TEXT:  
   
   
   
  Last of the 
  longbeards 
   
    
   
   
   
   
   
   
   
  
   
  2 
   
  Last of the Longbeards 
   
  Rumours & Hooks:  
  House Invero of Dol-Karok is seeking explorers 
  to locate some misplaced property in the Lost 
  Roads. They are offering a very handsome 
  finder’s fee.  
   
   
  Dol-Karok, the Mountain Fortress, is the 
  subterranean city of the albino Karoks, an old, 
  wealthy and decadent human culture that has 
  persisted since the Second Age.  
   
  The city is located within a colossal cavern, 
  connected to many smaller chambers, tunnels 
  and grottos like branching veins. Pyramids and 
  ziggurats of the Great Houses and other 
  landmarks rise above the smaller flat roofed 
  buildings of the lower castes, the streets straight 
  and expertly carved, with perfectly fashioned tiles 
  and breathtaking bas reliefs. 
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trade occupies every waking moment in the 
  mountain fortress, with ambassadors from far and 
  wide bargaining for precious metals, gems and 
  other rare goods the mountain folk control. 
   
  The last of the dwarves languish here, numbering 
  in their hundreds, toiling endlessly in the mines 
  beneath the whips of their albino masters. 
  Overcome by a combination of racial gold lust 
  and indoctrinated despair, the branded servitors 
  (as they are known) bear no resemblance to the 
  grand longbeards of yesteryear. 
   
  Yet not all servitors are resigned to their fate. 
  Two years ago, a band of fifty dwarves escaped 
  into the tunnels of the Lost Roads. House Invero 
  has finally managed to locate their slaves’ hidey 
  hole, and wants someone expendable to retrieve 
  their “property” so that the House can make an 
  example of them.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  Like all the great houses, Invero has its fingers in 
  many pies, but their speciality is servants and 
  slaves, reflected in their shackle sigil.  The newest 
  member of the Circle of Five (the ruling council 
  of the city), Invero is in the middle of fending off 
  a hostile takeover by a trio of smaller houses, and 
  securing the lost slaves would go a long way to 
  restoring face since the escape two years earlier.  
   
  Mithri Invero (elderly, silver hair with a hunch 
  back and walking cane) is offering 200 gp for 
  each live slave, or 50 gp for their heads. He can 
  provide a guide (Horgak, a dark skinned 
  barbarian tracker in the house’s employ, Ranger 
  2) to the dwarves last known location (as of a 
  week ago). If the Mithri fears the party might not 
  take up the work because of “slavery” issues, he 
  will increase the bounty up to double, but no 
  more. If the party still aren’t interested, so be it.  
   
  The Lost Roads 
  The Lost Roads are a winding complex of 
  tangled, unpatrolled and primeval tunnels that 
  extend beyond the edges of Dol-Karok’s 
  garrisoned borders. Few explorers brave these 
  shafts, as most do not return, but those that do 
  report veins of iron ore ripe for the taking. 
  Unfortunately, they also report plague worms, 
  acidic oozes, choking spore fungi and worse 
  besides. Legend suggests the Lost Roads 
  eventually make their way to the northern side of 
  the ranges, and the White Drifts beyond. But if 
  that be so, no human has made the journey in 
  centuries.  
   
  The passages and caverns of the Lost Roads are 
  completely dark, breezeless and stifling to those 
  unused to confined spaces. After 3 days of 
  navigating the tunnels, a Will check is required by 
  foreign PCs to avoid gaining a moderate 
  madness: “The stink of the mountain stifles me; 
  its grit and dust, the cloying air heavy on my 
  lungs. It is hard to breathe, is it not? By the gods, 
  I cannot linger much longer in the smothering 
  black. I must out, I tell you, and soon!” 
   
  The trek to the servitor’s hiding place, an ancient 
  temple of a dead civilization, is at least five days 
  trek into the mountain. There is a 40% chance of 
  a random encounter every 12 hours. If an 
  encounter occurs, roll 1d10:  
   
  1. A Gelatinous Cube (LFG p.108) fills a 
  section of this 10 ft wide tunnel, 
  distorting the air with a slight opaqueness 
  (Perc (Detection) check to notice). It has 
  been a long time since the hibernating 
  cube fed. Its body is devoid of bones or 
  other tell tale remains of past victims.  
   
  2. A small ore deposit of mithril (70%) or 
  adamantine (30%) can be seen in the 
  ceiling here if the light catches it correctly 
  (Perc (Detection) check). With time and 
  the right tools, the vein may be extracted; 
  enough to fashion a breastplate, shield or 
  similar.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3. 3d10 Skeletons (LFG p.124) guard a 
  large cavern, an ancient leyline site 
  “blessed” by a long dead druid. 
  
   
  4 
   
  4. 2d4 five ft Fungoids are living in a 
  winding corridor, hiding amongst a 
  miniature forest of mundane fungi.  
   
  Fungoid, AC 10, HD 5, 2d6, 19: special, S15 D5 
  C14 I1 P10 W8 Ch4, L8, Mv 20 ft and may 
  climb walls, ceiling etc. As an action, may spew 
  sticky strands over a single target within 10 ft, 
  preventing them from moving away (target may 
  spend an action to make an opposed Str check to 
  break free). On a natural 19, the toadstool blasts 
  the target with toxic spores, causing 1 HD loss 
  every 24 hours for 1d3 days. An apothecary with 
  the right healing herbs may be able to neutralise 
  the poison. 
   
  5. Bergrim (Ranger 3, blonde beard, 
  scarred, with a powerful build) is one of 
  Invero’s 
  escaped 
  servitors, 
  fairly 
  deranged (paranoid: he believes a 
  sorcerer is searching for him to cut out 
  his heart) and had a falling out with his 
  kin. Bergrim makes his own way in the 
  tunnels, sneaking about and subsisting on 
  monstrous worms and other “underdark 
  delicacies”. Craziness aside, Bergrim is a 
  careful and resourceful subterranean 
  ranger. He is extremely lonely, and might 
  prove a useful guide for a time.  
   
  6. 1d6 Plague Worms (see Area 15) are 
  burrowing through the tunnels nearby, 
  tracking the party with termorsense. 
   
  7. The skeleton of a long dead giant 
  scorpion is here, brittle with age. Its skull 
  is caved in by means of blunt trauma. 
  Two human skeletons are also present, 
  armour broken and torn. One lies 
  slumped again the wall, a hammer by its 
  side (still in excellent condition, random 
  permanent magical item, LFG p.152). 
   
  8. A truly enormous 12 ft Giant Centipede 
  (LFG p.102 but 7 HD, Luck 9, 2d6+1 
  damage, poison causes 1d3 Dex loss, Off 
  Turn Attacks), is curled up into a ball in 
  a corner, covered in dust. It has been 
  hibernating for some months.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  9. The ceiling or floor of this tunnel is 
  dangerously fragile, care of a Bulette’s 
  recent burrowing. A Group Luck (Dex) 
  save is required to avoid a partial roof 
  collapse or 20 ft pitfall, causing 2d6 
  damage. 
   
  10.  A Grey Ooze (LFG p.112) begins 
  tracking 
  the 
  party 
  from 
  behind, 
  attempting to lure a PC away with its 
  telepathic abilities.  
   
  Temple of Nogerzu 
  The Nogerzu were a race of goatmen, proficient 
  in stonework and bronze metallurgy. Their main 
  civilization thrived in the high mountains, but 
  explorers also scouted new southern lands. The 
  temple served as a stop over while journeying the 
  deep roads, and as a marker of the goatmen’s 
  southernmost boundary.  
  
   
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
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  Wiped out early in the Second Age, the Nogerzu 
  temple still remains, hidden a few days journey 
  beyond the borders of Dol-Karok.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  There are two entrances to the temple. One to 
  the south (formal entry, Area 1) and one to the 
  north (back entry, Area 15). The party’s guide, 
  Horgak is aware of the front entrance, and 
  suspects there may be a back entrance, but is 
  uncertain (he ventured nearby Area 15, tracking 
  Bergrim (random encounter 5 above), but fled 
  from the Plague Worms). Horgak can lead the 
  party through some winding tunnels that connect 
  to Area 15 however if they wish (takes two extra 
  hours of travel).  
   
  If the party asks Horgak how he knows the 
  dwarves are within, he explains he followed two 
  different servitors to the front entrance.  He did 
  not venture into the entry way itself however, as 
  he could hear multiple voices coming from within 
  (which he surmised were guards, after a few 
  attempts). By then he felt he had accomplished 
  his mission, and reported back to the Mithri.  
  Generally speaking, the interior of the temple is 
  crudely worked stone, with large flagstones set 
  into the floor. Ink based murals are faded but still 
  readable, depicting scenes of goatmen dancing, 
  hunting or mating. Great mountains and bonfires 
  feature prominently. Pictures of men are rare, but 
  when they appear relate to scenes of war and 
  feasting. Doors are unlocked, ancient wood, 
  brittle and easily broken (automatic for Str 12+, 
  otherwise advantage). 
   
  The dwarves keep the temple lit with cultivated 
  gloomspore, which gives off an eerie green 
  luminescence. Occasionally lanterns and torches 
  are 
  also 
  used, 
  periodically 
  restocked 
  via 
  sympathetic contacts within Dol-Karok. 
   
  Temple Encounters 
  Whilst exploring the unnumbered sections of the 
  temple complex, there is a 30% chance of an 
  encounter every 15 mins. Roll 1d6 or select from 
  the following:   
   
  1. 1d3 Dwarves turn the corner, dragging 
  ore to or from Area 5 in large sacks. At 
  the sight of the PCs, they drop the sacks 
  and reach for their hammers/picks.  
   
  2. An infant Bulette, befriended and 
  adopted 
  by 
  the 
  dwarves, 
  comes 
  burrowing out of the wall, uncertain what 
  to make of the PCs (as Bulette but 4 HD, 
  2d6 damage, S19).   
   
  3. Shuzar, the partner of Gimric, is on 
  patrol through the halls with 1d3 other 
  dwarves (as Dwarf but 2 HD and S16). 
  He and his crew will attempt to capture 
  the PCs and take them to Gimric. 
   
  4. This area is very poorly lit, most of the 
  gloomspore has been recently consumed 
  by a Green Slime (LFG p.112) that 
  spawned from cracks in the ceiling.  
   
  
   
  7 
   
  5. A gentle tremor rocks the tunnel, 
  releasing a cloud of noxious gas. The 
  PCs must make a Luck (Con) check or 
  lose 1 Con. The gas dissipates in 1d4 
  rounds. 
   
  6. Gimric (Area 4) is travelling the 
  corridors, certain that he has picked up 
  the scent of some curious precious 
  metals (per Dwarf ability LFG p.30). The 
  scent leads him to the PCs. 
   
  Cavern Encounters 
  Whilst exploring the unnumbered sections of the 
  caverns, there is a 50% chance of an encounter 
  every 30 mins. Roll 1d6 or select from the 
  following:   
   
  1. 1d3 Plague Worms from Area 15 are 
  exploring here, curious about the ground 
  vibrations the party are causing. 
   
  2. 1d10 Stirges have grown restless and are 
  out hunting without the rest of the swarm 
  in Area 12.  
   
  3. A single Tentacle Spawn (LFG p.126) 
  has ventured up from the deep tunnels 
  and is exploring this near surface region 
  (it bypassed the plague worms using its 
  mental blast). 
   
  4. A growing tremor culminates in a sudden 
  explosion of rock, heralding the arrival of 
  a colossal Purple Worm! The behemoth 
  thrashes its way across the corridor, 
  massive jaws snapping, before burrowing 
  through the opposite wall and beyond. 
  1d3 PCs must make a Luck (Dex) save 
  or be swallowed by the monster as it 
  passes (LFG p.121). The beast’s tunnel 
  collapses behind it as it departs.  
   
  5. A Giant Spidercrab is exploring this area, 
  scuttling across the ceiling, hiding in 
  large, shadowed recesses (as Giant Spider 
  LFG p.125 but with 2 Claw (1d6+2) 
  attacks as well as the usual Bite).  
   
  6. A Speckled Ooze is hiding behind some 
  rubble, waiting to ambush a meal.  
   
  Speckled Ooze, AC 13, HD 7, Pseudopod 4d4 
  + special, 19: the ooze puffs out a toxic cloud, 15 
  ft radius, causing 1d6 Int or Will loss (50/50 
  chance, Luck (Con) save resists), S18 D14 C17 I2 
  P14 W15 Ch1, L9, Mv 5 ft burrow or 30 ft (inc 
  walls, ceiling, etc). On a hit, victims suffer 1d8 
  damage due to painful flesh melting for the next 
  1d4 rounds (alcohol negates). 
   
  Area 1 – Front Entrance 
  A 10 ft wide, 50 ft long arched tunnel with 
  iconography of dancing goatmen marks the front 
  entryway to the temple. The doorway to the west 
  cannot be opened, the chamber beyond 
  collapsed centuries earlier. Two dwarves are on 
  sentry duty here at all times (30% chance both 
  asleep, in a drunken stupor or amorous tryst). 
   
  Dwarf, AC 15 (heavy chain), HD 1, Axe 1d8+1 
  (two handed), 19: as weapon, S11 D9 C13 I10 
  P10 W10 Ch10, L4, Mv 30 ft. Advantage on 
  checks vs magic or poison. The sentries each 
  carry warhorns and a single fire pot.  
   
  If the sentries detect the party, they do not 
  attempt to fight, but rather rush to Area 5 for 
  reinforcements. If trapped they will blow her 
  warhorns.  
   
  Area 2 - Trap 
  The dwarves have trapped this corridor junction 
  with an extremely large and heavy dropstone. A 
  pressured plate in the floor sets it off. All the 
  dwarves know about the trap and fastidiously 
  avoid it. Examining the floor might reveal hairline 
  cracks outlining the plate (Perc (Detection) 
  check), otherwise moving through here has a 50% 
  chance of setting off the trap (Luck (Dex) save or  
  reduced to zero hp).  
   
  
   
  8 
   
  Area 3 – Travellers’ Quarters 
  This 20 ft by 60 ft hall has partially collapsed, 
  with tonnes of rubble filling the eastern side, 
  which originally housed guest quarters for 
  goatmen explorers (or other allied humanoids). 
  The western wall depicts various war scenes with 
  the goatmen triumphant, burning their enemies 
  in great, smoking conflagrations.   
   
  Area 4 – Living Quarters 
  This 100 ft by 40 ft hall is decorated with crudely 
  carved goatmen statues in various poses; holding 
  weapons aloft, frolicking, gazing skywards and so 
  on. At the northern end is a 30 ft by 20 ft pit, 4 ft 
  deep, that the Nogerzu once used as a mating pit. 
  The dwarves are aware of the secret door in the 
  north eastern corner (triggered by pressing a 
  section of the wall inwards), but also know about 
  the stirges and will only use it if desperate. 
   
  Presently 4d4+3 dwarves live here, with sleeping 
  bags, weapons and heavily patched clothes 
  scattered about. These are the bulk of the 
  surviving servitors, branded with House Invero 
  shackle icons on their forearms.  
   
  The dwarves are led by Gimric (50’s, thick beard 
  with a silver clasp, steely eyed stare), a 
  traditionally 
  stoic, 
  determined 
  and 
  utterly 
  humourless steward of his people. Gimric and 
  the dwarves take their freedom very seriously, 
  and returning to servitude is almost unthinkable.  
   
  However, if battle is joined, and the outcome 
  seems adverse, Gimric and 1d4 others will seek a 
  truce and offer to return with the PCs if they let 
  the remainder go (an almost certain death 
  sentence, but a price Gimric and his lieutenants 
  are willing to pay if the others go free).  
   
  Gimric, Boss Monster, AC 15 (heavy chain), 
  HD 5 (45 hp), Great axe 1d12+2, 19: as weapon, 
  S17 D13 C17 I13 P10 W15 Ch14, L8, Mv 30 ft. 
  Gimric is a Boss Monster with the usual benefits 
  (LFG p.95). Advantage on checks vs magic or 
  poison. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  If defeated, 1 x Carry Loot (LFG p.136) may be 
  scavenged from this chamber. In addition, 
  Gimric’s axed is forged of cold iron.  
   
  Area 5 – Storage Hall 
  This 50 ft by 30 ft waiting hall has a 15 ft ceiling 
  and two large pillars decorated with the painted 
  skulls of the goatmen’s enemies. A bronze wall 
  hanging on the northern side depicts a raging 
  bonfire with smoke like, horned spirits rising 
  upwards (400 gp, but bulky).  
   
  The dwarves currently use this hall as storage and 
  a secondary living space, cluttering it up with 
  various small piles of metal ore (mostly iron, 
  mined from the tunnels, 1d6 x 10 gp worth), a 
  collection of recently forged tools (picks, axe 
  heads, armour pieces) and some circular rock 
  stools (very heavy) that must be tilted onto one 
  edge to move (by rolling). At any one time there 
  
   
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  are 2d4 dwarves in here, tidying piles or 
  gossiping.  
   
  Area 6 – Forge and work room 
  This 20 ft by 30 ft chamber is being used by the 
  dwarves as a workroom, and includes a crude 
  forge, a deep well, several craft tools and a large 
  stone bench with an iron top. Flues and vents 
  from the forge protrude through the northern 
  wall into Area 11. 1d4+1 dwarves are here at any 
  one time, forging or crafting tools or weapons. 
  The door to Area 11 has been reinforced with 
  iron banding (Str check at disadvantage to break 
  down, requires 3 successful attempts). 1d4 
  random weapons may be scavenged.  
   
  Area 7 – Worship Chamber 
  This 100 ft by 40 ft room remains the original 
  worship hall, with five wall pillars decorated with 
  bronze glyphs. At the northern end is a massive, 
  18 ft stone idol in the likeness of a monstrous 
  goatman skull. Steps carved into the floor lead to 
  a concealed, red stained altar at the base. A 
  disturbing grey green smoke wafts upwards from 
  the idol, quickly dispersing into the air.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The worship chamber is protected by unholy 
  blessings that have endured for thousands of 
  years. The rising smoke is obviously eldritch in 
  nature (it appears seemingly from nowhere, and 
  vanishes after a few brief moments). The dwarves 
  consider this room cursed (rightly so) and do not 
  enter here. A thick layer of dust has settled over 
  everything. 
   
  Non-goatmen moving into this chamber feel a 
  definite chill run through their body. Progressing 
  beyond the last two pillars requires a Will check 
  to resist dropping prostrate before the idol, 
  unable to approach further. Entering the altar’s 
  inner sanctum unleashes the curse; the trespasser 
  is overwhelmed by urges to kill all non-goatmen 
  (lasts 1 hour, Luck (Will) save resists). There is 
  no treasure in this room (see Area 8).  
   
  Area 8 - Tribute Vault 
  This square 30 ft chamber has four pillars carved 
  in the likeness of blazing bonfires in the corners. 
  In the centre of the room is an 8 ft bronze statue 
  of a monstrous goat with six horns standing on its 
  hind legs. The statue is a Goat Golem that 
  protects the treasure vault in the western alcove. 
  Non-goatmen entering the chamber are attacked.  
   
  Goat Golem, AC 15, HD 8+3, Horns 2d6+1, 
  19: target is thrown 20 ft and stunned (Luck 
  (Con) save resists), S19 D14 C19 I- P12 W- Ch-, 
  L9, Mv 40 ft. The goat golem has 60% Magic 
  Resistance, except vs Speak with Animals which 
  charms it for 1d10 minutes. The goat golem has 
  Off Turn Attacks and Major Exploit Protection 
  (LFG p.95) 
   
  In the stone vault (unlocked) is 1 x 6 HD Lair 
  Treasure (LFG p.140).  
   
  Area 9 – Priest’s Vestibule 
  This 30 ft by 20 ft chamber has a statue of a 
  goatman in a skull motif tabard, with a cowl 
  pulled up over her head, a stern and searching 
  gaze on her bovine face. A number of stone 
  chests hold the rotting remains of priestly 
  
   
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  vestments, and yellowed tomes that crumble to 
  dust if opened. One book however does not 
  crumble; a weighty 2 ft tome encased in bronze 
  flecked with bone.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  An Int (Arcane) check recognises it as the Bronze 
  Fusicarnum; a artefact of the First Age, said to 
  house the soul of a ferocious demigod. A PC 
  must attune to the book to read its spidery scrawl. 
  Doing so allows the user to transform into the 
  Brutox once per month, an 8 ft naked behemoth 
  of hunchbacked rage, as noted below. Each 
  round the user may end the transformation by 
  making a Will check, otherwise the duration is up 
  to 1 minute. Invoking the tome’s power requires 
  an automatic roll on the Dark & Dangerous 
  Magic table.   
  The Brutox, AC 13, HD same hp as PC, 2 Fists 
  2d6+1, 19: special, stats as PC but S19 I5 Ch4, 
  Mv 40 ft. On its turn, the Brutox must attempt to 
  attack the closest enemy in melee, or if there are 
  no enemies left to fight, the closest ally. The 
  Brutox causes critical hits on a natural 19+ attack 
  roll.  
   
  Numerous metal bracelets, head bands and 
  similar adornments may also be scavenged, worth 
  1 x Carry Loot (LFG p.136). 
   
  Area 10 – Elemental Nook 
  This 10 ft by 15 ft cave conceals a Small Earth 
  Elemental, which is slowly gathering strength 
  from the nearby stone. It is in a hibernation like 
  state, but will awaken if it detects any humans 
  within 60 ft (Perc check). The elemental has 
  naturally formed, and is not inherently hostile, 
  but will sense any precious metals the party have 
  and wish to absorb them.  
   
  Small Earth Elemental, AC 19, HD 5, Fist 2d6, 
  19: the target is knocked prone and momentarily 
  stunned, losing its next action (Luck (Con) save 
  resists), S19 D10 C22 I3 P10 W16 Ch3, L16, Mv 
  40 ft inc burrowing. Earth elementals may pass 
  through earth like water or burrow and leave a 
  tunnel. Immune to mundane weapons, except 
  those of cold iron, which affect it normally.  
   
  Area 11 – Fungi Field 
  This 80 ft by 50 ft cavern has high 30 ft ceilings, 
  the walls and floor littered with mushrooms, 
  some as large as a man. The dwarves harvest the 
  fungi and eat it as a major part of their diet. Some 
  of the mushrooms are poisonous if not prepared 
  in the proper manner, causing nausea (Con 
  check or -3 penalty on physical activities for 24 
  hours). The highly rare Striped Moonshroom is 
  growing here, enough to make 1d6 doses of 
  poison by a skilled apothecary (contact or 
  ingestion, Luck (Con) save or blind for 1d4 
  hours).  
   
   
  
   
  11 
   
  Area 12 - Stirge Nest 
  A swarm of 3d10 Stirges nest in the ceiling here, 
  fluttering and buzzing to each other. The swarm 
  flies through the caverns seeking out worms, dol-
  Karok patrols or other denizens to feed upon. 
  They are always hungry. 
   
  Stirge, AC 12, HD 1d4 hp, Sting 1d3 + blood 
  drain, 19: blood disease, 1d4 Str loss over 1d6 
  hours (Luck (Con) save resists), S4 D16 C6 I2 
  P10 W5 Ch4, L3, Mv 60 ft flying. 
    
  Area 13 – Detritus pile  
  A large and mouldering pile of plague worm 
  detritus is lumped here, incorporating the last 
  remnants of many a Dol-Karok patrol or other 
  lost roads venturer. Sifting through the pile 
  reveals 1 x Carry Loot, 1 x Valuables and 1 x 
  Trinket & Curios (LFG p.136, 147, 141). There 
  is a 50% chance of 1d2 Plague Worms making a 
  deposit here at any time.  
   
  Area 14 – Isolated Retreat  
  This 20 ft by 40 ft room was excavated as a 
  retreat for the Nogerzu holy men, a place to 
  meditate and conduct rituals away from the main 
  temple. The door to this room is well preserved 
  and subject to a Wizard Lock spell (bars entry to 
  non-goatmen, 3
  rd level). 
   
  The interior is greatly decayed, a wooden cot and 
  bookshelf broken and collapsed, with a few metal 
  trinkets in the debris (1 x Trinkets & Curios, 
  LFG p.141). In a crumbling chest is a runestone 
  carved of bone (as Potion, LFG p.151). 
   
  Area 15 – Plague Worm Den 
  This roughly 40 ft cavern is the den for a brood 
  of 2d6 Plague Worms, who retire here to sleep 
  for days before venturing into the wider caverns 
  for food. When the dwarves first arrived, they 
  fought a great battle with the worms, with many 
  dying on each side. Since then, the worms have 
  stayed in the northern tunnels, seeking easier 
  prey.  
  Plague Worm, AC 17, HD 3, 2d4+1, 19: 
  special, S17 D10 C13 I3 P10 W10 Ch5, L6, Mv 
  30 ft or 5 ft burrowing. Plague worms are slick, 8 
  ft chitinous worms that burrow through rock and 
  soil. On a natural 19, the worm smears 
  contaminated mucus on the target, infecting it 
  with Worm Fungus (skin hardens and cracks 
  painfully, causing one random limb to become 
  unusable for 1d4 weeks (per Injuries & Setbacks 
  table, entry 2 or 3). An apothecary with the right 
  healing herbs might reduce this time by half. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If the party retrieve at least some of the servitors 
  (alive or dead), Mithri Invero is content and pays 
  the agreed fee. If most are returned alive, he is 
  very happy, paying a bonus (GM discretion) and 
  recommending the party for future endeavours to 
  important Mithri of other houses, gilding the 
  party’s reputation.  
   
  If the party fail to return any servitors (alive or 
  dead), or worse, ally with them to ensure their 
  escape elsewhere, Invero either blacklists them 
  (fail to return any) or sends assassins after them 
  (if they positively assisted the dwarves). 
  
   
  12 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2017. 
   
  Artwork: 
  Cover artwork copyright 2017 Daniel Comerci, used with permission.  
  Page 2 artwork copyright 2017 Jose Calvo,  used with permission.  
  Some artwork copyright 2017 Maciej Zagorski, The Forge Studios LLC, used with permission.  
  Some artwork copyright 2017 Bartek Blaszczec, used with permission.  
  Some artwork copyright 2017 Brett Neufeld, used with permission.  
  Some artwork copyright 2013 Dyson Logos, used with permission.  
  Some artwork copyright 2017 Critical-Hit (website www.critical-hit.biz, used with permission. 
  Some artwork copyright 2011 Headless Hydra Games, artist Peter Szmer, used with permission. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $7 
  USD 
  Softcover 
  or 
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  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #30 Last of the Longbeards [white] (LowFG).pdf