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II
T
o the east of the Midlands, on the eastern
coast of Angoria, is the sorrowful highland of
Moorvale. The dukes and serfs of this land are
known as the Moorvalers, or in the tongue of
the Fey, tamers of magic, for it was allegedly
the Moorvalers that first tamed the raw
magical energy flowing in the veins of Angoria,
and they researched and shaped its power to the point that
they wiped Wild Magic from existence.
Enjoy.
-Viktor S. the Duke of Fockoll
The Walls After the undead are dealt with, the survivors will regroup
The wooden walls of the town are covered in scratch marks and start planning the next step of their defense line. There's
and damage from previous undead assaults. It goes around the
a mad wounded man lying on one of the tables, mumbling
something. On a DC 15 Perception check it can be heard he
entire town, but the gates have been broken down by what
speaks of a big rotten hulking beast with a big club and sharp
appears to have been either multiple violent living corpses, or fangs. The twelve guards at the tavern will send five of their
one heavy one. The air reeks of bog water and rancid flesh. All own to look for other survivors aside from the ones at the
this is a message. Welcome to Slaughter Town. town hall. The party will be promised 200 gold if they save
the mayor and the survivors at the town hall and bring them
to the tavern. They're also promised 100 gold extra if they
As the party enters the town they'll run into 1d6 ghouls and a can find the captain of the guard, or recover his sword.
wight. The party will be assisted by 2 town guards who try to
hold off the wight. They'll most likely die. There's also a dying
thug in an alleyway whose cries of pain can be heard on a DC Inside the Tavern
12 Perception check. He'll tell the players the other defenders The tavern is a dark place, with a dimly burning fireplace, and
are holed up in the tavern and the town hall, and will die from mostly broken or missing furniture. The tavern keeper is a level
a massive hole in his guts, courtesy of a wight.
Editor's Note: the wights in this adventure do not use 6 fighter with splint armor and a longsword. There's a pile of
weapons, instead relying on their 1d8 claws. Panic if your dead corpses in the corner of the main area, including the
guts are stabbed with a bare hand, as if you survive you'll die barmaids. The bar counter is made of dark oak, and has several
of diseases contracted from the bog watered claw. booze bottles on it, all empty. Overall, a depressing sight.
Street Encounters
d6
1
Encounter
1d6+2 wights
The Town Hall
The party arrives to the town hall as it's being sieged by even
2 2d6 zombies more undead. 2d6+2 ghouls and 4 wights overlooking the
3 2d4 ghouls attack. They're also reinforced by 3d4 zombies armed with
hand axes and daggers. The noises is almost maddening.
4 12 skeletons
5 2d4+1 Undead dire wolves (ghoul's touch)
Outside the Town Hall
6 Ghost
The town hall is an old building, with a decrepit tile roof. The
outside has broken barricades around with guard corpses
From this point, the party can go to either the tavern or the around them and on them. Three destroyed ballistas have been
town hall, both of which will have 2-4 street encounters. set up behind the line of barricades, seemingly smashed to
pieces with some big blunt object. The courtyard is littered
The Tavern with dead guards, some bitten to death, some bashed to
The party will arrive to the tavern, where the survivors are death, and some stomped on by something.
fighting against a large group of undead. By that I am
referring to 2d6+3 ghouls, and half as many wights. The The party can help the survivors clear out the dead, and gain
situation seems desperate, but the party can still save them. access inside the town hall. The mayor and the other
survivors will be grateful for the help, but the celebration will
be cut short as a volley of huge boulders tear into the town
hall. This is when the party will run into Oogie, the ogre
zombie.
5
After the fight, if Blutark didn't manage to escape, and the Arsenal
mayor is still alive, the party will be paid a grand total of 300
gold. They cannot have Blutark's sword. Glaive. Melee Attack: +7 to hit, 10 ft., one target.
Hit: 1d10+5 slashing damage
The Preparations
The mayor believes that the undead horde came from the Saxton is a good fighter, but he's kind of rude. He will agree
Slaughter Marsh up north, which is why the town was named to help, but demands 25% of the loot. If the party refuses,
how it is. He will offer the party 250 gold for stopping the he'll pretend he doesn't care, but will stalk them. There's a
coming of the dead, as well as a +1 weapon for any one party 25% chance that he drowns in the marsh.
member. The party can decline, and the town will remain in
this new state of horror and undead marching onward, until it
will inevitably be overrun. However, if the party accepts, they
can hire some help from the tavern. Parnel
Level 2 Human Ranger
Slaughter Town Hirelings
Armor Class 15 (Scale)
Hit Points 36
Tharp Speed 30 ft.
Tharp will agree to help the party, and only asks for 60 gold
upfront and after the gig. He will also try to woo female party
members, though he will respect denial. He is a Tinker
Gnome (rebranded rock gnome).
6
If the party defeats Azvan, he will curse the party, and sing a
praise to the Necrolord. After this he will collapse to the
muddy ground, and the dead he has raised will die. On him is
a silver spear, and a cursed helmet that will grant it wearer +1
AC and 30 more feet of darkvision, but it will suck a
character's blood if it's put on. It will do this for 2 days, until
the character is drained entirely. Only a Remove Curse can
stop the process.
Arbington Outpost
Moorvaler Soldier The outpost is surrounded by a 30 odd feet tall stone wall. The
Medium Humanoid (Human), Lawful Neutral ramparts are torn by siege weapon fire, and defense lines are
being reinforced at all times. Soldiers are keeping an eye on
Armor Class 17 (scale mail and shield) the enemies, and the battle mages are issuing orders to
Hit Points 24 (3d8+6) troops.
Speed 30 ft.
McLorm will then inform the party that once they've done Actions
these tasks, the coastal guard will handle any stragglers, and
finish off the remaining forces. 8 cannons (each side). Ranged Attack: +2 to
wielder's hit rolls, 300/550 ft., one target. Hit:
3d8+6 bludgeoning and piercing damage
The Pirate Blockade
The waters around the outpost are being held by the pirate
fleet, consisting of smaller but more agile and faster The party can of course try to sink Morgan's ship from afar,
brignatines, led by a large galleon captained by George but it will prove to be rather difficult, as they are facing
Morgan a notorious buccaneer wanted in every coastal duchy against a veteran sailor. If Morgan's ship is reduced to half
of Moorvale. HP, he will ram into the party's ship, and his crew will board
the party's ship. Morgan is a level 6 Swashbuckler rogue,
with 2 levels in fighter. If he dies, a crewmate will sever his
The party will be given a map leading to a small cove where head and raise it in the air, telling the pirates to flee for their
Duke's Blade, a large royal galleon will await them. The ship's lives, as their captain has fallen. This will clear the pirate
crew is made up of 20 Moorvaler soldiers, and a mage. blockade, and the royal navy can move in to finish the fight.
10
13
Of
see there.
Rain
And
Sorrow
People of Moorvale are sad ones. Their land was
paid for in the blood of innocents, and their
rulers struggle to keep the land in balance, as the
terrors from the north and south come, trying to
take away what they have built.