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DUNGEON WAULT, MAGAZINE SONEIPEGE’ADUI FIIBROCHURE]A ADVENTURE bi HicHRESOLUTIONMAPS™ ROUT20 MAPS ca set TABLE OF CONTENTS The Great Father Tree .... Nestwing Catacomb .... Kakruk’s Haunted Park.... Tomb of the Three Brothers ... The Golden Assembly of States ..... Brochure #1 Cult of the Hive .... One-Page #17 Heart of Solitude .... CREDITS Designer. Elven Tower Cartography Editor: Arthur Rouise Cartography. Elven Tower Cartography Art. Elven Tower Cartography, Adventure Icons by Nathanaél Roux, CC-0 stock art by freepik which requires no attribution Special Thanks. All of our fantastic supporters on patreon who keep on helping us create fantastic locations and adventures. Without your support, this magazine would not be possible. About this Magazine Dungeon Vault Magazine is all about providing interesting ideas and lore to DMs and storytellers. Within this issue, you will find varied adventure ideas. These short modules do not stick to a unified template of sections. Instead, they are organically created and follow their own pace. The types of modules you can expect are city/town settings, regional settings, dungeons, outdoor locations, en- counter maps, and one-page adventures. The modules are written with 5th ed. OGL in mind but rules are often left to a minimum. Most adventures are appropriate for low to mid-level (Levels 1 to 10) adventuring parties. We include a note at the beginning of each adventure with a ballpark estimation of party level and playing time. As the DM, you are free to change or modify any or all the information found here. NPC names and settlement names are the first you should consider changing to accommodate any homebrew-world lore. All material in this release is intended personal use. Important. Please take into account that any one-page-adventure or brochure included in this document is intended for print form or as an individual PDF file. Both are included with your purchase of this product. Please refer to the appro- priate files to enjoy the content. (OPEN GAME LICENSE Version 1.05 ac: By Urn On Gun Cote onde rr cexptac ofthe i @ ther and guardian now dds 4 slow y eA eath. We need our hella. r e Si the, the centaur. , ee : 6 ie it “S., 3-5 PAVERS. ¥ ery few know the true origin of the Great Father Tree. Popular stories and gossip describe it in such a way that it appears that the tree has always been in our world. A perma- nent fixture that has accompanied the humanoid races since the beginnings of time. But that is not true at all. The written memory of humans and oth- er races covers only a sliver of time in the Material Plane. Yes, the Father Tree is old, but it too came from a faraway realm. The true story is known because the Father Tree itself told it to an elvish ex: plorer and student of history. The tree was younger and healthier back then, ‘The Father Tree has a long name that can never be pronounced by bodily organs such as tongues and throats. Its in the ancient form of the Sylvan Tanguage. Its long words and sentences can only bbe expressed by the sounds of the wind, the move- ment of the trees, and the unconscious interactions of mindless critters. And the name of the Father ‘Tree takes a full month to “pronounce” in its en- tirety. Thus, the mortal creatures from the Material Plane named it the Great Father Tree. The tree did not mind such title as it understood that the locals were limited in their understanding of nature and their physical bodies. The Father Tree is a primordial entity from the Feywild, It embodies the force of life and the ver- dant strength of the forests and plants, Back when = TIERT the world was young and the two planes of exis- tence were closer to each other, the primordial spir- it of the tree walked across the veil and entered the Material Plane. Back then it was a trivial thing to do, The different properties of the plane forced the spirit to anchor itself into a physical representation of itself. That is when the spirit became a grandiose tree in the middle of a valley. It fueled the land and the wildlife around it with only its presence. After only a few decades, a great forest surrounded the Father Tree and its purpose to take care of such repository of life became the only reason for its exis- tence. The strong spiritual presence in the area also became the focal point for other foreign Fey crea- tures to converge. Centaurs, satyrs, and all kinds of fairies and pixies became part of the permanent population within the forest. However, the usual state of affairs in the forest is about to change drastically. The Father Tree is sick. Aravenous, morbid aberration eats the tree from the inside. It all started almost a hundred years ago. For a few decades, the tree knew its fate but it was strong enough to fight it. But the tree is running out, of strength and the will to fight little by litle, Over the past thirty years, the Father Tree has grown weaker and old. Now its foliage looks pale and sick. ‘The trunk's bark looks dry and cracked. It seldom speaks anymore, even in the Sylvan tongue which used to ill its corner of the forest most days. ‘The other sentient Fey creatures are well aware of the tree's bad health but are unable to help. They found out when a team of satyrs and one centaur entered the tree to cleanse it from whatever threat they could find. The strange disease manifests itself in the shape of dark plantlife abominations that twist and whip anyone who dares enter their domain. The Fey invaders did not flinch and con- tinued until they found the Heart of the Forest, the source of the verdant energy that keeps the great forest growing. The heart was poisoned and con- sumed by the same disease, Not only was it infest- ced, it appeared as if the very nature of the heart had been perverted by some evil magic. It was the heart that produced the dark plant creatures and a cloud of poisonous gas that killed any Fey creature who breathed it Only two satyrs came back alive. The others suc- cumbed to the nature of the poisonous cloud. They explained to their communities that the tree had lost its heart, and with it, the Heart of the Forest. General Features ‘These are the general features of the Great Father Tree. It is located in the deepest part of a large forest. Its roots grow up to ten miles away from the trunk and connect all plant life-forms in the forest, Terrain. The Father Tree is located in a semi cleared area in the middle of the forest. The im- mediate area around it features only small plants, bushes, flowers, and moss. The clearing is sur- rounded by deep forests that soon become dark places as almost no sunlight reaches the surface. Light, All arcas within the Father Tree are in complete darkness. The polyp nests throughout the internal areas produce a 5-foot radius of dim blue light. Destroying the nests also extinguishes this, light. The Heart of the Forest in the basement also produces a similar effect but the light is white. Smells and Sounds. The natural smell of the pine forest and greenery combines with a smell of rot ten weeds and a faint smell of dead animals. This repulsive smell comes from the polyp nests that cause parts of the tree to rot and then feed on the rotting biomass. Sleeping Gas. The underground chamber with the Heart of the Forest features a dense layer of pink-hued gas. All creatures are affected upon descending on the chamber unless they do not need to breathe, The heart produces this gas as a self-defense mechanism. The effect of this gas is described in Area 9, Itwould not die immediately, but the process had begun and there was nothing any of them could do about it. The tree was doomed to die a slow death that might last up to a decade until it finally kills it The centaurs are now looking for help from hu- mans but they have had mixed results. Due to their reclusive nature towards mortals in the Material Plane, most of their claims have fallen to deaf ears. The few that tried to help backed away when they saw the Father Tree and the extent of the damage. The elves in the forest and even far away settle- ments are sympathetic but are also unable to help. Though their Fey blood has thinned after many generations in the Material Plane, the elves are still vulnerable to the poison cloud that surrounds the Heart of the Forest. Meeting the Father Tree The adventurers are first approached by a centaur emissary that explains their bleak situation. Should the adventurers decide to help, a group of six centaurs come to escort them to the deepest parts of the forest. No forest creature dares attack them. with such escort. The centaurs explain what they believe happened and that the Father Tree is dying slowly. If an adventurer requests a reward or something in return. The centaurs explain that they cannot promise anything on behalf of the Father Tree. But they also explain that if the Father Tree recovers to its former glory, the primordial spirit that inhabits the tree and the forest can reward them a spiritual boon or blessing. A different centaur mentions, in passing, that some parts of the Father Tree's bark are harder than most metals and some legendary blades have been fashioned from them. Perhaps the tree can reward such a weapon, ‘When reaching the clearing with the Father Tree, the centaurs explain that they must first communi- cate with it in the ancient Sylvan tongue. They then kneel and appear to meditate. A successful DC 16 ‘Wisdom (Perception) check reveals the centaurs are communicating with the tree with their breath- ing patterns. Their supernatural nature also allows them to manipulate the wind currents and the slow dance of close trees. This is the only way to truly “speak” the Sylvan tongue. After two hours of slow exchange, the Great Father Tree reacts and opens its barky eyes. Through great effort, it manages to gather the strength necessary to address the adven- turers in the Common tongue. eeeeeis Te ee mio i “Valiant warriors... it humbles me and my forest to address you in such a state of disarray. I thank you for your presence and regret that our hospitality is bleak. A terrible disease kills me and brings me closer to my death with each passing day. It is inside me. It runs through me. I fear it will poison the forest once I am gone. I cannot speak much longer. Please! If you will try to help me, come closer and I will let you in.” With a shudder and a thunderous sound, the bark of the Father Tree cracks and opens its mouth, revealing an opening inside. A dark tunnel into the tree. AREA DESCRIPTIONS 1. State of Corruption ‘The insides of the Father Tree reveal a terrible situation, Chambers and tunnels in the inside of the trunk appear to be the consequence of acidic erosion inside the tree. The floor is uneven with shallow holes where acid dug deeper. The darkness is broken by small sources of light on the floor and walls. The blight creatures create polyp nests that radiate blue-hued light. A successful DC 14 Intel- ligence (Arcana) check reveals that these polyp growths are the eggs of some kind of malignant plant life-form. The polyp nests appear to exude acid that burns and rots the tree surface and then feeds on it. The nests are fragile and have 2 HP cach. 2. New Tunnels Narrow tunnels branch from the main tunnel. These tunnels are narrow enough that only small creature can move through them. There are more polyp nests at the end of each narrow tunnel. The tree bark in this section of the tree was damaged recently. A testament to the growing disease that Kills the Father Tree. 3. A Grim Welcome ‘The tunnel opens to a large chamber with three polyp nests. The walls of this chamber are covered. with dark pale vines that go from floor to ceiling. A passive Perception score of 18 or higher or a successful DC 18 Wisdom (Perception) check reveals that the vines are not immobile. The move and twitch from time to time but it is so faint that itis hard to notice. When the adventurers reach the middle section of the room, the vines on the walls move. They materialize into faintly humanoid shapes and attack. They are 2 vine blights, 2 twig blights, and 4 needle blights. 4, Climbing Upwards This chamber has one polyp nest and a set of crude- ly made steps that spiral upwards. A successful DC 14 Intelligence (Arcana) check reveals some strange marks on some of the steps. The person discovers that the Father Tree used druidic magic when it allowed them in to sculpt the steps in some tunnels to allow them to continue. 5. Vine Ambush ‘The chamber features two polyp nests. A group of blight creatures in the middle of the room awaits the visitors, They attack as soon as the adventurers enter the room. If the adventurers do not enter the room but move towards Area 6, the blights exit the room and attack them in the tunnel. There are 4 vine blights. If the adventurers try to flee back the stairs or to Area 6, the blights use their entangling plants ability to restrain them. Polyp Nests This section of the tunnel features several al- cove-shaped openings that burst with polyp nests from floor to ceiling. This appears to be the largest concentration of polyps so far. A small group of 4 needle blights emerge from the shadows and do what they can to protect the nests. A circling staircase after the nests leads the adventurers to a higher level. 7. Gas Trap! The room is similar to other chambers in the tree. There are three polyp nests on the floor. A success- ful DC 17 Intelligence (Investigation) check when inspecting the nests reveals that the eggs in this chamber are different. They are a little larger and seem to be empty. Only a faint pink mist appears to be inside them. If any of the nests are destroyed, all of them crack open and release a smoke of pink smoke into the room. This is similar to the gas in the basement but primarily designed to kill. Any creature inside the room when the nests crack open must make a successful DC 16 Constitution saving throw, taking 12 (4d6) poison damage on a failed save, or half as much damage on a successful one. Any elf or creature with fey ancestry takes an additional 246 poison damage on a failed save 8. Larvae Room Alien structures by the walls and in the center of the room dominate the chamber, They appear to be made of some kind of wax or hardened slime: The structures almost reach the ceiling. They have hundreds of shallow recesses. Some of the holes are empty but others feature strange larva-like creatures inside them. A successful DC 14 Intel- ligence (Arcana) check reveals that this is a kind of nursery where larvae are kept before they reach maturity. A group of grim-looking blight creatures stands in between the nursery structure in a last- ditch effort to deter any advance. There are 2 vine blights, 2 twig blights, and 6 needle blights. A short tunnel leads to the very center of the Father Tree's trunk. The center section is hollowed out into a shaft that descends into the darkness. Flying magic or clever use of climbing gear is need- ed to go down three levels into the basement of the structure. During the descent, it is clear that the tunnels slant northwards almost thirty feet from the center when it reaches the bottom, 9. The Heart of the Forest This chamber is directly below the tree. The Heart of the Forest is in the center. It appears to be a large flower but it is a mix of different flower kinds. The flower sits on a bush that grows on thick vine- like structures that move outwards and bury into the walls. Other smaller flowers grow from these vines/roots too. The walls and ceiling of this cham- ber are not or natural rock. They look pale, bark, and rootlike. The roots of the father tree surround this chamber and form a kind of cocoon that, shields the Heart of the Forest. The poisonous cloud that surrounds the Heart of the Forest reaches most of the chamber but hug- ging the walls may still prevent any intruders from breathing it. Any non-Fey creature within 20 feet of the Heart of the Forest must make a successful DC 17 Constitution saving throw to avoid falling asleep for 1d4 hours. Creatures with the fey ances- try property do not fall asleep but take 2d6 poison damage each round they are within the cloud. Crea- tures of full fey blood die instantly if they breathe the poison. If an adventurer approaches within 5 feet of the heart, they can see that polyp growths on the heart produce the poison and feed from the heart itself. Removing these growths is not a simple task to do, however. They appear to bury within the heart and removing them is risky if they want to preserve the heart/flower intact. A successful DC 16 Wisdom (Nature) check reveals that this procedure cannot succeed. Removing the polyps damages the heart to some degree and there is no way to know if it will survive. If the adventurers attempt to remove the polyp growths they kill the Heart of the Forest. The heart is in such a state that no physical attempt can achieve this goal. THE DEEP DREAM The centaurs and other Fey creatures in the forest do not understand what is happening. Not even the Father Tree knows; for its conscience and the Heart of the Forest’s are not the same. Each have their ‘own knowledge and sense of self, The Fey think that a malignant disease is killing the tree because that is what they see. But the blight that affects the tree is a force from the Feywild too, and it is a symbol for change. When a plant dies and rots nothing is lost. Its components return to the earth and become the building blocks for the next generations, In a ‘way, this is what happens. If one or more non-Fey adventurers fall asleep from breathing the poisonous cloud in Area 9, they enter a deep sleep state from which they cannot be awakened by normal means for 1d4 hours. Only a remove curse spell or similar healing magic wakes a sleeping character. Staying in the room and breathing more gas does not affect any sleeping character further. Upon waking up, the character(s) is immune to the poisonous cloud for 24 hours. During this period of deep sleep, the affected adventurers enter a state of communion with the life forces around them. This is similar to the way all Fey creatures are connected to the natural world. The adventurers can communicate with the Heart of the Forest during this moment of transcen- dence. In this oneiric plane, the Heart of the Forest appears before the adventurers in the shape of a humanoid elven-like form, the body appears gas- eous and ephemeral and it has a slightly feminine shape. Its voice is neither masculine nor feminine. Nor does it speak any audible language: the heart speaks the ancient Sylvan tongue only, but any adventurers in this place can understand it and reply likewise. Behind the figure that represents the heart, a dark figure looms over. It is a representa- tion of death; the impending doom that awaits the Heart of the Forest. “Mortals, it is not for you to be in this place. I see {that your common blood makes you immune to my poison. But there is no place for your actions and intentions here. What you see is nothing but the natural course of things. This dark figure is nothing but the other side of my coin, Where there is life there must be death too.” Ifthe adventurers try to get rid of the shadow figure, the heart says: “Mortals! do not meddle in the Feywild affairs. Know that you are too lowly and common to junderstand the intricacies of life. I must die by the shadow and then give my life force to the forest.” Ifthe adventurers insist on attacking, the dark fig- ure comes forward and divides into two shadows. Use the statblock of the wraith for these ethereal apparitions. DEVELOPMENT 1. The Blight Prevails Ifthe adventurers decide to do nothing with the corruption in the Heart of the Forest, the Father Tree gets worse and loses all communication abilities in a month. After that, it withers and dies after seven years. The blight creatures inside of it, gorged with the Fey essence of the great tree come out looking for more but die in the clearing after finding nothing, Their bodies decay and the magical essence of the Father Tree fuses with the immediate area and creates a zone of magical properties. Within a radius of 1 mile, the forest becomes an extension of the Feywild and a sacred zone for creatures with Fey Ancestry. Additionally, several creatures become sentient in the area and a community of treants emerges to protect the sacred forest. While the centaurs in the forest resent the adven: turers for doing nothing. Both them and the charac- ters have a dream of the better distant future a few, weeks after the incident. 2. The Blight is Removed As explained above, physically removing the polyp growths from the Heart of the Forest is impossible. They grow so deep that doing this kills the heart. After the failed procedure, the heart dies imme- diately. After this, the blight creatures all die in a matter of days, and the Father Tree withers and dies two weeks after. The death of the father tree also causes the death of all plant life-forms within 1000 feet of it. Their withered bodies decay and eventu- ally become the building blocks for a new section of the forest. The withered Father Tree becomes a shunned part of the forest, a symbol of death to all Fey creatures. The centaurs become hostile to the adventurers, unless they can explain that they had nothing but good intentions. With a shade of tragic foreboding, both the centaurs and the characters have a dream of the bleak and sad future of the forest a few weeks after the incident. 3. The Darkness Dies If the adventurers fight the corruption within the deep dream and succeed. They find the Heart of the Forest withered and dead when they wake up. A successful DC 18 Wisdom (Nature) check reveals that while both the heart and the tree are dead now, itis because their magical essence abandoned their physical bodies to inhabit the forest beyond. What the heart explained in the dream is true, both life and death are the same. Destroying death also meant destroying life. But the tree's life force did not die, it only changed forms. It abandoned the tree to live in the forest. After this, the forest within a Lmile radius grows with an unstoppable force during a month. It be- comes so dense and deep that only Fey creatures dare traverse it now. The Father Tree, while dead, becomes the soil for new plants and trees. The cen- taurs become confused at first but after communing with the forest in the ancient Sylvan language, they discover that the Great Father Tree is still with them. It changed forms. The Father Tree is now in the soil, in the flowers, in the trees, and in them. > he Nestwing Family was an import- ant group in the area a few hundred held a position equivalent to a duke and they were rich, for their time's standards. The family name disappeared over the years after a few unfruitful marriages and the un- fortunate deaths of the last remaining male mem- bers of the family. The bloodline continued and they still have descendants to this day but the fami- ly name was lost to time. Over the years, the power they once had vanished and nothing remains to this day. A long-forgotten catacomb is the last remain- ing piece of evidence of the once-powerful family. The catacomb was located under their large estate but nothing remains of it, only the underground chambers of the catacomb. The area is overgrown with plants as nature slowly reclaims the area, The catacomb would have remained lost and undiscovered if it were not for an unfortunate development. A few weeks ago, a giant ant colony found its way into the Nestwing catacomb. It was nothing but a coincidence; the ants expand out- wards in many directions as part of their natural behavior. Their tunnels found the catacombs in ‘two locations. The ants used their acidic saliva to weaken the stone walls until the crumbled to piec- es. The ants then desecrated the place by remov- ing some of the bodily remains from their resting places. They broke into Alice Nestwing's coffin and dragged what remained of her body back to the tun- nels, The ants did this without malice. Their only intention is to use the remains as fertilizer for their fungal plantations. Alice Nestwing was the last matriarch of the family and the last to hold the family name before it, disappeared from the family trees. After the untime- ly exhumation, the spirit of Emil Nestwing returned toa state of quasilife in his coffin, Emil’s spirit was overcome by rage and feelings of vengeance. He was the last great patriarch of the family. Upon returning to the Material World and regarding the current ruin of his family he became an em- bodiment of hatred and rage. His powerful spirit ‘empowered nearby ones and propelled them into the same state of insanity. Emil Nestwing saw the desecration of Alice's tomb as a terrible crime, How- ever, the anger and his poor state of mind blinded him and he failed to see the ant colony next to the catacombs. Emil looked for someone to blame. His undead state let him see through rock and ground and into the territories around the catacombs. He saw the nearby settlement of Valai Town and decid- ed to attack them in response to the exhumation. Enmiil’s spirit cannot be reasoned with, his insanity is beyond comprehension. Emil cannot abandon the mausoleum but his strength can create shadow spirits that can exit the place and attack the town. The shadows of Emil’s anger have already taken the lives of ten people. The morale in town and other nearby settlements is slowly driving them all to more extreme methods. Unfortunately, most towns are agricultural and lack the means to resist General Features These are the general features of the Nestwing Catacomb. Its located well outside of a small town in an overgrown area near a forest. Terrain. The stone tiles that cover most of the catacomb are old and dusty but in good condition. Some sections appear to have chipped off due to seismic activity a long time ago. Signs of cracks on the walls are visible on close inspection too. Areas 6 and 10 feature rough uneven stone floors. All squares with a rock or object in them or hallways narrower than 5 ft. are considered difficult terrain for tactical movement. Doors. The catacomb features sturdy stone doors with inlaid silver decorations and adornments. The doors are magical and slide sideways when a living creature approaches within 10 feet of them. Only the door to the mausoleum (Area 5) does not open automatically. A dispel magic spell or equivalent disables the door for 5 minutes. During this time, a person can push it sideways manually with a suc- cessful DC 18 Strength (Athletics) check. Light. Some areas (see map) feature magical torch- es or braziers that provide bright light. All of them. are magical and equivalent to the continual flame spell. All other areas are in complete darkness. Smells and Sounds. The north half of the cata- comb smells of humidity and dust. Upon access- ing the south half of the catacomb a pungent acid smell overcomes the senses. It is the formic acid of the ant colony. A slow pulsating hum comes from Area 5. or overcome this situation. If they are unable to find, someone to fix the problem, the remaining towns- folk may well have to pack and leave their homes for good. Adventure Hook Valai Town is the closest settlement to the Nest- wing Catacomb. The catacomb is so ancient that the townsfolk did not even know it was there before the attacks began. Town Speaker Fallard sent four guards and one hunter to track down the location and solve the problem. Only two of them returned with no results, Fallard does not have much to offer butall in the area have chipped in to collect 120 gp to hire mercenaries to do the job. The Town Speak- er also mentions that the mercenaries may keep any valuables found in the catacomb as an addition- al reward. AREA LOCATIONS The Serpent Trap Four pillars support this chamber and a large rattle- snake statue guards the entrance to the catacombs. ‘The rattlesnake is in the Nestwing’s crest. The crest is carved onto some walls of the underground com- plex. Stains of recent blood in front of the serpent remind the adventurers of the recent failed excur- sion from Valai Town, The snake statue is a trap. Upon entering the chamber it shoots a volley of thunder from its eyes Any creature directly in front of it must make a suc- cessful DC 15 Dexterity saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one, The trap resets itself after 10 minutes. 2. First Niche Chamber ‘The chamber holds four niche towers that span the walls from floor to ceiling, Each niche has draw- erlike compartments and should be large enough to hold the ashes of twenty people. The dark energy from Emit’s coffin reaches this area and materializ- es 3 shadows which attack any visitor, 3. Second Niche Chamber This chamber is similar to Area 2 except that it is, circular in shape. No undead spirits appear in this chamber. 4. Grand Catacomb This luxurious catacomb holds the remains of im- portant patriarchs and other members of the family. Four wide pillars with niche compartments flank the walls. Each compartment has a carved inscrip- tion with the name of the person whose remains are inside. Erosion and humidity have made some inscriptions illegible, The center of the chamber features what appears to be an inner chamber, a mausoleum of sorts. The stone door does not open automatically (see sidebar). The door's bas-relief depicts a strange pointed crown. 2 shadows and 2 ghosts of ancient patriarchs come out of the pillars and attack any visitor who approaches the mausole- um's door. 5. The Source of Hate Emil's spirit is trapped with ancient magic to the chamber. Opening the door releases the dangerous spirit, Emil (wraith) attacks immediately and con- demns the visitors as he attacks. The name of Alice and the crime of her tombs desecration are often part of his admonishments. Unfortunately, the spir- it cannot be reasoned with and it never hesitates in its attacks. Destroying Emil’s evil manifestation is only a temporary measure, the wraith reforms in 24 hours in the same state. Reclosing the door does not trap the spirit again. Once it is opened Emil is free to roam the catacombs and the nearby lands. Only by retrieving Alice’s remains from the ant tunnels and returning them to her coffin does Emil regains his mind, If the adventurers visit this area after returning her remains, the ghostly apparition of the former family leader thanks them for their kindness and offers them the material rewards in his coffin as a token of gratitude, This treasure is not described in this module and it is up to the DM's discretion. After understanding that it was only the ants, Emil uses his power to exile the ants from the area. The ants move away over a period of two weeks and abandon the area forever, 6. Unplanned Expansion to be some kind of fungal farm that the ants tend too, The acrid smell is so strong in the tunnels that any creature must make a successful DC 12 Consti- tution saving throw to avoid becoming poisoned. Any creature who makes the save is immune to this The south section of the catacombs can only be accessed through two different secret entrances, A successful DC 14 Intelligence (Investigation) check reveals the presence of the fake walls and effect for 24 hours the switches to open them. This spiral catacomb holds the remains of some of the newest members _The place is crawling with giant ants, though most of the family. The Nestwings had a fast collapse of them run away or ignore the visitors. It is only the into oblivion and with empty coffers, there were not soldier ants that retaliate against the adventurers. ‘many options to remodel the catacomb or enlarge it The remains of Alice Nestwing are in one of the in the same style. At the end of the tunnel, there are farms (not specified). To reach the place, the adven- three niche towers were two shadows attack from turers must fight off 1d4 swarms of insects in two behind to prevent anyone from leaving the area. different encounters, 7. Broken-in Niches Nothing remains of the niches in this area. The ants brought down all niches and repurposed all they could find. The entrance tunnel to the tunnels reeks of their characteristic formic acid saliva. IGEON VAULT Mat 8. Explosive Entrance The door to Alice Nestwing’s Tomb opens automat- ically upon approaching but it also activates a set of explosive runes on the floor directly in front of it A successful DC 14 Wisdom (Perception) check reveals the presence of the runes on the floor be- fore the person steps on them and triggers the trap. ADC 18 Intelligence (Arcana) check or a detect magic reveals the dangerous nature of the runes. If a creature steps on the runes they trigger an explo- sion in a 10-foot-radius from the door. All creatures in the area must make a successfull DC 16 Dexter- ity saving throw, taking 12 (4d6) fire damage on a failed save, or half as much damage on a successful | ‘one. The trap resets after an hour. A dispel magic spell disables the runes for 144 hours. “ a 9. Alice Nestwing’s Tomb a Allarge chamber with an ornate coffin by the south. wall. The coffin shows signs of acidic erosion and it has crumbled in several parts. There is nothing inside the coffin. A successful DC 10 Wisdom (Perception) check reveals acid stains and insect tracks to and from the crumbled wall section on. the east side of the chamber. The tunnel is similar in nature to the one in Area 7. Approaching the tunnel causes a large group of giant ants (swarm of insects) to attack. Each ant is half a feet long. 10. Ant Colony Tunnels Moving through the narrow tunnels is a challenge in itself. Some of the slightly wider sections appear > 22 M Jags UK s HAUNTED ParK ADVENTURE PRIMER This adventure features a Rakshasa named Kakrut. He arrives at Graney village in human form and lures townsfolk to buy magic trinkets from him, These trinkets manipulate people into going to a clearing in the outskirts of town at night. Once there, Kakrut kidnaps these poor souls and adds them to his Haunted Park’s collection. Once the adventurers find out about Kakrut's evil plans they must go through the portal to access Ka- krut's Haunted Park. Once inside, they have to find information on how to destroy the generators that create the pocket dimension, defeat the Rakshasa, and save the townsfolk. BACKGROUND LORE tories and legends are part of the life of big and small cities alike. Such tales of wondrous exploits or Ja abominable horrors are what help common folk dream of great things and fear the unknown. Other stories help house- wives control unruly children; they threaten them by describing a monster that might take them away at night if they misbehave. These stories pass down y for generations by word of mouth, But some of, them are more popular than others, and the story of “The Haunted Park” had started to get lost in time... until now. : 4 a disappeared after thal fgaud ster sold xppet. But no one believes Kee ¥ Graney is a town like any other. Its main source of income is farming: people raise cattle or horses, and the townsfolk like having a quiet, peaceful life. Ithad been like this for generations. No one could have imagined what was going to happen. One day, a man arrived at Graney. He was wearing fancy clothes and a pair of sophisticated spectacles. He had an elegant, wellrimmed beard. He was tall and although he was kind and well-mannered, his presence was somewhat intimidating, He had brought with him a huge covered cart with lively decorations and colorful signs. “Spectacular, spec- tacular” one of the signs read. Another hand-carved sign on top said: “Kakrut's Haunted Park”, A small reading below said: “It!l steal your breath away”. Kakrut was his name. He introduced himself as merchant. A seller of antiquities, foreign delica- cies, and other strange objects. He left his wagon stationed in the outskirts of the village, near a big leafless tree. This tree is called “The Leech Tree” by the locals. Old people from the village named it such because it has no leaves, and all the attempts to water it and help it grow green again have failed They told him staying by the Leech Tree was a bad ‘omen, thus, it was a horrible idea to do his business there, But Kakrut ignored their warnings, believ- ing it was all just old men’s rattle. He did not wait for clients to come to him anyway. His way to do business was to take some of his merchandise and carry it in a small basket strapped to his shoulders. He would walk around town offering everyone his weird, yet attractive, trinkets Kakrut had a way to talk to people. Somehow, he managed to convince anyone to buy his antiquities. Whether it was his voice, his persuasive manners, of the mere charm of his presence, he always went back to his wagon empty-handed. His trinkets were not ugly, nor were they expensive. He charged a few copper or silver pieces for his old stuff. A few peo- ple started to wonder how he could make a living selling them or dress the way he did only by selling baubles. ‘Kakrut announced he was going to be around for a couple of weeks. After that, he would leave for another town or village in the countryside. He also used this as a means to convince people. He was charismatic and eloquent when speaking, leaving his potential clients with no other option but to get whatever he was offering them at the time. However, poor Graney peo- ple were unaware of what was happening right in front of their noses. Some of the trinkets Kakrut sold were charmed. They are infused with a suggestion spell. Those who fall for it, are compelled to approach The Leech ‘Tree by midnight and go through a magical door. Once there, Kakrut performs illusion spells to make his victims see surreal land- scapes. This magic only works with those carrying a charmed trinket. Such illusion causes the viewers to see candy canes and balloons floating all around the field. It also creates a river of car- amel. Crossing this river is neces- sary to reach the magical portal, which then leads to Kakrut's Haunted Park. The suggestion spell convinces the people to go through the portal. They feel this is as a great idea and comply with asmile. Kakrut is perspicacious and smart. He sells his stuff to many villagers, but only a couple of the things he sells are magical. He knew he should not draw too much attention so he sold the charmed trinkets to people who would not be missed. A few a couple of stable boys, and some farm- crs that lived a little far from the village itself were his ideal victims. But the absence of so many villagers started to be noticeable after a week. The town major, Mr. Poole, organized a search party with a couple of town guards. They made some extra rounds at night to see if they could find something suspicious. But the guards were missing as well the morning after. Mr Poole realized he had to find another way to approach this problem. A good tracker in town noticed some footprints but they all ended abruptly near The Leech Tree. A few villagers suspected of the newcomer Kakrut, but they had no evidence to point fingers at him since he had sold his stuff to many more people than the ones that were missing. ‘Magic Portal Entrance = General Features Electrical Storms. When any creature comes into physical contact with an electrical storm, they must make a successfull DC 14 Constitution saving throw, receiving 10 (3d6) lightning damage on a failed save, and half that much on a successful one. Additionally, failing the save by five or more, causes the target to be paralyzed for 14 rounds. Furniture. Everything is battered and old. Spider webs are common as the dust covering every cor- ner of the Haunted Park. The wooden tiles crack and squeak with every step. Smells. A smell of rot, putrefaction, and foul gas pervades the complex. The undead are the source of the stench, Door. Unless stated differently, all doors are simple wooden doors with no locks. They are weak and a good kick or tackle is enough to bust open any of them. There is only one woman who expressed her disapproval since the merchant arrived, she said no one should buy anything from that man, and that everyone should just wait for him to leave. Her name is Berthy, she is the oldest person in Gar- ney, and the only living relative she had left is her grandson Brawn, one of the stable boys who went missing, Nobody listened to her due to two reasons. ‘The first was her horrible personality and temper, and the second was because Kakrut was so charm- ing and persuasive that no one could avoid buying things from him. The old story of The Haunted Park describes an evil demon who steals the body and soul of, his victims. But no one in town, except for Berthy, seems to have heard this story before. The people of Graney cannot do much about their situation now that Kakrut is set to leave in a couple more days. Mr. Poole wishes the letters he sent to nearby towns asking for help work, but he is losing hope. Portal The suggestion spell affects all those who buy a dark magic bauble from Kakrut. They feel com- pelled to come near the Leech Tree at night. Once here, Kakrut's illusion magic makes them see otherworldly things. Huge candy canes and sweets float around while producing lights of different colors. A caramel river flows with joy below the floating candies, looking appealing and tasty. A light blue passageway illuminates all the clearing. Upon arrival, victims become delighted with every- thing in view and walk towards the magical en- trance. They walk through the 5-feet deep caramel river and do not hesitate to go inside the portal. Adventurers can either buy a trinket or wait for one of Kakrut's victims to come to the clearing at night and snatch the magical trinket from them. Since adventurers want to enter the portal willingly, and not because of the suggestion spell, the Haunted Park releases its security guards. Three barigura step out of the portal ready to stop any threat to the Park. AREA DESCRIPTIONS 1. Haunted Park Lobby Crossing the portal leads to the Haunted Park's lobby. All characters who go through the portal experience a temporary loss of consciousness. After the blackout, they realize they are riding a drag- on-themed trolley. This is a two-wagon amusement park trolley cart, which carries all those who cross the portal at the same time. The cart evaporates after the last person gets out. Subsequent visitors arrive in different carts that also evaporate. Following the entrance tunnel back is useless. Af ter walking half a mile, the person suffers a tempo- rary loss of consciousness and arrives in a different cart to Area 1 again. Upon arrival, a large box with colored polka dots sitting in the middle dominates the room. Red vel- vet stanchions divide the room into several sections. ‘The room has a couple of wooden desks on the right, one on each side of a door. There are two trapdoors in both north corners. The one on the left leads to the tiny corridors in Area 30. The one on the right leads to the hallway west of Area 34, ‘The large box in the middle of the room produces a high-pitched hissing sound. Creatures who ap- proach it, start hearing gibberish in their heads, the insane voices suggest them to open the box. There are two gibbering mouthers inside, The box casts a suggestion spell once per minute and targets a different creature each time. Any tar- get creature must make a successful DC 13 Wis- dom saving throw to avoid a mental compulsion to open the box. if 2.Park’sEntrance This secondary lobby is divided by wooden planks forming fences. There is a hole in the second fence (from south to north) and pieces of wood scattered around. A passive Perception score of 15 or high- er reveals the presence ofa track on the floor and a prop wall by the north of the room, Any character approaching the threshold to Area 5 triggers the trap and must succeed on a DC 14 Dexterity save, The right wall bursts open and a hacksaw attached to a metal base pounces forward. Pours It causes 9 (2d8) slashing damage on a failed save, or half that much on a successful one. Spotting the trap allows for a DC 15 Thieves Tools check to disarm it. 3. Small Storage Room Torture tools and accessories fill this room. A small booth hides a trapdoor that leads down to one of the middle tunnels in Area 30. Objects are covered with dust and there is a 50% probability that any item the characters take does not work. 4. Small Storage Room 7. Tunnel Wooden boxes and a broken cabinet dominate the room. There is a trapdoor that leads down to one of the middle tunnels in Area 30. The contents of the boxes are old, ragged linens and clothes. 5. Trap Hallway This two-corridor hallway has a trap on each side. Any character crossing it must succeed on a DC 15 Wisdom (Perception) check to identify the loose spot on the wooden floor. Failing to see the trap causes the character to fall through a hole and suf- fer 7 (2d6) piercing and bludgeoning damage from the fall and the splinters. Getting out of the holes requires a DC 12 Strength (Athletics) check. Both hallways take to a square room with a 10- foot long, 5-foot wide compartment in the middle. Such a compartment does not have a door. Instead, awhite and blue curtain covers the entrance. In- side, there is a large skull lying on the ground. The flame skull hovers and lights its grcen sapphire eyes, chasing those who disturbed it, 6. Rotating Tunnels The areas with red and white stripes are tunnels. They start rotating at a high pace the moment someone steps on them. A successful DC 12 Dex- terity save allows anyone to maintain their bal- ance, otherwise, they fall and start rotating with the tunnel, Falling inside the tunnel deals 3 (146) blud- geoning damage. Standing up requires a successful DC 13 Dexterity (Acrobatics) check. The middle section of both tunnel-sections has 3-feet-wide holes in them to access the other hallways (north and south). Ifa character falls into one of these holes while they are crossing, they take another 3 (146) bludgeoning damage from the fall and are prone. ADC 15 Dexterity (Acrobatics) check. allows a character to safely jump out sideways to access these areas. Jumping through the hole in the first tunnel to the north leads to a trapdoor that leads down to Area 26, Jumping south leads to a curved corridor leading to Area 10. Jumping through the hole in the second tunnel in either direction leads to a trap. The floor in both alcoves features a pressure-sen- sitive panel that triggers with at least 50 pounds of, weight. When triggered, a hidden panel on the c ing opens and releases hundreds of stone pebbles. Any creature in the alcove must succeed on a DC 15 Dexterity save to avoid being buried in pebbles. Prone characters have disadvantage. ‘These tunnels are identical to the ones on Area 6 but they have broken down and do not rotate. The do not feature any holes either. 8. Darts Room This room has a corkboard panel on the west wall. Dozens of different color balloons are glued to the board. The desk near the entrance has some darts. Throwing a dart to hit one of the balloons requires a successful DC 12 Dexterity check. Failing the check means there is a probability of hitting the ‘wrong balloon color. The balloons pop when mak- ing contact with the darts. There are four different colors, red, blue, green, and yellow: There are 40 balloons, 10 of each color. A message on the wall reads “Pop balloons! Look for the truffles”, “Big- foot truffles and Babyfoot truffles available”, There is a villager from Graney handling the darts. When there are no more darts on the desk, he rushes and picks the ones on the cork board and brings them back to users. Interaction with him is uscless as his only responses are “Come play some darts!” “Bal- loons pop and pop aye!”. He is pop-eyed. ‘When red balloons pop, blood bursts in a 5-feet ra- dius. This stains all balloons on the corkboard and makes them look red. If balloons are stained with blood, there is a 25% of popping either color bal- loons. Yellow balloons redirect thrown darts to their users. any creatures that pop a yellow balloon must make a successful DC 14 Dexterity saving throw to avoid the returning dart, taking 2 (144) piercing damage on a failed save, or half as much damage on a successful one. Blue and green balloons drop brown and gray truf- fles respectively. A detect magic spell reveals that the truffles are infused with transmutation magic. Eating the truffle alters one's size. Brown truffles make medium creatures tiny for ten minutes, while the gray ones bring its user back to normal. Eating gray truffies does not alter one! under the brown truffle’ effects. ize unless being The corkboard regenerates all forty balloons in a matter of minutes. This means truffles from blue and green balloons are an infinite resource. Ifa character brings any truffles out of the Haunted Park after ending this quest, they remain magical for 2d6 weeks. 9. Small Room 13. Large Storage Room Only tiny creatures can access this 10-foot square room. There is a decayed rotting human corpse in this room. The room stinks of death. The walls have scratch marks, some have the remains of fingernails. A DC 15 Wisdom (Perception) check allows a character to discern the word “truffle” written with scratches on the wall Bringing a brown truffle inside this tunnel causes the corpse to wake up and attack in a fit of anger and violence. It is a ghast. 10. Trap Room This room is empty. There are no pictures or dec- orations on the walls, A passive Perception score of 16 or higher or a successful DC 16 Wisdom (Perception) check reveals that the floor of the room looks suspicious. The room is boobytrapped. ‘When the floor of the room holds more than 200 pounds it triggers the trap. A sliding door blocks the 5-foot entrance of the room, locking creatures inside. Four spider swarms come out of small cracks on the walls and ceiling. A successful DC 16 ‘Strength (Athletics) check allows a character to destroy the door blocking the exit. UL Hallway) sees 2 This 55-feet long corridor has eight small storage rooms in total. When characters open the door from Area 1 to enter here, all eight doors in the ‘hallway open at the same time and cight enemies step out. There are two ghasts, three ghouls, and three zombies. ‘The door at the end of the hall opens to a dead end. A passive Perception score of 14 or high- er or a successful DC 14 Wisdom (Perception) check reveals that there is something behind the wall. A DC 15 Strength (Athletics) check is enough to break the wooden wall and the mirror behind it. This gives access to the Mirror Maze (Area 14) 12. Bit ee A huge hole on the floor dominates the room. A. passive Perception score of 14 or higher or a successful DC 14 Wisdom (Perception) check reveals that the remains of the floor face down- ward, suggesting that something heavy made the floor collapse. A DC 16 Strength (Athletics) check allows a character to climb down to Area 35. ‘Two long wooden tables north and south of the room display various tools. Hammers, bolts, twee- zers, and mallets are scattered. A few large planks are sitting on the floor next to one of the tables, 14. Mirror Maze This huge mirror maze features 5-feet wide cor- ridors. There are mirrors installed in every wall section of this place. Each mirror is 5-feet wide and 15-feet tall, leaving no space on the walls uncov- ered. The surfaces of the mitrors are stained and dirty. There is a room north of the Mirror Maze with no doors. Characters walking around it can hear des- perate screams. Cries of suffering innocent souls. Characters can try to destroy the mirrors and wood- en panels surrounding the area with a successful DC 14 Strength (Athletics) check, releasing Mr. Poole's undead search party in the process. Three ghosts fly out of their prison. All three use their Possession ability at the first opportunity. For every minute that characters spend inside the ‘Mirror Maze, hallucinations manipulate the char- acters’ reflections in the mirrors to come alive and attack whoever is creating them. Characters must make a successful DC 15 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, or halfas much damage on a successful one. 15. Hidden Stairs There is a hidden door behind one of the mirrors of the maze. A passive Perception score of 16 or higher or a successful DC 16 Wisdom (Percep- tion) check reveals that one of the mirrors has a hollow end. Breaking the mirror requires a DC 12 ‘Strength (Athletics) check. Inside this secret room there is a ladder that leads down to Area 34. 16. The Puppet The corpse of a person is lying here. It is Brawn, old Berthy's grandson. There is a small sign on the walls that says: “The Puppet Boy”. His body looks thin, pale, and beaten. His skin has a blue, purplish look, and it seems as if there was too much of it. ‘Some fine threads come out of his four limbs and head and disappear in the ceiling. A closer look at the corpse reveals Brawn is not dead. Under closer inspection, the adventurers notice his body is miss- ing many different bones, Brawn wakes up and tries to talk when approached. The words “kill me” and “puppet” are discernible by those who hear his i sane speech. His voice is weak and harsh. After he speaks, the threads tense up and pull the body up, lifting it from the floor. He screams in pain as an invisible puppeteer makes him dance. Characters can release Brawn by cutting the threads holding his body. 17. Closet This long closet is locked. The words “Do not open, too many corpses inside” are legible on the wooden door. Opening the door requires a DC 15 Strength (Athletics) check or a DC 15 Dexterity (Thieves Tools) check. There is a flesh golem stored in here. It steps out of the closet and charges forward, destroying the ghosts’ prison in the process (if the adventurers have not done that yet). The golem is hostile to any creature it sees. 18. Glass Floor A successful DC 16 Wisdom (Perception) check reveals that there is a hidden room behind these mirrors. Destroying the mirrors and the wood- en panels requires a successful DC 14 Strength (Athletics) check, The floor of the room is a large mirror panel. A weight of 150 pounds causes the glass to break, taking any creature on it down to Area 33. Falling creatures must make a successful DC 14 Dexterity saving throw, taking 7 (2d6) blud- geoning damage on a failed save, or half as much damage on a successful one. 19. Small Bedroom An old stinking bed fils the room with a putrid stench. A bucket beside it oozes a disgusting white thick liquid. Human limbs float in the bucket. Any creature that interacts with the contents of the bucket must make a successful DC 15 Constitu- tion saving throw to avoid becoming poisoned for Lhour. 20. Circular Dome This circular room has a 25-feet radius. In the center, a 20-feet-tall wooden and metal cylinder dominates the room. Above the cylinder, an angry mob throws rocks and bottles of alchemist fire at all those who enter. They yell at all ving creatures and insult them. Characters can recognize these people as the townsfolk of Graney from the de- scriptions of other townsfolk. The angry group are deluded and cannot be reasoned with, Characters can get out of this room from either entrance. The angry mob holds their ground in the room. 21. Ball Pit ‘The large pool in the room is filled with small colored balls. Four children play in the pit, jumping and laughing within it. They are stable boys from Graney. A closer look reveals that the children have dozens of needles pinned to their bodies like pincushions. It does not seem to bother them as they continue skipping with joy amongst the balls. Whenever at least four creatures stand at the edges of the pool at the same time, the four children attack. Their arms mutate and grow long, turning into tentacles. They try to grab creatures around the ball pit to pull them to its center. They function as chokers. All the balls in the pit have scores of needles in them, Falling into the pit causes 9 (4d4) piercing damage. Creatures who move inside the pit receive 3 (1d4) piercing damage for every 5 feet of move- ment. When any of the chokers succeeds in pulling a target into the pit, one of them hurries to the cen- ter to take off the plug at the bottom of the pool. This causes all balls in the pit to be stucked into the piping below. It takes four rounds for the ball pit to ‘empty. Any creature inside the pit while this hap- pens takes 7 (344) piercing damage for every round spent in it, A successful DC 14 Strength (Athletics) check is needed to be able to move while the suc- tion occurs. The plug hole is not wide enough for creatures to be sucked in. 22. Game Room ‘Three steel frames connect their correspondent wooden seat to the wall. Each seat is 5 feet above the ground, and a small pool sits below each of them. A wooden counter with small wooden balls on it surrounds the three seats. Graney townsfolk sit on each of the seats, They beg for mercy, yelling at passers-by, asking them to grab a ball and free them from their torture. Characters who throw balls at the targets above each seat activate the mechanism of the frames and make the occupant of such a chair fall into the water. There is a contester here. Another villager from Graney who cannot escape this never-ending nightmare throws the balls to make the people fall. Contact with the water causes the people to scream in pain. The water dissolves their skin and bone in a matter of seconds. Once the victim's body has disappeared, it reappears at its original spot again, sitting in place. The three people trapped in this nightmare start begging for mercy again when they come back to their seats. They ask the characters to hit the targets. They appear to have no memory of what just happened. The villager throwing the balls cries in frustration as he is trying to help them. be free but always fails. 23. Hallway This corridor features five different small rooms. The leftmost room on the north side has the cos- tume of a clown. Interacting with the clown causes it to explode. Any creature within 10 feet of the clown must make a successful DC 16 Dexterity saving throw to avoid receiving 16 (3d10) fire dam- age from the explosion. The north middle room has a hidden trapdoor. A successful DC 15 Wisdom (Perception) check reveals the hidden pathway underneath a wooden barrel, The ladder leads down to Area 31. The rest of the rooms, have dirty boxes with torn clothes and old looking theater props. DUNGEON VAULT MAGAZINES, 24.- Rainbow Slide 29. Tiny People Room A 15-feet-wide colorful slide makes a U-turn and disappears. It has three lanes to choose from, each a different color. Any creatures who throw them- selves to the slide surf on it and can get to Area 25, Area 26, or Area 27. Creatures who travel on the green and yellow lanes are subjects to the electri- cal storms (see General Features) twice. Sliding through the red lane allows a character to rest in ‘Area 25. Creatures in the green lane have access to Area 26. All three lanes end in Area 27. A suc- cessful DC 15 Dexterity (Acrobatics) check allows a character to change lanes during the descent. Each character can only change lanes twice during the trip. 25. Rainbow Rest This small side of the slide has a few wooden crates. There is nothing of value in any of them. Sliding through the rainbow allows a character to see the frame of the metal piping coming from the bottom of the ball pit (Area 21). The end of the pipe features a small teleporting machine that brings all the balls back to the pit in 1d3 minutes. 26. Trapdoor A hand ladder leads up to Area 6, 27. Engine Rooms ‘Two magic crystals power cach engine. Concrete walls protect both engines, The magic engineered carburetors make Kakrut’s Haunted Park work. The engines are responsible for all the illusions and psychic torture inside the Haunted Park. A suc- cessful DC 20 Strength (Athletics) check allows a character to make a crack on the wall to try to get, to the engines, Dealing elemental damage to the engines de- stroys them. This disrupts the magical fabrics of Kakrut's phony world. Characters shift through time and space, teleporting to four different rooms in the Haunted Park (Area 20, 21, 28 and 29), This is when Kakrut, the rakshasa, shows his real shape and fights. 28. Salon There is a large electrical storm in the middle of the room. It hums and buzzes. The room is other- wise empty. All entrances to this room are tiny tunnels. Eight undersized people are trapped in here. They look famished and weak. Their bodies are too small to look normal, but they're too big to fit in the tiny tunnels again. Two devilish wings grow from their backs, allowing them to fly around, These are people from Garney as well, they are experiencing a living nightmare. ‘When someone approaches, the quasits become invisible. They all attack the same target at the same time when possible. 30. Tiny Tunnels A network of small tunnels connects some of the rooms on this floor. Only tiny creatures can go through these tunnels, Adventurers can use the magic truffles from Area 8 to cross these tunnels. 31. Hidden Trapdoor Ladder The hidden trapdoor in Area 23 leads to this part of the dungeon, An electrical storm blocks the way. Crossing to the other side of the hallway requires characters to assume the damage from the electri- cal storm. 32. Flooded Room ‘Water pours and leaks through the ceiling flooding this place. The room has an old, humid smell. The hallway to the south features an irregular shaped electrical storm which has three different contact points. 33. Storage Room ‘Wooden planks and boxes fill this room with a dry ‘wood scent. 34. Small Studio A brown leather rocking chair sits on one side of the room. A simple wooden chair with a desk com- prehends the rest of the furniture in here, A ladder leads up to Area 15. On the desk, there is a journal written in Abyssal language. Upon closer inspection (only if the adven- turers have a way to read it), the journal reveals that it belongs to the Haunted Park demon. In the book, the demon describes his journeys; years and years of traveling from place to place kidnapping people for fun. Reading the journal also informs the reader of the importance of the engines and their function. East of the room, a long corridor crosses an elec- trical storm twice and then turns north to a ladder. This ladder leads up to Area 1. 35. Materials Room Balls of yarn and threads of all colors lie scattered around the whole place. Interacting in any way with the materials in here causes them to become hostile. Stuffed animal parts, thread of yarn, and more materials come together and shapes mon- sters. There are always two monsters at a time, a hell hound, and a giant scorpion. These beasts have the regular monsters’ stats, the only difference being they are made of yarn. When defeated, it takes 1410 rounds for the sewed animals to come back to life again. The beasts do not pursue any creature outside this area. They work as a security measure to prevent guests from going to Area 36. 36. Workshop Five wooden tables hug the walls of the room. There is an electrical storm on the right south cor- ner. There are tools and pieces of wood scattered all over the floor, History A character who wishes to know or remember ad- ditional information about The Haunted Park must make an Intelligence (History) check. The charac- ter remembers facts according to the next table. He remembers all the facts for which DC he meets and exceeds. The character rolls with advantage if he has spoken with Berthy and heard her stories © Everybody Knows - The Haunted Park is one of the oldest legends. © DC 14— The Haunted Park legend is about a demon who visits towns and cities every once in awhile. * DC 16— This demon steals people's bodies and souls. He traps them in his evil, twisted dime: sion, Defeating the demon requires facing him in his real shape, and being able to destroy his fake world. The tale says the souls of those who still have a body might return home. KAKRUT FIGHT Disruption teleports Kakrut and his enemies to four different areas of the dungeon each round. The battle starts when the engines blow in a great ex- plosion. Characters appear in Area 28 first, Kakrut tries to lure his enemies into the electrical storms to hinder them. During the second round, on initiative count 20, everyone teleports to Area 20. If the adventurers did not visit or ignored the mob, Kakrut takes ad- vantage of them to make his foes hesitate. During the third round, on initiative count 20 everyone teleports to Area 29 and then to Area 21 in the next turn. The quasits and chokers assist Kakrut if they are stil alive. When Kakrut is defeated, all people inside the Haunted Park are teleported to the area around the Leech Tree clearing. Nobody remembers anything except for the adventurers, SAVING PEOPLE FROM THE PARK Kakrut’s victims are experiencing a living night- mare. They are all going crazy inside the park. They do not know who they are, nor do they recognize their name or kin. To save them, characters must not kill any of them inside Kakrut's world. If Garney folk are murdered inside the Haunted Park, they lose the opportunity to come back to reality and their lifeless bodies return to the clearing when Ka- krut is beaten. In the case of the three town guards from the search party, their bodies are concealed in the flesh golem, Destroying the golem prevents the three town guards from coming back alive. Ifthe adventurers succeed in saving some or most of the townsfolk, Mr. Poole looks for a worthy re- ward for the heroes’ efforts. > y ec ae nlike most legends and myths about old heroes and forgotten treasure piles, there is one tale that remains in the minds of most people as it became a staple for nighttime chil- dren's stories. The tale of the three brothers found its way to the oral tradition of most cultures and became a disciplinary tool for unruly children. Per- haps the message, or better, the moral of the story resonated with people in a way that kept the story alive. Researchers from different cultures find this short tale fascinating for one particular reason: the tale of the three brothers remains largely unchanged despite the passage of time. Its earliest record goes back two thousand years, at least. But the content of the message appears to be the same, with a few changes to adjust to today's mannerisms and culture. But it is also the same in foreign cultures. According to said researchers, this behavior is common when a legend is rooted in reality, even if itis just a sliver of truth in the distant past. How- ever, other scholars disagree with this conclusion and there seems to be no end to the squabbles of intellectuals over what the populace calls “useless bits from the past’ As it stands in most forms, the tale of the three brothers goes like this: “Once upon a time, there was a dying king. In his deathbed of roses, he asked for one last thing. The last royal command was that his three male chil- em to_your mother$ nls one of the, three brothers! card ney, the oF a T OMB OF THET THREE BROTHERS. or else You rasta, tolnge mare. bv dren would inherit his kingdom, instead of only the eldest. This came as a shock to the nobles but his desires were upheld. Papers were signed and peo- ple got angty, but the three brothers were crowned 3s ‘sibling kings”. The eldest assumed all power immediately because his two younger siblings were underage at the time. They were only children, after all. And despite the royal title, the eldest was acting king for a few years, Later, when the younger siblings became adults, rivalry arose and things became complicated. The two older siblings could not cope with sharing the position of king, Additionally, the nobles did not know whom to support. The houses parted as some sided with one or the other and the kingdom bled from their division. During this conflict, the youngest of them left the kingdom with the intent to discover foreign lands and learn of other cultures. He rejected his position and left his siblings to fight over the throne. After all, being the third son, he had never expected to become king. ‘Time passed and the two kings continued to plot against each other. Each time with increasing strength and rhetoric. The peasantry suffered in un- rest as the nobles cut cach other's throats over their allegiances to one king or the other. One day, the middle sibling found himself drowned with anger and frustration and asked his brother to solve this situation, once and for all, in a sword duel. Accord- ing to law, only a king or equivalent can ask another kking to duel, Well, they both had the same title and a formal duel was arranged the next morning. The eldest king died that day by his sibling's sword and only the middle one remained. However, it did not take long for the kingslayer to understand the terrible weight he had brought upon himself. Guilt became an unbearable burden that accompanied him everywhere. There was only one way to truly escape the guilt of his actions. He flirted with the idea for a few moons and then took his own life. ‘The servants found the king hanging from the bed- post in the evening. Then the young brother returned to the kingdom after some years abroad. The untimely demise of his siblings saddened him. But, on the other hand, he did not feel surprised. It was expected from such spoiled children as the three of them were. The youngest assumed power and the kingdom im- proved over the course of his reign.” The tale of the three brothers carries a message or brotherly camaraderie, admission of guilt, re- spect among siblings, and the importance to let envy and ambition go. The tale is rooted in reality. The kingdom the three brothers ruled disappeared cons ago and there is not even a single recorded instance of its name, Or the name of the three kings. After their DUNGEON VAULT Ma ee deaths, the three kings were buried together in an ancient tomb, The passage of time has almost destroyed their resting place. Particularly because the semi-active volcanic activity has ravaged the place. The tomb is located in the depths of the Vaseris Mountain Range, near the Vaser Volcano. This volcano has been active on and off for the past thousand years. At least the records go back that far. It is said that part of the three king's treasure vault was carried to their tombs after the youngest brother died of old age. Among treasure hunters, the tale of the three brothers remains the source of one of those fabulous gold piles that tomb robbers dream of finding. AREA DESCRIPTIONS 1. Entrance ‘A long winding tunnel leads down into the crust of the earth itself. The tunnel features a set of crudely carved stone steps that lead the way down to the lava pool. This tunnel is one mile long, though it only descends half that distance. As minutes pass, the temperature rises to an almost unbearable level 2. Lava Pool ‘The floor of this chamber broke off and melted a Jong time ago. The floor appears to have been iden- tical to the one near the sarcophagi and it should have covered the entirety of the chamber. There appears to be the illegible remains of writings and frescoes on the walls but they have long been erased 3. Tomb of the Youngest Brother A large and heavy stone sarcophagus sits on the south platform of the chamber. The box is identi- cal to the others except for the facial features. The painting and scripts on the sarcophagus must have been coated with a resistant substance as they have withstood the passage of time reasonably well. Despite it appearing genuine, this sarcophagus is a decoy with nothing inside. The real tomb is in the secret room (Area 6). 4. Tomb of the Middle Brother ‘large and heavy stone sarcophagus sits on the east platform of the chamber. The box is identical to the others except for the facial features. Under closer inspection, large cracks on the back of the sarcophagus reveal that itis slowly crumbling, The General Features ‘These are the general features of the forgotten tomb of the three brothers. It is located in the depths of the Vaseris Mountain Range, in what appears to be a dormant volcano. Terrain. The area within the tomb consists of stone platforms and fluid hot lava. The platforms are solid enough to stand, Any square not covered with stone in its entirety is considered difficult ter- rain for the purposes of tactical movement. Lava. The hot gases and temperature from the chamber deal 4 (1d6) fire damage for every ten minutes within. While the lava is in a fluid state, it is viscous enough that falling on it does not cause a medium-sized creature to sink immediately. Touch- ing the lava deals 10 (3d6) fire damage. A creature that remains in the lava sinks gradually over the course of three turns, taking 13 (4d6) extra dam- age each round, Light. Hot lava produces reddish dim light in the large chamber. The secret tomb features two mag- ical braziers that never go out and keep the cham- ber in bright light. ‘Smells and Sounds. The flow of lava produ: a low humming sound in the background. The intense smell of sulfur and molten rock causes a strong bodily reaction in most vertebrates. Any creature in the area must succeed on a DC 14 Constitution saving throw to avoid becoming poi- soned for I hour. A creature who succeeds on this save is immune to the effect for 24 hours. ‘marks on the cracks make it appear as if something had come out of it, A successful DC 14 Strength (Athletics) check allows a character to push the lid to the side to access the interior of the box. The weathered bodily remains of a long-dead king are inside. 5. Tomb of the Eldest Brother large and heavy stone sarcophagus sits on the east platform of the chamber. The box is identical to the others except for the facial features. The sarcophagus has similar cracks to the one in Area 4. A successful DC 14 Strength (Athletics) check allows a character to push the lid to the side to access the interior of the box. The weathered bodily remains of a long-dead king are inside. After inspecting either sarcophagus (Areas 4, and 5) the dim shadows in the chamber move erratical- lyas a small group of vaguely discernible humanoid creatures emerge from the walls and lava below. The creatures appear to be made of either mist or volcanic smoke. The two failed kings (2 ghosts) arise with an army of undead (2d6 shadows)servi- tors to defend their resting places. Even in death, the two brothers remain vengeful cruel people who attack any visitor on sight. 6. Secret Tomb The final resting place of the youngest sibling is ina secret chamber behind a fake wall. A passive Perception score of 16 or higher or a successful DC 16 Wisdom (Perception) check when walking close to the secret door reveals the fake nature of a portion of the wall. The panel of fake rock can be moved easily once identified. a sarcophagus like the ones outside is in the center of the room. It is significantly better conserved due to its relative isolation. Two braziers shine bright inside. A mag ical spell keeps them burning eternally. The bodily remains of the youngest sibling are inside the box, Around the sarcophagus, there are several vases and containers full of diamonds, rubies, emeralds, and a few other precious stones of less value. The collective value of such collection of stones, if sold to the correct merchant, ascends to 3000 gp. > $i: THE Coun ASSEMBLY OF STATES he Golden Assembly of States is often ridiculed and mocked by out- siders and foreign folks. They refer to this deconstruction of a city as a bunch of bureaucrats, leeches, and clowns trying to coexist in the same area, While the comments are ill-intended, there is a rational basis for their misguided beliefs. The Golden Assembly of States is, in essence, an exercise in political migration and the struggle of a large community with newfound freedoms un- bound. That is how a respectful local would say it Amore honest person would say that the shift from nobility to achievable oligarchy also came with a large number of flaws. The one they quote the most is the unending search for greatness. Looking for greatness appears to be a noble pursuit, but the Golden Assembly of States changed this quest into something different. People, stores, business- es, and bureaucrats want to stand out from those around them, The way they try this is so aggressive that people sell stuff on the streets, they jump cus- tomers from behind, politicians self-congratulate in ever-larger parties, people name and rename their businesses large evocative names to attract more clientele. The behavior is particularly competitive in business. People compete so fiercely that the city has a nasty population with travelers. The locals con handle the ongoing barrage of salesmen and businesses on the streets but visitors often find a Ss las = a rw, 4-6 TIER1 themselves overwhelmed with the amount of pres- sure they get when outside. This behavior is less intense in certain areas of the city. The Merchant District is the worst offender in this category. Despite that, the grandiose names are a common thing in any district. Names tend to change all the time, some places change their name once a year to keep up with the increasing addition of adjectives and descriptions from their competi- tors. This is how a place like an apothecary shop, which used to only have a small wooden sign that read ‘Apothecary’, had several name changes until they opted for the current one “Joshua's Healthy Apothecary”. Is it an exaggeration, is it too much? ‘Some locals agree that this type of competitive Janguage should not be encouraged, especially when people open shop. But others care not for the ‘method and only care about the gold coins behind, The Golden Assembly of States is unique be- cause it is the natural evolution of governments after a large period of kingdoms and empires. It all changed when the last king, King Nami, abdicated almost 30 years ago and decided to shift the coun- try towards a different system. He helped set up a senate and a way that allowed the people to elect their ruler. Democracy is not a tried method but it seemed like an idea good enough to try out. Other benefits were fewer tithes (no more royal family), standardization of taxes, and more opportunities for the townsfolk to rise from poverty and become statesmen. The large kingdom was divided into five states where the locals would elect their repre- sentatives for the senate. The largest city, formerly known as Catunna, became the Golden Assembly of States. A place where the senate and represen- tatives from all states would gather to vote on the future of the country. This system has been in place for a little less than 30 years and has functioned ‘somewhat correctly. The Golden Assembly of States is a cosmopolitan city where all humanoid races and a minority of sentient races are repre- sented. Humans remain a majority group with 45% of the population while the rest is split among many smaller groups. AREA DESCRIPTIONS 1.TheGrand Assembly Formerly known as the Catunna Palace, the Grand Assembly is a beautiful building where the senate and the state's representatives gather to vote on dif- ferent matters. The building remains a small castle but many places and chambers have been remod- eled to better reflect the welcoming intention of the senate and the freedom of democracy. ‘The Head of Senate is a seventy-year-old man named Apojo. He is an advocate of peace and has supported having cordial relationships with neigh- boring kingdoms. However, he is old and frail. As his vitality vanishes, other representatives gain more power, The new school of thought is to attack close neighbors to “bring them democracy and freedom’. Other people say that this is the same as, having an empire and not much of an improvement. 2. Golden Office of Records As instructed by King Nami, written records of all senate meetings, official events, and foreign inter- actions had to be as precise as possible, as well as the proper handling of such deluge of documents. ‘Scribes ran out of space at the Grand Assembly six years ago and opened the Golden Office of Records a few blocks away. All documents from the past six years are here, The catalog’s organizing is not perfect and it may take a while to find a particular document or transcript but it is to be found there. 3. Deanna’s Faithful Mounts Deanna isa sixty years old woman whose vitality refuses to leave her. The old woman works all day with her horses and the stables, She is an interest ing woman who likes the current state of affairs in the Golden Assembly of States. She is obsessed with finding the most alluring name for her stables. The current iteration which empathizes how faith- ful they are is working a little better than the last ‘one. However, itis not simple to prove or test the loyalty of a mount and this is nagging Deanna. She is looking for a new name already. 4. Golden Fleet's Grand Tower ‘The east side of the city is bordered by a large lake. The body of water is so large that it reaches the horizon. The northern end of the city coast is walled and features a military port, Two sections of the city wall go into the water and isolate this section of the bay. The city had a bloody history and there were a few attempts to storm the coasts in the past. The city never fell to outside forces thanks to the coast wall and the king's fleet. Next to the coast wall, a large squat tower fortress overlooks the bay. This is the largest fortified building in the city that is still in control of the military. General Features These are the general features of the Golden Assembly of States. Itis located on the shores of a large lake. The city is the capital of an emerg- ing proto-republic. Representation of six different states is common throughout the town. Terrain. The general area around the city consists of rolling hills and farmed land. The closest forest- ed area is 3 miles from the city walls. Gates. While the city has outgrown its walls for de- cades now, the schedules and control of the gates remain strict. All gates open at dawn and close at sunset. Most people are It in or out of the city without much questioning. The only exception is merchants. All merchant parcels, carts, crates, and similar are registered and inspection at the gates. ‘The main purpose is to ensure that the correct amount of taxes and tithes is paid for any incoming products Light. The city does not lack for open space ar- eas and decorative vegetation. A system of public lighting with oil lamps is maintained by a group of laborers called the fireholders. Other than that, lighting conditions are dependent on the time of the day and weather conditions. Smells and Sounds. The sounds of fast-pace life, ongoing carts, horses, businessmen, and salesmen are the staples of the Golden Assembly of States. Every day is packed with energy, barter, sales, and angry folks. The city smells bad like most dense settlements, but the sewers system works well enough to keep things in check, Ge 1. The Grand Assembly 2. Golden Office of Records 3. Deanna's Faithful Mounts. 4, Golden Fleet's Grand Tower 5. The Spice Coast 6. The King’s Sewers _7.The North Gate 14, Tithe Collector's Office ES 15. Rushan’s General Store 16. The Exclusive Dawn Saloon 17. Valiant Conscription Office 18. Spice Market 19. Grand Almirant's Office 20, Gordran's Amazing Weaponry 5. The Spice Coast 10. Gray Griffon in Prance Inn East of the Merchant District, where the city meets the lake shores, the docks are a large source of work and foreign merchandise. City officials screen every boat as it docks to inspect the cargo and register the contents for tithing. Fishing boats, plea- sure barges, and merchant cargo ships crowd the bay, The city needs a larger dock area and the sit- uation is critical already. However, the only way to do that is to demolish a section of the coastal wall. The Senate has not come to a decision about this after years of pondering the issue. The area owes its name to the number of spice merchants that dock her throughout the year. The exquisite smells of foreign spices pervade the area most days. 6. The King’s Sewers The city sewers work well enough to keep the city clean and with a stench somewhat better than similarly-sized settlements, The sewer system. directs its contents to this area where everything is dumped into the lake. The area's stench is strong ‘enough that property values around this area have crumbled over the years. The place did not have aname until recently. The current state of giving things impressive names reached its peak when. the senate had a hearing on what to name the end of the sewers and this is what they came up with. 7. The North Gate This gate is one of the most transited entrances of the city. The road north eventually connects with three of the states allied with the republic. 8. The Gate of Mud The majority of farmed land is found south of the city. Every day, scores of farmers come to the city with their horse carts from their farms. The amount of dirt they bring with them, along with horse manure hat collects by the gate as each cart is inspected by city officials are what gives the gate its derogative name. 9. Farmer’s Market Many farmers and traveler merchants do not like the city bureaucracy and inspections at the gates. On crowded days, a person may take a few hours just to enter the city with a cart. In response, local farmers and barterers opened shop in an open square south of the city wall. This part of town is still considered to be inside the Golden Assembly of States though itis still outside the walls. Most mundane items and supplies are available in this market Formerly named “Grey Inn’, this place of business is also a victim of the current trends. The Grey Griffon in Prance Inn is a large three-story building with 20 rooms available for travelers and mer- chants. The owner is a bronze-skinned man named Arcturus Grey. The inn brings in a large sum of gold every month for Grey and with it, a large tax note from the Grand Assembly. Since the Grey Inn is the largest tax contributor outside the city walls, Mr. Grey has been pushing for the Senate to approve the construction of a new section of the city wall that would protect his place of work. 11. Joshua's Healthy Apothecary Joshua Green is a person many deem too young to run an apothecary shop. They are correct as he is only twenty-two years old. The old Apothecary, Gushom, had an accident last year and had an untimely death a few weeks after. Gushom had no relatives and Joshua was his only employee. The young lad appears to be a gifted individual that un- derstands his trade as well as the old Gushom did. City officials have threatened to close the shop if it is demonstrated that he cannot handle the apothe- cary. 12. Perfume Shop Assmall house near the outskirts of the city and outside the city walls. The old man who owns the place is named Karja. He is immune to current trends and refuses to rename the shop. Though he has received a recommendation from many soure- es to rename the place “Master Perfumer Karjas Incredible Essences’, he remains immutable in his position. Karja often looks for exotic ingredients for his shop and pays a fair amount for the appropriate samples from certain plants and animals. 13. Sundown Gate The gatehouse of this entrance features a large brass blowhorn over the entrance, Every morning and evening a soldier blows the horn three times to announce the other gates when to open or close. 14. Tithe Collector’s Office The Collector's Office is a hell of paperwork, bu- reaucracy, and unending document cabinets. It is just as full, if not more, as the Office of Records. Careful documentation of all places of businesses and the records from all the gates for the past thirty years are in this building. The name of the place adds salt to insult because the office does not em- ploy any collectors as citizens are expected to show, up and pay their tithes and taxes every month. The unending queue of grim-faced individuals waiting for their turn to pay is enough to discourage the most optimistic person. 15. Rushan’s General Store A popular corner in the Merchant district, bustling with people and itinerant salesmen, is the location of Rushan's General Store. Rushan is a retired adventurer who claims to have lost a leg fighting an “evil demonic minotaur’. His shop sells all kinds of mundane traveling gear, herbal potions, hunting gear, and a few weapons and shields. From time to time, he claims, a magical item is on sale too. 16. The Exclusive Dawn Saloon This tavern is the most exclusive leisure location in the Golden Assembly of States. It is located in. Harold's Reach. The district owes its name to the next to the last king. The Exclusive Dawn Saloon is large enough to accommodate 50-60 patrons. However, the dress code and prices prevent most cityfolk from attending, They sell the same bever- ages as in other parts of town except for a few rare brew wines they make locally. Other than that, the only interesting feature is that the often hire great artists and entertainers. 17. Valiant Conscription Office The Golden Assembly of States still employs a large army to protect the city and the neighboring states. Anyone, local or foreign can come to the conscription office and sign up for the army. For- eign individuals become citizens after two years of soldier work. 18. Spice Market ‘The spice market is a medium-sized building with ‘twenty tiny booths where merchants sell their wares. The only requisite to rent a booth here is to sell spice. Spices are valuable and a large amount of its equivalent in gold can fit in a little box. A large body of city watch guards is in the area most of the day to prevent robberies. 19 Grand Almirant’s Office The Grand Almirant works from here. Almirant Triesle is a serious man who takes great responsi- bility in his position. He is in charge of the Golden Fleet and answers to the senate only. The Almi- rant’s office controls the entrance and exit of all vessels in both docking areas. This is a slow and boring job but the almirant only needs to sign a bunch of parchments every day as the clerks handle the bulk of the paperwork 20. Gordran’s Amazing Weaponry Gordran is a dwarven forgemaster that found a niche in the Golden Assembly of States. His master- work pieces in weaponry and armory are the best in the city. They are so good that no one even comes close. As it is now, Gordran works on commission but the queue is so large that he is not interested in new orders. He still has a good catalog of exaui- site weapons in his shop that will draw the eyes of anyone familiar with blade weaponry. Armors are a different story, he mostly only does armor work for the last renowned knights in the city and the guards of the most powerful in the senate. Gordran is looking for an ancient dwarven forge mask. Such legendary artifacts are said to be lost but he would be able to forge magical items with such a mask. 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