversation
  Mentions cabin in area 
  1-6
  Tells of a cache of 
  weapons beneath it.
  Says it is a safe place to 
  spend the night.
  5
  Reed-thin old man 
  with rosacea and 
  bushy eyebrows, 
  smoking a pipe
  Wandering, minstrel-
  style, with a lute
  Wants to share pipe of 
  hallucinogenic fungus
  DC 11 Will save to 
  gain permanent +1 to 
  corruption rolls
  DC 11 Will save 
  or suffer minor 
  corruption
  6
  Passionate, empathetic 
  teenage boy with 
  imposible eye color
  Fades in from 
  invisibility
  Is tired of the solitary 
  life and wishes to join 
  the PCs on their quest 
  (as 0-level elf)
  Alignment is neutral, 
  has short sword and a 
  ring worth 10 gp
  Alignment chaotic, has 
  a riding-wolf
  WANDERING FAIRY TABLE 1–2
  
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  bears will pass quietly. Otherwise, the bears will attack. PCs 
  with appropriate occupations will immediately recognize 
  the value of the pelts, and may also attempt a DC 10 Skill 
  check to realize that should the bears attack, if the PCs do 
  not resist, but instead make noise, the bears must succeed at 
  a morale check every round or break off combat. If the PCs 
  kill the baby bear, mommy bear will fight to the death. The 
  bear pelts are worth 5 gp and 25 gp, respectively.
  Mommy bear: Init +2; Atk claw/claw/bite melee 
  2d16+1/1d20+1 (1d3/1d3/1d4); AC 14; HD 2d12+2; hp 14; MV 
  35; ACT 2d16/1d20; SV Fort +2; Ref +3; Will +1; AL N.
  Baby bear: Init +0; Atk claw/claw/bite melee 2d14/1d16 
  (1d2/1d2/1d3); AC 14; HD 1d12+1; hp 7; MV 30; ACT 2d14/1d16; 
  SV Fort +2; Ref +3; Will +1; AL N.
  6 — Crambo the poisoner: The duergar Crambo roams 
  the wilds of the Ilorin wood. He gives travelers a wide berth 
  during the day, but woe betide those who overnight in his 
  domain. 
  Crambo carries an ornate, skull-shaped censer of ancient 
  dwarven make worth 50gp. He uses it to weave spells upon 
  the unwary, burning dessicated toxic mosses upwind with 
  necromantic incantations. If this encoucounter is rolled 
  during daylight hours, wait for the PCs to camp. Waking 
  PCs must beat his move silently roll to hear him, in which 
  case they may investigate just as he lights his censer. 
  After Crambo lights his censer, an invisible miasma with the 
  calming smell of damp earth and fallen leaves will cling close 
  to the ground and waft through the camp, under Crambo’s 
  control. The miasma affects the PCs on Crambo’s initiative. 
  Have each player with more than 1 character randomly 
  choose a PC, who will inhale the miasma and experience 
  powerful hallucinations. PCs unaffected by the fumes will 
  not be aware anything is amiss. 
  Each affected PC must succeed at a DC 12 Fortitude save, or 
  suffer 1d3 Intelligence damage. Affected sleeping PCs will 
  experience blissful dreams. Sleeping PCs who succeed at the 
  save with a modified 20 wake up on their own. Sleeping PCs 
  who have suffered intelligence damage from the miasma at 
  any point must succeed at a DC 12 Will save to be woken up 
  by others. 
  CONCERNING THE 
  FAIRIES OF THE ILORIN
  The fairies know the fondest desire and greatest 
  enemy of anyone with whom they speak. They are 
  covetous of possessions and will make surprisingly 
  generous bargains to obtain an item of clothing or 
  jewelry, usually offering gems in exchange; unseele 
  fairies will offer valueless or even dangerous items. 
  Fairies are either extraordinarily beautiful, irresist-
  ibly cute, or hideously ugly. They are supremely vain 
  and will use their appearance to the maximum ben-
  efit. Unseelie fairies are spiteful, treacherous, and 
  ruthless, whereas seelie fairies hold these qualities 
  in abeyance unless they feel they are called for. All 
  fairies lack mercy and pity, and find the suffering of 
  others irrelevant if not amusing.
  
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  A PCs whose Intelligence is reduced to 0 dies. Intelligence 
  lost to the poison recovers at the rate of 1 per turn. A PC 
  whose Intelligence is reduced below 3 must succeed at a DC 
  10 Fortitude save, or one point of the Intelligence damage is 
  permanent. 
  The miasma will become visible to PCs who have succeeded 
  at their Fortitude save and woken up. PCs with infravision, 
  or who are able to trace the miasma upwind, must succeed 
  at a DC 10 survival check to spot the duergar’s hiding place 
  behind a fallen tree, 90’ away. Note that PCs’ occupation may 
  call for a d10, rather than d20, for the survival check; only 
  appropriate occupations such as hunter, trapper, or elven 
  forester will allow a d20. 
  Crambo fights with both short sword and censer, filling 
  the battlefield with a cloud of hallucinogenic neurotoxin, to 
  which he is immune. Once Crambo is engaged in melee, the 
  miasma will no longer reach the camp.
  Crambo: Init +1; Atk short sword +1 melee (1d6) or sling 
  +1 ranged (1d4) and censer; HD 2d8; hp 11; AC 13 (leather 
  armor); MV 25; ACT 2d20; SP neurotoxin (all oppenents DC 
  12 Fortitude save or lose next action); Move silently +5; SV 
  Fort +2, Will +1, Ref +1; AL C.
  7 — Rock slide: The duergar have set a trap on the path 
  over the mountain. A section of the trail is littered with 
  round colored stones, far too long to jump over, and beyond 
  is a ruined pack. To all appearances this was dropped from 
  a height and broke open, spillings its precious contents. At 
  first glance the stones appear valuable, but they are merely 
  polished quartz.  If the characters wish, it will require several 
  rounds to gather stones and study them, and a DC 10 Skill 
  check to realize they are worthless (note that PCs without a 
  relevant occupation roll a d10 to appraise). While the PCs are 
  busy with the stones, a hidden duergar several switchbacks 
  above pushes pre-piled rocks down upon the PCs’ heads. 
  Choose up 2d3 PCs randomly who must succeed at a DC 
  10 Reflex save or suffer 1d3 damage. If a player specifies 
  that they are watching for danger from above, allow them 
  to roll a d24 on the Reflex save. A PC who fails their saving 
  throw with a natural 1 slips on the polished quartz stones 
  and tumbles down the mountain, landing on the switchback 
  below and suffering 1d4-1 damage.
  8 — Mountain goats: Mountain goats live throughout 
  the mountain range of which Gundgathol is part. But the 
  particular goats on this mountain have a long connection 
  to the duergar, who have used them since time immemorial 
  to protect their hidden dwelling. The goats are ensorcelled 
  by the small statues found in the treasure hoard in area 3-1. 
  If a PC already possesses the statues, the goats will crowd 
  that PC affectionately. Otherwise, they will charge the PCs, 
  attempting to drive them over the cliff.
  Ensorcelled mountain goats (7): Init +1; Atk headbutt +0 
  (1d3); AC 10; HD 1d8; hp 4; MV 40’; ACT 1d20; SP headbutt 
  (Attack at -2, DC 8 Reflex save or fall for 1d4-1 damage); SV 
  Fort +1; Ref +0; Will +0; AL N.
  
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  Area 1-1 — Good Hunting: You have reached the deepest 
  part of the forest used by your people. The air is cool, and the 
  canopy is broken here and there to admit golden afternoon sun-
  light. A stone’s throw up the north trail stands a wooden sign 
  which reads “DANGER - go no further!” The edges of the sign 
  are densely adorned with intricate, beautiful carvings and runes. 
  To your left, the lowering sun reveals a herd of deer moving away 
  from you, to the west.
  If any PCs approach the sign to examine or read the runes, 
  they will be overcome by the fey enchantment in them, and 
  must succeed at a DC 11 Will save or fall into a magical sleep 
  until the next wandering encounter check (and any ensuing 
  encounter) is over. There is an identical sign at 1-1b. A Wizard 
  or Elf can use either sign to learn the spell Sleep, with the 
  requisite study.
  PCs with an appropriate occupation will recognise the deer 
  herd as a hunting opportunity. On a successful DC 10 hunt-
  ing skill check, a PC will take down a deer after a downhill 
  chase ending near the Leofwine river at area 1-2. This is 
  an ideal campsite, with a grassy hill overlooking the river. 
  Be sure to describe the change in the forest as the party 
  approaches the Leofwine (see below, Crossing the Leofwine).
  Area 1-2 — Tolwol’s border: Reaching the edge of the 
  Leofwine River, you see a muscular, stoutly built dwarf in dun rai-
  ment standing on the opposite bank. He glares at you with wrathful 
  countenance, forearms bulging and hands curled into oversized 
  fists. “You are trespassers in my domain, and any animals you 
  have taken were my subjects. I myself live on a diet of mushrooms, 
  tree nuts, and whortleberries.” His rage quickly cools. “Though I 
  am sovereign here, my home is modest. If you wish, a few of you 
  may visit my homestead and receive provisions for the rest of your 
  group.” He extends his arm and in a ceremonious gesture and waves 
  toward a number of your companions, enjoining them to cross to 
  his side of the river.
  Tolwol is the duergar who ranges farthest from the moun-
  tain, tracking and killing those he finds in the wood. He has 
  no intention of assisting the PCs, but rather seeks to draw 
  a few away and massacre them. His angry performance, 
  words, and gestures are a magical ritual. Four PCs, chosen 
  at random, must make a DC 12 Will save or regard Tolwol 
  as a trustworthy new ally, and will begin crossing the river. 
  PCs who make their saving throw will see him as he is. 
  It will take 4-6 rounds for the charmed (or willing) PCs to 
  make it across the river, depending on their speed. If the 
  players try to prevent the charmed PCs from crossing, Tolwol 
  may advance or use his sling to quickly murder a character 
  before fleeing into the dense forest to the northwest. He is 
  strong, quick, and familiar with the terrain. Have the lead 
  PC chasing Tolwol make an opposed Stamina check to catch 
  him, with the duergar rolling a d24+1 due to his ability bonus 
  and great familiarity with the landscape. 
  Tolwol will not return if he flees the party, though if the Judge 
  wishes he may become a long-term nemesis, undermining 
  the party at every opportunity. 
  Tolwol: Init +1; Atk dagger +2 melee (1d4 +1) or sling +1 
  missile fire (1d4); HD 2d8; hp 13; AC 11; MV 25; ACT 1d20; 
  SV Fort +2, Will +1, Ref +1; AL C.
  Tolwol’s dagger is an ancient dwarven masterpiece and is 
  worth 50 gp to the right buyer. He wears leather armor which 
  is suitable for a dwarf, and carries 3d6 cp and 2d6 sp.
  Area 1-3: If the PCs did not stop at area 1-1, Tolwol will 
  strike as the party passes through this area. He will hide, 
  requiring a successful DC 20 Intelligence check for the lead 
  character to see him, and will try to pick off the last character 
  with his sling. He will then flee across the Leofwine, hoping 
  to lead pursuers into one of the traps at 2-1.
  Area 1-4: There is a sign at this intersection, pointing to 
  the east, which says “Cotter’s Farm.” The sign is in uncanny 
  good shape, being a malicious fairy “prank” intended to send 
  the PCs into the clutches of the ghouls at area 1-5. 
  Area 1-5 — The Final Resting Place: This tumbledown 
  cabin appears to have once been a comfortable home. Decades of 
  neglect have left it in a state of near collapse, with the roof full of 
  small leaks and much of the interior partly exposed to the elements
  The cabin is built on a raised platform resting on boulders 
  and earth. In fact, there are several points where rocks and 
  loosely piled debris can be pushed aside to allow access to 
  the area under the cabin.
  Some of the cabin is still protected from the elements, and 
  there is a fireplace and chimney that can be cleaned and 
  rendered functional with a bit of labor.  A large group could 
  sleep comfortably on the cabin floor.  There is nothing here 
  of value.
  Unfortunately for any PCs who decide to make this their 
  resting place for the night, there is a group of ghouls who 
  live underneath the cabin in a well-concealed pit, the cursed 
  remnant of the last occupants of this now wild region. The 
  ghouls have a dim memory of their former life. They resent 
  intruders but still relish their living flesh. 
  If the PCs dig, they will expose the open space under the 
  cabin. It is necessary for a PC to climb under the cabin to 
  discover the pit, which at the top is only 5’ across and ringed 
  with debris for concealment. If a PC approaches the pit the 
  ghouls will climb up and attempt to drag them in. 
  Once the PCs turn quiet for the night, the ghouls will assume 
  they are asleep and will emerge from under the cabin from 
  all four sides. A waking PC will have one chance to make a 
  DC 8 Intelligence check to detect their approach. They may 
  mistake the sound for a small animal burrowing under the 
  house. Four ghouls will advance through doors and win-
  dows at all sides simultaneously, while three will remain 
  inside the pit awaiting fresh meat.
  PLAYER START
  
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  Under the house, even before the rim of the pit, there are 
  rusty but serviceable weapons belonging to past victims. 2 
  longswords, 2 short swords, 3 daggers, a sling, and a shield 
  can be salvaged from the detritus. Inside the pit, if the PCs 
  are willing to climb down and can defeat the ghouls, there 
  are two suits of human and one dwarven sized chainmail 
  buried under leaves and twigs.
  Ghouls (7): Init +0; Atk bite +1 melee (1d3 plus paralysis) or 
  claw +0 melee (1d3); AC 11; HD 1d6; hp 5; MV 30’; Act 1d20; 
  SP undead traits, paralysis, infravision 60’; SV Fort +0, Ref 
  +0, Will +0; AL C.
  Area 1-6 — Boar-men and their pets: As you move 
  down the trail, six towering figures rise suddenly from the under-
  brush and surround the front of your column. Snorts and shaking 
  branches in the underbrush indicate other potential threats just 
  out of view. The biggest creature grunts out a greeting, somewhere 
  between cloying and menace: “never see’d a group like yers in 
  these woods - how ‘bout a bite?” It extends a beclawed hand, its 
  intentions unclear. 
  The boar-men of the Ilorin fear and revere the duergar for 
  their martial and magical prowess. They resent the Great Elk 
  for stealing away many of their boars, and will offer to fete 
  the PCs in their “cozy village” (area 1-8) if they bring them its 
  head. The snorting and rustling in the brush is their herd of 
  boars. They know they are too few to overpower the PCs and 
  will avoid conflict. The boar-men wear filthy rags and carry 
  clubs and sacks of 2d4 harmless garter snakes for snacking.
  If the PCs ask the boar-men about the disappearances, they 
  will insistently deny involvement and accuse the party of 
  “anti-boarmanism,” as the creatures term it.
  If the PCs ask about dwarves in the woods, the boar-men will 
  refuse to share any information out of fear, but will betray 
  in their answers that they know of them. 
  If the PCs initiate combat the boar-men will flee, throwing 
  snakes at the faces of their pursuers, who must succeed at 
  either a DC 10 Reflex save to dodge, or a DC 10 Will save 
  to ignore. In either case a failed save will result in the PC 
  being delayed long enough to allow the boar-men to escape. 
  Otherwise have the lead PC roll an opposed Stamina check 
  to catch up to the fleeing boar-men. To successfully track 
  the boar-men to their village is a DC 11 Intelligence check. 
  If a PC compliments the herd of boars, the boar-men will 
  become misty and wax poetic (for boar-men) about the won-
  ders of their sweet pets. They will offer a baby boar to a PC 
  who will commit to “raising it right.” Accepting this offer 
  will loosen the boar-men’s lips regarding the duergar, and 
  may lead to an invitation to overnight in the village. The 
  boar-men are in awe of the duergar’s longevity and magic 
  powers, but know them to be fearsome and murderous. 
  Boar-men (2d6): Init +0; Atk claw +1 melee (1d3) or club +0 
  melee (1d4); AC 11; HD 1d8; MV 30’; Act 1d20; SV Fort +1, Ref 
  +0, Will +0; AL N.
  Area 1-7 — Cozy village of the boar-men: The home 
  of the boar-men is located in the shaded nothern lee of a 
  low ridge, where they inhabit crude lean-tos and a small, 
  shallow cave, living in animalistic filth, and ruled over by 
  the venerable “Grand Old Boar-Man”. These strange human-
  oid hybrids exhibit extreme gender dimorphism, with the 
  male boar-men considerably larger, more gregarious, and 
  more aggressive than the sow-women. The sow-women will 
  avoid both PCs and the festivities of the boar-men, focusing 
  on discouraging any interest in the PCs on the part of the 
  curious squeaker-kids.
  There are fire pits and middens, and a cursory investigation 
  will reveal a suspicious quantity of boar-man bones bearing 
  signs of scorching and butchery. Nonetheless the boar-men 
  are welcoming and strangely proud of their hovels, lovely 
  sow-women, and adorable squeaker-kids. They will offer to 
  host the PCs, and will celebrate willing visitors with games 
  of chance, self-mutilation, and feats of strength. After a time, 
  the excitement will reach a crescendo, at which point the 
  boar-men will spontaneously choose the most appetizing 
  partygoer (which may be a boar-man or a PC, as they do not 
  discriminate: roll randomly), and fall upon them, intending 
  to tear them apart and prepare them for the evening meal. 
  Boar-man “victims” will not resist. The cannibals will expect 
  the PCs to join, and will be surprised if they refuse or resist. 
  Assuming the PCs do not flee or attack, the boar-men will 
  expect them to join in the butchery, cooking, and consump-
  tion of the unfortunate one. 
  Boar-men (4d6): Init +0; Atk claw +1 melee (1d3) or club +0 
  melee (1d4); AC 11; HD 1d8; MV 30’; Act 1d20; SV Fort +1, Ref 
  +0, Will +0; AL N.
  Sow-women (3d6): Init +0; Atk claw -1 melee (1d3); AC 11; 
  HD 1d6; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +1; AL N.
  Squeaker-kids (6d6): Init -2; Atk none; AC 6; HD 1d4; MV 
  20’; Act 1d20; SV Fort -1, Ref -1, Will -2; AL N.
  ROLE-PLAYING THE  
  BOAR-MEN
  The boar-men are not intended to be played as 
  “generic orcs”. It makes little sense for such creatures 
  to live so close to settled people without violence. 
  Think “cloying but arrogant cannibal hippies”. The 
  boar-men are incapable of conceiving of the horrific 
  nature of cannibalism. If confronted about it they will 
  insist the slain is serving an important purpose, and 
  to be eaten by one’s fellows is a most dignified fate. 
  If the PCs refuse to participate, the boar-men will 
  take insult, sending the PCs away, with accusations 
  of thanklessness and arrogance. If the PCs engage 
  in a pitched battle, the boar-men will swarm the PCs 
  while the Sow-women surround the melee on three 
  sides, leaving an avenue of escape. After the 3rd PC 
  death the boar-men will break off combat and allow 
  the party to flee. If the PCs choose to fight on, the 
  Sow-women will join the melee.
  
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  Area 1-8 — The Rotten Apple Orchard: In a clearing 
  grows an unkempt orchard, with dozens of tall trees planted 
  in neat rows. The limbs are heavy with fruit and the ground 
  is littered with fallen apples.
  The apples appear round and inviting at a distance, but actu-
  ally they are all rotten, fermenting, and bloated. There is no 
  harm if the PCs eat them. Hostile wolves, elk, or mountain 
  goats offered the apples as a first combat action must succeed 
  at a morale check or break off combat, satisfied with the 
  offering. In evening or night time, there is a 2 in 6 chance 
  that 2d6 sow-women will visit at some point to forage their 
  pets on the fallen apples. If the PCs have not yet encountered 
  the boar-men in Area 1-6, they will respond similarly, but 
  with more reticence and less menace. If the PCs have met 
  the boar-men, they may be friendly, or flee, depending on 
  the past actions of the party.
  Sow-women (2d6): Init +0; Atk claw -1 melee (1d3); AC 11; 
  HD 1d6; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +1; AL N.
  
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  T
  he Ilorin wood is a wild, ancient place. Though 
  parts of the northern and eastern regions were 
  once settled, the southwest, in the vales of the 
  Leofwine River and beyond, is a fragment of the forest pri-
  meval. The canopy is in most places continuous, and where 
  the light breaks through, sunbeams appear as misty, slanting 
  golden pillars swirling with motes and dragonflies. The air 
  is stuffy but sweet-smelling, and the trees are mossy and 
  twisted. Colorful birds flit high in the boughs and the forest 
  floor beside the trails is carpeted with bluebells. Here the veil 
  between Elfland and the mortal realms is thin. At whiles the 
  distant tinkling of fairy bells can be heard. The river itself 
  is 30’ wide and only 3’ deep. PCs move at ¼ speed when 
  crossing. The far bank is rocky and steep. 
  Areas 2-1 — Trapped Trailheads: The left bank of the 
  Leofwine is a rocky rise, and just past the apex Tolwol has 
  set a different trap at each trailhead to protect his retreat. 
  If the lead character(s) fail a DC 10 Intelligence check they 
  suffer the effect:
  a) Branches are matted over a shallow pit whose floor is 
  jagged rocks. PCs who fail their intelligence check fall 
  and suffer 1d3 damage. Survivors can climb out.
  b) An apparent foothold is set to give way, pitching the 
  lead PC into a crag for 1d4 damage. Survivors cannot 
  climb out. Assistance with a rope is required.
  c) A well-marked, easy, “false” trail leads to a nest of ad-
  ders, whereas the real trail swings around the danger. 
  Adders (1d3): Init +1; Atk bite +0 melee (1d3 + poison DC 10 
  Fort or -1 Stamina); HD 1d4; hp 2; AC 11; MV 15; ACT 1d20; 
  SP Poison DC 5 Fortitude save the next morning or Stamina 
  loss is permanent; SV Fort +0, Will -2, Ref +0; AL N.
  d) A dead tree is perched precariously, and will collapse. 
  Randomly choose three PCs, each of whom must suc-
  ceed at a DC 10 Reflex save or suffer 1d3 damage.
  e) Sharpened metal spikes are driven into a plank hid-
  den behind a tree root. The lead PC suffers 1 hp dam-
  age and be reduced to half movement rate for a full 
  day.
  Area 2-2 — The Fairy Archer: The trail takes you through 
  a hilly woodland. It is slow going over the steep, rocky trail. As 
  you crest the latest of many rises, you see the next hillside has 
  been elaborately terraced in miniature. The whole face has been 
  painstakingly landscaped into a series of platforms, with walls of 
  delicately arranged stones, and topped with moss, tiny shrubs, and 
  flowers. The path ends in a curving “fortification” 2’ high, near 
  the top of the hill.
  The fairy archer appears as a slightly blue-skinned 2’ tall 
  girl, dressed in a shimmering gold tunic. She carries a tiny 
  bow and has pink, glittering wings which can lift her at 
  most 6’ above the ground. She shouts in a comically high-
  pitched voice, insisting the PCs may not pass, but must turn 
  back immediately. The moment a PC steps over or around 
  the barrier, the fairy will attack. She targets the two closest 
  characters each round. If the fairy is reduced to 0 hp her 
  body will vanish, but the enchanted bow will be left behind, 
  with a tiny quiver of 3d6 arrows. Behind her “fortress”is her 
  hoard: 45 sp, a gold ring (20 gp), and a jeweled necklace (10 
  gp), and the Magic Ointment.
  Fairy archer: Init +4; Atk fairy bow missile fire (automatic 
  hit, 1d3); HD 3d4; hp 8; AC 13; MV 15’ or fly 20’; ACT 2d20; 
  SV Fort -1, Will +1, Ref +2; AL C.
  Area 2-3 — The Fairy Mere: The breeze picks up and you 
  hear the sound of a crashing water. Ahead the trail ends at a shim-
  mering pond, fed by a waterfall, which is shrouded in silvery mist. 
  You hear clear laughter, almost like ringing bells.
  A group of invisible fairies is bathing in the cool waters. If the 
  PCs do not alert them of their approach, either by immedi-
  ately going silent, or a successful DC 10 Agility check when 
  sneaking closer, they will have an opportunity to roll on the 
  fairy eavesdropping table on the next page.
  CROSSING THE LEOFWINE
  MAGIC OINTMENT
  A small clay bowl with a beeswax-sealed lid and the 
  inscription “With One Eye Open”, this vessel con-
  tains 3d6 doses. Applied to one eyelid, it allows the 
  wearer to see invisible creatures within 60’ for one 
  turn. If applied to both eyelids the wearer must also 
  succeed at a DC 5 Will save or turn permanently, 
  subtly transparent. 
  FAIRY BOW
  This is an ornately carved, dainty, miniature bow 1’ 
  high. It will only fire tiny, finely carved hawthorne 
  flechettes for 1d3 damage. The flechettes cost 1 gp 
  each and must be custom made, or require a DC 15 
  skill check and appropriate materials to create. There 
  will be 3d6 remaining flechettes in the quiver. The 
  bow’s range is 25’ and it hits unerringly. Every time 
  the wielder is severely injured in battle (3 or fewer 
  HP remaining) and fails a luck check, a fairy recovery 
  specialist will appear with a similar but non-magi-
  cal bow that does 1d3 damage, and open fire on the 
  PC, with the aim of retrieving the fairy bow, after 
  which the fairy will vanish. If the PCs defeat the fairy 
  recovery specialist, the fairy bow is theirs to keep, 
  though any other fairies encountered will be hostile 
  to its wielder.
  
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  If the fairies become aware of the PCs’ approach they will be 
  still and silent, allowing the party to pass around the pond 
  and across the bridge. However if any PCs have applied the 
  magic ointment, the fairies will point at them and buzz. 
  Bumblebees will then emerge from a hidden nest and attack 
  any eyes that have seen the fairies. Targets must make a DC 
  15 Reflex save to avoid being stung; if they fail, they must 
  make a DC 10 Fortitude save or be blinded in one eye, per-
  manently reducing agility by 1. The fairies will not engage 
  in melee combat, and will flee into the waterfall, a portal to 
  Elfland only they can traverse, if the PCs approach.
  1d5
  Fairy Eavesdropping Table 1–3
  1
  Hear a fairy sing an enchanting melody that 
  grants a temporary +1 bonus to Personality 
  checks. DC 8 Intelligence check to commit it to 
  memory. 
  2
  Learn the present location of the Court of the 
  Fairies and overhear useful gossip. If a PC is to 
  be cursed by the King of Queen, allow a Luck 
  check to employ gossip to avoid or displace the 
  penalty.
  3
  Imparted with fairy fungus lore! PC learns how 
  to identify a hallucinogenic fungus with magical 
  properties which only grows in the vale of the 
  Leofwine. Can be consumed with the effects 
  described in wandering encounter table 1-2, or 
  can be used to grant an additional +2 to a spell 
  check when accepting automatic corruption 
  (DCC RPG Core Rulebook pg. 126). 
  4
  Pre-roll on the wandering fairy table 1-1. The 
  PCs learn whether certain fairy is seelie or 
  unseelie. If there is a wandering fairy encounter, 
  50% chance the PCs run across this particular 
  fairy.
  5
  The location of a distant fairy-mound is revealed! 
  This is a great adventure seed for Dungeon 
  Crawl Classics #97: The Queen of Elfland’s Son.
  Area 2-4 — The Spider blessing: You stand at the edge of 
  a circular clearing 120’ across. Within, there is a 60’ wide grove of 
  mighty, ancient trees, now dead. They are shrouded in spider webs. 
  At the heart of the grove you see an altar, barely visible through 
  the haze of webs. 
  Here the fairies make offerings to the demon queen of the 
  spiders, and thereby keep spiders in their ancient wood at 
  
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  bay and concentrated in this one location. There are tiny 
  pieces of fairy jewelry, cutlery, an axe head, clay pipes, and 
  smooth quartz stones, as well as 4d6 cp, and 4d6 sp on the 
  altar. All metal items are made of bronze rather than iron 
  and are each worth 1d5 sp. The spiders above will not harm 
  the PCs unless their webs are disturbed. 
  The path to the altar through the thickly webbed boughs is 
  winding and shadowed. Any PC who wishes to navigate to 
  the altar must succeed at a Luck check or stumble into the 
  branches and webs and be bitten by dozens of spiders. PCs 
  with infravision may roll a d16 rather than a d20 for the Luck 
  check. Those who fail the Luck check must succeed at a fur-
  ther DC 8 Fortitude save to escape, or die from a multitude 
  of poisonous spider bites. 
  PCs foolish enough to bring a torch into the trees or light a 
  fire near the altar must succeed at a DC 5 Reflex save every 
  round to avoid grazing it against protruding twigs and light-
  ing the trees on fire. The entire grove ignites in a moment, 
  billowing choking smoke and raining hot debris on any 
  unfortunate PCs stuck inside, who suffer 1d3-1 damage per 
  round. It takes 3 rounds to get to the center of the grove (or 
  to escape), and 1 round to make (or steal) an offering. 
  The first PC to make an offering, even 1 cp, will gain the 
  spiders’ blessing: a permanent +1 Luck and immunity to 
  spider poison. Any PC stealing an offering will suffer -1 Luck. 
  An elf or wizard may use the altar as a location of power to 
  patron bond with the demon queen of spiders, gaining a +1 
  to the spell check. 
  If the party burns the grove, all will suffer a curse at the 
  hands of the demon queen of spiders and suffer -1 Luck. 
  This curse can be lifted by completing a quest for the demon 
  queen, at the discretion of the Judge.
  A
  t the approach to the mountain range, the forest 
  is thick and does not admit a view until the PCs 
  have marched up a steep rise. Suddenly the forest 
  breaks and the mountain looms, so close as to obscure the 
  rest of the chain beyond it. The sun reflects brightly off the 
  cliffs and a cold wind blows in the PCs’ faces hard enough 
  to make their eyes tear. The trail passes up an incline and 
  then veers to the left, the first of many switchbacks that lead 
  to the summit and beyond. 
  Area 3-1 — Out of the frying-pan, into the caul-
  dron: You come to a leveled clearing with a semicircle of weathered 
  wooden benches and large fire pit. Behind the fire pit is a small cave 
  entrance, and a waterfall rushing down to a silver pond. An elderly 
  dwarven couple bicker over the task of cooking a cauldron of stew, 
  oblivious to your approach. They address one another as “Munko” 
  and “Tiggle,” respectively. Two younger couples, one dwarven 
  and one human, sit around the fire pit, savoring trenchers of stew. 
  Daddy Munko and Mama Tiggle live in a cave near the root 
  of the mountain. They feign hospitality to passersby, but in 
  fact they poison and murder whomever they can, feeding the 
  dead to their ferocious, overgrown boy, Dixy. They use illu-
  sions to deceive visitors. When the PCs approach, the duergar 
  will have already conjured illusory guests who appear to sit 
  around their cauldron enjoying a meal. These illusions will 
  pretend to have full mouths, because the duergar illusions 
  cannot create sound, and the sound of the waterfall will 
  plausibly overwhelm other sounds, further enhancing the 
  illusory effect. 
  When the PCs approach the duergar will invite them to eat, 
  motioning to the benches around the cauldron. They will 
  begin ladling stew into bowls and passing it out to the party. 
  Tiggle will talk about “her sweet little boy”, about whom 
  she worries “in these dangerous parts.” Munko will make 
  a show of tasting from his bowl, and he will refute Tiggle’s 
  accusations about his cooking playfully.
  All of this is, of course, a trick. Both Munko and Tiggle’s 
  bowls were ladled out before Tiggle added a paralytic poison 
  to the cauldron. PCs who eat must make a DC 12 Fortitude 
  save or become paralysed for 1 hour. The duergar will make 
  small talk until the PCs start to drop, after which they will 
  call for “little Dixy” to come help their guests.
  Should the PCs become suspicious and refuse to eat, inter-
  act too much with the illusory guests, or become otherwise 
  hostile, the duergar will attack. Munko will kick over the 
  hot cauldron and Tiggle will shovel coals at the PCs as she 
  shouts for Dixy. The 6 PCs nearest the cauldron must make 
  a DC 8 Reflex save suffer 1d3 scalding damage from the hot 
  stew and coals. 
  Dixy emerges from the cave at the beginning of the second 
  round of combat. He is over 6’ tall with exaggerated dwarven 
  proportions and especially enormous hands and forearms, 
  and fights with bare fists, which inflict only subdual damage 
  (PCs reduced to 0 HP are knocked unconscious). On a roll 
  of 3+ on his deed die Dixy will stuff a PC into the scald-
  ing hot cauldron. Cauldron-stuffed PCs may make a DC 10 
  Agility check to escape on their next action. Unconscious 
  cauldron-stuffed PCs will come to at the beginning of their 
  next round
  At the end of each round all PCs inside the cauldron take 1 
  hp of damage. Dixy can stuff up to 3 people into the cauldron. 
  If there are 2 PCs in the cauldron, the Agility check to escape 
  is made with a d24. If there are 3 PCs in the cauldron, the 
  Agility check to escape is made with a d30.
  APPROACHING 
  THE MOUNTAIN RANGE 
  
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  Munko and Tiggle: Init +1; Atk fireprod or ember-shovel +0 
  melee (1d4); HD 2d10; hp 10, 8; AC 10; MV 25; ACT 1d20; SV 
  Fort +2, Will +1, Ref +1; AL C.
  Dixy: Init +3; Atk unarmed +1d4 deed die melee (1d3 subdual 
  damage + mighty deed cauldron-stuffing); HD 2d10; hp 12; 
  AC 12; MV 30; ACT 2d20+1d4 deed die; SV Fort +2, Will +1, 
  R +1; AL C.
  Both Tiggle and Munko carry 3d6 sp. Tiggle carries the key 
  to a small ornate chest in the cave. The chest itself is worth 
  25 gp, and inside of it are 180 cp, 55 sp, 15 gp, and a set of 
  7 tiny, finely carved statues of goats. The statues carry an 
  ancient, fading chaos-dweomer which makes their bearer 
  love cliffs and high places, and are useful if the ensorcelled 
  mountain goats wandering encounter is rolled. Any lawful 
  character will instantly recognize their subtle malevolence. 
  Dixy wears hide armor suitable for wear by a human PC. If 
  the party is in need of replacement 0-level characters, the 
  cave is an excellent opportunity to have them rescue captives.
  Area 3-2 — Snobart’s Ledge: The steep, hazardous trail 
  to the summit levels off and leaves the windy south face behind. 
  The lowering sky turns a steely gray. New cliffs rise on either side 
  as the trail passes through a narrow defile. As the path fades into 
  a dense fog you hear a muttering, remorseful voice. “Munko and 
  Tiggle should not do as they have. There are too few of us left. Best 
  to get along with the tall folk. I mean ye no harm.”
  The north face of the mountain looms over a high ledge 
  broken up by deep crags. This windswept, roughly 80’ by 
  50’ area is home to Snobart of the duergar. A honey-tongued 
  murderer, Snobart loves to mislead travelers, tricking them 
  into falling to their deaths. Visibility is limited to 10’ due to 
  a permanent fog which is of Snobart’s conjuring. Unlike his 
  victims, Snobart is able to see through the fog, and navigate 
  the narrow paths at his normal speed of 25’, whereas PCs 
  must move at half speed to avoid the risk of falling. 
  PCs who try to move at normal speed must make a DC 5 
  Agility check each round or tumble into a crag (1d3 falling 
  damage, and the PC comes to rest 10’ below in a pile of scree 
  and human bones). At each point marked “T”, the rock is 
  loose and the first PC who crosses will need to make the 
  aforementioned Agility check no matter how slow they move. 
  Snobart knows where all these traps are and is able to bypass 
  them at his normal speed.
  Snobart will make his presence known after the last PC 
  passes through the defile. He will attempt to convince the PCs 
  that he wishes them well and despises his fellow duergar. He 
  will offer to guide the PCs to the safety of the valley below. 
  He will refuse to show himself, claiming to be ashamed of 
  his ugliness and afraid of the PCs, but will move about the 
  maze like-paths along the crags just out of vision. Snobart 
  will try to string the PCs along, pretending to guide them 
  to safety but actually recommending paths that lead pit-
  traps. Tracking Snobart by the sound of his voice is difficult. 
  Sound echoes among the cliffs and is caught up in the wind. 
  A DC 8 Intelligence check is required to determine Snobart’s 
  general direction. If he realizes he has been discovered, he 
  will move to a new location.
  After the PCs realize Snobart is no ally (which they may 
  assume immediately) he will begin pelting the closest charac-
  ter with stones - one per round. As the PCs advance, Snobart 
  will retreat toward his home, all the while trying to pick off 
  PCs with stones. 
  If the PCs discover the stairway down and attempt to bypass 
  Snobart, he will bombard them as they pass below. Choose 
  up 2d3 PCs randomly who must succeed at a DC 10 Reflex 
  save or suffer 1d3 damage. A PC who fails their saving throw 
  with a natural 1 falls down the mountain, landing on the 
  switchback below and suffering 1d6 damage.
  Note: During playtesting, this was an especially complex 
  encounter. Draw the map out for the players as they move, 
  out to a distance of 10’. They will likely be moving 2-3 squares 
  per round unless they are willing to risk falling. The play-
  ers may wish to split up - don’t discourage them! They will 
  run into traps more quickly, but they will eventually corner 
  Snobart, which will be a satisfying victory.
  Snobart: Init +1; Atk Stone +2 missile fire (20’ range; 1 hp 
  damage) or Stone club +1 melee (1d4+1); HD 2d8; hp 8; AC 
  12; MV 20; ACT 1d20; SP fog cloud, echoes; SV Fort +2; Ref 
  +2; Will +0 AL C.
  Snobart wears a silver ring, inlaid with tiny yellow citrines, 
  which grants its wearer +1 to attacks with thrown weapons.
  Area 3-3 — The Downhill: After you take only a few steps 
  downhill, the fog clears, and you can see down into a secluded 
  valley. There is a small circle of huts below. You can now see the 
  mountain you are on is but the first in a great range marching off 
  into the northwest. Perhaps 100’ above the floor of the valley you 
  can see an opening in the side of the second mountain, now before 
  you. It appears to be hewn into the rock, rather than a natural cave. 
  At the root of the mountain, opposite the huts, there is a carelessly 
  plastered-over area that must have been an entrance, before it was 
  sealed off.
  Be sure to roll for wandering monsters during the descent. 
  The trip down to the valley will require an hour of careful 
  treading.
  Area 3-4 — The Duergar’s heath: You descend into a 
  secluded valley between the tall mountains. On both your left and 
  right are high, overgrown ridges. This place is geographically for-
  tunate: inaccessible, remote, and fertile.
  The hidden home of the duergar is a vale two hundred yards 
  across. The ground is thick with yellow flowering shrubs 
  with sharp spines, forcing the PCs to stay to narrow paths. 
  There is a mostly-abandoned hamlet in which the diminished 
  population of duergar live. If the PCs approach them, the 
  adult duergar will attack, though they will surrender if the 
  battle turns ill for them, to save their children. If allowed 
  the chance, they will throw themselves at the mercy of any 
  humans, elves, or halflings in the party, certain that any 
  dwarves present intend to massacre them. 
  Duergar adult villagers (8): Init -2; Atk club -1 melee (1d4-
  1); AC 9; HD 1d4; hp 2; MV 20’; ACT 1d20; SV Fort -1; Ref -2; 
  Will -2; AL N.
  
  Page 19
  Duergar children (20): Init -3; Atk rock -2 melee (1 dmg); 
  AC 7; HD 1d4; hp 1; MV 15’; ACT 1d20; SV Fort -2; Ref -2; 
  Will -4; AL N.
  Area 3-5 — The Duergar’s Hall: The duergar gather for 
  communal meals in this building. From the outside it looks 
  dilapidated and tumbledown, but on the inside it is ornate 
  and well-cared for. If the PCs have received the surrender 
  of the villagers, and inquire about the hall, they will be wel-
  comed in with some trepidation. 
  There are two fine candelabra in the hall worth 10 gp each, as 
  well as a vast collection  of 140 silver cups worth 3d5 sp each. 
  At the back of the duergar’s hall is a barred door which opens 
  to a well-stocked, immaculately clean kitchen and larder. 
  Plate stored here is worth a further 180 gp. At the back of 
  the larder is a locked trapdoor to what the duergar will call 
  dismissively, the “root cellar”. In this expansive basement, 
  along with pickled vegetables, fruit, and nuts, is another 
  barred door leading to a small underground dwelling. 
  The kitchen, larder, and apartment emit a faint dweomer 
  which grants the dubious benefit of preventing aging. Herein, 
  a scullery-girl named Haeftne has been long imprisoned. 
  She appears to be around 14 but has been enslaved by the 
  duergar for a further 80 years, putting her at nearly a century 
  old. Since everyone she knew is gone, she will gladly join the 
  PCs. Though small, her long years of servitude have granted 
  her surprising resilience. Haeftne joins the party as a 0-level 
  PC with three occupations owing to her decades of servitude: 
  miller/baker, mushroom farmer, and indentured servant.
  Haeftne: Init +0; Str 6; Agi 11; Sta 12; Int 13; Per 13; Luc 10; AC 
  9; HD 1d4; hp 2; MV 30’; ACT 1d20; SP two-weapon fighting 
  with copper pan and paring knife as Halfling; SV Fort +0; 
  Ref +0; Will +1; XP 5; AL N.
  Area 3-6 — The Haunted Rock: A stone’s throw from 
  the hamlet is a massive, half buried stone. At sundown, a 
  quiet, distant knocking sound can be heard throughout the 
  valley. Until midnight, it becomes gradually louder, and a 
  young dwarven woman’s ghost slowly materializes sitting 
  atop the stone, banging on it with a spectral hammer. The 
  ghost and the sound of its hammer will fade shortly before 
  sunrise. The ghost will not acknowledge anyone or respond 
  to external stimuli. If it is successfully turned it will vanish 
  for a short time, after which it will return as before. If a PC 
  makes persistent efforts to communicate with the ghost, it 
  will make eye contact. The PC or PCs who were so insistent 
  will receive a glimpse of their own death, innards torn out 
  by giant vultures.
  There is an ancient dwarven treasure buried beneath the 
  stone. If the PCs propose a plausible way to move the stone, 
  it will take 24 hours of labor to accomplish. Buried beneath 
  it in the hollow in which the stone rested are six urns which 
  contain a total of 300 gp, 500 sp, and 100 cp, all of which bear 
  the markings of the mint of Gundgathol: a hammer, a drop 
  of water, and a building nested inside a mountain. 
  Area 4-1 — The mouth of doom: You stand before what 
  was clearly once a broad-hewn portal into the mountain, ten feet 
  wide and six feet high. It is completely sealed with dried mud. The 
  seal is not continuous, but rather consists of different sections of 
  varying color and consistency. Here and there, fragments of skull 
  and bone protrude. 
  This is the former entrance to the first hall of Gundgathol. 
  The Duergar have been burying the bodies of their victims 
  here, blocking access to the ancient holdfast. A curse lays 
  upon those so entombed, and their souls are trapped in their 
  mouldering bones. They bitterly hate the living and ache 
  for vengeance and rest, but the dried mud holds them sus-
  pended in time. 
  If the PCs begin to exhume the bones or dig around them, 
  a general collapse will quickly ensue, as the souls of those 
  buried will sense their moment and strain to escape. Dried 
  earth and the dust of aeons will pour forth from the mouth of 
  doom, as 3d6 skeletons burst free each round. But their bones 
  are old and the dweomer weary, and they will disintegrate 
  as they struggle free and charge the PCs. As long as the PCs 
  flee before them, they will witness the skeletons collapse to 
  dust, their final act in undeath serving to reopen the portal 
  
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  MAP TO COME
  
  Page 21
  to Gundgathol. Each attacking skeleton must succeed at a 
  DC 10 Fort save or crumble to dust at the end of each round. 
  As long as the PCs flee before them, they will witness the 
  skeletons collapse to dust, their final act in undeath serving 
  to reopen the portal to Gundgathol. 
  Dust skeletons (60): Init -2; Atk claw -3 melee (1d3-1); AC 
  7; HD 1d4; hp 1; MV 15’; ACT 1d20; SV Fort -3; Ref -3; Will 
  +0; AL N.
  Area 4-2 — The Upper Hall: It is utterly dark in the 
  ruins of Gundgathol. The echo of footfalls hint at a vast hall, 
  and light sources seem swallowed in the immense void. The 
  walls are covered on all sides with mural sculpture running 
  in a continuous horizontal band, from waist height upwards 
  to 10’, which tells the history of the holdfast. Minute details 
  are still clearly visible, here and there obscured by dust and 
  cobwebs easily brushed off. 
  At the farthest point from the stairs stands the ancient guard-
  ian of Gundgathol, too decrepit to recognize friend from foe, 
  greatly weakened by the passing centuries. Its proportions 
  are those of a dwarf with elongated arms and legs, its flesh a 
  cured leather carapace, filled with the dust of its mummified 
  organs. When the PCs torchlight reflects off its dessicated 
  husk, it will attack. Slashing weapon “wounds”open yawning 
  rends in its enchanted skin, granting it an out-of-initia-
  tive dust cloud counterattack immediately after it suffers 
  damage (DC 10 Ref save or coughing fit for 1d4 rounds). 
  When destroyed, the head will burst, expelling 1000-year old 
  decayed brain-dust, forcing all within 20’ to succeed at a DC 
  10 Ref save or hallucinate for 1d4 rounds. The hallucinations 
  induced by the sentinel’s brain-dust are terrifying visions of a 
  hopeless, panicked flight through tunnels flooding with foul 
  water, finally waking at the moment of drowning in the mire. 
  The sentinel wields a now-broken warhammer, the head of 
  which is solid mithril incised with sigils of Gundgatholl and 
  worth 20 gp. Though it lay useless at the feet of the sentinel 
  it can be refashioned into a heavy warhammer (two-handed 
  weapon, dmg. 1d10) at a cost of only 2 gp for a replacement 
  handle. With cautious handling (DC 8 Agility check) 2d4 
  doses each of organ and brain dust can be collected. Organ 
  dust can be blown into the faces of opponents in combat 
  (DC 10 Reflex save or coughing fit for 1d4 rounds) or can be 
  used as material components which contribute +2 to spell 
  checks for Choking Cloud or Color Spray. Brain dust can be 
  snuffed for a +2 to spell checks for Comprehend Languages, 
  Read Magic, ESP or Forget.
  From the immediate left of the stairway begin a series of six 
  complex friezes depicting struggles, heroes, battles, victories, 
  and great projects of the founders and lords of Gundgathol. 
  They wrap around the entire hall, ending again at the right 
  side of the stair:
  1) A bloody defeat in a fierce battle between dwarves 
  and a great host of vile humanoids with misshapen 
  bodies, bearing multiple extra limbs or heads.
  2) A clan of dwarves wandering through mountains 
  and tundra, fighting fell beasts and struggling 
  against the hostile elements.
  3) The discovery of the mountain chain and the selec-
  tion of the penultimate southeastern peak for a great 
  delve. 
  4) Offerings made by a crowd of dwarves, elves, and 
  men to beings of power, one clearly a spirit of the 
  earth, another of water. 
  5) A great dwarven lord on a throne, attended by a court 
  of functionaries and done obeisance by a series of 
  petitioners, with the symbols of Gundgathol prom-
  inently displayed: a hammer, a drop of water, and a 
  building nested inside a mountain. 
  6) The forging of armor, weapons, and great works of 
  beauty and power, culminating in the fashioning of a 
  hammer of renown, wielded by a heroic figure. 
  Dwarven sentinel: Init -1; Atk warhammer handle +1 melee 
  (1d4); AC 13; HD 2; hp 18; MV 30’; ACT 1d20; SP dust cloud 
  counterattack, death throes; SV Fort +1; Ref -1; Will +0; AL N.
  Area 4-3 — Boulder Filled Passage: Large, heavy 
  stones have been deliberately placed here in order to seal off 
  this tunnel. It will take three days for a crew of four to clear 
  the passage and open a way large enough for a human or 
  dwarf to pass through into the area beyond. This tunnel was 
  sealed deliberately by the last remnant of the great dwarven 
  delve of Gundgathol. If the PCs resolve to clear it, they will 
  eventually discover the silent, brooding ruin of a once-thriv-
  ing dwarven city in the mountain.
  Area 4-4 — Ablution Chamber: A 1’ wide channel runs 
  along the perimeter of this chamber. In the upper portion of 
  the chamber there are basins along the walls for washing, 
  and downstairs, a communal lavatory. The channel descends 
  beside the stairway, ultimately circling the lower chamber 
  and terminating at a latrine-pit 4’ square and 15’ deep. The 
  channel is dry and full of dust and debris, but the pit is clear. 
  The channel starts at the north wall, where a pipe and lift 
  gate, now silted, once fed the ablution chamber from a tarn 
  near the summit of the mountain.
  At the bottom of the latrine-pit lives a primeval gray ooze 
  which has detected the vibrations from the PCs’ footfalls. It 
  will be prepared for this opportunity to sate its hunger of 
  eons, snaking two pseudopods up the side of the pit. When 
  PCs approach the pit it will attack.
  PCs hit by a pseudopod take no damage, but must succeed 
  at a DC 12 Reflex save or be slimed. The slime will spread 
  over flesh, seeking an orifice or wound to enter (Luck check 
  each round after sliming to delay). Once the slime enters 
  the body, the PC must succeed at a DC 15 Fortitude save or 
  collapse, rising within d4 rounds as an ooze-thrall. Appli-
  cation of night soil will instantly destroy the slime, and will 
  also do 1d4 HP damage to the ooze if dropped into the pit. 
  If an ooze-thrall is overpowered and force-fed night soil it 
  must succeed at a DC 15 Fortitude save or be destroyed. If an 
  ooze-thrall is destroyed in this manner, the PC may make a 
  “rolling the body”check, with success indicating the character 
  recovers from ooze-thalldom. 
  
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  Ooze-thralls will attempt to throw their former companions 
  into the pit (resolve via opposed Strength check). PCs thrown 
  into the pit may attempt a DC 15 Reflex save to wedge their 
  limbs against the sides of the pit and avoid hitting the bottom.
  PCs who land at the bottom of the pit will not take imme-
  diate damage, however they will start sinking into the ooze, 
  which will pull them downward and attempt to drown them. 
  PCs must succeed at a DC 8 Fortitude save each round to 
  remain afloat. If they succeed at a two consecutive Fortitude 
  checks they can extricate themselves from the ooze and begin 
  climbing out of the pit. Climbing out of the pit requires two 
  consecutive rounds of successful DC 5 Climb checks. A mod-
  ified roll of 1 or lower indicates the PC accidentally touched a 
  pseudopod and is automatically slimed. The ooze will ignore 
  PCs climbing out of the pit, preferring to create ooze-thralls 
  who can threaten other PCs, unless no one else is available.
  Primeval ooze: Init (always last); Atk pseudopod +4 melee 
  (no damage); AC 10; HD 2d8, HP 10; MV 5’, climb 5’; Act 2d20; 
  SP create slime-thrall, immune to fire and physical attacks, 
  nightsoil vulnerability; SV Fort +6, Ref -8, Will -6, AL N.
  Ooze-thrall: Init +0; Atk none; AC 10 or as equipped; HD 
  3d6; MV 30; SP immune to sleep and charm; SV Fort +4, Ref 
  +0, Will -2; AL N.
  Area 4-5 — Wake of Vultures / The Haunted Forge: 
  Here at last is the lost Forge of the Artificers of Gundgathol. 
  Its treasures long looted, it is now home to a wake of vultures, 
  corpse-fed for generations by the duergar and inured to con-
  suming human flesh. The anvil radiates powerful magic, and 
  is covered by a centuries-deep layer of dust. The ghost of Sha-
  thur, last artificer of Gundgathol, is bound to the anvil, most 
  of the time invisible, incorporeal, and insensate. Intruders 
  will rouse him within 2d4 rounds. The vultures will attack 
  the PCs the moment they enter the room. PCs who saw the 
  glimpse of their own death at the haunted rock will suffer 
  -2 to all rolls during this encounter.
  Shathur will appear astride the anvil. The moment he 
  appears, all PCs must succeed on a DC12 Will save or flee 
  in terror. The fear effect lasts d4 rounds. If any PCs flee, at 
  least one vulture will break off the battle and give chase, 
  attacking each round at +1d against the PCs, who will be 
  helpless until the fear effect wears off.
  If the PCs are able to overcome the vultures, Shathur will 
  speak. His voice booms in deep registers, as much felt in 
  the chest as heard, like giant pipes playing deep within the 
  mountain, echoing through the very living rock. He will ask 
  whether the PCs defeated the duergar, and will delight in 
  hearing their exploits against them.
  Vultures (6): Init +0; Atk beak melee (1d3); AC 11; HD 2d4+2; 
  hp 6; MV 35; ACT 1d20; SP eye pluck on crit (DC 5 Fort save); 
  SV Fort +1; Ref -1; Will +0; AL N.
  
  Page 23
  S
  hathur remained aeons in undeath to pass on his 
  magic. He will offer to train any number of dwar-
  ven PCs, who may level as Dwarven Artificers. If 
  a dwarf is already 1st level, offer the player the option to 
  change class, but reduce XP back to 10. Shathur will also teach 
  spells to PCs who level as Wizards or Elves. He will do this 
  single-mindedly and will not answer unrelated questions 
  or take any other action. Shathur will tell the PCs nothing 
  about his life, the fall of Gundgathol, or the duergar. After 
  completing his task, he will go to his final rest, dissolving 
  into the ether, content at having passed on his knowledge. 
  All PCs will gain +1 Luck for putting Shathur to rest.
  If the PCs accept the surrender of the duergar villagers at 
  3-4, they will learn that it is duergar culture and belief that 
  animates their hostility. Though they are phenotypically 
  unusual, being taller and having larger extremities than most 
  dwarves, they are not inherently evil or destructive. The 
  Judge may wish to include the challenges of re-integrating 
  the duergar “civilians” into mainstream dwarven society in 
  future adventures. 
  The upper halls of Gundgathol are the PCs’ to command. 
  They may wish to make it their new home base. If they clear 
  the closed tunnel (or it is breached from the other side) at 
  4-3 they will discover the terrible secrets of the Dead City of 
  Gundgathol, intended for future publication.
  ENDING THE ADVENTURE
  INSPIRATION & BIBLIOGARPHY
  Jack Vance, Lyonesse Trilogy: Suldrun’s Garden (1983), The Green Pearl (1985), and Maduoc (1989)
  Skimble Skamble, Skimble Skamble, Fairy Tales (1869)
  Frederic Grice, Folk Tales of the North Country (1945) 
  H.P. Lovecraft, At The Mountains of Madness (1931)
  
  Page 24
  APPENDIX A: 
  DWARVEN ARTIFICER
  Y
  ou stand bravely beside your fellows in defense 
  of your holdfasts, or delve for treasures and glory, 
  but your passion for smithing, stonework, and 
  artwork has led you to the ancient magics of your people. 
  A master dwarven artificer can create items of surpassing 
  beauty and extraordinary power, and can wield them with 
  devastating effect.
  Hit points: A dwarven artificer gains 1d7 hit points at 
  each level.
  Weapon training: Dwarven artificers retain all the 
  weapon proficiencies of their people. They are trained with 
  battleaxe, club, dagger, handaxe, longsword, mace, short 
  sword, spear, two-handed sword, and warhammer. A 
  dwarven artificer is also trained in these missile weapons: 
  crossbow, javelin, shortbow, and sling. A dwarven artificer 
  may wear any type of armor, but they rarely do, as it inhibits 
  their spellcasting.
  Alignment: Lawful dwarven artificers might study under 
  the master artificer of their people and dedicate their lives to 
  the glory of their holdfast. A neutral artificer might rise to 
  great heights under a wealthy worldly patron, sovereign, or 
  warlord. Chaotic dwarven artificers are the stuff of infamy: 
  mad, ruthless traitors muttering blasphemous invocations 
  in service of demonic powers.
  SPECIAL TRAITS
  Artificing: Dwarven artificers may make an artificer check, 
  similar to a skill check, to create items, weapons, armor, or 
  works of art, with a 1d20. A forge, workshop, or other location 
  appropriate to the task; tools and materials; and long periods 
  of focus are required. Much like spell checks, artificer checks 
  can be enhanced, similar to Ritualized Magic (pg. 124). Circle 
  of artificers, locations of power, rare ingredients, taking on 
  dwarven madness, or extra duration may be employed to 
  modify the result at the judge’s discretion.
  A DC 5 artificing task is a repair, a small carving, or simple 
  stonework. A DC 10 artificing task enables creation of every-
  day goods such as a wagon, leather armor, or lantern. A DC 
  15 artificing task is creating a weapon, metal armor, impres-
  sive work of art, or small building. A DC 20 artificing task is 
  creating a weapon with inscribed runes, a staff with embed-
  ded gems, embossed armor, or other unique, valuable item. 
  A DC 25 artificing task is a masterwork worthy of kings 
  and queens, and is sufficient as base material for the spell 
  sword magic. A DC 30 or higher artificing task imparts a 
  mechanical advantage to an item, such as a short sword that 
  does d7 damage, armor which has a -1d check penalty, at the 
  judge’s discretion. 
  Magic: The magic of the dwarves is intimately tied to their 
  love of craft, and to the practical needs of their lives deep in 
  the earth. A dwarven artificer’s level and intelligence bonus 
  apply to spell checks. 
  At 1st level a dwarven artificer knows three 1st level spells. 
  Known spells are either determined randomly, or learned 
  from a dwarven artificer of high level. Each spell learned in 
  this manner requires one week of intensive study per spell 
  level. The supplicant must always complete a quest or offer 
  great treasures in exchange. But magic is fickle, and it takes 
  a toll on its practitioner. Magical energies with the power to 
  imbue metal and stone can gradually warp the caster’s mind. 
  When a dwarven artificer spell result indicates patron taint 
  or corruption, instead roll on the dwarven madness table. 
  For Artificer spells drawn from the Cleric spell lists, refer to 
  the Wizard spells of the same level to interpret the generic 
  Cleric result of “Failure”. For example, when an artificer casts 
  Resist Heat, a result of 1 indicates “Lost, failure, and worse!” 
  and 2-13 results in “Lost. Failure.”
  Spellburn is not available to dwarven artificers, as their 
  magic is not drawn from pacts or exchanges with other-
  worldly forces. Instead, artificers may make a material 
  sacrifice of gems or other items of value to enhance their 
  spell result. This must be announced before the spell check 
  is rolled. Material sacrifices are reduced to ash, sand, dust, 
  lead, or other base components. For every 50 gp worth of 
  gems or items destroyed the artificer gains +1 to the spell 
  check. An artificer may also cast spells that have been lost for 
  the day via 50 gp worth of material sacrifice per spell level, 
  in the same manner as a wizard or elf can via spellburn (pg. 
  108). If the caster rolls a 1 when making a material sacrifice, 
  all gems, jewels, and other items appropriate to material 
  sacrifice on their person are destroyed. 
  Sword and board: DCC RPG Core Rulebook, pg. 52
  Infravision: A dwarven artificer can see in the dark up 
  to 60’.
  Slow: A dwarven artificer has a base movement speed of 
  20’, as opposed to 30’ for humans.
  Luck: A dwarven artificer’s luck bonus applies to armor 
  check penalty.
  
  Page 25
  
  Page 26
  Level
  Attack
  Crit Die/ 
  Table
  Action Dice
  Spells 
  Known
  Max Spell 
  Level
  Ref
  Fort
  Will
  1
  +0
  1d6/III
  1d20
  3
  1
  +1
  +1
  +1
  2
  +1
  1d8/III
  1d20
  4
  1
  +1
  +1
  +1
  3
  +2
  1d8/III
  1d20
  5
  2
  +1
  +2
  +1
  4
  +2
  1d10/III
  1d20
  6
  2
  +2
  +2
  +2
  5
  +3
  1d10/III
  1d20 
  7
  3
  +2
  +3
  +2
  6
  +4
  1d12/III
  1d20 + d14
  8
  3
  +2
  +4
  +2
  7
  +5
  1d14/III
  1d20 + d14
  9
  4
  +3
  +4
  +3
  8
  +5
  1d14/III
  1d20 + d16
  10
  4
  +3
  +5
  +3
  9
  +6
  1d16/III
  1d20 + d16
  12
  5
  +3
  +5
  +3
  10
  +7
  1d16/III
  1d20 + d20
  14
  5
  +4
  +6
  +4
  TABLE 1—21: DWARVEN ARTIFICER
  1st Level Spells: 
  Detect Magic, Blessing (object, cl), Flaming hands, Magic 
  Missile, Magic Shield, Mending/Rending, Read Magic, Resist 
  Heat (cl), Ropework, Runic Alphabet (Mortal), Ward Portal
  2nd level Spells: 
  Arcane Affinity, Detect Invisible, Fire Resistance, Invisible 
  Companion, Locate Object, Metal Wyrding, Scorching Ray, 
  Shatter, Knock, Strength, Binding (cl)
  3rd level Spells: 
  Breathe Life, Dispel Magic, Eternal Champion †, Fireball, 
  Lightning Bolt, Remove Curse (cl, on object only), Runic 
  Alphabet (Fey), Spiritual Weapon (cl), Sword Magic §, Turn 
  to Stone, Write Magic
  4th level Spells:
  Polymorph, Control Fire, Transmute Earth, Cause Earth-
  quake (cl), 
  5th level Spells: 
  Magic Bulwark, Replication
  † Summons a Dwarf of equal level to Warrior in spell description
  § When gaining 5th or higher level, a Dwarven Artificer may always opt to learn Sword Magic
  SPELLS
  
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  D
  warven artificers do not suffer corruption in the manner of other arcane spellcasters. Their magic emanates 
  from the accumulated knowledge and tradition of their people and from mysterious sources in the dwarven 
  bloodline, rather than the manipulation of otherworldly forces which characterizes the magic of human wizards 
  and elves. But the way of force-magic carries its own hazards: dwarves who follow the artificer’s path become ever more 
  extreme in their predilections, and some eventually become so bizarre as to lose their connection to their fellows, and 
  even their very sanity.
  1d7
  Result
  1
  The artificer must quest for a great treasure hoard. This treasure will be within 1d4 days travel, and the guardians challenging to 
  defeat. Until the quest is completed the artificer suffers a temporary -1 Luck. If this result is rolled a second time the artificer must lead 
  a quest for a relic of renown: a great gem, work of art, or magic item, which is 1d4 weeks distant and protected by guardians extremely 
  difficult to defeat. If successful the artificer must insist on sole possession of the relic or suffer -2 Luck. If this result is rolled a third 
  time, whenever the artificer smells gold or gems a DC 10 Will save is required to avoid immediate investigation, even if that means 
  offensive behavior, trespassing, or a headlong rush into danger. 
  2
  A noted and valuable possession, such as a jewel or small artifact, becomes a good luck charm for the artificer. The item is imbued 
  with 2 points of the artificer’s Luck, which are permanently lost. This luck can be burned, as long as the item is carried, and for every 
  point of luck expended the bearer gains +2 to the roll. Note that anyone, not just the artificer, can use the item. This Luck regenerates 
  at a rate of 1 point per day, at sunset. If this result is rolled a second time, the item begins to attract unwanted attention. The artificer 
  must guard it against theft by keeping it close at all times, and must avoid or ward off thieves frequently. If this result is rolled a 
  third time, the artificer is unable to determine who is plotting to steal the item, becoming suspicious and withdrawn, spending hours 
  gloating over it. If the item is lost or stolen the artificer must quest ceaselessly to recover it or suffer -1 Personality damage per day. If 
  the artificer’s Personality is reduced to 0 they will become a wraith, forever in thrall to the bearer of the item.
  3
  Obsessed with crafting objects of great beauty and power, the artificer neglects personal hygiene, housekeeping, and nourishment. 
  The second time this result is rolled, the caster totally gives up bathing and only rarely changes garments, suffering -1d to all rolls 
  associated with social interactions. Each additional time this result is rolled the artificer suffers -1 Stamina due to the dire conse-
  quences of self-neglect. 
  4
  The artificer becomes overly fond of the drink, always sure to have a full wineskin even in the darkest of dungeons. +1 to Will saves 
  as long as the artificer has access to alcohol. If rolled a second time the artificer will always be tippling, and the rot of alcoholism sets 
  in: -1 randomly to Agility, Personality, or Intelligence. There is no limit to the depths of the artificer’s crapulence. Each additional time 
  this result is rolled imposes a further -1 to Agility, Personality, or Intelligence. If any ability score drops below 3 due to this effect, the 
  artificer dies of alcohol poisoning.
  5
  The artificer becomes a bon vivant, always choosing the most expensive lodging, resplendent clothing, and sumptuous fare available. 
  If rolled a second time, the artificer will spend princely sums, even going into debt, and is easily taken advantage of in all transactions 
  as long as fine quality is promised. Triple lifestyle costs. If rolled a third time, the artificer loses all sense of taste and proportion, 
  preferring clownishly ornate raiment and garish armour and weapons. All creations by the artificer, though expertly crafted, are 
  laughably overwrought. 
  6
  The artificer becomes wrathful, consumed by hatred toward an enemy of the dwarves, as befits the campaign milieu. If this result is 
  rolled a second time, the artificer must lead an expedition against this enemy as soon as possible or suffer a permanent -1 Luck. For the 
  duration of the expedition the artificer gains a +1 on attack, damage, and spell checks against this foe. If the expedition is successful 
  the artificer gains +1 Luck. If this result is rolled a third time, the artificer becomes bigoted, erroneously identifying a new enemy 
  which in fact represents no threat, spinning paranoid delusions and spewing hateful rhetoric. The artificer must plan, if necessary 
  recruit allies, and embark upon an expedition against this imagined enemy.
  7
  The artificer delves too greedily and too deep into forbidden magical secrets. Turning from the traditions of the dwarves, the artificer 
  may make a one attempt to learn an additional spell from the 1st level wizard and elf spell list which would otherwise not be available 
  (pg. 124, Learning a spell). Whether or not the roll is successful, the artificer must also roll on the minor corruption table and may 
  not burn luck to avoid the corruption. If this result is rolled a second time the artificer may make a one attempt to learn an additional 
  spell from the 2nd level wizard and elf spell list which would otherwise not be available. If the artificer cannot cast 2nd level spells, 
  they must choose from the 1st level spell list. Whether or not the roll is successful, the artificer must also roll on the major corruption 
  table and may not burn luck to avoid the corruption. If this result is rolled a third time the artificer may make a one attempt to learn 
  an additional spell from the 3rd level wizard and elf spell list which would otherwise not be available. If the artificer cannot cast 3rd 
  level spells, they must choose from the 1st or 2nd level spell list. Whether or not the roll is successful, the artificer must also roll on 
  the greater corruption table and may not burn luck to avoid the corruption.
  DWARVEN MADNESS
  
  Page 28
  METAL WYRDING
  Level: 2  
  Range: 30 + 5 per CL      Duration: Varies  
     Casting Time: 1 round  
  Save: None 
  General: The artificer controls, heats, or melts metal objects, rendering them useless or causing them to harm their  
  owners. 
  Manifestation: By result
  Misfire: Roll 1d4: (1) for the next 1d4 hours the artificer repels metal objects - weapons, tools, and shields are impossible 
  to hold and metal armor worn by the caster shifts about awkwardly - armor check penalty +2, fumble die +2d, -1 AC; (2) 
  one randomly determined metal object on the person of the caster rusts and crumbles into flakes of oxidized dust; (3) One 
  randomly determined small metal object held by an ally within 30’ of the caster explodes, sending shrapnel in all directions, 
  and inflicting 2d4 damage to the wielder and 1d4 damage to all within a 10’ radius; (4) One randomly determined metal 
  object held by the caster turns into chocolate wrapped in a layer of foil. 
  1
  Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) dwarven madness + misfire; (1-3) dwarven madness; (4+) misfire.
  2-13
  Failure.
  14-15
  The artificer calls a mundane metal object, such as a tool or weapon, safely to their hand. If the object is held by an unwilling opponent, 
  Strength check vs. spell result to resist; roll d24 for a two-handed weapon.
  16-19
  The artificer causes up to three mundane metal objects from different opponents or locations to fly harmlessly to a chosen location 
  within range. If any of the objects are held by an unwilling opponent, Strength check vs. spell result to resist; roll d24 for a two-handed 
  weapon.
  20-21
   The artificer causes up to three mundane metal weapons to animate and engage in melee combat for 1d6+CL rounds. The weapons 
  use the artificer’s attack bonus. If cast on weapons being wielded by opponents, Strength check vs. spell result to resist, roll d24 for a 
  two-handed weapon.
  22-25
  The artificer causes a metal object to heat up for a number of rounds equal to 1d4+CL, or 1 round if the item is magical. Will save vs. 
  spell result is required to hold or use an affected object, otherwise it is dropped. On a successful save the wielder is burned for 1 dam-
  age each round the item is held, for the duration of the spell. If armor is targeted, the opponent suffers 1d3 damage per round, -1 to all 
  attacks, +1d to armor check penalty, and -5 movement for the duration of the spell.
  26-29
  The artificer causes a metal object to heat up for a number of rounds equal to 1d6+CL, or CL rounds if the item is magical. Will save 
  vs. spell result is required to hold or use an affected object, otherwise it is dropped. On a successful save the wielder is burned for 1 
  damage each round the item is held, for the duration of the spell. If armor is targeted, the opponent suffers 1d6 damage per round, -2 
  to all attacks, +2d to armor check penalty, and -10 movement for the duration of the spell.
  30-31
  The artificer causes one metal object held or worn by to three different opponents to grow increasingly hot for a number of rounds equal 
  to 1d6+CL, or CL rounds if the item is magical. The item must be of the same category for all opponents, e.g. melee weapons, armor, or 
  jewelry. Will save vs. spell result is required each round of the spell duration to hold or use an affected object, otherwise it is dropped. 
  On a successful save the wielder suffers 1d3 damage. If armor is targeted, the opponent suffers 1d3 damage the first round, 1d4 the 
  second round, and so on up the dice chain, to a maximum of 1d12 damage each round for the remainder of the spell duration. The 
  opponent also suffers -1 to all attacks cumulative each round of the spell duration, and -5’ cumulative movement penalty. Alternatively, 
  one metal construct, or one magic item held or worn by an opponent, may be melted and destroyed.
  32-33
  The artificer causes all metal objects held or worn by up to three different opponents to spontaneously become molten. 1d12 damage if 
  the target wields a metal weapon or holds a significant amount of metal; Ref save for half damage. If metal armor is worn the wearer 
  suffers 1d12 damage per point of AC bonus the armor provides. If a metal shield is used, the bearer suffers an additional 1d8 damage, 
  Ref save for half damage. Small metal objects such as necklaces, bracelets, pairs of earrings, or brooches do 1d3 damage each. Alterna-
  tively, one metal construct, or one magic item held or worn by an opponent, may be melted and destroyed. 
  34+
  The artificer causes all metal within a 45 degree cone with a range of 100’ per CL to become molten. Anyone in the cone bearing metal 
  objects takes damage as above. Structures which use nails in construction may collapse. All metal constructs or magic items in the 
  cone are destroyed.
  
  Page 29
  This product is based upon the Dungeon Crawl Classics Role Playing 
  Game, published by Goodman Games. This product is published under 
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  Page 30
  BACK COVER
  This product is compatible with the
  Dungeon Crawl Classics Role Playing Game
  Cruel attacks by strange dwarves in the Ilorin wood have disturbed 
  the peace of Withgan village. Many fearful and angry people blame 
  their dwarven neighbors, who profess innocence but proudly prepare 
  to defend themselves. The faithful few of Withgan set out to explore 
  the perilous forest, uncover its mysteries, and restore security and 
  trust to their home. These brave adventurers are up against more 
  than ordinary bandits, but rather an ancient and fearsome people. 
  Fantastical creatures, powerful magic, and fabulous treasures await 
  discovery, as well as gruesome death for the unlucky and unwary. 
  A Level 0 Adventure
  by Andrew Sternick
  $9.99         
  AST01001
  
SOURCE: textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/The Fell Folk of the Moors (DCC).pdf