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OPEN GAME LICENSE Version 1.

0a The Headquarters
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.
Written by Tim Hitchcock
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15 COPYRIGHT NOTICE Øone Roleplaying Games


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. www.Øonegames.com
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. master@Øonegames.com
Blueprints Backdrops and The Headquarters © by Øone Roleplaying Games
Welcome to Blueprints Backdrops!
This set of products is based on Øone’s popular Blueprints. In Blueprints Backdrops, you
will find a fully developed version of one of the locations from the Blueprints line. The Backdrop
features a complete description of the location, and its NPCs and monsters (if any), penned by one of
our talented writers, and portrayed by skillful artists. You also get a simpler version of the map found
in Blueprints and a complete detailed 3D map of the location. The 3D view will help you to visual-
ize the area and better describe it to your players. You can even show it to them, if you wish.

The product is suitable for use with any fantasy RPG system. We have separated the d20
stats from the main text, allowing you to print out either a generic description or a fully d20-statted
version.

But the good stuff is just beginning.

This product takes full advantage of PDF technology, joining old-fashioned style with the most ad-
vanced electronic features. In order to use this product you must use Adobe Acrobat 6 or later.

Using the exclusive “Rule the Dungeon©” feature (look for a big, blue-n-white button – don’t worry,
it won’t print) you will be able to fully customize this product. The 3D map can be changed to show
only one floor (for example), with or without walls (for another), with or without furniture, only an
external view, and on and on, with many combinations possible!

This product has also been designed to help busy referees prepare adventures – or even single en-
counters. Instead of spending extra time scaling the encounters to your party, the d20 stats are scaled
in three different versions suitable for low, mid, and high levels of play, using a “Rule the Dungeon©”
button.

This button lets you choose which level to play, and all the relevant text will change accordingly:
monsters will scale, DCs and traps will change, behaviors of the villains will change, all according to
the level of play you choose.

Note: The original map of the Headquarters appears in Øone’s Blueprints: The Great
City, Army Ward

Summary
Overview 4 Quentin Fargus 11
Ground Floor 4 Adventure Seeds 11
First Floor 8 Designer’s Notes 12
NPCs, Villains and Monsters 10 Author’s Bio 12
Guard Soldiers 10 NPCs Statblocks 13
Lesur Brown 10 New Feat  15
Captain Lubor Agres 11 New Item 15
Denorra 11
The
H 2
eadquarters
6 N
By Tim Hitchcock
7
4
Overview
4
The Great City’s military falls under THE 5
the command of four generals, ap- 4 HEADQUARTERS

pointed every eight years or so from


the ranks of commanding officers who 4 ARMY ZONE
have proven themselvesNto both the 14
ETCASTERS
S
senate committee and the current mili-
QUARE
4
tary council. Collectively, all these offic- 4
12 Kharel, a title once
ers are known as the
used by the ancient tribesmen, which
loosely translates to “warrior without
8
fear of death.” While most of the Khar-
el own properties elsewhere within
the Great City, they spend the majority
H
ER
O
of their time within the Army Ward
ES
training troops, analyzing military data, ’W
AL
and developing new strategies. While K
on duty, members of the Kharel reside Every ten feet or so, the stone is parted serpent-bodies and the faces of leering
at a large two-story complex informally by high-arcing windows framed in gargoyles. The inset panels, eight high
WALLS W

dubbed The Headquarters. iron1and set with panels of the deepest and four wide, are carved to resemble
shadowglass. snarling lions.
ALK

As with many of the Great City’s


19
older structures, The Headquarters’ The main entrance is carved into Creatures Guards protect The
AY
dramatic features provide a striking one of the four outer towers and faces 15 OR’S W
Headquarters’ front doors around the
6
example of empiric period architecture. south towards Hero’s Way. clock,
D I AT alternating in shifts every four
LA
Its conglomerate design consists of four Chiseled into the two stair risers that G
hours. Guards request papers from any
smaller towers centered on a single climb to the main entrance is the fol- non-ranking military or civilian who
100ft-diameter central tower. Capping lowing phrase: approaches. If insulted or threatened,
the core, a blossoming flower of great they immediately call for help.
stone scythes clasp3 around a twisting 16 “Upon the blood 11of my father,
ET
cage of black iron framing hundreds of mine own, Front Door: A mechanism RE control-
ST
stained-glass panes before twining MoffAGIC SPEAR STREET
and of my children’s led by a guard10permits U
N the track doors
E

into single jutting iron spire. Though 9 we serve.”


So shall to slide open and shut
RT
FO at a moments
F
O
The Headquarters is squat, the spire notice. 18 DIER
L
extends high above the skyline and is SO
BOLD WAY

The risersSlead
MORITURI TREET
to a pair of colossal
clearly visible from anywhere in the
city. Midnight veins thread through its
outer doors that bow to the curva- Ground Floor
E

ture of the tower, extending beyond


EY

AD

GF1. Entrance and Stairs


EN
CESTUS ALL

rough hewn, dusk-gray granite flag- the entrance on a steel track. Bound
OM
PR

stones. Engraved in the lower bricks, in alternating layers of chestnut and Beyond the main doors, a 30-foot di-
S
N’

hundreds of names proudly denote the ameter chamber serves as the complex’s
20 brushed steel, they are over two feet
PIO
AM

Great City’s commanding officers, each thick and entrance hall.


17 near impenetrable. The steel
CH

entry highlighted by the officer’s title, plating that sheaths the stiles and rails is The room is set in perfect symmetry
rank, and the dates which the served. embossed with strange creatures with with short ten-foot halls entering and
13 GRAND S
OF HER
WAY OF SALT SEA
4
exiting at opposite ends of the room around the perimeter. Framing the cent- Creatures: two soldiers guard this
each adjacent to one of two match- er of the room, eight marble columns area at all times. They immediately
ing staircases that coil upwards with a pass through a second-floor mezzanine arrest anyone with proper clearance or
delicate curve. and extend upwards to the ceiling. Light identification.
The banisters are carved with a ser- spills in from the stained glass roof pan-
pentine pattern, each ending at an over- els above creating a dazzling montage GF3. Meeting Room
sized newel post carved to resemble a as it strikes a mosaic of patterns and Blond ash double doors set into the
lion’s head. The polished chestnut stairs mathematical symbols on the floor. center of the east wall open into a circu-
connect at a small landing above the exit lar meeting room. The walls are finished
hall to form a wide arch. The remainder Regardless of the time of day, a wash in a white plaster while the floors are
of the room is open, illuminated by a of colors from the glass panels illumi- laid with a diamond pattern of red and
tremendous iron chandelier with over nates the room. Each one delicately cut beige sandstone. Along the room’s east-
fifty candles whose ever-dripping tallow to amplify or diffuse light depending on ern perimeter, two more single doors
leaves translucent scars upon the gray its angle and intensity. The light pat- exit to the north and south. Arranged
flagstone. Fifty feet up, the pressed tin terns formed work in tandem with the throughout the room rest several circular
ceiling shimmers from the candle-light floor mosaic, creating different colored tables each seated with an appropri-
revealing a faded mural of half naked shadows at different times of day, in ate number of chairs. Like much of the
warriors wrestling lions, crocodiles, and different seasons. The glass is equally furniture, they are crafted from chestnut
other fierce beasts. responsive to changes in temperature and carved with sweeping florets and
and moisture, thus the entire room lion’s heads. Two shadowglass windows
Creatures: Both at the main doors function as an elaborate weather clock. allow light to enter from the west wall.
and on the balcony above, are posi-
tioned guards to greet or defend against All of the doors lead to rooms on the The southeast door leads to a small
anyone entering the complex. ground floor. The single doors connect private chamber used for a number of
to rooms along outer wall of the core purposes from private interrogation,
GF2. Grand Hall tower while the double doors connect temporary imprisonment, or as a covert
Doors open into a 70-foot-diameter to rooms in the smaller exterior towers. listening chamber allowing individu-
room. Doors symmetrically positioned als to eaves drop on seemingly private
meetings.
Word on the Street
The northeast door leads to the Of-
Characters asking around of the street or otherwise researching The Head-
fice.
quarters can make Knowledge (local) or Gather Information checks to learn the
following information about the shop. Scale either check using DC 10 + soldier’s
Creatures: During the day there is a
HD.
50% chance 1d4 commanders are using
1. The Headquarters or HQ is home to the Great City’s army intelligence, formed
from a council of commanding officers and four generals, appointed by commit- the meeting room along with an appro-
tee. priate number of low ranking troops
2. Once known as the bungling son of a wealthy aristocrat, Captain Lubor Agres is in order to discuss upcoming strategies
rumored to be the forerunner in this year’s candidacy for General. or events. If interrupted without good
3. Headquarters is heavily guarded and those arriving without proper paperwork cause, they respond in an unfriendly
risk fines, arrest and detainment. manner.
4. Master Cartographer Quentin Fargus finally believes he has discovered the way
to the fabled paradise beyond the Great Ocean. GF4. Meeting Room
5. Some of the higher-up COs are also frequent patrons of the Yei Ling House of Blond ash double doors set into the
Pleasure. center of the south wall open into a
6. General Prostolom is having an affair with one of the young female guards. circular meeting room. The walls are
Though the couple attempts to be discreet about things, she frequents his room finished in a white plaster while the
quite a bit.
floors are laid with a diamond pattern
7. Somewhere in the building is a secret entrance to an ancient cistern beneath
of red and beige sandstone. Along the
the original foundation. Deeper passages exiting from the cistern connect to the
room’s southern perimeter, two more
Dungeon under the Mountain.
single doors exit to the east and west.

5
training troops or performing similar
tasks, there’s a 75% chance that 1d4 of
them occupy this room after supper or

N
4 in the early evening having a polite chat
or a sharing a bottle of either wine or
an after dinner aperitif. The pipe smoke
is from General Robelus Mannig, who
6 7 sometimes comes downstairs for a late
evening smoke and glass of fine Logian
11
brandy when he has trouble sleep-
ing (which has become an increasing
2 8 number of night out of the week).
3

GF6. Office
This long, narrow room has few
10
furnishings and plain white walls. Two
5 rows of filing cabinets line east wall,
9 split by a single door of blond ash. Two
more doors exit at opposite ends of the
room, while two shadowglass windows
1
allow light to enter from the northwest.
The remainder of the room holds two
equals 5 ft 7 - Headquarters, ground floor
workbenches and two desks piled high
with scribble-covered parchment.

Arranged throughout the room rest cause, they respond in an unfriendly Creature: During the day, a half
several circular tables each seated with manner. dozen scribes attempt to complete the
an appropriate number of chairs. Like massive amount of clerical work as-
much of the furniture, they are crafted GF5. Parlour sociated with running a military. The
from chestnut and carved with sweeping The room is decorated, almost floor cabinets hold records of thousands
florets and lion’s heads. Two shad- to ceiling portraits of the Great City’s of conscripts, payroll information,
owglass windows allow light to enter generals. Brass plaques mounted to their hundreds of order slips and receipts for
from the north wall. picture frames name some of them, but horses, new equipment, contact names
the identities of most of the austere faces of farmers, smiths cooks, projected
The southwest door leads to a small must be speculated. The furniture in budgets, and all manner of confusing
private chamber used for a number of this room consists of two couches and and boring paperwork.
purposes from private interrogation, four oversized lounge chairs all uphol- Perpetually confused, the clerks de-
temporary imprisonment, or as a covert stered with dark-maroon leather and spise interruptions. If interrupted once
listening chamber allowing individu- trimmed with copper finishing tacks. they attempt to brush the individual off
als to eaves drop on seemingly private The sour scent of apple-flavored pipe and go back to work. If further pressed,
meetings. tobacco tinges the air. Two shadowglass the yell “I’m Busy! Leave Me Alone!”
windows allow light to enter from the and angrily throw balls of crumpled
The southeast door leads to the Of- southwest wall, and there appear to be paper until a guard comes to resolve
fice. no other exits. things. At which point, the poor clerk
bursts into tears with complaints of
Creatures: During the day there is a Creatures: The parlour is occasion- being too bust and completely over-
50% chance 1d4 commanders are using ally used by high-ranking officers who whelmed.
the meeting room along with an appro- sit and ponder the deeds of the men
priate number of low ranking troops and women whose portraits adorn the GF7. Library
in order to discuss upcoming strategies walls. While the room get little use The door opens in the center of a
or events. If interrupted without good during the day when the officers are 15-foot long room, neatly bisected by a

6
short shelf of books. Two larger book- of numbers and figures and a journal the west wall is painted with a map of
cases cover the far walls on the opposite with notes speculating about the nature the known world (though it’s only fully
sides of the room. Each section has it of the lands beyond the Great Ocean. visible when the door is closed).
own study table, seated with four chairs Various tools for drafting maps can be
and centered on a shadowglass window found neatly placed in cubbies above Creature: Master cartographer and
to allow good reading light. the bins, including compasses, sextants retired gnome commander Quentin
and other strange devices for measur- Fargus works tireless hours in the
Library Door: Whenever it is un- ing and calculating. A massive star chart map room, toiling away at his specula-
occupied (according to Lesur’s working has been painted on the ceiling while tions of what must lie beyond the Great
hours) the door to the library is kept
locked.
Denorra
Books: Valuable books fill the
library. Topics include military histories,
encyclopedias of weapons and armor,
techniques for developing war ma-
chines and siege engines, technology in
warfare, steam-driven devices, arcane
warfare, and many others

Creature: The library is run by


Lesur Brown, an aged historian with
fragile bones and a long gray beard.
He’s very particular about the books,
which he values more than his own
life, particularly those that deal in his
favorite subject, dungeon-craft. He is
helpful to a fault, though he permits
no one in the library without him,
and keeps it locked when leaving it
unattended. His normal hours are late
mornings to early afternoons most of
the week when the light is best. He
doesn’t permit reading by candlelight,
or for that matter, any open flame
source within the library. Neither does
he loan books out as he considers his
collection irreplaceable.

GF8. Cartography Room


Double doors open into this spacious
circular room. Numbered bins of tightly
rolled charts and maps line the walls,
and aside from the occasional ink stain
on the floor, everything is immaculate
and neatly organized. Placed through-
out the room sit four round drafting
tables, their wooden tops covered by
thick cardboard mats for cutting and
pinning chart paper. On one of the
tables sits a large abacus and a collection

7
with war tactics, and plans for invading
surrounding countries; even those the
Great City is at peace with.

N
3

First Floor
11 4
FF1. Stairs
16 17 The circling stairs meet here forming
a small landing before entering into a
10 5
impressive looking balcony. To one side,
15 12 you notice a small crank connected to
rope and pulley system that runs to the
chandelier.
14 13

6 Creatures: A single guard waits


9
2
here. As soon as an unknown person
18 walks through the door, he lines up a
19
8 7
shot and prepares to snipe them.
1

Chandelier Holder: A crank


wheel at the top of the landing allows
an individual to raise and lower the
chandelier in order to light the candles.
equals 5 ft 7 - Headquarters, first floor
If the cord is cut, the chandelier plum-
mets to the floor dealing 5d6 points of
Ocean. At first, he comes off as distant line the walls. damage to anyone underneath (Reflex
and preoccupied, however should One of them stuffed in the southeast negates).
anyone feign the slightest interest about corner conceals a window.
his work, he excitedly drags them FF2. Balcony
about the room incessantly jabbering The racks hold dozens of mundane A 15-foot-wide chestnut plank balcony
about his wild speculations, insisting on and masterwork weapons. For the encircles the center of tower, stopping
showing them every detail of his work. most part, they are common weapons, midway through each of the marble
though there are a few exotic pieces columns in the center. Sections of three-
GF9. Storeroom among them. foot-high wrought-iron railing with a
The door to this room is locked. Inside chestnut handrail circle the edge of the
the barrels and crates pile to the ceiling. GF11.Secret Maps balcony, each safely anchored between
A single window to the southeast al- The secret door creaks, revealing a two of the columns. The drop from
lows a little light to enter. dark, tiny room. Inside the air hangs the balcony is about 20-feet and from
still, stale and moldering. the ledge one has a clear view of the
The crates hold various supplies in- Sprinkled with dust, cobwebs, and weather clock. The columns continue up
cluding uniforms and bedding, as well mouse droppings, the room seems en- another 20 feet, passing straight through
as dried goods, cheeses, tobacco. tirely forgotten. the stained glass ceiling. As with the
ground floor, doors encircle the exterior
The barrels contain mostly water and A powerful illusion covers this room, wall. There are a dozen single doors
wine, but a few are filled with brandy protecting its secrets from outsiders. and two sets of double doors opposite
or other liquors. Around the room, dozens of secret the main stair landing. Similar 10-foot-
maps hang on the walls. Some contain wide corridors open into the west and
east walls. Each of these opens into a
GF10. Armory records of places unseen, such as lost
cities, sunken ships, and fabled sites small foyer with two doors in opposite
The door to this room is locked. In- corners.
side, rows of armor and weapons racks most believe as mythical. Others con-
tain maps of the various lands labeled

8
Creatures: four soldiers guard this the fireplace and the dresser stands an rack. Opposite the rack, rests single bed
area at all times. They immediately armor and weapons rack. The room has framed on the window side by a night
arrest anyone with proper clearance or a single window and no other exits. table, and the wall side by a matching
identification. chestnut dresser and set of shelves. A
FF 12-15. General’s Room leather lounge chair sits comfortably
FF3. Parlour Rooms 12 –15 are entirely simi- between a small stone fireplace and the
The double doors swing inward lar, with exception of some of their room’s single window. There are no
opening into a large parlour. On either owner’s personal belongings as noted other apparent exits.
side of the entrance, small chestnut in the other sections.
bookcases partially conceal a matched FF 16-19. Privy
pair chestnut tables. Across the room, This pleasantly sized room appears to Rooms 16 –19 are entirely similar.
opposite the double doors, a couch and be the private quarters of a high-ranking
two lounge chairs face a tremendous military person. As soon as you enter, This room stinks of human waste. A
chestnut mantel. Similar to the down- you notice the armor and weapons barrel with clean water is pushed into
stairs parlor, the furniture is upholstered
in dark-maroon leather. The feet of the Lesur Brown
mantel are carved to resemble giant
clawing lions paws. On the mantelshelf
rest twenty different drinking cups of
every possible size and shape, from a
crude fur wrapped bull’s horn to gold
plated goblet inlaid with gemstones.
Above the mantel, hang two crossed
greatswords partially covered by a
metal shield painted with a lion-headed
serpent. Aside from the shadowglass
windows set into the northern wall, no
other exits are apparent.

Books: The shelves hold a variety of


mundane texts, including a collection of
home remedies, a bawdy collection of
prostitute tales, a travel guide of differ-
ent cities, and the memoirs of General
Greer.

FF 4-11. Commander’s
Room
Rooms 4 –11 are entirely simi-
lar, with exception of some of their
owner’s personal belongings as noted
in the other sections.

This room appears to be someone’s


personal quarters. A single bed juts from
one wall, accompanied by night table set
with a candle in a tin cup. Near the foot
of the bed, but off to one side stands a
chestnut dresser. A small fireplace takes
up a corner of the room, and between

9
the closest corner; near it is a box of few years back, Lesur lost his wife of a marble slab and beneath it, a gaping
clean rags. In the opposite corner are many years. While he was never taken cavernous hole. Soon after, he built
several brass basins and two small bar- for a socialite, following her death he a ladder and excitedly descended into
rels. The first appears nailed shut while withdrew even farther from society, the depths. Though rumors abound
the second is filled with dark water, rose becoming somewhat of a recluse and concerning the cistern’s existence, Lesur
petals, and dirty rags. the library became his private sanctuary keeps his discovery secret. Recently,
A few more floral bouquets lie scat- from the rest of the world. One day, he’s taken to spending lots of time
tered throughout the room, though they while going through some architectural fishing in the murky waters or making
provide little defense against the stench. tomes, Lesur made a startling discovery. charcoal sketches of the lost reservoir
Flies crawl and swarm about the brass According to faded blueprints from by candlelight. In the vastness, he has
basins and barrels in the far corner the empirical ages, the Headquarters found peace in the dripping echoes and
seemed built atop an ancient cistern. the solitude. What Lesur is soon to dis-
This room is a privy. The sealed Testing his theory, Lesur cut a small cover is that the cistern is home to an
barrel is full and could stand to be hole in the floorboards and began aboleth who has been waiting for the
removed. When in use, a privy’s door digging. He told no one of his tasks, historian to share his discover with a
is latched shut. Anyone barging in and taking out sacks of dirt and rock dur- few more individuals, before he strikes.
interrupting someone’s privy time is ing the day when everyone was out Description: Lubor stands a few
bound to start a fight. drilling troops. Months later, he struck inches over 5-feet tall; a frail ancient-

NPCs, Villains and Lubor Agres


Monsters
Guard Soldiers
The Headquarters remains under the
constant watch of a dozen conscripted
men, these guards are prepared arrest
anyone failing to comply with their
rules. Although their primary job is
to police the area and keep it safe and
secure, they are capable combatants and
if necessary defend the Headquarters
with their lives.

Four guards are positioned outside


the Main Entrance.
Two are positioned in the Entrance
and Stairs (Area GF1.)
Two are positioned in the Grand Hall
(GF2.)
One is positioned at the top of the
Stairs (Area FF1.)
Four are positioned in the Balcony
(Area FF2.)

Lesur Brown
Lesur secured his position as the
Headquarters librarian decades ago;
in fact, none of the current staff can
even recall who appointed him. A

10
looking man with a long beard and Still, however well it was hidden, the neck. On the left side of her throat is a
course dry hair like gray straw. His pale truth of Lubor Agres’s death remains. faded green tattoo written in elvish that
skin wrinkles into thick folds and is The current Captain Agres is not a reads, “freedom before death.”
blotched with reddish-brown age spots. human, but a strange shapeshifting
His back stoops slightly and he often aberration known as a phasm. Out Quentin Fargus
uses a cane to walk. He wears simple of curiosity, the phasm stole Lubor’s As former commanding officer,
brown robes tied with a knotted rope identity and quite enjoys the calculating Quentin and his troops traveled the
and wooden sandals, and for some profession of commanding troops. He known world. Over the years, his
strange reason often carries about a also very much enjoys the handsome reputation grew, naming him one of
fishing pole. inheritance left to him by Lubor’s father the foremost explorers of the West-
along with the Headquarters close ern Highlands, the Sliver Glacier, and
Captain Lubor Agres proximity to the Yei Ling House of the Lost Islands of the Great Ocean.
The once talentless Captain Agres Pleasure. Though he has long since retired, he
was appointed to his position by the still obsesses over the fabled lands
good graces of his father’s friends; or Description: Miraculously, Lubor beyond the Great Ocean. While others
perhaps the emptiness of their wallets. Agres has grown better looking with (perhaps even greater explorers than
At the time of his conscription, Lubor’s age. Though most estimate he’s in his himself) have followed his example,
sword-fighting style was more theatrical late-forties, his appearance is closer to a none have successfully found these
than deadly and even his father specu- man half his age. Well-built, he stands fabled lands, perhaps with good rea-
lated that his son only chose the uni- about 6-feet-tall with chiseled features son. After decades of study, Quentin
form because he was too socially inept and piercing green eyes. He keeps recently unlocked a series of patterns
to approach women on his own. He his curly auburn hair cut just above in the landscape that appear to be
had even less success as a foot soldier. shoulder-length. When not in uniform, some sort of geometric code; a code he
By the end of basic training, his platoon he dresses in the most fabulous and believes ancient outsiders established to
members despised him for being a self- expensive clothing he can find. seal the fabled lands from the mortal
ish bungling fool. After basic, he was reach. After uncovering the miraculous
assigned a two-year stint as guardian in Denorra codes, Quentin is now more excited
the Uthmar Mines. Three-months in, Though an appointed member of than ever to find someone to take him
he decided to take a nap while on guard the Headquarters’ guard, most feel the to these lands, a place he believes to be
duty. As he snoozed, a troop of goblins slight young woman did little to earn a paradise where death has no power.
snuck past his position and raised a he position saves to meet the per- Description: Quentin is a wiry for
camp of miners and guards, leaving few sonal fancies of old General Prostolom. a gnome, with a slight pot-belly and a
survivors. Days later, survivors found Ironically perhaps, these speculations receding brownish-gray hairline. De-
the straggling Lubor wandering back bear some truth, however Denorra is spite approaching old age, he remains
towards the camp and wasted no time actually both a talented rogue and Gen- quite spry, excitable, somewhat impa-
cutting his throat. The three soldiers eral’s niece. As the two meet in private tient, and speaks almost too quickly for
made a pact never to tell of their deed to stage their intimate affair, Denorra mortal comprehension.
and when they returned, the simply relays all the goings on of the Head-
reported Lubor among the missing. quarters, covertly keeping him abreast
Then strangely, three weeks later Lubor of possible threats and political rivalry.
Adventure Seeds
returned to base-camp spouting a tale Denorra possesses a shy and slightly Hook #1: Marol Agres suspects
of epic proportions and dragging a rope unfriendly demeanor. About 18 years that his nephew isn’t all that he seems.
threaded with the heads of 20 goblins old or so, she’s a somewhat plain, but His suspicions compounded following
behind him. From that point on, Lubor pretty girl. She seems diligent in her the recent passing of his brother, and
quickly excelled, meeting every chal- concern for the Headquarters security Lubor’s subsequent inheritance of his
lenge and becoming one of the Armies and her uniform is always in top shape. father’s sizable fortune. He offers to pay
most brilliant and strategic thinkers, Description: Denorra has a light players to investigate Lubor and bring
in fact more than a few speculate the coffee complexion, wide almond eyes, him whatever evidence they can find
young captain is fast on his way to and full lips. She wears her hair pulled about his miraculous rise through the
becoming a general. back into rows of tight braids all bound military ranks. Marol still has a more
into a single ponytail at the nape of her than a few contacts within the military

11
and can manage to get them all jobs as the job is simple and the trusting Car- arrested her before she could escape.
Headquarter guards. tographer fails to notice any significant Now she awaits trial for high treason.
changes. But when Quentin cross- General Prostolom too may be called
Hook #2: Cartographer and noted references his current notes with his to the courts to explain their intimate
explorer Quentin Fargus is partial prized possession (an ancient map of meetings. General Prostolom fears for
correct in his recent discoveries; the the Fabled Lands), he becomes delu- her life, but is unsure how to prove
Fabled Lands do exist- however they sional and paranoid, even murderous her innocence without jeopardizing
are no paradise. On the contrary, the of any who would deny night him the his own position or her safety, for
ancient formulas open a gate between rewards of discovering paradise before she would have many enemies should
world where fiends have become native his death. Players must locate his secret anyone discover their true relationship.
outsiders and cannot be banished. An room, and find his map before the dark The General needs the players to slip
astral deva contacts players and tasks forces of the world become aware of it. into his rival’s quarters and steal the
them with subtly altering Quentin’s documents Denorra was searching for,
work so that his calculations can- Hook #3: General Malmot recently documents that incriminate Malmot
not open the gate. A low-profile task caught Denorra snooping through in several fraudulent military frauds.
requiring the utmost secrecy. At first, some of his files. Malmot caught and Unfortunately, they’ve limited time. As
soon as Malmot realizes that Denorra
is no foreign spy, he rushes to his files
Quentin Fargus destroy any damning evidence.

Designer’s Notes
I started this piece with a lot more
stat blocks, then at some point I real-
ized that was probably ridiculous, both
for me a designer and for the poor GM
stuck with pages of stat blocks with
slight variation for each general and
captain. I found it easier just to wing
the differences when GMing, or if need
be make a couple of side notes for vari-
ations in equipment.
That said, I tried to include plot
hooks that might really disrupt the
military nature of the HQ. Instead of
typical warmongering things, I tried to
make intriguing mysteries and arcane
puzzles to attract the attention of non-
martial classes, giving everyone in the
party a reason to stop by.

Author’s Bio
Werecabbage Hitchcock lives in the
fifth borough of New York City. Dur-
ing the day, he teaches science Coney
Island. At the night, he tries his hand at
game design and over the past couple
of years; he has completed a few pieces
for 0one Games, Bastion Press, Paizo,
WotC, and Mongoose Inc. Beware the
Slaw.

12
Possessions +1 full-plate, +1 heavy steel lets of ogre power, cloak of charisma,
shield, +1 bastard sword, +1 heavy ring of mind shielding, 1000gp
crossbow, 20 bolts 2gp, quiver, oil of
bless weapon, potion of bull’s strength, Typical General CR 18
RULE potion of cure light wounds 203 gp Male/Female Human Fighter 18
THE LN Medium humanoid (human)
DUNGEON! Typical Commander CR 15 Init +1; Senses Blind-fight; Listen +4,
Male/Female Human Fighter 15 Spot +4
LN Medium humanoid (human) Languages Common
Init +1; Senses Blind-fight; Listen +4,
Spot +4 AC 29, touch 11, flat-footed 28
Languages Common hp 124 (18 HD)
NPCs, Villains and Immune discern thoughts, discern lies,
AC 22, touch 11, flat-footed 22 detect alignment
Monsters Statblocks hp 108 (15 HD) Fort +13, Ref +9, Will +9
[High] Immune discern thoughts, discern lies,
Guard Soldier CR8 detect alignment Spd 20 ft
Male/Female Human Fighter 8 Fort +11, Ref +8, Will +8 Melee +5 keen bastard sword
LN Medium humanoid (human) +30/+25/+20/+15 (1d10+14/18-20)
Init +0 (+0 Dex); Senses Blind-fight; Spd 20 ft Ranged +2 heavy crossbow +22/+17/+12
Listen +2, Spot +2 Melee +3 bastard sword +25/+20/+15 (1d10+1/19-20)
Languages Common (1d10+12/19-20) Space 5 ft; Reach 5 ft
Ranged +2 heavy crossbow +19/+14/+9 Base Atk +18; Grp +23
AC 22, touch 10, flat-footed 22 (+9 (1d10+1/19-20) Atk Options Combat Reflexes Cleave,
armor, +3 shield) Space 5 ft; Reach 5 ft Great Cleave, Power Attack, Im-
hp 48 (8 HD) Base Atk +15; Grp +20 proved Bullrush Improved Sunder
Fort +7, Ref +4, Will +4 Atk Options Power Attack, Cleave, Great Combat Gear oil of bless weapon, potion
Cleave, Improved Sunder of bull strength
Spd 20 ft Combat Gear oil of bless weapon, potion
Melee +1 bastard sword +12/+7 of bull strength Abilities Str 20, Dex 12, Con 15, Int 12,
(1d10+5/19-20) Wis 13, Cha 14
Ranged +1 heavy crossbow +10/+5 Abilities Str 20, Dex 12, Con 15, Int 11, Feats Alertness, Blind-fight, Cleave,
(1d10+1/19-20) Wis 13, Cha 14 Combat Reflexes, Exotic Weapon
Space 5 ft; Reach 5 ft Feats Alertness, Blind-fight, Cleave, Proficiency (bastard sword), Great
Base Atk +8/+3; Grp +10 Exotic Weapon Proficiency (bastard Cleave, Greater Weapon Focus
Atk Options Power Attack sword), Great Cleave, Greater Weap- (bastard sword), Greater Weapon
Combat Gear oil of bless weapon, potion on focus (bastard sword), Greater Specialization (bastard sword), Im-
of bull’s strength, potion of cure light Weapon specialization (bastard proved Bullrush, Improved Sunder,
wounds sword), Improved Sunder, Iron Will, Improved Shield Bash, Iron Will,
Lightning Reflexes, Power Attack, Lightning Reflexes, Power Attack,
Abilities Str 14, Dex 10, Con 12, Int 8, Quick Draw, Weapon Focus (bas- Quick Draw, Weapon Focus (heavy
Wis 11, Cha 10 tard sword), Weapon Focus (heavy crossbow), Weapon Focus (bastard
Feats Alertness, Blind-fight, Exotic crossbow), Weapon Specialization sword), Weapon Specialization (bas-
Weapon Proficiency (bastard sword), (bastard sword) tard sword)
Iron Will, Lightning Reflexes, Power Skills Climb +7, Craft (weaponsmithing) Skills Climb +10, Craft (weaponsmith-
Attack, Weapon Focus (Bastard +8, Handle Animal +9, Intimidate ing) +9, Handle Animal +10, Intimi-
Sword), Weapon Focus (heavy +15, Jump +7, Listen +4, Ride +7, date +17, Jump +10, Listen +4, Ride
crossbow), Weapon Specialization Spot +4, Swim +1 +9, Search +1, Spot +4, Swim +3
(bastard sword)
Skills Climb +1, Handle Animal +3, In- Possessions +3 full-plate, +2 heavy steel Possessions +5 full-plate, +3 heavy steel
timidate +7, Jump +1, Listen +2, Spot shield, +3 bastard sword, +2 heavy shield, +5 keen bastard sword, +2 heavy
+2, Swim -10 crossbow, 20 bolts, quiver, oil of bless crossbow, 20 bolts, quiver, oil of bless
weapon, potion of bull strength, gaunt- weapon, potion of bull strength, gaunt-

13
lets of ogre power, cloak of charisma, Init +4; Senses Listen +9, Spot +9 with a potentially lethal blow to
ring of mind shielding, 1000gp Languages Common take less damage from it than she
otherwise would. Once per day, when
Lesur Brown  CR 10 AC 21, touch 14, flat-footed 21; Defen- she would be reduced to 0 or fewer
Male Human Expert 8/Wiz 3 sive Roll; Dodge, Uncanny Dodge, hit points by damage in combat
N Medium humanoid (human) Improved Uncanny Dodge (from a weapon or other blow, not
Init +0; Senses Listen +1, Spot +1 hp 60 (13 HD) a spell or special ability), the rogue
Languages Common, Celestial, Dra- Fort +6, Ref +12, Will +7; Evasion can attempt to roll with the damage.
conic, Dwarven, Elven, Infernal, To use this ability, the rogue must
Undercommon Spd 30 ft attempt a Reflex saving throw (DC =
Melee +2 throwing longsword +13/+8 damage dealt). If the save succeeds,
AC 13, touch 11, flat-footed 13 (1d8+3) she takes only half damage from the
hp 35 (8 HD) Ranged +1 shortbow +14/+9 (1d6+2) blow; if it fails, she takes full damage.
Fort +5, Ref +3, Will +6 Space 5 ft; Reach 5 ft She must be aware of the attack and
Base Atk +9; Grp +10 able to react to it in order to execute
Spd 30 ft Atk Options sneak attack +7d6, crip- her defensive roll—if she is denied
Melee +1 dagger +9/+4 (1d4) pling strike, her Dexterity bonus to AC, she can’t
Space 5 ft; Reach 5 ft Special Action use this ability. Since this effect
Base Atk +7/+2; Grp +0 Combat Gear oil of invisibility would not normally allow a character
Combat Gear 3 potions of cure light to make a Reflex save for half dam-
wounds, potion of bull’s strength Abilities Str 11, Dex 18, Con 10, Int 14, age, the rogue’s evasion ability does
Spells (CL 3, +7 melee touch, +7 ranged Wis 12, Cha 11 not apply to the defensive roll.
touch) SQ trap sense +3, trapfinding
2nd—continual flame, locate object, Feats Dodge, Great Fortitude, Investiga- Captain Lubor Agres CR 16
1st— hold portal, identify, unseen servant tor, Iron Will, Martial Weapon Profi- Phasm fighter 9
0—detect magic, light, message, presti- ciency (longsword), Weapon Focus CN Medium Aberration (Shapechanger)
digitation (longsword) Init +6; Senses darkvision 60ft. scent,
Skills Balance +12, Bluff +8, Climb +10, tremor sense 60 ft.; Listen +12, Spot
Abilities Str 8, Dex 11, Con 10, Int 18, Diplomacy +10, Disable Device +12, +12
Wis 13, Cha 11 Escape Artist +12, Gather Informa- Languages Common; Telepathy 100ft.
Feats Bibliophile, Eschew Components, tion +12, Hide +12, Intimidate +8,
Great Fortitude, Scribe ScrollB, Skill Jump +10, Listen +9, Move Silently AC 24, touch 12, flat-footed 22;Combat
Focus (Knowledge (dungeoneering), +12, Open Locks +12, Search +12, Expertise,
Weapon Finesse Sense Motive +11, Spot +9, Tumble AC (natural form only) 17, 12 touch, 15
Skills Appraise +16, Concentration +8, +12, Use Magic Device +8, Use Rope flat-footed; Combat Expertise,
Decipher Script +16, Diplomacy +12, +12 hp 148 (24 HD)
Forgery (cc) +7, Gather Information, Immune (natural for only) critical hits,
Knowledge (architecture and engi- Possessions combat gear plus +2 mith- flanking, paralysis, poison, poly-
neering), Knowledge (dungeoneer- ril chainshirt, +2 throwing longsword, morph, sleep, and stunning.
ing) +19, Knowledge (history)+16, +1 shortbow, quiver with 15 arrows, Fort +17, Ref +14, Will +14
Knowledge (local)+16, Knowledge gauntlets of ogre power.
(nobility and royalty)+16, Listen +1, Spd 30 ft
Speak Language +7, Spellcraft +12, Crippling Strike (Ex): A rogue with this Melee +2 bastard sword
Spot ability can sneak attack opponents +28/+23/+18/+13 (1d8+8)
with such precision that her blows Melee (natural form only) Slam
Possessions combat gear plus +1 dag- weaken and hamper them. An +15/+10/+5 melee (1d3+1)
ger, +2 bracers of armor, +2 ring of pro- opponent damaged by one of her Space 5 ft; Reach 5 ft
tection, 1 masterwork silver daggers, sneak attacks also takes 2 points of Base Atk +17; Grp +19
goggles of minute seeing, 150 gp Strength damage. Ability points lost Combat Gear gauntlet of rust, potion of
to damage return on their own at the cure moderate, potion of lesser restora-
Denorra  CR 13 rate of 1 point per day for each dam- tion, ring of counterspelling (fireball)
Female human rogue 13 aged ability.
N Medium humanoid (human) Defensive Roll (Ex): The rogue can roll Abilities Str 14, Dex 15, Con 15, Int 16,

14
Wis 15, Cha 14 hp 63 (10 HD) Possessions +4 studded leather, +3 hook
SQ alternate form, resilient Fort +11, Ref +11, Will +12; Evasion hammer (+3 hammer/+3 pick), folding
Feats Alertness, Blind-Fight, Combat boat
Expertise, Combat Reflexes, Dodge, Spd 20 ft; woodland stride
Exotic Weapon Proficiency (bastard Melee hooked hammer
sword), Greater Weapon Focus +17/+12/+7(1d6+3/x3) and
New Feat
(bastard sword), Improved Disarm, +17/+12/+7 (1d4+3/x4) Bibliophile
Improved Feint, Improved Initiative, Space 5 ft; Reach 5 ft Deep appreciation for books has
Mobility, Weapon Focus (bastard Base Atk +14; Grp +9 perfected your ability to quickly locate
sword), Weapon Specialization (bas- Atk Options +1 racial vs. kobolds and important information from their pages
tard sword) goblinoids, 1st favored enemy (+4 vs. and has made you a master of using
Skills Bluff +20, Climb +16, Craft (al- goblinoids), 2nd favored enemy (+4 them to answer all manner of questions.
chemy) +12, Diplomacy +17, Disguise vs. giants), 3rd favored enemy (+2 vs.
Benefit: Provided you have a book
+20 (+22 acting)*, Handle Animal monstrous humanoids)
on the subject in question at hand, you
+6, Intimidate +19, Knowledge Ranger Spells Prepared (CL 7, +14 me-
can use it to make Knowledge skill
(nobility and royalty) +18, Listen +12, lee touch, +16 ranged touch):
checks, even if you are untrained in the
Ride +16. Spot +12, Survival +12 4th– commune with nature
specific knowledge.
3rd– darkvision, water walk
Possessions combat gear plus +3 chain 2nd– barkskin, wind wall Each minute you spend attempting
shirt, +4 anarchic bastard sword 1st– endure elements, read magic, sum- to research an answer grants you a +1
Amorphous (Ex): Lubor in his natural mon nature’s ally bonus to the appropriate Knowledge
form has immunity to poison, sleep, Spell-Like Abilities (CL 1): check, however the total bonus is lim-
paralysis, polymorph, and stunning 1/day— speak with animals (burrowing ited to the size of the book. Every 100
effects. It is not subject to critical hits mammals only, duration 1 minute) pages a book contains grants the reader
and, having no clear front or back, 1/day— dancing lights, ghost sound, a +1 bonus, so a 500 page book poten-
cannot be flanked. prestidigitation tially grants a +5 bonus to the relative
Resilient (Ex): Lubor has a +4 racial Knowledge skill check, but only if the
bonus on Fortitude and Reflex saves Abilities Str 10, Dex 15, Con 15, Int 14, reader spends at least 5 minutes looking
(included in the statistics block). Wis 18, Cha 13 for the answer.
Alternate Form (Su): Lubor can assume SQ +1 DC of illusion spells, animal
any form of Large size or smaller as a companion (badger), camouflage,
standard action. This ability func- swift tracker, wild empathy
New Item
tions as a polymorph spell cast on Feats Diligent, Endurance, Greater Two- Shadowglass
itself (caster level 15th), except that Weapon Fighting, Improved Init(9th), Dwarven glassblowing techniques
Lubor does not regain hit points for Improved Two-Weapon Fighting created this durable, one-way ebon-
changing form. Lubor can remain in (Ranger), Iron Will, Self Sufficient, tinted glass. When viewed from the ex-
his alternate form until he chooses Track, Two-Weapon Defense, Two- terior side, everything behind blurs and
to assume a new one or return to his Weapon Fighting, Weapon Focus
twists into intangible shadowy shapes.
phasm form. (hooked hammer),
From the opposite side, the view is
Skills: *When using shapechange, Lu- Skills Appraise +6, Bluff +1, Climb +8,
crystal-clear and during complete dark-
bor gains a +10 circumstance bonus Concentration +8, Craft (alchemy)
ness, the glass enhances any shapes
on Disguise checks +8, Decipher Script +9, Forgery
beyond as if the viewer possessed
+6, Gather Information +7, Handle
Quentin Fargus CR 14 Animal +7, Heal +12, Hide +11, Jump darkvision with a 60ft-range (though
Male Gnome Ranger 14, Expert 1 +7, Knowledge (dungeoneering)+8, the effect is non-magical). Unfortu-
N Small humanoid (gnome) Knowledge (geography) +14, Knowl- nately, shadowglass is extremely heavy,
Init +6 (+2 Dex, Feat); Senses low-light edge (nature)+10, Listen +8, Move difficult to work with, and provides no
vision; Listen +8, Spot +8* Silently +6, Perform (painting) +7, special benefit when used in sections
Languages Common, Giant, Goblin, Profession (cartographer) +14, Ride less than two square feet. Shadowglass
Gnome +6, Search +8, Sense Motive +8, has a hardness of 5, 6 hp per inch of
Spot +8, Survival +11, Use Rope +7, thickness, and a Break DC 22.
AC 20, touch 13, flat-footed 19; +4 vs. Use Magic Device +7
giant type

15
© Øone Games, permission granted to print for personal use only

THE
RULE
DUNGEON!
N

THE HEADQUARTERS
1 square equals 5ft

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