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Maps

™™LEVEL 1 ►►To Encounter Table


1. Roadside sanctuary 7. Starved Grey Ooze 13. Hall of the loyal
2. Kobold deathtrap 8. False door retainers
3. Kobold lair entrance 9. Unskilful Frescos 14. Beekeeper’s Tomb
4. Kobold cave 10. Living statues 15. Jayne’s True Tomb
5. Kobold wood storage 11. Tomb of the Paladin 16. Derelict guard room
6. Time-worn honey trap 12. Tomb of the Golem-maker 17. Levers and hallways
N
1 sq = 5’

™™LEVEL 2 ►►To Encounter Table

25. Troll Larder


18. Bats in the Verdicts 26. Armoury 33. Trolls Lair
19. Blind Dwarf Mummy 27. Perilous Ladder 34. River nook
20. Snow leopard Golem 28. Wizard's Workshop 35. Old Illusion
21. Otherworldly Grove 29. Pastel Pit 36. Crumbling Courtroom
22. Tears and Rhain 30. Skulls Tunnel 37. Killing Ground
23. Bath/shrooms 31. Subterranean Torrent 38. Interrogation Room
24. Lady Jayne’s Cenotaph 32. Bridge over a muddy strand 39. Cell
Encounters
Events & encounters ™™1d8Secrets of the
Kaleidoscopic Soulstorm
►►1-in-6 chance every turn, or in case of
loud noise. His strength lies within his organs.
►►Do not roll on this table in areas 1-5 and 1 Devour them, and it will be yours.
22 (see areas descriptions). Also see areas All yours, while you rot away!
21, 23 and 24 for specific rules. Their rings can keep you safe, but
2
they won’t keep you alive.
™™Which die to roll? She betrayed her kin; Took the sky
from her friend, mutilated her. Left
►►Level 1, if all portcullises to the grove
3 another one to die. All for power.
are closed (at the beginning): roll d12.
You’ll see... She shall ask only one
►►Level 1, any portcullis leading to the thing: that you kill for her.
grove is opened : roll d20.
Can you plunder her grave before
►►Level 2, if stairs and portcullises are 4
she screams? Then, you might live...
closed: roll d10 on the last 10 entries.
None of them cared about justice!
►►Level 1 & 2, the grove and the stairs to 5 They revelled in our pain. Stay,
level 2 (24-25) are opened: roll d30. become their next victims.
The depraved cat believes in his
6 self-made prophecy. Did you fall for
►►To Table of Contents it too?
►►To the Maps The Wicked Plant despairs in her
7
stone prison. Good. Let her wither!
Dead trolls will kill you, if you don’t
8
destroy their most beloved treasure.

™™dungeon levels : schematic sideview


1 The Ghost of Rhain Dreamdust (see p. 10).
2 Level 1: The Amber Golem (see p. 9). Level 2: as 29.
3 1d6 Kobold explorers (from [4]). Cautious, stealthy.
4 1d4 Oil Beetles (see [16] or [35]).

5 1d3 Living Statues. 8 patrolling in total (see [10]). 11 hp each.


Nude humans (M/F) with animal heads: 1-Badger (M), 2-Bear (F), 3-Elk (M),
6 4-Boar (M), 5-Owl (F), 6-Osprey (F), 7-Lynx (F), 8-Stoat (M).
If free to roam: Judge Tsedek (from [19]), looking either for his murderers or someone
7
to judge him. Otherwise - Level 1: The Amber Golem (see p. 9). Level 2: as 30.
A storm of Broken Souls, dozens erupting through the floor. Wave of cold & an-
8 guish. Physically harmless (see p. 12). “Give us a nice memory!”, they murmur... A PC
who shares a good memory forgets it forever. It is replaced by a gruesome memory
9 of torture or death; save vs spell or lose 1 INT/WIS/CHA (referee’s call, based on
lost memory). The Souls then whisper a secret (see table) and depart.
Wind blows specks of frost across the party. Save vs paralysis or character shivers
10
uncontrollably: –2 to all rolls until they eat or spend 1 turn next to a large fire.
11 A shockwave of unnatural cold. Frost covers the walls. 1d4 light sources go out.
12 Echoes of a sobbing lament.
13 Frenzied buzzing from a nearby room.
A warm breeze carrying a sweet perfume of flowers, with a hint of decayed
14
undergrowth soil and the faint, metallic scent of blood.
Any PC who tasted fae fruits or candies suddenly craves for more. Eat either one
15
during the next turn, or lose 1d4 hp.
16 The Ghost of Rhain Dreamdust (see p. 10).
17- A Pastel Blue Bee (see [21]). Will follow and observe for 2 hours.
20 If rolled again: the bee goes back to report and is replaced by another one.
1 21 The Ghost of Rhain Dreamdust (see p. 10).
2 22 1d6 Oil Beetles (see [16] or [35]).
3 23 1d6 Broken Souls, Fae Wraith of the tortured and wrongly accused (see p. 12).
4 24 Coming through wall/ceiling, among a storm of Broken Souls.
1d3 Trolls (from [33]). 4-in-6 chance they are noisy: a lone troll whistling an old-
5 25 timey tune or 2+ trolls arguing about (d4): 1-Ella the spider, 2-Food seasoning,
3-Who last went out to hunt, 4-Whether it’s day or night outside.
A storm of Broken Souls, dozens erupting through the walls. Wave of cold &
6 26 anguish. Physically harmless (see p. 12). “Give us blood! Give us your pain!”, they
7 27 murmur. For every 1d6 of self-inflicted damage, they whisper a secret (see table),
then leave.
Hundreds of fat black earthworms drop through cracked ceiling joints. They radiate
8 28
a black pulsating light visible only with infravision.
9 29 Harrowing echoes of a torture victim screams. No so distant.
10 30 A swarm of fist-sized baby tarantellas. Unaggressive.
Acknowledgements
This adventure was inspired by and would not exist without the maps by Matt Jackson (https://www.
msjx.org/2020/01/collabodungeon-02.html) and Dyson Logos (https://dysonlogos.blog/2020/04/30/
pits-of-the-black-moon/), and a “doe” painting by Hook Woojin (https://www.deviantart.com/
hoooook/art/Doe-365976614).
The following works influenced this work in a fashion I can point to: the Wormskin Zine
(Dolmenwood setting), by Gavin Norman and Greg Gorgonmilk, Winter’s Daughter by Gavin
Norman, The Rosewood Highlands adventures by WR Beatty, the numerous and incomparable works
of Sir Terry Pratchett (Lords and Ladies in particular). The famous Dragon Magazine article by Roger
E. Moore, “Tucker’s Kobolds”, is the far too obvious source of inspiration behind an entire part of the
dungeon...
I was also largely influenced by a number of ‘OSR’ bloggers and their works, including but not limited
to: Dyson Logos (Dyson’s Dodecahedron), Patrick Stuart (False Machine), Skerples (Coins and scrolls),
Ben L. (Mazirian’s Garden), Melan (Beyond Fomalhaut), Emmy Allen (Cavegirl’s Game Stuff), Luka
Rejec (Wizard Thief Figher), Evlyn M. (Le Chaudron Chromatique), Arnold K. (Goblin Punch), ktrey
(d4 Caltrops), Bryce Lynch (Tenfootpole), Zedeck Siew (Zedeck Siew’s Writing Hours).
Layout inspired by Old-School Essentials by Necrotic Gnome.
Credits
All rights reserved, used with permission: Cover art “Jayne” by HexaGnome. Level 1 map by Matt
Jackson © 2020 (https://www.msjx.org/2020/01/collabodungeon-02.html); Level 2 map by Dyson
Logos © 2020 (https://dysonlogos.blog/2020/04/30/pits-of-the-black-moon/); Maps were edited
by the author. HexaGnome and the Sepulchre of Seven logos by HexaGnome © 2021. The “OSE
compatible” logo is the property of Necrotic Gnome.
Public domain art: p4, A. de Neuville; p6; p7(edited); p10, p43, Harry Clarke (collages); p13, Harry
Clarke & Harry Fenn (collage); p14; p17, Henry Justice Ford; p18; p24; p21 Henry Justice Ford &
unknown (collage); p22, Gaston Vuillier (collage); p26, E.A Smith/G. Pearson; p28; p29, HexaGnome;
p31 (collage); p32; p33 (background); p34 (collage); p35; p37 (collage); p38; p41; p42-43; p43
(collage); p48-49, Harry Fenn; p50, HexaGnome; p57 (collage); p55, HexaGnome; p58, HexaGnome;
p.g, HexaGnome with dungeon scrawl by Probable Train.
CC0 art: p6, HexaGnome (map); p12, HexaGnome (map); p33, Lady of Hats (dryad, edited); p47,
RANT 73 (edited); p44, Mustang Joe (edited).
All public domain collages and CC0 edits by HexaGnome, released under CC0 licence.
Other: “Aged Comic or Magazine Cover” texture by appearsharmless.
Fonts: Minion Pro, by Robert Slimbach (main text); Windings, Windings3, by Kris Holmes, Charles
Bigelow; Arial by Robin Nicholas, Patricia Saunders (bullets and various graphics); Kingthings Italics
by Kevin King, Kingthings Spike by Kevin King (titles); Louis Georges Café, by Chen Yining (titles);
1550, by Frédéric Michaud (map legends); Roboto, by Christian Robertson (map legends); Didact
Gothic, by Daniel Johnson and Cyreal (cover); The Bold Font, by Sven Pels (HexaGnome logo).
Written and illustrated by
Hex nome

Requires Old-School Essentials


Old-School Essentials is a trademark of Necrotic Gnome
The trademark and Old-School Essentials logo are used
with permission of Necrotic Gnome, under license

This product is not affiliated with Necrotic Gnome

Words, some original art, editing and layout by HexaGnome,


Version 1.3 - November 2021
Foreword ™™Document formatting

I didn’t plan to write an adventure. ►►Items marked with an asterisk in the


Certainly not this one. It’s less weird and room descriptions are developped below.
more vanilla, less whimsical and a bit ►►Letters appear next to area titles:
more grim than what I’d have expected. M indicates a monster in the room,
I hope you’ll enjoy it or find something to S indicates a secret passage or compart-
cannibalise for your own games. ment, T signals a trap.
HexaGnome, 2021 ►►Numbers between brackets, e.g. [21],
are a reference to the corresponding area.
►►There is no read-aloud text. Colored
text is not meant to be read aloud.
Good, bad or anecdotal, don’t hesitate to
share feedback and war stories to :
™™PDF navigation
sixsidedgnome@gmail.com
or u/six-sided-gnome ►►Clicking on the map (or the legend be-
low) links to the corresponding section.
►►Numbered area titles link back to the
This product is 100% free.
maps.
►►Page numbers link to the Table of
contents.
►►The  symbol links to the random
encounter table.
™™The backstory in a nutshell ►►Page and area numbers within the text
are also links.
700 year ago a half-elf, half deer-centaur
named Jayne led guerrilla fighters ™™Content warning
against an evil fae lord. Rhain, one of
her lieutenants was captured and left to This module hints at war crimes commit-
his fate, as the other went on to win the ed by NPCs in the past: murder, torture,
final battle. His vengeful ghost killed his cannibalism and (post-mortem) sexual
former friends; all were buried inside abuse (kind of, but still...).
their hideout. These deeds are evoqued without details,
Over centuries, the Church erased to make it as easy as possible for you to
all memory of Jayne’s fae nature. tune the horror to your taste and your
Monsters moved into the sepulchre, still players expectations.
haunted by Jayne’s companions, and It should be quite easy to remove them
Rhain’s ghost, longing to complete his completely or even to present the Seven as
vengeance. bona fide heroes, if a bit misguided.

2
Table of Contents
Maps 21. Otherworldly Grove  (3M) 32
Events & encounters  22. Tears and Rhain 38
Foreword 2 23. Bath/shrooms  (2T) 40
Table of Contents 3 24. Lady Jayne's Cenotaph  (S) 41
Referee’s background 4 Level 2 42
Players’ background 6 25. Troll Larder 42
Treasure 8 26. Armoury  (2T) 42
Encounter details 9 27. Perilous Ladder 43
C. Kodiak, Blue Amber Golem  9 28. Wizard's Workshop  (M, S) 44
Rhain Dreamdust, Silent Ghost  10 29. Pastel Pit 45
56 Broken Souls  12 30. Skulls Tunnel 46
Outside 14 31. Subterranean Torrent 48
Outside events and encounters 15 32. Bridge over a muddy strand  (M) 48
Level 1 16 33. Trolls Lair  (M) 48
1. Roadside sanctuary  (S) 16 34. River Nook 50
Kobold Komplex  (areas 2-5) 17 35. Old Illusion  (M) 50
2. Kobold deathtrap  (M, T) 18 36. Crumbling Courtroom 51
3. Kobold antechamber  (T,S) 19 37. Killing Ground  (T, M, S) 52
4. Kobold cave (M) 19 38. Interrogation Room 53
5. Kobold wood storage  (S) 20 39. Cell (M) 53
6. Time-worn honey trap  (T) 20 Appendix 54
7. Starved Grey Ooze  (M) 21 Magic items 54
8. False door 
(T) 21 List of the Fallen  (67 names) 59
9. Unskilful Frescos 21 The trial of Lady Jayne's murderer 60
10. Living statues  (M) 22 Design notes 61
11. Tomb of the Paladin 22 Open Game Licence 62
12. Tomb of the Golem-maker  (T) 23
13. Hall of the loyal retainers  (M, 4S) 24
14. Beekeeper's Tomb 26
15. Jayne's True Tomb  (T, M) 26
16. Derelict guard room  (M) 28
17. Levers and hallways  (S) 29
18. Bats in the Verdicts 30
19. Blind Dwarf Mummy  (M) 30
20. Snow leopard Golem  (M) 32
3
Referee’s background
►►You don’t need to remember all of this, ™™From stronghold
but it may be useful for NPC conversations. to sepulchre: a tragedy

The story of ●●The Companions bury Rhain. Her twin


sister Rhiannon Dreamdust soon dies of
Lady Jayne of the Woods sorrow. Seeking vengeance, the ghost of
Rhain Dreamdust possesses the dwarf
™™700 years ago Tsedek and eviscerates Jayne in her bath,
using Dame Hailwidis’ sword.
●●War in the Northwoods! Mortals
face evil elves from Faërie, led by the ●●Claiming their beloved leader shall rise
Sunnestead Sorceresse. back to fight the Sunnestead Sorceresse
once again, the wizard Constantine
●●Jayne Half-Elven, a fae druid, sides
Kodiak seals her Tomb. The signet rings
with humans. She attracts 6 followers and
of the Seven, originally designed to evade
blesses them with animal companions.
the traps of Stronghold, will open it.
They are joined by dozens of loyal retainers.
●●A few weeks later, the ghost possesses
●●From the hidden Stronghold of Seven,
Harpo the Halfling. He strangles the
concealing a portal to Faërie, they strike the
dwarf Tsedek with a wire.
elves in both worlds.
●●One month later, while Harpo the
●●King Hraldr promises wealth, titles and
halfling is projecting his spirit into a bee
lands in exchange for their fealty.
colony, the wizard Constantine Kodiak,
●●One of the Seven, the elf Rhain Dream- possessed by the ghost, plunges a dagger
dust, is captured by the Sunnestead Sor- through his heart.
ceresse. His albino raven alerts the others.
●●The wizard Constantine Kodiak builds
●●Alas! Heeding King Hraldr’s call, the an Amber Golem but fails to animate it
others join the final battle, leaving Rhain with his snow leopard’s soul. He uses his
Dreamdust to die. own life-force to animate the statue.
●●During the final battle, Dame Hailwi- ●●Some retainers commit mass suicide,
dis the Paladin and her hawk meet their vowing to protect Jayne beyond death.
fate. Arthur the snow leopard is mortally The one chosen to properly bury them is
wounded. killed by the ghost of Rhain Dreamdust,
●●After the Sunnestead Sorceresse is de- while carving their names on a memorial.
feated, king Hraldr goes back on his word.

4
Dame Hailwidis (dead) [11] ™™NPCs overview
Animal Companion: Red Hawk Green: the Seven
Human Paladin. Didn’t partake in the dread-
Rhain Dreamdust, Mute vengeful Ghost p. 10
ful atrocities, but actively ignored them.
Animal Companion: Albino Raven
Died: honourably; rests in peace.
Elf scout and interrogator. Prosecutor during
Her sentient sword, Naegling, “witnessed”
the trials. And afterwards, ruthless executioner.
Jayne’s murder (see appendix).
Died: abandoned, tortured to death by the Sun-
stead Sorceresse. Possessing his companions, he
Judge Tsedek, Mummy [19]
his r(s) killed Jayne, Tsedek and Harpo.
Animal Companions: Bats ntsdere
a
w ur
Blind, biased dwarf. Con- m und Lady Jayne, Spectre [15] wants
fo to kill
demned countless fae to Elaphocentaur druid, half-elven, full fae, char-
horrible deaths. ismatic herald of Nature, leader of the Seven.
Died: strangled with a wire, Died: taking a bath (in [23]), sliced open by
killed
by the possessed Harpo. the possessed Judge Tsedek, wielding Dame
Wants: his murderer(s) found. Hailwidis’ sword.
Doesn’t remember killing Wants: to pass on; her companions to rest.
Jayne: will want to be judged.
Believes the time has come
for Jayne to come back
killed
Constantine Kodiak, Amber Golem p. 9
Harpo the Halfling, Bee Colony [21] Animal Companion: Snow Leopard
Animal Companions: Fae Blue Bees Human wizard and golem-maker. For his
Melissomancer: was able to transfer led entertainment, he animated statues using the
kil
his consciousness into the hive mind life-force of condemned captives. Devised a way
of bees. Skilled beekeeper, dreaded to turn the fae blue honey into blue amber. Built
assassin, formidable (cannibalistic) the security measures of the Stronghold.
cook and confiseur.
needs Jayne’s staff

Not dead yet! His body is preserved in amber [12],


Died: While “borrowing” the mind of while his mind animates the Amber Golem.
his fae bees, stabbed by the possessed Wants: to protect the tomb of Lady Jane, until the
wizard Constantine Kodiak. time comes for her to rise back.
Wants: to leave, with his bones. can command

does not want the Bees to leave 13 Living Statues various places
Animal headed statues, guard the tombs.
Galateia, 1-armed Grovekeeper Dryad [21]
Obey commands from the Amber Golem or
Gave up one arm (made into Jayne’s Staff),
anyone wearing one of the Seven’s signet rings.
allowed the Seven to use her grove as a
portal (it’s now stuck between worlds).
12 Hungry Kobolds [2-5]
Wants: her grove to go back to Faërie.
Want: food!
protects
4 Ancient Trolls  [33]
Mélicorne, Melanistic Unicorn  [21] Hunt outside, made a good life here.
Doesn’t want: to leave the Grove or Rhiannon. Want: various things; to make a troll-child: they
protects need a large precious stone.
Rhiannon Dreamdust, Banshee [22] 56 Broken Souls, Wraiths p. 12
Animal Companion: Melanistic Unicorn Remnants of innocent fae condemned, tortured
Fearless elf Warmaiden. Defence attorney and murdered by the Seven.
during the trials, then merciless executioner. Encountered either as a kaleidoscopic storm of
Died: of sorrow, and is still crying to this day. ghostly splinters, or as more singular Fae Wraiths.
Doesn’t want: Rhain or the unicorn to be Want: Blood. Memories. The PCs may set them free,
harmed. 
by destroying or burying their skulls (found in [30]).
5
Players’ background
The legend of ™™Rumours (d8)
Saint Jayne Half-Elven Saint Jayne’s right hand was a
The Church’s well crafted tales of a half- 1 Dryad; she gave her a staff that
human Saint Jayne Half-Elven twisted the could control nature. (P)
true memory of Jayne and the Seven. Some day the Sunnestead
Obscured and forgotten, “Saint Jayne” is Sorceresse will return, and Saint
2
still remembered in the villages near the Jayne Half-Elven shall come back
sanctuary, where hunters and woodcutters and protect us. (P)
pray for her protection. Beware! The restless spirits of Saint
3 Jayne Half-Elven’s enemies still
™™Locals will earnestly tell that: haunt her tomb. (T)
Saint Jayne is not dead : she went
●●When Men rose up against Sunnestead
4 to Faërie, to convert her former
Sorceresse 700 years ago, Jayne Half-Elven
enemies to the True Faith. (F)
lived in the woods. She saw the misery of
Men and offered to help. If you pray to Saint Jayne Half-
●●She commanded Nature and seven loyal 5 Elven at her sanctuary, she will
animal companions escorted her. send animals to help you. (F)
●●Her hidden grotto became a refuge for Saint Jayne hated hybrid creatures
6
mortals fleeing the atrocities of war. Some and fed them to a Basilisk. (F)
remained at her side and urged her to Saint Jayne was in truth a
help them fight. So she did. fae goddess. She abandoned
7
●●Just before the final battle, Jayne’s raven everything to convert to the
companion delivered intelligence crucial Church teachings! (F)
to the final victory. Wounded, he suc- Trolls in those hills, they hide the
cumbed soon after. most precious gems. My great
●●During the battle, all her blessed 8 uncle once brought one back from
animals fiercely fought and sacrificed the woods. All shattered, it was,
themselves for the freedom of Men. but still worth a fortune! (P)
●●After the victory, King Hraldr offered
her lands and title as a reward. She kindly
refused and went back to the woods.
●●Saint Jayne is buried somewhere
beneath the hills, near the sanctuary
honouring her.

6
™™Hooks ●●A withering, secret Cult of Saint Jayne is
now certain that the Sunnestead Sorcer-
●●Brother John-Forrest has been tasked to
esse is about to return. They seek to fulfil
clean and bless the derelict sanctuary of Saint
the Kodiak Prophecy, but don’t have the
Jayne. Sheepish but curious to learn more
slightest clue about Jayne’s true nature, who
about the saint’s life, he seeks an escort.
Kodiak is, or what the prophecy precisely
●●The old trail between Crimstone and entails, only that Jayne shall once more
Hapre grows perilous. Woodsmen speak fight the Sunnestead Sorceresse. They need
of trolls and kobolds roaming freely. Aela, an escort for Nesteren, their Chosen One,
the sister of a missing merchant needs a frail 17 year-old destined to venture into
someone to look into the matter; also, Earl the tombs, who show potential, yet is a bit
Katram of Nucamons may be convinced to too eager to prove themself.
pay a small sum per monster slain.
●●Ser Nauqx, a fae emissary of the
●●Solas, the exhausted bartender of the Sunnestead Sorceresse hires the party to
Five Dragoons Inn in Crimstone, has retrieve Lady Jayne’s Dryadwood Staff.
been having harassing nightmares of They may do so openly, or masquerade as
broken fae souls. They wake up covered in someone willing to pay the PCs to clear
frozen sweat, tetanised by dread, hatred the tombs of an ancient undead threat.
and despair. One of the shattered souls, a
●●The wizard Crest Kodiiak, claiming to
lady with green demented eyes, seems to
descend from a clone of the great wizard
reach out to them. She screams about the
Constantine Kodiak, hires the party to
woods, about Jayne and the Seven, about
find the grimoire of his almost-ancestor,
vengeance and proper burial.
and everything else they can find
about his golem research. 7
Treasure
Area Treasure Area Treasure
102 sp. 530 cp. Onyx (50 gp). Earrings 210 gp. Silver mace. Navel jewel
2-5 (10 gp). Stone ring. Potion of Loud
20
(50 gp). Chain-mail +1.
Thoughts. Girdle of Gender Fluidity. 100 pp. Arrow of Dendrification.
3,500 cp. Emerald (350 gp). 2 gold
21
60 doses of Blue Honey. Fae Fruits.
4
teeth (10 gp). 6 Humansbane arrows. 70 gp. Gold sealing (50 gp). Silver
5 Diamond (500 gp). Boot of Jumping. studs (1500 gp total). Amulet (150 gp).
Key to Armoury [26]. Diamond signet
6 85 gp. Silver thieves’ tools (50 gp).
22 ring (500 gp). Tourmaline signet ring
7 Diamonds (2,100 gp). (100 gp). 2 Porcelain dolls (110 gp).
8 Gold filigree (600 gp). Leather boots. Potion of Cure Mummy
Rot. Elven katana. Music box (800 gp).
356 gp. Armband (75 gp). 3 uncut
10 24 Gold sealing (50 gp).
diamonds (3d6x100gp total). Dagger.
Carnelian signet ring (100 gp). Silver 2 Swords. 2 Leather Armour. Ice-seed.
11 crucifix (200 sp). Holy water. Chalice 26 Potion of Control Plant. Scroll of
of Saint Orwyll. Naegling. massmorph. Mask of the Wolf.
2 candelabras (500 gp each). Key to 5 diamonds (1,000 gp each). Molten
12 diamonds (2d6x100 gp). Alchemy tools
Workshop [28].
(2,000 gp). Stone carving tools (150 gp).
Silver bas-relief (500 gp). 8 candelabras 28
Key to prison [39]. Kodiak’s Grimoire.
13 (400 gp each). 26 amulets (3,900 gp
Snow-leopard statuette (200 gp). 3 Stone
total). Potion of Polymorph Self.
to Flesh Scrolls. 2 Marble Hands.
Silver knives (5 gp). Salt & pepper
Key to the Armoury [26]. Missing
(315 gp). Cookbook. Poison. 2 jars of
14 33 card from [16]. Troll Hearts (8,600 gp
Blue Honey. 1 bag of candies. 1 Rosetta
total, if shattered). Jade Eye.
Stout. 3 Blue candles. Dagger +1.
2 cp. Potion of Spider Climbing.
Silver studs (505 sp total). Gold 34
Protection from Undead Scroll.
sealing (50 gp). Gold inlays (600 gp).
15 Corundum signet ring (300 gp). 2 topaz (300 gp each). 2 rubys
36
10,000 cp. 3 offerings bowls (300 gp (500 gp each). Tapestry (1,000+ gp).
total). Dryadwood Staff. Silver shackles. Cold iron shackles. Jade
38
72 cp. Ruby (600 gp). 51 ivory cards Fingernails. Silver Ring. Bottled Pain.
16 (25gp for the full set). Silver inkwell Aquamarine signet ring (200 gp).
(5 gp). Blue candle. 39
Headband (3,500 gp).
18 21 Bronze Bats (500 gp each). 8 diamonds in Living Statues heads
5,000 gp. 8,000 sp. Onyx signet rdm (8d6x100 gp total). Amethyst signet
ring (100 gp). 7 canopic jars (full ring (100 gp) on Amber Golem.
set: 25,000 gp). Book of Dwarven
19 Total monetary value: ~93,100 gp
Laws (1500 gp). 7 Bronze Bats (500
gp each). 3 Dispel Evil Scroll. Cure
Disease Scroll.
8
Encounter details
Constantine Kodiak, the Blue Amber Golem
(area 20 and random encounter)
Carved in pale
translucent blue
amber, the lean,
5' tall, 2-tons snow
leopard radiates
softly from within.
Bronze teeth and claws
shine with the promise
of death.
Liquid gold cat-eyes cast
puzzling, hopeful inquiries.

™™Communicating with
the Amber Golem
●●The Golem is animated by the life-force
of the wizard Constantine Kodiak. The ►►He understands Common and Elvish.
wizard’s body is in [12]. ►►He communicates mostly by shaking his
►►He wears an amethyst signet ring head, clearly expressing only “yes”, “no”,
around his neck, on a tarnished silver “maybe”, and “I don’t know”.
chain (100 gp, faint magic, one of the ►►He can purr, but whatever he intends, it
Seven’s signet rings, see appendix). always comes out as a menacing rumble.

™™Constantine Kodiak's attitute Constantine Kodiak


(Blue amber snow leopard golem)
►►He cooked up a prophecy where Jayne
would come back, and wants to believe AC 6 [13], HD 10** (hp 43), Att 2 × claw
the PCs are here to finally fulfill it: he will (2d6), 1 × bite (2d10), THAC0 11 [+8], MV
180’ (60’), SV D10 W11 P12 B13 S14 (5), ML
show them the monument in [13]. Once
12, AL Lawful, XP 2,300
they have the other rings, he will give
►►Immunity: Unharmed by gas; unaf-
them his own. fected by charm, hold, and sleep spells.
►►Gauging (accompanies the PCs to Cannot be possessed by the Ghost of
observe their behaviour), perhaps helpful Rhain Dreamdust.
(knows traps, commands Living Statues). ►►Mundane damage immunity: Can only
be harmed by magical attacks.
►►He lets the PCs take the rings from the
►►Tracking: Without error.
tombs, but won’t let them behave like ►►Detect invisible creatures: Within 60’.
crass grave-robbers. ►►Animated by Kodiak life-force: If the
►►Won’t step into the grove [21] or on the body of Constantine Kodiak (in [12]) is
honey-trap [6]; won’t go down to level 2, killed, the Amber Golem dies instantly.
except in pursuit of the PCs. 9
Rhain Dreamdust, the
Silent Ghost
(area 22 and random encounter)
Haloed by faint silver light, the The Ghost of Rhain Dreamdust
tongueless ghost thrusts accusatory
AC 3 [16], HD 5** (24 hp), Att 1 × touch (1d6
stares, his ice-cold eyes underlined by
+ aging), or 1 x possession, THAC0 15 [+4],
ashen tears endlessly trickling down
MV 60’ (20’), SV D10 W11 P12 B13 S14 (5),
his hollow cheeks. An intricate lace of
ML 11, AL Chaotic, XP 425
unhealed scars runs on his maimed,
etheric body: his tongue is but one of ►►Undead: Make no noise, until they
many missing appendages. attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
►►Cannot speak without a possessed body. mind-affecting or mind-reading spells (e.g.
►►Asks for help accomplishing his ven- charm, hold, sleep).
►►Barely visible: in a lit area, 5-in-6
geance (killing Kodiak, the last Compan-
chance of surprise.
ion). Will lead the PCs to Constantine ►►Mundane damage immunity: Can only
Kodiak’s tomb [12]. be harmed by silver weapons or magic.
►►If faced with refusal, will go alone in ►►Aging touch: Target ages 2d20 years. If
the possessed body. the victim is a fae, he or she does not age,
but must save vs spells or be afflicted with
►►If shown evidence of Constantine
terror for 1d6 rounds.
Kodiak’s death: will fade away with a ►►Turning: If turned, disappears for
demented, thankful look. 3 hours (24 hours in grove-time, see [21]).
►►Possession: The ghost may attempt
to possess the body of another creature
within 120’. The victim must save vs spells.
If the save is successful, the ghost may not
make another attempt to possess that vic-
tim for one turn. If the save fails, the ghost
enters the victim, possessing it.
●●Control: The ghost gains full control
over the victim’s body, but is not able
to make the victim cast spells.
●●The victim has no memory of what
happened during the possession.
●●If the possessed victim is killed: The
ghost is expelled from the body.
●●Dispelling: Dispel evil forces the ghost
life force out of the body.
●●Returning: The ghost may choose to
end the possession at any time.

10
™™Possessed by Rhain Dreamdust!
►►Rhain exits his host if they are re- ►►The referee may allow the use of Turn
strained or knocked unconscious. Undead on a possessed character; on a suc-
►►Dispel evil ends the possession, but is a cess, the host may roll a new saving throw
high-level spell (3 scrolls of dispel evil can with a -2(D)/-4(T) penalty.
be found in [19]). ►►The referee may allow a PC to choose to
►►Additionnal ways to end the possession. lose one level (or 1d6 WIS), in order to get
Because losing the ability to control one’s a new saving throw.
character for long is not fun, here are a
few options the referee may consider. The ™™Possessed NPC death
PCs should try to make a deal, but you
may chose some of the options below, as a 1d20 +
The host is killed by:
fail-safe mechanism. NPC level
►►If the PCs are accompanied by NPCs, 1-5 Wandering oil beetles
the easiest solution is for the ghost to 6-10 Wandering Broken Souls
target (weaker) NPCs first. If a possessed
NPC leaves the party to accomplish Living statues (either
11-15
Rhain’s vengeance (going towards [12]), patrolling, or in [10])
he will most probably meet his end on the The Cloudkill runetrap in
way (see table). Kodiak’s sarcophagus in
16-20
►►The referee may allow the use of dispel [12] (Amber Golem rushes
magic, treating the possession as a spell there)
cast by a 10th level caster. A success al- The Amber Golem,
lows the victim to make another saving 20+ rushing in [12] when the
throw. sarcophagus is opened

11
56 Broken Souls
(areas 30, 37 and random encounters)
Fracked psyches. Anguished spirits
glimpsed through flickering, ghostly
splinters of shattered mirrors; swirling
spectral shards, people-shaped
kaleidoscopic columns.
Captured, viciously tortured, promptly
judged, and then murdered with careful
cruelty: the 56 restless spirits of wrongly
accused fae.

™™Soulstorm
►►When manifesting as a Soulstorm, doz-
ens rage half-seen around the room. The
storm is too removed from the material
world to physically interact with it.
►►They want memories or blood, and tell
secrets (see Random Encounters table). Broken Souls (Fae Wraiths)
►►If upset, 1d6 congeal into wraiths. AC 3 [16], HD 4** (18 hp), Att 1 × touch
(1d6  + energy drain), THAC0 16 [+3], MV
™™Individual wraith 120’ (40’) / 240’ (80’) flying, SV D10 W11 P12
►►When they manifest this way, a handful B13 S14 (4), ML 12, AL Chaotic, XP 175
at a time, they can interact with the world. ►►Undead: Make no noise, until they
attack. Immune to effects that affect
►► Roll each wraith’s reaction separately. living creatures (e.g. poison). Immune to
2d6 Broken Soul Reaction table mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
4 or less Attacks with fury. ►►Mundane weapon immunity: Only
Shell-shocked, lamenting, harmed by silver weapons or magic.
5–6 ►►Damage reduction: Half damage from
crying, may lash out.
silver weapons.
Relives their gruesome last ►►Energy drain: A successfully hit target
7–10 moments (PCs can only see permanently loses one experience level
what happened to the fae). (or Hit Die). This incurs a loss of one Hit Die
10–11 Pleads to be avenged. of hit points, as well as all other benefits
due to the drained level (e.g. spells, saving
12 or Grabs (attack) at PCs and im- throws, etc.). A character’s XP is reduced
more plores they end their torment. to the lowest amount for the new level.
A person drained of all levels becomes a
–1 per PC who remotely looks like one of the
Seven (e.g. a halfling thief or a human paladin). wraith in one day, under the control of the
–2 per PC wearing a signet ring. wraith that killed them.
+1 per PC who doesn’t look like one of the Seven ►►Limited numbers: when a wraith is
at all (e.g. a half-orc or minotaur). destroyed, roll 3d6 and read from highest
digit to lowest (e.g. 5-4-4). Cross out that
number on the list next page.
12
™™d666 Table of Broken Souls ►►The referee can double strike-through
skulls smashed or buried by the PCs in [30]
►►This is the list of the the fae prison-
(destroying the corresponding wraith)
ers’ numbers, carved on the wall in [18]
and simply cross out a Broken Souls’ num-
and on the skulls in [30]. In-world, the
ber when they are otherwise destroyed,
numbers are written in sacred dwarven
leaving the skull intact.
runes, a base-7 system. No prison number
contains a ‘0’ because that 7th digit is holy. ►►Some skulls in [30] are already smashed:
before running the adventure, the referee
►►Numbers in bold indicate one of the 56
shall make 8 d666 rolls on this table, and
Broken Souls. Other numbers belong to
cross out the results, possibly lowering the
long dead prisoners who do not haunt the
Broken Souls count.
dungeon.

111 154 241 324 411 454 541 624


112 155 242 325 412 455 542 625
113 156 243 326 413 456 543 626
114 161 244 331 414 461 544 631
115 162 245 332 415 462 545 632
116 163 246 333 416 463 546 633
121 164 251 334 421 464 551 634
122 165 252 335 422 465 552 635
123 166 253 336 423 466 553 636
124 211 254 341 424 511 554 641
125 212 255 342 425 512 555 642
126 213 256 343 426 513 556 643
131 214 261 344 431 514 561 644
132 215 262 345 432 515 562 645
133 216 263 346 433 516 563 646
134 221 264 351 434 521 564 651
135 222 265 352 435 522 565 652
136 223 266 353 436 523 566 653
141 224 311 354 441 524 611 654
142 225 312 355 442 525 612 655
143 226 313 356 443 526 613 656
144 231 314 361 444 531 614 661
145 232 315 362 445 532 615 662
146 233 316 363 446 533 616 663
151 234 321 364 451 534 621 664
152 235 322 365 452 535 622 665
153 236 323 366 453 536 623 666

13
Outside
™™Sanctuary of Saint Jayne ™™On the far side of the hill
150’ off the old trail, at the foot of a ►►A stream exiting a low cave (to [31]).
100’ grey granite cliff, surrounded by ►►500’ from the cave mouth, where it’s
overgrown thickets (see [1]). easier to climb in and out of the water:
troll footprints in the mud.
™™On the tree-covered hill
►►Trickle of smoke (chimney from the ™™In Faërie
Kobold kitchen in [4]), escaping through Where a sun-lit grove used to be, a dark
cracks in the rock. non-space exists. Faint sound can some-
►►Among boulders, a burrow entrance. times be heard: galloping hooves, the
The dirt is drenched in musky, fammable buzzing of bees, and at sundown, a gentle
oil secreted by oil beetles; 15” wide, leads lullaby in a language only plants can
down to [16]. understand.

14
Outside events and
encounters
1-in-12 chance every hour. Roll 1d4.

™™Day ™™Night
1. A murder of albino ravens. They 1. 1d4 hunting Rhagodessa, walking down
remember. They repeat a single word in the cliff-face: they are huge, hairy, noctur-
common: “Lies”. nal arachnid carnivores, with large heads
►►Speak with animals: “long ago, one of us and mandibles and 10 legs.
befriended one who lived in a cave around
2. A panicked herd of 2d6 red deer. Track-
here; they were both betrayed by a deer
ing the origin of their flight, 3 mile away
with 4 legs and 3 arms. So, no, we don’t
uphill, reveals troll footprints. Tracking
trust bipeds anymore!”
the troll leads to the stream, 500’ from the
2. A party of 6 cocky poachers, carrying 2 cave entrance to level 2.
red deer.
3. 3d6 hungry wolves.
3. 3d6 hungry wolves.
4. d4 Kobold hunters (from [4]). 3-in-6
4. Lemuel, an old peddler with bright chance they are going out, otherwise
violet eyes, travelling the trail with a mule, coming back. If captured, the buggers will
stopping to leave flower offerings at the talk.
sanctuary. Will be wary the PCs are ban-
dits. Would buy up to 500 gp of interest-
ing goods.

Poachers Rhagodessa
AC 6 [13], HD 1 (4hp), Att 1 × sword (1d8) AC 5 [14], HD 4+2 (20hp), Att 1 × sucker
or longbow (1d6), THAC0 19 [0], MV 120’ (grab), 1 × bite (2d8), THAC0 15 [+4], MV
(40’), SV D13 W14 P13 B16 S15 (T1), ML 8, AL 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML
Chaotic, XP 10 9, AL Neutral, XP 125
►►Suckers: Front legs equipped with suck-
Wolves ers for grabbing prey.
►►Grab: When hit with a sucker, the
AC 7 [12], HD 2+2 (11hp), Att 1 × bite (1d6),
victim is stuck and will be bitten automati-
THAC0 17 [+2], MV 180’ (60’), SV D12 W13
cally next round.
P14 B15 S16 (1), ML 6 (8 in larger packs), AL
►►Cling: Can walk on walls.
Neutral, XP 25
►►Strength in numbers: Packs of 4 or
more wolves have morale 8. If the pack
is reduced to less than 50% of its original
size, this morale bonus is lost.

15
Level 1
►►Unless noted otherwise: chalky white
stone block walls, floor, and ceiling (8’).

1. Roadside sanctuary (S)


Forsaken and unwelcoming (sunless,
damp, muddy). Mossy stone benches.
Statue*. Secret entrance*.
►►Outside encounter table (p. 17).

™™Weathered statue
Female druid holding a staff of intertwined
branches (5’ tall, mossy stone, half-elf,
half-human, mediocre craftsmanship).
►►Engraved pedestal (in common:
“SAINT JAYNE HALF-ELVEN”).
►►Surrounding the druid, buried in moss:
1’-tall statuettes of seven animals: a deer, a
raven, a unicorn, a bee, a bat, a hawk, and
a snow leopard.

™™Secret entrance (T)


Footprints in the dirt (diminutive, leading
to the rock wall and back).
►►Rock wall: secret door (5’ high, swings
outwards from the top)
►►Inside: kobold alarm trap (tripwire,
bells), faint sound of rumbling water,
smell of a brewing stew.

16
Kobold Komplex (areas 2-5) ™™Negotiating with the Kobolds
►►They need food.
12 malnourished Kobolds have settled
into the entrance to the tombs. d12 Negotiations outcome
►►No random encounters in areas 2-5. 1-14 No deal, prepare to die!
Deal! They take the food and
12 Kobolds 15-22 let them in, but will ambush
AC 7 [12], HD 1/2* (see table), Att 1 × nail- weakened PCs on their way out.
fitted clubs (1d4) or 1 x blowguns (1d2 + poi-
Deal! They let the Pcs in and
son) or 1 x molotov (bodyguards), THAC0 23+
19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18
out (this once!).
(NH), ML 8, AL Chaotic Adjust with CHA modifier
►►Infravision: 90’. +1 per day’s worth of rations
►►Hate gnomes: Attack on sight. +1 for each Kobold killed
►►Poison darts: save vs poison (0/2d4
damage), 1 round onset time. Each Kobold –4 if the chieftain is dead.
has 3 poison darts. ►►Regardless of the result, there is a 3-in-
►►Molotov cocktails: 1d8 damage, burns 6 chance they will conduct a night raid on
for 2 rounds. Bodyguards have 1 each.
any encampment the PCs may have set up
outside, while they explore the dungeon.

d12 Sex Name HP XP Treasure


1 F Tucker (chieftain) 9 21 Real Key to 6
2 M Bucker (bodyguard) 7 16 200 cp, molotov
3 F Brucker (bodyguard) 6 16 199 cp, molotov
4 M Ducker (bodyguard) 5 16 12 cp, obscene drawing pad, molotov
5 F Drucker 4 6 15 cp, 1 onyx (50 gp), Key to room 5
6 M “Eff ” 4 6 Golden snake earrings (10 gp)
7 F Hucker 3 6 Rotten apple, 2 cp
8 M Lucker 3 6 White stone ring*
9 F Mucker 2 6 Potion of Loud Thought*, 85 cp
10 T Pucker 2 6 Girdle of Gender Fluidity*, 19 cp
11 F Sucker 1 6 half a dried fish, shiny red apple
12 M Thucker 1 6 fishing line, 102 sp
►►White stone ring (masonry motif): +1 damage against stone, fear of running water (save vs
paralysis or become shaken within 30’ of running water: –2 to all rolls).
►►Potion of Loud Thought (scribbled label, “loud” is unreadable): character loudly says everything
they think, 2d6 turns.
►►Girdle of Gender Fluidity (hermaphrodite symbol on the buckle, fitted for a Kobold waist): al-
lows the wearer to finely select their visible sexual characteristics, 1 alteration per day.
17
2. Kobold deathtrap (M, T)
Well* (rumbling water far below). 7 arrow ™™North door (T)
slits*. Larger-than-life statues (alabaster, Wooden door (locked, lancet arch, iron
nude woman/man with a doe/stag head, leaf-shaped studs). Haphazard holes in
holding out votive bowls). Lancet arch the ceiling (kitchen scents, light from the
door* (north). cooking fire). Inscription above the door
(in elvish: “Once the Stronghold of Seven,
™™Kobolds now their Sepulchre. They shall arise when
Evil returns”).
1d4 Kobolds stand guard in the dark.
►►Key in lock: disabled (filed off notches).
►►They are (d6): 1-2-Gambling with
bones, 3-4-Drinking sullenly, 5-Mating ►►The cook in [4] can tip over the caul-
voraciously, 6-Sleeping and snoring. dron: scalding broth showers through the
holes (save vs paralysis, 1d6 damage).
►►Bone whistles around their neck.

™™Well
™™7 crude arrow slits
Low margin, bucket (worn out rope).
See minimap below.
►►60’ drop, into the roaring river on
►►If the Kobolds are alerted, 1 Kobold will
level 2, see [31].
man each arrow slit in 1d4 rounds.
►►Anything falling in: has a 2-in-6 chance
of washing up ashore in [34].

18
3. Kobold antechamber (T,S) 4. Kobold cave (M)
Oaken door* (trapped). Secret door* Natural cavern (obscene graffiti, ceil-
(closed, to [5]). 2 arrow slits (crude, tiny). ing 15’). Dirty bedrolls (main cave).
Chieftain’s quarters* (Northeast corner).
™™Sturdy oaken door (T) Kitchen* (above [2]). 9 arrow slits (5 molo-
tovs and wooden shutters near each arrow
►►Self-closing mechanism: shuts in slit opening into [3]).
1 round.
►►Hooked near the entrance: the missing
►►No handle on the inside. door handle (from [3]).

™™Firetrap ™™Chieftain's corner


►►When the door closes: Kobolds throw a ►►Behind rock columns, north corner.
bundle of 5 molotovs through each arrow ►►Wide stinky bedroll, pelts.
slit (save vs petrification, 2d8 damage).
►►Supply crates: 3,500 cp ◆ emerald
►►Then, they close the slits with thick (350 gp) ◆ 2 molotovs ◆ rope (50’) ◆
wooden panels. saddlebags ◆ carpenter tools ◆ 2 gold teeth
►►Fire, smoke, oxygen burning away: save (10 gp) ◆ 6 Humansbane arrows (2d6 dam-
vs poison every round, 1d8 damage and age against humans) ◆ a broken shortbow.
fall unconscious if failed.
™™Kitchen
™™Secret door
Enormous iron cooking pot (watered down
►►White stone blocks mounted on a broth, suspended over fire). Supplies*.
wooden chassis, 3’ high. Natural chimney (sizeable crack in the ceil-
►►Bar-closed from [4]. ing, going up to the hilltop). Murder holes
(floor, above the north door in [2]).
►►Faint draught: obvious if the room is
on fire. ►►1 Kobold cook (at all times).
►►Supplies: fresh and dried food, question-
able meat, roots, herbs, beer keg, firewood.

19
5. Kobold wood storage (S) 6. Time-worn honey trap (T)
Oaken door (locked). Trashpile*. Hidden Coffered ceiling (15’, cobwebs). 6 Door-
Tunnel* (to [19]). ways (lancet arch). Blue-black substance*
Roomful of discarded wooden items (covering the entire floor). 2 skeletons*.
(planks, cart wheels, broken barrels, etc.)
and smaller trash (stained rags, broken ™™Blue-black substance (T)
backpacks, boots, clay pots, etc.) that the
Dust encrusted (dulled out surface). Tar-
Kobolds use as firewood or to build bar-
like (1” thick, soft, smell of wild flowers
ricades.
and turpentine, bittersweet taste).
►►Searching the pile: a suspiciously heavy
►►Sticks to everything. Save vs paralysis
piece of coal, actually a diamond under an
every 10’ or become stuck. 1-in-6 chance
illusion spell (500 gp) ◆ left Boot of Jump-
of falling if moving carelessly.
ing (rotten foot still inside): allows the
wearer to leap up to 10’ high and 30’ hori- ►► Acid can clean it off, but damages
zontally (2-in-6 chance of working if items.
wearing this single boot). ►►Highly flammable. Crossing with a
►►1’ wide tunnel: in the east wall, behind torch: 1-in-20 chance per round of setting
dismembered furniture. Excavated in the the room alight. Noxious black smoke
dirt. lingers in adjacent rooms for hours.

™™2 fallen skeletons


►►20’ from south entrance.
►►Mouldy bones and rusty equipment,
blue tar still clinging to everything.
►►Salvageable: 85 gp, tarnished silver
thieves’ tools (50 gp).

20
7. Starved Grey Ooze (M) 9. Unskilful Frescos
Rusty iron doors (stuck). Wet, uneven Arched alcoves (ruined murals*).
stone floor (actually a Grey Ooze, filling
the entire floor). Blackened bones (human ™™Smashed west mural
ribcage, various animal bones). Scattered
diamonds (worth 2,100 gp). ►►Originally depicted the Seven, either
dead or in victorious pauses, accom-
1 Grey Ooze panied by their animals. Separated by
blooming trees, above slain elves.
AC 8 [11], HD 3* (13hp), Att 1 × touch (2d8),
THAC0 17 [+2], MV 10’ (3’), SV D12 W13 P14 ►►Parts are still intact:
B15 S16 (2), ML 12, AL Neutral, XP 50 ●●The legs of a red deer.
►►Blend in with stone: Difficult to tell ●●A halfling clad in dark blue (under a
apart from wet stone. oversized stylised pastel blue bee).
►►Acid: After a successful attack, sticks
●●A stern dwarf with a short grey beard
to the victim and exudes acid. The acid
destroys normal armour immediately and (under a soaring bat).
in�icts 2d8 damage per round. (Magic ●●Someone’s fancy boots, in front of the
armour is dissolved in one turn.) legs of a sizable white cat.
►►Energy immunity: Unharmed by cold ●●A figure in white plate armour, hands
or fire. crossed over their chest (head smashed
away).
●●A pair of elves wearing similar cloth-
8. False door (T) ing: male (eyes closed, hands crossed on
chest), female (next to a black unicorn).
Pressure-triggered trap*. Ornate door*.
™™Collapsed east mural
™™Collapsing corridor (T)
Sheets of crumbled plaster, dozens of
►►Pressure plate: a single stone slab (hall- fragments on the floor.
way wide, 8’ long).
►►Putting it back together takes 4 turns.
►►If stepped upon by someone not wearing
►►It shows a proud human king, gesturing
one of the Seven’s signet rings, the plate
crestfallen animals away: a deer, a white
goes down 1’’.
raven, a black unicorn, a swarm of blue
►►Upon release, the ceiling collapses bees, a brown bat, a red hawk, and a snow
(Save vs petrification, 1d10 damage). leopard.

™™Ornate iron fake door


►►Cast haut-relief of a mage with a pan-
ther, gold filigree (600 gp worth of gold).

21
10. Living statues (M) 11. Tomb of the Paladin
3 statues* (stone, animal-headed). Ancient Sturdy aspen door (locked, peeling paint:
corpse* (grave robber). a white cross on a red background).
Sarcophagus*. Font*. Tattered banner (red
™™Dwarf adventurer corpse cross on white background).

Long-dead, between a pair of statues.


™™Stone sarcophagus
►► Treasure: 356 gp ◆ Silver fire agate
armband (75 gp) ◆ Rusty miner’s pike ◆ Carved lid (stylised hawk, broken lead
Dagger (the dwarven runes “always” and seal). Name and epitaph (in common:
“faithful” on the blade; reappears in hand “Dame Hailwidis the steadfast, faithful
when thrown less than 30’ away). servant of Saint Orwyll”).
►►Inside: human female remains, in a
™™Teriocephalic statues cleft and rusted plate armour ◆ hawk
skeleton ◆ carnelian signet ring (worth
●●2 facing statues: nude human bod- 100 gp, faint magic, one of the Seven’s
ies (raven-headed male, hawk-headed signet rings, see appendix). ◆ Chalice
female), holding stone swords. of Saint Orwyll (chiselled wood): once
●●1 statue, further down the corridor: nude every Sunday, 1 phial of holy water can be
human hermaphrodite, wolf head, clawed poured into the chalice, and enough to fill
fists. 2 phials can be poured back out.
►►Animate and attack anyone passing in ►►Dame Hailwidis’ sentient sword:
front of them. Naegling (see appendix). Dark dried
►►Obey the Amber Golem’s (see p. 9) tele- blood on the blade and hilt.
pathic orders.
™™Font in a corner
3 Stone Living Statues
►►Under a tarnished silver crucifix (worth
AC 4 [15], HD 3 (13, 13, 13 hp), Att 2 × blow
200 sp).
(1d6), THAC0 17 [+2], MV 90’ (30’), SV D12
W13 P14 B15 S16 (3), ML 11, AL Lawful, XP 35 ►►Crystal-clear liquid (Holy water,
►►Immunity: Unaffected by sleep spells. enough to fill d4 phials).
►►Uncut diamond inside head (molten by
creation process, worth 1d6x100 gp).

22
12. Tomb of the ™™Large stone sarcophagus (T)
Golem-maker (T) Carved lid (stylised snow leopard, sealed
with lead and cold iron). Name and epi-
Ajar mahogany door (peeling white paint, taph (in common: “Maestro Constantine
broken lower hinge, damaged stone door- Kodiak, may he <scratched off> die”).
frame). 2 silvery candelabras*. Statue*.
►►Rune on the edge, under the lid: save vs
2 sarcophagi* (child- and adult-sized).
wands if looked at. Releases a thick purple
fog (as the spell cloudkill; remains in the
™™Snow leopard-headed statue room for 6 turns).
Stone statue (male human in robes with a ►►The sarcophagus is filled with glowing
snow leopard head), offering bowl (held Blue Amber (22 hp, immune to mundane
out). Glass jar (contains 6 ice-clear crystal damage, half damage from magical at-
beads). tacks).
►►If someone places a bead in the bowl, ►►Encasing a perfectly preserved elderly
they are teleported to the workshop [28]. man, wearing blue-tinted glasses, purple
►►Dwindling enchantment: when tele- robes, and an immaculate coat lined with
ported, save vs spells or leave one random white fur and adorned with silver tassels.
item behind. Key (to the workshop [28]) on his belt.
►►If the Amber casing is damaged, the
™™2 tawdry candelabras Amber Golem (see p. 9) will rush in as fast
as possible and arrive in d3+4 rounds,
5’ tall, silver with amethyst inlays, worth crashing through doors and smashing
500 gp each. secret passages open.
►►If the body of Constantine Kodiak is
killed, the Amber Golem dies instantly.

™™Small stone sarcophagus


Lid (sealed with lead and cold iron). Name
and epitaph (in common: “Arthur, Hero of
the Final Battle”).
►►Inside: a block of blue amber, encasing
the preserved corpse of a snow leopard, a
wide wound on his right flank.

23
13. Hall of the
loyal retainers
(M, 4S)

Thick redwood door (barred from the


inside by an oak beam, tree motifs in ™™26 wrapped skeletons, in
silver bas-relief: worth 500 gp). Vault ceil- alcoves
ing (18’). 10 arched alcoves* (2-3 wrapped
9 humans, 7 fauns, 5 dwarves, 3 elves, 2
skeletons* in each). 8 silver candelabras
halflings (see next page).Wrapped in mor-
(5’ tall, between alcoves, 400 gp each).
tuary shrouds, sitting arms around their
Monumental Statue of the Seven* (Blue
legs. Clinging to rusted weapons.
Amber).
►►Animate and attack anyone tempering
with the door to Jayne’s Tomb (alcove E).
™™Monument to the Seven
►►If destroyed, 1d12 will reform each
Faithful, larger than life renditions of the round if the door is tempered with.
Seven and their animal companions.
17' tall, shaped from a single block of ►►They each wear an identical gold and sil-
Blue Amber, including a 3' pedestal. ver amulet (leaf ornaments; worth 150 gp.
3,900 gp in total).
Elaphocentaur, holding a staff of inter-
twined branches (lower body of a doe, 26 Skeletons
reared up; upper body: elven female,
flowing hair) ◆ Elven maid (riding a uni- AC 7 [12], HD 1 (4hp each), Att 1 × rusty
weapon (1d6), THAC0 19 [0], MV 60’ (20’),
corn) ◆ Male elven warrior (a raven on his
SV D12 W13 P14 B15 S16 (1), ML 12, AL Cha-
shoulder) ◆ Male halfling (bees covering otic, XP 10
half his body) ◆ Female human paladin
►►Undead: Make no noise, until they
(a hawk on her wrist) ◆ Male dwarf (a bat attack. Immune to effects that affect
on his shoulder) ◆ Male human wizard living creatures (e.g. poison). Immune to
(glasses, fur-lined coat, a lean snow leop- mind-affecting or mind-reading spells (e.g.
ard at his feet). charm, hold, sleep).
►►Signet rings can be fitted on each of the
Seven’s right hands (except Jayne): if all 6
are put in place, the door to [15] (alcove E)
slides open.

24 continued on next page ▶


™™Alcove A ™™Alcove C: hidden ™™Alcove E: secret
3 human skeletons (m, f, f). hatch to [27] (S) door to [15] (S)
►►Behind a skeleton: a for- 2 dwarf skeletons (m, m). 2 elf skeletons (m, f).
gotten Potion of Polymorph ►►Moving the skeletons re- ►►Secret door: the back wall
Self. veals the unlocked wooden of the alcove is made from
hatch: rusty ladder (40’ a single slab, unlike the oth-
down, fragile, see [27]). ers. Thick and tremendously
heavy. Any attempt to force
it opened cause the skele-
™™Alcove B ™™Alcove D tons in the room to animate
3 skeletons: 1 human (m), 3 skeletons: 2 fauns (m, m), and attack.
1 faun (f), 1 elf (m) . 1 human (f).
to 27
(lvl 2) to 15

to
10

to 14 to 17

™™Alcove F: secret ™™Alcove G ™™Alcove I


door to [14] (S) 3 faun skeletons (f, m, f). 3 skeletons:
2 halfling skeletons (m, f). 2 humans (f, m),
►►Secret door: Signs of 1 faun (f).
wearing on the floor, from
a frequently opened door. ™™Alcove H: hidden ™™Alcove J
A new wall is mounted in door to [17] (S) 3 skeletons: 2 dwarves (f, f),
front of the ancient door: 2 human skeletons (f, f). 1 human (f).
this alcove is 5” less deep
►►hidden door: a stone
than the others.
panel swinging freely, like
a cat flap. Not very well
adjusted, easy to spot.

25
14. Beekeeper's Tomb
Corridor (cold, damp, 1” of water). Birch ™™Kitchen utensils
door (unlocked, peeling blue paint). Sooty
►►cracked wooden ladles, oxidised copper
ceiling (18’). Sarcophagus* (in place of a
cooking pots, 3 silver cooking knives (5 gp
sealed off chimney). Burn marks (where a
as a set).
stove used to be). Utensils*. Shelf*.

™™Shelf
™™Stone sarcophagus
4’ up on the west wall.
Carved lid (stylised bee). Name and
epitaph (in common: “Harpo the Halfling: ►►Cookbook: handwritten in Halfling,
melissomancer and gourmet. Boisterously recipes include “Jarret d’elfe rôti au miel”,
generous with friends, furtively ruthless “Pixie en croûte” and “Harpo’s Candies”.
with foes”). May also be used to identify the fruits in
[21] (see Fae Fruits in appendix).
►►Sealed with Blue Propolis. 2 turns to
pry open. ►►Several jars, sticky with black remains.

►►Inside: halfling skeleton, missing his ►►1 jar of Blue Honey (see appendix).
left ring finger (his signet ring is in [39]) ►►1 bag of colourful candies (30 candies,
◆ 1 jar of Blue Honey (see appendix) ◆ see appendix).
1 phial of blade poison (3d6/death) ◆ ►►1 dusty bottle of Rosetta Stout (compre-
3 blue candles (see appendix) ◆ +1 dagger hend written languages, 6 turns).
◆ thieves’ tools ◆ garrotte wire. ►►Small jars of pink salt (15 gp) and
grains of exotic Yoon Pepper (300 gp).

15. Jayne's True Tomb (T, M) ™™Green door (T)


Sturdy oaken door* (magical trap, un- Leaf-shaped silver studs (101, worth 5 sp
locked, cracked green paint, silver studs). each).
Leaves bas-relief (walls and ceiling, 20’). ►►If the door is opened by someone who
Unnatural Cold. Taste of blood (primal, has not pledged allegiance to Lady Jayne,
permeating the room). Tall sarcophagus* the room fills with swarms of ghostly
(15’ high, black marble). firefly-like green lights, coalescing out of
thin air. They hover and gather around
intruders, acting as a protection from evil
spell. The effect lasts until everyone exits
and the door is closed.

26 continued on next page ▶


™™Tall sarcophagus
Black marble (intricately carved sylvan
scenes, lid sealed with gold, 50 gp). Name
and epitaph (gold inlays, worth 600 gp, in
common: “Lady Jayne of the Woods – De-
fendour of the Seasons – Protectrix of the
Free People of the Northwoods – Honored
& Beloved & Righteous Ruler of the Strong-
hold of Seven – Heroine of the Cantons –
She will rise again when the enemy returns.
Til that fated day, we wait and we weep.“).
►►Inside: Lady Jayne’s bones ◆ the Dryad-
wood Staff (see appendix) ◆ brownish-
green corundum signet ring (one of
the Seven’s signet rings, worth 300 gp) The Spectre of Lady Jayne
◆ 10,000 cp ◆ 3 nesting offerings bowls AC 2 [17], HD 6*** (27hp), Att 1 × touch (1d8
(obsidian, jade and wood, 300 gp). + energy drain) or spell, THAC0 14 [+5], MV
150’ (50’) / 300’ (100’) �ying, SV D10 W11
P12 B13 S14 (6), ML 11, AL Neutral, XP 950
™™Lady Jayne, reluctant
►►Undead: Make no noise, until they
elaphocentaur messiah attack. Immune to effects that affect
A crimson shade, glimpsed as through living creatures (e.g. poison). Immune to
deer blood endlessly flowing over a mind-affecting or mind-reading spells (e.g.
frosted glass sheet, Lady Jayne remains charm, hold, sleep).
a startling, commanding presence; her ►►Mundane damage immunity: Can only
immense pine-green gaze channels be harmed by magical attacks.
the raw animus of the wilds; her voice, ►►Energy drain: A successfully hit target
primal and warm, like dark forest soil permanently loses two experience levels
drenched in doe gore, sends quivers (or Hit Dice). This incurs a loss of two
through the bones, conjuring the echoes Hit Dice of hit points, as well as all other
of a stampeding herd. benefits due to the drained levels (e.g.
spells, saving throws, etc.). A character’s
►►She wants to pass on. Facing the XP is reduced to the lowest amount for the
Sunnestead Sorceresse is a fate for new new level. A person drained of all levels
heroes. becomes a spectre next night, under the
►►If someone grants final rest to all her control of the spectre that killed them.
►►Spellcasting: casts spells as a 6th level
Companions (she doesn’t care how), she
Druid or Magic-User (referee’s choice).
will reach into her tomb and bestow upon ►►Druid Spells: faerie fire, heat metal,
them her Dryadwood Staff: “let it go back hold animal, temperature control, wall of
into the world, and reach those who will thorns.
fight on against unnatural tyranny”. ►►Magic-User Spells: charm person, con-
tinual darkness, haste (2x), dispel magic.

27
16. Derelict guard room (M)
Cold iron door (locked, rusty, opened ™™Collapsed ceiling
peephole). Collapsed ceiling* (souththeast & hidden floor tunnel
corner). Weapons rack (empty, broken).
3 brown duster coats (mouldy). Table*. ►►Southeast corner, heap of fallen ceiling
4 stools (wood), 2 cots* (ruined). Lever tiles and moist dirt on the ground.
(lever a, see [17]). ►►15” wide tunnel, going up (exits be-
tween boulders, on the hilltop).
™™On a single-slab wood table ►►Hidden amidst the fallen tiles: another
15” tunnel, going down (exits on level 2,
►►51 circular ivory playing cards (queen
in [35]).
of clubs missing (it is in [33]), worth
10 gp, 25gp for the full set) ◆ 72 cp
◆ Silver inkwell (dried ink, worth 5 gp) ™™3" long beetles
◆ Whiskey bottle (dusty, half-full) ◆ Blue There is a 4-in-6 chance 6 Oil Beetles
candle stub: will burn for 5 rounds (see roam around the room.
Harpo’s candles in appendix).
6 Oil Beetles
™™Under a tangled cot AC 4 [15], HD 2* (hp 6, 8, 9, 9, 11, 14), Att 1 ×
►►A ruined pair of green leather boots: bite (1d6), THAC0 18 [+1], MV 120’ (40’), SV
ruby (600 gp) in secret compartment in D12 W13 P14 B15 S16 (1), ML 8, AL Neutral,
XP 25
the left heel.
►►Oil spray: Use when attacked. Targets
one opponent within 5’. A hit causes pain-
ful blistering: –2 to attack rolls for 24 hours.
Cure light wounds can be used to cure
this, instead of restoring hit points.

28
17. Levers and hallways (S)
Levers* (a, b, c, wooden handles). Portcullises (a: opened,
b, c: closed, cold iron). Poorly hidden door* (to [13]).

™™North hallway (S)


►►Stairs lead down to port- ►►Hidden door to [13],
cullis (a), then to lever (c) 8’ above the stairs: a stone
and a brass door (see [20]), panel, swinging freely like
20’ below. a cat flap. Not very well
adjusted, easy to spot. ™™Lever (c),
►►The ceiling remains
straight, 8’ high upstairs in lower position
and 28’ high downstairs. ►►Pull up: opens cold iron
portcullis (c) (in [20]).
►►Pull down again: closes
portcullis (c).

™™Lever (b),
in lower position
►►Rickety: 2-in-6 chance to
break every time it is used.
►►Pull up: opens cold iron
portcullis (b).
►►Pull down again: closes
portcullis (b).

™™East hallway
►►Stairs lead 15’ up, to the
pathway above [21].
™™Lever (a), ™™South hallway
in upper position ►►Spring forest scents.
►►Stairs lead up to a
►►Sound of a strong wind in
►►Pull down: loudly closes bronze door (see [18]).
branches (due to Faërie time
all opened portcullises (at ►►Faint smell of decay. passing faster in [21]).
the beginning: a only).
►►Light from Faërie (see
►►Pull up again: opens
[21]) shines up to the port-
portcullis (a) only.
cullis.

29
18. Bats in the Verdicts 19. Blind Dwarf Mummy (M)
Birch & bronze door to [17] (locked, out- Adorned bronze door* (unlocked, frosted).
side: embossed foils depicting a mountain Unnatural cold. Chalk inscription* (lin-
under seven stars). Bronze bats* (hanging ing the threshold). Stone sarcophagus
from the ceiling). 3 alcoves* (engraved (opened, empty, no lid). 7 canopic jars*
names). Tunnel (1’ wide, leads to [5]). (on the floor). Stone table* (books and
scrolls). 7 Bronze bats (hanging from the
ceiling, see [18]).

™™Decorated bronze door


►►Embossed foils, covered in frost: a
mountain under seven stars.
►►Stench of ever-rotting flesh seeping
™™21 Bronze bats through.
1’ tall, 90 lbs bronze statues, evenly spaced ►►Listening: 3-in-6 chance to hear a low
on the ceiling. Worth 500 gp apiece. dwarvish chant.
►►Illuminate the room in infrared. Regu-
lar light sources are severely dimmed out. ™™Chalk-inscribed elvish prayer
►►Allow the blind to see in infravision; if of protection
darkness is cast, everyone sees in infravi- ►►Cannot be crossed or erased by undead.
sion.
►►Strength in numbers: an isolated bat ™™Stone table
effigy has a limited effect. Only works
underground. Makeshift (sarcophagus lid). Stylised bat
carving (under books and scrolls).
™™Alcoves ►►Bloated burlap bag used as a stool: con-
tains 8,000 sp and 5,000 gp.
►►East alcove: “Record of the Innocent” (in
►►Book of Dwarven Laws, etched on
Dwarvish). 4 names, engraved in dwarven
bronze sheets (10 lbs, worth 1500 gp).
runes.
Anyone swearing on this book to “tell the
►►Northernmost west alcove: “Record of truth, and only the truth” will be unable
the Guilty” (in dwarvish). 216 lines in to lie for 6 turns (no save). Breaking any
dwarven runes: on each line, the word other oath vowed on this book inflicts a
“Prisoner” followed by a 3-digit number. curse (no save): –2 penalty to all saving
►►Southernmost west alcove: “Record of throws.
the Guilty – condemned in absentia” (in ►►Clerical scrolls: 3x dispel evil, 1x cure
Dwarvish): 97 fae names, including the disease.
Sunnestead Sorceresse.
►►Key: to the doors in [18] and [19].

30 continued on next page ▶


™™7 canopic jars ™™Judge Tsedek's behaviour
12” clay jars sealed with blue wax, a bat ►►Wants his murderer (or proof of their
carved on the lid. Each contains a rotten, true death): he judges them on the spot,
desiccated organ of the mummified dwarf. then kindly asks the PCs to execute them.
►►Destroying a jar and its content (1 fire ►►He was garrotted: he suspects Harpo.
or magic damage): –2hp to the mummy. ►►If the PCs bring him any information,
►►Anyone touching the contents contracts he will make them swear on his Book.
mummy disease. See stats below. ►►Upon learning that Harpo the
►►Ingesting the contents also halfling was possessed by Rhain
grants a permanent +1 bonus: Dreamdust, he wants them
Stomach: STR ◆ Liver: both brought to him.
DEX ◆ Intestines: CON ►►If he finally acknowl-
◆ Brain: INT ◆ Lungs: edges that he may have
WIS ◆ Heart: CHA ◆ killed Jayne: he will ask
Pancreas: all saves. the PCs to judge him. See
►►Worth 3,000 gp each, “The trial of Lady Jayne’s
to a collector or necro- murderer” in appendix.
mancer (25,000 gp for the
intact full set). Judge Tsedek
►►Fragile: in a backpack, (dwarf mummy)
1-in-20 chance to break during AC 3 [16], HD 5+1* (hp 25), Att 1 ×
a fight. touch (1d12 + disease), THAC0 14 [+5],
MV 60’ (20’), SV D10 W11 P12 B13 S14 (5),
™™The mummy of Judge Tsedek ML 12, AL Lawful, XP 400
►►Paralyse with terror: Anyone seeing
His blind eyes gleaming with pale blue a mummy must save vs paralysis or be
fire, the stern Judge stands, wrapped paralysed with terror. Paralysis is broken if
in anthracite silk. Running along the the mummy attacks or goes out of sight.
black hieratic bands, stocky runes ►►Disease: Anyone hit contracts a horrible
glitter, embroidered from a single, rotting disease. Magical healing is ineffective;
uninterrupted silver thread. They spell natural healing is ten times slower. The disease
out the sacred Laws of his Clan. can only be removed by magic.
►►On his finger: Onyx signet ring (worth ►►Damage immunity: Only harmed by fire
or magic. All damage reduced by half.
100 gp, faint magic, one of the Seven’s
►►Blind: Without the bat-lights in [18]
signet rings, see appendix). and [19], hits only on a natural 20.
►►Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).

31
20. Snow leopard Golem (M)
Brass door (unlocked, to [17]). Brass dou-
ble door (unlocked, to [21]). Dome ceiling
™™Blue Amber Golem
(12’). Portcullis (c: closed, cold iron). Blue
amber golem*. Dead adventurer remains* The 5' tall, 2-tons, lean snow leopard
(neatly bundled in a corner). carved in pale translucent blue amber,
radiates softly from within. Bronze
teeth and claws shine with the promise
™™Grave-robber bones of death. Liquid gold cat-eyes cast
►►Human female, crushed skull. ◆ puzzling, hopeful inquiries.
+1 chain-mail ◆ silver mace ◆ black pouch ●●4-in-6 chance to be here.
(210 gp) ◆ eye-agate navel jewel (50 gp). ●●See p. 9 for stats and behaviour.

21. Otherworldly Grove (3M)


●● Warm natural cavern (light-brown
granite with grey and red veins, 50’ high).
Fae forest (black soil, tall grass, colourful
flowers, rings of mushrooms). 23 Waver-
ing trees* (10 bearing fruit). 5 Beehives*.
●● Creaking oaken walkway (suspended 35’
above ground). Portcullises (cold iron, see
[17], [20] and [23]).
●● Pastel blue bees* (all around, gathering
pollen, investigating the PCs). Discontent
dryad* (north, hidden in tree). Black uni-
corn* (south, trotting between trees).

►►Whenever a spell is cast: Ghostly green


motes congeal from thin air around the
caster, glowing phantom leaves hovering
like fireflies. See Galateia the Dryad’s stat
block (page 35).

32 continued on next page ▶


™™Between worlds ™™Faërie Light
Faërie light seeps into the grove, oddly ►►The grove is always lit, bathed either in
coming in throughout the rock wall; golden Faërie sunlight or the eerie ultra-
rain and wind also cross the boundary marine and oxblood glow of the Fae Moon.
between worlds.
►►When the PCs first arrive, it is (d8):
►►Inside the cave, PCs attuned to Faërie 1-Dawn, 2-4-Day, 5-Dusk, 6-8-Night.
sense the fae realm tugging at reality.
™™Faërie Time
™™Random encounters mainly ►►Time is different in Faërie: viewed from
appear on the walkway the outside, a full day in the grove passes
►►Different time flow: only check for in a mere 3 hours.
encounter every 8 turns. ►►1 round in the grove = 8 rounds outside.
►►The Amber Golem and the Broken Souls
avoid the area: interpret as “no encounter”. ™™Faërie Weather
►►In case of loud noise in the grove, crea- Roll 2d6 twice a day. 1-Heavy rain, distant
tures from the grove come to investigate thunder. 2-3-Light rain. 4-6-Gloomy mist.
(see diagram below). 7-8-Sunny, strong warm breeze. 9-11-Sun-
ny, light breeze. 12-Golden summer day.

™™Grove denizens relationships


The trees
s
ect
prot
The Dryad protects The Unicorn protects The Banshee protects The Ghost
pro (area 22) (area 22)
tec
ts

The Bees

continued on next page ▶ 33


™™23 Wavering Trees
Woven roots firmly anchored into the
ground, their crowns of soft green
leaves wave -lighter than air- back
and forth under the slightest breeze;
their serpentine trunks, astonishingly
flexible, soundlessly undulate to
accommodate these moves.
►►Up to 30’ tall.
►►10 bearing Fae Fruits: see appendix.
►►13 bearing iridescent blooms, pol-
linated by blue bees.
►►They do not burn easily.

™™Galateia,
the One-armed Dryad
A one-armed sculptural marquetry
of precious essences: ash skin, ebony
lips, sharp walnut wood nails. Eyes like
radiant pools of sap, a crown of vibrant
green leaves atop her head.
►►Shy and distrustful. She protects the
grove before all else, and blocks spells
she suspects are harmful.
►►She speaks a weird, child-like form of
Elvish. Speak with plants also works.
►►She gave up one arm (made into Lady
Jayne’s Staff), and allowed the Druid to
use her grove as a portal (it is now stuck
between worlds, and will soon end up
completely in the mortal world).
►►She wants to reverse the drifting of her
grove into the mortal world. Lady Jayne’s
Staff was used to open the portal; it can
close it.
►►Treasure, hidden in the roots of the
easternmost tree: 100 pp ◆ the Arrow of
Dendrification: laurel leaves in lieu of
feathers. Target must save versus spells
with a +4 bonus, or turn into a tree,
whose roots dig through nearly any-
thing until they reach soil.

34 continued on next page ▶


Galateia, Grovekeeper Dryad
AC 5 [14], HD 2** (10hp), Att 1 × magic
(charm or fruit sprout or counterspell),
THAC0 18 [+1], MV 120’ (40’), SV D10 W11
P12 B13 S14 (4), ML 6, AL Neutral, XP 45
►►Bound with trees: Spiritually con-
nected with every tree in the grove.
Galateia dies if all the trees die, or if
separated by more than 240’.
►►Meld with trees: Can disappear
by joining with any tree in the grove.
When inside a tree, she can perceive
events going on in the grove. She can
enter a tree and exit from any other
tree.
►►Defensive: Distrustful of strangers.
Usually appears high in the branch-
es. Attempts to charm anyone who
approaches or follows her.
►►Charm: Victim compelled to
approach the nearest tree, van-
ishes inside it (save vs spells with
a –2 penalty). If not immediately
rescued, the victim is lost forever.
►►Keeper of the Grove: Galateia
has dominion over every plant-life
in the grove.
►►Can make flowers blooms
and fruits sprout. If the fruit is
within a creature’s stomach:
save vs poison, 1d6 damage.
►►Counterspell: whenever a
spell is cast within the grove,
ghostly green motes congeal
from thin air around the caster,
glowing phantom leaves hover-
ing like fire�ies. Galateia can
order these motes to counter
the effects of the spell: caster
must save vs magic with
–2  penalty, or lose the spell.

continued on next page ▶ 35


™™5 Beehives ™™Harpo the halfling,
1 bustling with fat pastel blue bees, 4 aban- now a bee colony
doned. A dancing haze of fat pastel blue bees,
►►Next to the hives, sticking out from the mindful and industrious. After genera-
tions, their hive mind is still dominated
ground: a 3” diameter rusty pipe, still
by Harpo's spirit, who yearns after his
sticky with Blue Honey. Leads to [29]. original form and the outside world.
►►In the hive: enough pastel Blue Honey ►►Wants to leave this doomed grove. His
to fill 10 jars (60 doses, see appendix). plan is to get his bones and walk out.
►►When his bones are laid on the ground, a
compact mass of bees envelopes the bones,
filling up the halfling’s erstwhile shape. He
stands up, a buzzing marionette, and leaves
to find a better place.
►►His ring finger was bit off by a prisoner
in area 39. Will tell if asked, may send a
small detachment of bees to lead the PCs.

Harpo the Bee Colony


(4 Fae Bee swarms)
AC 7 [12], HD 4 (18hp each), Att 1 × swarm
(2 or 4hp), THAC0 16 [+3], MV 60’ (20’) fly-
™™Communicating with Harpo, ing, SV D14 W15 P16 B17 S18 (NH), ML 11, AL
the bee colony Neutral, XP 75
►►Size: 10’ × 30’ area.
►►Understands Common, Elvish and ►►Immunity: Only harmed by fire, ex-
Halfling. treme cold, sleep spells (affect the whole
►►Communicates via bees flying in forma- swarm), smoke (drives off), or other at-
tion, spelling out single words. They will tacks as the referee wishes.
►►Swarm attack: Automatically dam-
confirm the PCs’ guesses, but won’t spell
ages characters within swarm area: 2hp if
several words in a row. If misunderstood, wearing armour, 4hp without.
they repeat the same word several times, ►►Warding off: Characters inside the
until they change strategy and spell out swarm who defend themselves by bran-
another word. dishing a weapon (or similar) suffer half
►►For example, a conversation may go damage from the swarm. A brandished
like this: “What do you want?” BONES. torch damages the swarm.
►►Escaping: On exiting the swarm, char-
“You feed on bones?” BONES. “Wait!
acters continue to suffer half damage until
What kind of bones do you want?” MINE. 3 rounds are spent swatting the attached
“Where are your bones?” TOMB. “Right. insects.
Where is your tomb?” KITCHEN. ►►Diving into water: Suffer damage for
►►Smaller bee detachments can only spell one round, then attached insects drown.
one letter, usually the initial of a word. ►►Pursuit: An angry (i.e. damaged)
swarm will pursue characters until they
are out of sight or inaccessible.
36 continued on next page ▶
™™Mélicorne,
the Melanistic Unicorn
She frolicks amidst the trees;
a platonic equine shadow, a
vantablack horned void cast against
the sylvan backdrop.
Blazing coronal discs encircle
unknowable black eyes.
She trots blissfully, oblivious to all
but to maidens... and to the fools
who would dare hurt them.
►►Guards the south door (to [22]). A
virgin (like the Dryad) may steer her
aside, but she will follow inside and
refuse to let the doors be closed.
►►Wants: to protect Rhiannon
Dreamdust (the Banshee). To pro-
tect virgins (including Galateia the
Dryad).
►►Does not want: to leave the Grove,
to leave the Banshee behind. Will not
understand if the Grove is about to go
back to Faërie, not before it is too late.

Black Unicorn
AC 2 [17], HD 4* (18hp), Att 2 × hoof (1d8), 1 ×
horn (1d8), THAC0 16 [+3], MV 240’ (80’), SV
D8 W9 P10 B10 S12 (8), ML 7, AL Lawful, XP 125
►►Empathy with maidens: A pure-hearted
maiden can communicate with and ride a
unicorn.
►►Teleport: Once per day, up to 360’
(including rider). May use it to find refuge
inside the Twins’ Tomb.
►►Magical beast: all attacks count as magical.
►►Killing a black unicorn: the character who
struck the killing blow will forever be identified
as evil by detect evil spells and similar effects.

37
22. Tears and Rhain ™™General facts
(elven twins tombs) (M, M) ►►No random encounter checks. Instead:
Arched double door (ebony, heavy, rusty ●●2-in-6 chance that Rhain Dreamdust,
hinges, 300 drop-shaped fae-silver studs the Silent Ghost, is hiding inside the
worth 5 gp each). Vaulted ceiling (15’). south sarcophagus (see p. 10).
Unnatural Cold. 2 Slate sarcophagi*. ●●1-in-20 chance, every 2 turns: Judge
Spectral elven maid*(crying banshee, Tsedek (if out of his chamber and look-
in front of the south sarcophagus - her ing for his murderer, see [19]), or a
brother’s). Wall maps* (east, west, 10’ x 10’, Storm of Broken Souls (see Encounters).
bas-relief). Memorial to the fallen* (names ►►Time passes at the same rate as in the
etched on south wall, dwarven skeleton). grove (see [21]).
►►Listening at the door: sobbing sounds.
™™Wall Memorial
Inscription in elvish: “To our fallen com- ™™North stone sarcophagus
panions”. 67 names, the last one unifin- (Rhiannon)
ished (see appendix for full list).
Carved lid (rearing unicorn, sealed with
►►Skeletal remains of a dwarf in front 50 gp worth of gold). Name and epitaph
of the monument, hammer and chisel (in elvish: “Rhiannon Dreamdust, valiant
nearby ◆ Wears a gold and silver amulet maiden. Sorrow fell her down, when no foe
similar to the ones in 13 (150 gp) ◆ 70 gp ever could”).
◆ Potion of Cure Mummy Rot ◆ Key to
►►Inside the sarcophagus: elf maid skele-
the Armoury (bottom lock, see [26]).
ton ◆ Black tourmaline signet ring (worth
100 gp, faint magic, one of the Seven’s
™™Bas-relief wall maps signet rings, see appendix) ◆ Black-bladed
►►West wall: map of the Northwoods. elven katana (+3 sword, cannot harm
Indicates strongholds used by both sides magical/fae animals) ◆ A porcelain doll in
(some may still hold treasure) and portals a red silk dress (100 gp, representing the
to Faërie (most don’t exist anymore). Fae Moon Goddess) ◆ A silver music box
engraved with unicorns (worth 800 gp):
►►East wall: map of Faërie. Fae Domains,
plays a crystalline tune and cancels all
and their Lords & Ladies. Most informa-
other sounds in a 20’ radius, for up to
tion still accurate. Also indicates portals
10 rounds (1 round for each round spent
to the mortal world; many do not exist
winding it up).
anymore.

38 continued on next page ▶


™™South sarcophagus (Rhain) ™™Rhiannon Dreamdust, Banshee
Carved lid (soaring raven, sealed with Pale shadow of a collapsed elven maid,
50 gp worth of gold). Name and epitaph a dishevelled cascade of silver hair
(in elvish: “Rhain Dreamdust. Brother, engulfing her face, shoulders and knees.
Empty, salt scorched eyes, weeping
friend, hero”).
dry dust tears. Black hole of a mouth,
►►The banshee, Rhiannon Dreamdust, distorted in an endless mournful moan.
mourning next to it. ►►Shell shocked, unresponsive, sobbing
►►Inside the sarcophagus: male elf bones, next to her brother’s sarcophagus.
cracked and broken ◆ Diamond signet ►►Wails and attack if: attacked, her
ring (worth 500 gp, faint magic, one of brother or the unicorn are hurt.
the Seven’s signet rings, see appendix)
◆ Splintered porcelain doll in a blue silk Rhiannon Dreamdust, the Banshee
dress (10 gp, representing the Fae Moon
AC 0 [19], HD 7* (30 hp), Att 1 × chill touch
Goddess) ◆ White shortbow ◆ White
(1d8), or 1 x wail (death), THAC0 13 [+6],
leather boots: leave no footprint or scent,
MV 60’ (20’), SV D8 W9 P10 B10 S12 (7),
feet immune to cold damage. ML 12, AL Chaotic, XP 850
►►Undead: Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
►►Mundane damage immunity: Can only
be harmed by magical attacks.
►►Wail: All within 30’ must save versus
Alternately, the referee may death or die within 2d6 rounds. Usable
use the Banshee stats found in once per night (uses the day/night cycle of
Old School Essentials the grove).

39
23. Bath/shrooms (2T) ►►If the mushrooms are disturbed in any
way, they ooze spores, like a mist of dried
Rusty portcullis (d: closed, cold iron). blood ground to dust. Everyone in a 10’
Lever* (d, shiny brass handle). Sturdy radius must save vs poison or cough up
oaken door (stuck, opened latch on the blood for 1 minute (1d8 damage).
pool side). Pool* (1” black water, blood- PCs who fail the save also have a vision of
red mushrooms). 2 statues* (lilac glow- deer blood and entrails spilling in a clear
ing eyes, nude man and woman, animal water pool. Then, Dame Hailwidis’s blade
heads, holding amphorae). rises from the blood-murked waters, held
from below by a small plump hand, wear-
™™No random encounter checks ing an onyx ring.
Unless portcullises (b) and (d), and/or the
secret stairs in [24] are opened. ™™Sitting alabaster statues (T)
►►Aquamarine eyes glowing, casting a dim
™™Lever (d) in lower position (T) lilac haze over the carmine red mushrooms
(continual light, 5’ radius, 300 gp each).
►►Brass handle: Shocks anyone touching
it with bare hands, unless wearing one of ►►West: Nude male human body with a
the Seven’s signet ring. Save versus wands, fox head, holding an amphora, right fist
3d6 damage. ready to knock on it.
►►Pull up: opens portcullis (d). ►►East: Nude female human body with
a mountain goat head, drinking from an
►►Pull down again: closes portcullis (d),
amphora.
in a painful metallic shriek.
►►Knocking on the west amphora: a swirl-
ing sphere of bath-hot water appears,
™™Blood mushrooms pool (T)
floating over the centre of the pool. It
►►5’ deep. 1” of oily, stinky and stagnant spills out water until the pool is filled. All
black water. the mushrooms release blood spores, fill-
►►Cancerous fungal growth: rust-coloured ing the entire room (see above).
mushrooms, linked by a mesh of reddish- ►►Knocking on the east amphora: Any
brown rhizomes. They coat the pool tiles liquid in the pool vanishes. Even if there
and spread a few feet around it. is no water in the pool, it disturbs the
mushrooms: anyone in the room has a
2-in-6 chance of getting hit by spores (see
above).

40
24. Lady Jayne's ™™Empty stone sarcophagus
Cenotaph (S) Carved lid (elaphocentaur, sealed with 50
gp worth of gold). Name and epitaph (in
Sturdy oaken door (locked: closed latch elvish: “To Lady Jayne of the Woods”).
on the pool side). Sarcophagus*. Secret
►►The sarcophagus lies on a raised stone
door* (under the sarcophagus, stairs
dais.
to [25]).
►►Stepping on the dais: it wobbles a little.

™™No random encounter checks ►►Pushing on the dais: the dais and
sarcophagus slide into the wall, revealing
Unless portcullises (b) and (d), and/or the steep stairs going down west (55’ down,
secret stairs in this room are opened. to [25]). The rusted railings howl: imme-
diately check for an encounter in [25].

41
Level 2
►►Unless noted otherwise: rugged
bluish-grey slate tiles on walls, floor, and
ceiling (12’).

25. Troll Larder 26. Armoury (2T)


Hazardous stairs* (steep, 4’’ deep steps). Heavy cold iron door* (locked). Racks and
Tangled mess of rust (broken bunk beds). shelves* (weapons, armours). Iron and
Numerous carcasses on hooks (hang- silver chest* (small, locked, unmoveable).
ing from ceiling: deer, wolf, and human
smoked meat). South passage* (distant ™™Double-lock door (T)
rumbling from the river).
Twin keyholes, above one another (keys
in [22] and [33]).
™™Stairs
►►If they are not operated simultaneously,
Go up 55’ to [24]. or if the keys are interchanged (they fit
►►Very steep, moving quickly or encum- both locks): a massive stone slab drops in
bered requires a DEX check. Fall: 1d6 front of the door.
damage. ►►Surprised by the falling slab (3-in-6
chance): save vs paralysis, 1d6 damage.
™™South tunnel ►►After 6 turns, the slab slowly rises up.
Collapsed wall into a natural cave, slope ►►Synchronising a lock picking attempt
going 3’ down. (either with a genuine key, a ‘knock’ spell
►►1-in-12 chance every turn: 1 random or another lockpick): requires both PCs to
troll (from [33]), coming up through [30]. roll 4d6 under their INT.

™™Weapons and armours


►►Rusted and ruined: 16 swords ◆ 7 axes ◆
8 bows ◆ 20 leather armours ◆ 6 chainmail
armours.
►►Salvageable: 5 shields (need new
straps) ◆ 3 bows (need new strings).
►►Intact: Two +1 swords (shine a golden
light within 100’ of fae) ◆ 2 White leather
armour (half weight, wearer is immune to
cold damage).

42 continued on next page ▶


27. Perilous Ladder
Iron ladder* (rusty, going up 40’). Trap-
door (wood, unlocked, exits in [13 -
alcove C]).

™™Rusty ladder
Brittle rungs, some inevitably snap every
time the PCs come up or down:
™™Iron and silver chest (T) ►►Roll a d12 “usage die” every time some-
one uses the ladder: when a 1-2 is rolled
►►Bolted to the floor (from the inside).
on the d4, the ladder is unusable.
►►Magic trap: unless Lady Jayne’s signet
►►If the PCs are moving fast, go down
ring is fitted into an opening to the left
a die size on a 1-3 instead. Each fast-
of the lock, roots erupt from between the
moving PC also risks falling 1d4x10’ on a
stone blocks paving the floor. They fill the
failed DEX check.
whole room for 6 turns (as the entangle
Druid spell, see Old-School Essentials). A ►►If they secure themselves using a rope:
shrill-voiced beak-shaped magic mouth go down a die size on a 1 only.
appears on the chest and continuously
shouts “Thief!” for 10 minutes: roll a ran-
dom encounter.
►►Inside:
●●Ice-seed, in a chiseled crystal phial: ice-
cold crystal bead, leaves frost on fingers.
In contact with water, will freeze up to a
60’ sphere, expanding 20’ per round. If
ingested by a living creature not immune
to cold: instant death (no save). If thrown
in the river, the resulting iceberg clogs its
flow downstream, submerging areas 30,
31, 32 (up to the bridge level), 33, 34 and
36; it takes 2 days to slowly melt and let
the water level go back down.
●●Potion of Control Plant: a phial of thick
sap-green liquid in which pulsating
specks glimmer and slowly swirl.
●●Scroll of massmorph (divine scroll, as
the magic-user spell).
●●Mask of the Wolf: Chipped wooden
mask with leather straps. The wearer
shapeshifts into a wolf for 2d6 turns and
cannot end the effect sooner. 1 use: when
the effect ends, the mask breaks. 43
28. Wizard's Workshop (M, S)
2 heavy iron doors (locked, outside: snow
leopard knockers). 3 Statues* (1 snow
leopard-headed, 2 living statues). Clut-
tered mess (Alchemy tools worth 2,000 gp,
stone carving tools worth 150 gp, key to
prison [39], grimoire*). Shelves*. 3 man-
sized vats (sticky layer of Blue honey).
Stone pillars (iron rings, 3 chained des-
sicated elves). 2 raw stone blocks (human
height). Floor cache* (under floor tile,
north-east corner).

™™Broken Souls never venture


inside the workshop
►►Ignore “Broken Souls” results on the
random encounter table. ™™Well-concealed floor cache (S)
►►A pair of red marble hands: magically
™™Constantine Kodiak's attach to stumps and function as normal
Grimoire (T) hands (1d4 unarmed damage, 1d6 if both
hands replaced).
On a workbench. Fluffy purple velvet
cover.
™™Snow leopard-headed statue
►►Magic trap: Anyone opening the book
must save vs spell with a –4 penalty, or (north)
their head turns into a magpie’s. Dispel Stone statue (male human in robes with a
magic disables the trap until the book is snow leopard head), offering bowl (held
closed again. out, contains a lone crystal bead). Glass
►►See appendix for content. jar (contains 6 ice-clear crystal beads).
►►If someone places a bead in the bowl,
™™Shelves they are teleported to the tomb of the
Golem-maker [12].
2 Jars of Universal lubricant ◆ Rotten spell
components ◆ Bronze statuette of a walk- ►►Dwindling enchantment: when tele-
ing snow leopard (200 gp): its head turns ported, save vs spells or leave one random
to always face the direction of the Amber item behind.
Golem. If Constantine Kodiak is killed,
the leopard lies down, paws over its eyes,
and never moves again.
►►Hidden compartment: 5 Diamonds
(1,000 gp each) ◆ 3 stone to flesh arcane
scrolls (10’ zone, duration 1 hour).

44 continued on next page ▶


29. Pastel Pit
Old cobwebs (drape-like, filling the room).
Pit (10’ deep, 1/2’ of dusty pastel blue
honey). Rusty pipe (3” diameter, com-
ing out above the pit, connects to pipe
in [21]). Dusty planks. Rumbling echoes
(from the river).

™™2 Rock Living Statues


Searing hot rock: nude human females
with doe heads. When they animate,
glowing red cracks reveal molten magma,
which they shoot from their fingertips.
►►They activate and attack anyone touch-
ing anything in the room not wearing one
of the Seven’s signet rings. Cease if com-
manded by someone with a signet ring.
►►Activate and attack anyone breaking
through a door, without one of the signet
rings. Will not cease to attack anyone else,
even if commanded.
►►Obey the Amber Golem’s (see p. 9) tele-
pathic orders.
►►Will not leave the room. Repair broken
doors and seal them with magma.

2 Doe-headed Living Statues


AC 4 [15], HD 5** (20, 24 hp), Att 2 × mag-
ma jet (2d6), THAC0 15 [+4], MV 60’ (20’),
SV D10 W11 P12 B13 S14 (5), ML 11, AL Cha-
otic, XP 425
►►Immunity: Unaffected by sleep spells.
►►Uncut diamond inside head (surround-
ed by magma, worth 1d6x100 gp).
45
30. Skulls Tunnel
Slate walls. Sloped (river bank 18’ lower ™™Smashing a Broken Soul's skull
than [25]). Fae skulls* (lining the walls ►►Destroys 1 Broken Soul. Cumulative
in patterns, mostly elven skulls, a few 1-in-20 chance of attracting 1d4 Broken
smashed). Muddy sand (floor, troll foot- Souls.
prints). Rumbling echoes (from the river).
►►May inflict a curse: see table.
►►All curses last 1 day for each Broken
™™216 Fae skulls Soul’s Skull destroyed, regardless of the
56 belong to the Broken Souls (see p. 12). save. E.g. a character who destroyed 10
►►3-digit dwarven numbers, crudely skulls may suffer from 3 curses, that all
carved into their foreheads. last for 10 days.
►►Touching a Broken Soul’s skull: save vs
spells or be crushed by utter despair for ™™Burying a Broken Soul's skull
2d6 rounds (–4 to all rolls). with proper religious rites
►►Destroys 1 Broken Soul.
™™Is it a Broken Soul's skull? ►►Grants a boon (1 roll per attendant).
►►Roll d666 on the table p. 13. ►►Each boon lasts for 1 day for each Bro-
►►In a hurry, 1-in-4 chance is close ken Soul’s skull properly buried.
enough (at least before a few Broken Souls
are destroyed).

46 continued on next page ▶


d10 Broken Souls Curses (save vs spells. Each curse applies once; don’t reroll).
1 When speaking, understood only by creatures of the same alignment.
2 Insatiable hunger: character consumes 3 times normal rations.
3 Gradually attract insects, up to 30’ radius swarm.
4 Banished from Faërie: cannot step into Faërie, including The Grove (area 21).
Character becomes invisible to their god, loses turning and divine spellcasting
5
abilities.
Unable to remember new things, including daily spells. Forget everything
6
within d6 turns.
7 Always shaking from intense cold. –2 penalty to DEX-based checks.
Tears continually flow down the character’s cheeks. –1 penalty to sight-based
8
checks, drink twice as much water to avoid dehydration.
9 Character turns into the last intelligent being they killed.
The Broken Soul is not destroyed but haunts one of the PC’s magic item. Save vs
10
spell or it doesn’t work (every use).

d10 Broken Souls Boons (Each boon applies once; don’t reroll doubles).
+2 save vs spells. When targeted by spell or spell-like effect: shimmering, ghostly
1
mirror-shards appear floating around the character, shielding them partially.
+2 save vs breath. When targeted by breath or breath-like effect: shimmering,
2 ghostly mirror-shards appear floating around the character, shielding them
partially.
3 Remove one curse currently affecting the character.
4 Gain the ability to cast the bless spell once a day.
5 Reroll 1 failed save vs death/poison, once within the duration of the boon.
6 All the character’s attacks count as magical.
7 Never lose or break projectiles (arrows, etc.).
8 +1d4 max hp.
9 reroll 1s on damage rolls (if the second roll is a 1, don’t reroll).
10 reroll 1s on attack rolls (if the second roll is a 1, don’t reroll).

47
31. Subterranean Torrent 33. Trolls Lair (M)
●●Raging, dark, ice-cold river, flowing Rugged slate cavern (18’ ceiling). Muddy
from east to west. sand floor (troll footprints). Campfire.
●●Low ceiling, except between 33 and 36. Spacious cauldron (stewing goulash).
●●Exits on the far side of the hill, Worn crates*. 2 Barrels (smoked herring).
3 miles downstream (see “Outside”). 4 bedrolls (heaps of animal skins, musky,
►►Anything thrown in the river has a 2-in- stained). Firewood.
6 chance of ending up in [34].
™™Weathered crates
™™Swimming A mess of miscellaneous tools, pelts,
►►Swimming against the current requires bones, etc. 1 turn of searching also reveals
a STR check. one of the following:
►►Anyone in the water has a 1-in-20 ►►Top key to the Armoury (see [26]).
chance of drowning each round (1-in-6 in ►►Queen of clubs (from the ivory deck of
heavy armour). circular cards in [16]).
►►Eye-sized jade sphere: put against an
eye socket, it destroys and replaces the
32. Bridge over original eye. Functions as an eye, al-
though shades of green are richer, and
a muddy strand (M) allows to see ley lines.
Natural cavern (dank jagged slate, ceiling
40’). Muddy sand (deep, massive foot- ™™Trolls with a heart of gp
prints). Raging torrent. Bridge (wet slate, Rugged granitic mildew-pocked skin
20’ above river, 3’ parapet, rusty ladder on and clear sapphire-blue eyes; hair
the north-east side). Cold and damp. like porcelain lacework and brilliant
dolomitic teeth; massive 8-fingered
™™Troll hands.
As old as the hills; their survival instincts
►►3-in-6 chance 1 random troll (from
honed by eons, they do not take
[33]) is hidding, above or under the unnecessary risks, though they bicker
bridge. endlessly.
►►If in trouble, will issue a bellowing call
►►There is a 2-in-6 chance, +1 per troll not
for help. The remaining trolls arrive from
recently encountered, that they are here.
[33] in d3+1 round.
►►They want to craft a troll-child: they
need a large enough precious stone (about
™™From the west
a 10-15” sphere). They will then prepare
The scent of a campfire and a brewing for a long, dark ritual to shape the stone
stew. The distant light of the cooking fire. into the heart of a newborn troll.

48 continued on next page ▶


™™Olderest Leigha d4 Leigha’s Curses (3x/day)
►►Wants to sleep, intruders to go away. Nightmare: wake up screaming 1d4
1
Swift to curse them if they don’t. times/night. ½ natural healing rate.
►►Can turn Broken Souls away (as a Cleric, Sleep: must sleep at least 1 hour
with persistent invectives instead of prayer). 2
every 1d8 hours, or –4 to saves.
●●Ruby heart (8,000 gp intact, 5,000 gp Dark sun: cannot perceive sunlight,
shattered). 3 unless reflected by something (the
moon, a mirror, water, etc.)
™™Oldest Emersyn
Mirror world: See things inverted.
►►Wants to eat new things. Interested in INT check to succeed at physical
new recipes and tasty-looking PCs. tasks, until accustomed (5 success
●●Pearlescent coral heart (6,000 gp intact, 4 in a row). If the curse is lifted after
3,000 gp in pieces). getting accustomed, INT checks are
necessary until accustomed again to
™™Older Chester the actual orientation of the world.
►►Wants her pet spider Ella back
from [39]. She goes to feed it once a week, 4 Jewel-heart Trolls
knows about the trap in [37]. AC 4 [15], HD 6+3* (27, 30, 30, 34 hp), Att
●●Heart of jade (1000 gp intact, 300 gp 2 × talon (1d6), 1 × bite (1d10), THAC0 13 [+6],
broken). MV 120’ (40’), SV D10 W11 P12 B13 S14 (6),
ML 8 (7 fear of fire), AL Chaotic, XP 650
►►Regeneration: 3 rounds after being
™™Old Bayleigh damaged, start regaining 3hp per round.
►►Loves treasures and shiny things. Severed limbs reattach.
►►Return from death: If killed (0hp), will
●●Heart of gold (300 gp worth)
regenerate and fight again in 2d6 rounds.
►►Fire and acid: Cannot regenerate dam-
age from these sources. The only way to
permanently kill a troll.
►►Precious heart: if their heart is not
destroyed, every night at midnight, there is
1-in-6 chance they resuscitate at 0 hp.
►►Fear of fire: Morale 8 when attacked
with fire or acid.

49
34. River Nook 35. Old Illusion (M)
Natural cave (ceiling 8’). Muddy sand. Illusory wall* (north entrance). Hole in the
Bloated Kobold corpse*. Junk* (littering ceiling* (north wall). Floor mosaic (under
the river bank). dust, colourful abstract pattern).
►►Everything that falls in the stream
upriver: has a 2-in-6 chance of washing ™™Illusory wall
ashore here.
►►Only visible from the south: hides the
►►Bloated Kobold Corpse. In her pockets: way out. Blocks the raging rumble of the
2 cp ◆ 1 potion of Spider Climbing. torrent and any lightsource.
►►Junk. Searching the tangle of mould- ►►Smashing the mosaic dissipates the
ering wood and stained rags reveals an illusion.
ornate scroll case, rusted shut (protection
from undead, 6 turns).
™™Collapsed ceiling
►►Heap of fallen ceiling tiles, moist dirt
on the ground.
►►15” wide tunnel, going up (exits on
level 1, in [16]).

™™3' long beetles


There is a 3-in-6 chance 1d6 Oil Beetles
roam around around the room.

6 Oil Beetles
AC 4 [15], HD 2* (hp 7, 8, 9, 9, 11, 13), Att 1 ×
bite (1d6), THAC0 18 [+1], MV 120’ (40’), SV
D12 W13 P14 B15 S16 (1), ML 8, AL Neutral,
XP 25
►►Oil spray: Use when attacked. Targets
one opponent within 5’. A hit causes pain-
ful blistering: –2 to attack rolls for 24 hours.
Cure light wounds can be used to cure
this, instead of restoring hit points.
50
36. Crumbling Courtroom
Vaulted ceiling (18’). Wide stairs (going ™™Damp tapestry
down 18’). River access (slippery stone,
iron ring to tie up boats). Statues* (On Moisture-gorged allegory woven with
faded, dyed elven hair: a blindfolded
6’-tall pedestals, animal bodies, covering
dwarf, his right hand holding a hammer
their eyes, ears and mouth). Tapestry* high, a bat hanging from his left hand,
(15’ high). Jumble of decayed furniture wings spread.
(benches, tables, jury box).
Weight: 100 lbs (60 lbs dry). Worth:
1,000 gp, much more to the right collec-
™™Crouching Statues tor.
►►Covering their ears: Blue Amber ma-
caque, elven female head.
●●When a lie is uttered: topaz eyes glow
yellow (300 gp each, enchantment fades
in 1d10 days if removed).
►►Covering their mouth: soapstone lizard,
elven male head.
●●When someone speaks, but evil
thoughts are left unsaid: ruby eyes glow
purple (500 gp each, enchantment fades
in 1d6 days if removed).
►►Covering their eyes: red marble bat,
dwarf head.
●●When a jury renders an untruthful ver-
dict: blood tears flow down the statue’s
beard.

51
37. Killing Ground (T, M, S)
Iron double doors (ajar, frost-covered, ™™Broken Soulstorm
decorated, rusty, screeching). Unnatural
Fracked psyches. Anguished spirits
cold (frost on walls). Blood stains (dark,
glimpsed through flickering, ghostly
ancient, floors and walls). Ever-raging splinters of shattered mirrors; swirling
Soulstorm* (Broken Souls). Brass and spectral shards, people-shaped
amber rods* (Scorch marks on the ground kaleidoscopic columns.
between the rods). 3 Pits (thick cobwebs,
12’ drop to [39]). Secret trapdoor (to [38], Captured, viciously tortured, promptly
hollow-sounding tile). judged, and then murdered with care-
ful cruelty: the 56 restless spirits of the
wrongly accused, their names carved
™™Lightning rods (T) among the 216 on the Wall of the Guilty
3’ tall brass rods, surmounted by 1’ of in [18], their skulls on display in [30].
Blue Amber. Marked ‘a’ on the map. ►►See p. 12.
►►Lightning strikes any creature com- ►►A harmless Soulstorm, glimpsed
ing back from the pits: save vs wand, 8d6 ghostly echoes of Broken Souls, constant-
damage. ly rages half-seen around the room.
►►Does not strike anyone wearing one of ►►1d6 Broken Souls materialise every
the Seven’s signet rings. turn.
►►Any attempt to destroy or tamper with
the devices: releases lightning against
everyone in the room, every round, until
the room is cleared for 10 rounds.

52
38. Interrogation Room 39. Cell (M)
Ladder (iron, rusty, to [37]). Low ceiling Low ceiling (6’). Prison door (locked
(6’). Cramped table* (shackles*, torture [key in 28], stuck, iron and silver, open
tools, 3 colored jars*, 1 bottle*). Iron rings peephole). Cobwebs (thick, everywhere).
(walls, floor). Unlit brazier (coal). Vicious Ancient refuse. Mouldy blankets*.
stains. Perfumes of terror*.
™™Heaps of stinking blankets
™™Lingering perfumes of terror
►►Among the bones of a small finger:
An olfactory map of past crimes, haunt- Harpo the halfling’s Aquamarine signet
ing the room: metallic blood, acrid sweat, ring (worth 200 gp, faint magic, one of the
involuntary relief, burning hair and flesh. Seven’s signet rings, see appendix).

™™On a cluttered table ™™Cached in a crack in the wall


►►Silver shackles (neck, wrist, chains), ►►A brittle scroll: a tearful love letter in
might be used to trap a ghost inside a elvish, a final goodbye to “Lady Windleaf”.
possessed victim. Inside the scroll is a bejewelled fillet head-
►►Cold iron shackles. band worth 3,500 gp.
►►Assortment of torture tools.
™™Hiding Tarantella
►►A green glass jar of elven nails. Hidden
among them, 10 enchanted jade finger- ►►4-in-6 chance of surprise.
nails. Replace actual fingernails (grant 2 ►►Ella, the pet spider of Older Chester
unarmed claw attacks, 1d6 dmg; cursed: the troll. Hungry.
–2 WIS; if peeled off, natural nails will
never grow back). Ella the Tarantella
►►A yellow glass jar of teeth.
AC 5 [14], HD 4* (18hp), Att 1 × bite (1d8 +
►►A pink glass jar of finger bones. In their poison), THAC0 16 [+3], MV 120’ (40’), SV
midst, a silver ring representing overlap- D12 W13 P14 B15 S16 (2), ML 8, AL Neutral,
ping pine needles (cast speak with plants XP 125
3 x/day; cursed: –3 CON). ►►Poison: Save vs poison or dance for
2d6 turns (suffering from painful, jerking
►►An opaque black glass bottle, whose
spasms that resemble a macabre dance).
torn label reads: “PA N”; heavy but ►►Onlookers: Viewers of one affected by
seemingly empty. When unstoppered, a the poison must save vs spells or begin
cacophony of anguished screams erupts: dancing in the same fashion, for as long as
anyone within 30’ must save vs spells the poisoned victim.
with a +4 bonus, or fall unsconscious for ►►Dancing: Those affected suffer a –4
1d6 turns. Single use, unless stoppered penalty to attack rolls and AC. After 5
back fast enough (save vs spells). turns of dancing, they become exhausted:
fall to the ground, helpless.

53
Appendix
Magic items
™™Fae Fruits
™™Blue Honey Grow on fae trees. They look only
remotely like fruits know to mortal and
►►Restores 1d6 hp. A jar contains 6 doses. all taste eerily good.
►►Blue Honey cravings: a character who
Harpo’s cookbook, written in Halfling,
tastes Blue Honey must have at least 1 dose
may help to identify their effects.
per day, or roll on the table below. A save
vs poison ends the addiction (1 per day). d10 Fruit Effects (no save)
d12 Blue Honey Withdrawal Iridescent
1 +1 hp.
Grapes
1 Feet turn to horse hooves.
+1 hp. Blood turns
Prehensile Fox tail: can grab
2 Turquoise blue, skin pales,
objects, help in climbing... 2
Tangerine ½ damage from
Oily urines. Can be used as lamp cold. 1d6 hours.
3
oil, or to create slippery puddles.
+1hp. Forget 1
Hand(s) become eagle talons. Green
3 random language.
Unarmed attacks deal d6 Cherry
4 Permanent.
damage. (d3: 1-Left, 2-Right
+1 hp. Cannot tell
3-Both) Yellow
4 the truth for 1d6
5 Poisonous fangs. Raspberry
hour.
Insect mandibles. Can speak Swap 2 random
6 5 Orange Fig
with insects. stats. Permanent.
Nose disappears. Lose sense of Red –1 hp. Cannot tell a
7 6
smell. –2 CHA. Soursop lie for 1d6 hour.
Ears turn to white wings. +1 hp. Skin becomes
8 Can still hear. Fly at ¼ speed. Pink
7 bark, +1 bonus to
Exhausting. Apricot
AC. 2d6 turns.
1’ Eyes. Perfect darkvision; –1 hp. Sweat
9
blinded by the sun. Purple evaporates in puffs
8
1d12 black wobbling horns, like Apple of smoke. ½ damage
10
cast iron tentacles. from fire. 1d6 hours.
White porcelain skin, swirling Save vs poison.
Black
11 golden patterns. Beautiful but 9 Pass: down to 1hp.
Strawberry
stiff. –1d3 DEX; +1D6 CHA. Fail: full hp.
Werebees. On full moons, turn White +1d4 max hp for
12 10
into a Pastel Blue Bee swarm. Peach 1 week.

54
™™Harpo's candies Candy
d10 Effects (no save)
Colour
Wrapped in crisp coloured paper, these
bear-shaped scrumptious hard candies 1 Pastel Blue +3 hp.
are made from Blue Honey and fae fruits. Breathe water (can’t
Turquoise
The jar of candies in [14] contains 3 can- 2 breathe air anymore)
Blue
dies of each colour. for d6 turns.
►►The recipes can be found in Harpo’s Vision: roll 6d20,
cookbook, but not the effects. Ingredients these are the results
are mainly Blue Honey and the corre- Leaf of the PCs next d20
3
sponding fae fruits. Green rolls, player chooses
in which order to use
►►Failed attempts to replicate the candies
them.
have either the fae fruit’s effect or no effect
(3-in-6 chance) and a 5-in-6 chance of Royal –1d6 WIS for
4
having the Blue Honey’s addictive effect. Yellow 1d12 days.
Reroll stats: 3d6
Saffron
5 in order, swap 2.
Orange
Permanent.
™™Harpo's candles
+ 1d6 CHA for
Pastel Blue. Strong, pleasant smell of 6 Lust Red
1d12 days.
beeswax and cinnamon.
Skin rots, 2d6
►►Each burns for 6 turns total. Carnation
7 damage. Lasts until
Pink
►►Fae creatures in a 30’ radius rolls attacks next full hp.
and saving throws with a –1 penalty. The Turn into a slow
effects of multiple candles stack. Deep moving black cloud
8
Purple of smoke for d6
turns.
Antitoxin. Also
cancels all non-
9 Ink Black
permanent candy or
Fae Fruit effect.
Bone
10 Save or die.
White
55
™™Kodiak's Grimoire ►►Kodiak’s stone shape
2nd level magic-user spell
Fluffy purple velvet cover.
Duration: 1 turn
►►Magic trap: Anyone opening the book Range: 60’
must save vs spell with a –4 penalty, or The caster instantly sclupts a 10’ cube
their head turns into a magpie’s. Dispel of stone into any shape, provided they
magic disables the trap until the book is are able to carve it by mundane means.
closed again. A skilful artisan will be able to produce
●●Research notes: Blue Amber recipe magnificent statues, but an untrained
(turning blue honey into Blue Amber) caster will only shape formless blobs.
and research on stone prosthetics. ►►Kodiak’s stone trail
●●Notes on transferring a creature life- 3rd level magic-user spell
force into a statue. Gruesome log of experi- Duration: 1 hour
ments performed on captive fae, ranging The caster enchants a bag of pebbles,
from repeated failure to obedient statues. similar in type, colour and size. He then
The process involves placing a 1,000 gp drops them behind him as he moves, no
diamond in the statue’s head. more than 3’ apart.
●●Erotic drawings: orgies involving ani- ●●The caster may use an action to be in-
mal-headed people and Kodiak himself. stantly teleported at the start of the pebble
►►Spells: trail, ending the spell.
●●If the pebbles are in any way disturbed
●●Level 1: detect magic, read magic,
along the trail, the caster only teleports
shield, sleep.
back as far as an uninterrupted line of
●●Level 2: Kodiak’s stone shape, detect
pebbles goes.
evil, phantasmal force, wizard lock.
●●Level 3: Kodiak’s stone trail, dispel ►►Kodiak’s stone maze
magic, invisibility. 4th level magic-user spell
Duration: 1 turn
●●Level 4: Kodiak’s stone maze, charm
Range: 60’
monster, polymorph others.
The caster targets a 30’ section of a stone
●●Level 5: cloudkill, magic jar, wall of
corridor. It reconfigures itself, twisting
stone.
and parting in random directions, in front
●●Level 6: geas, stone to flesh. of anyone trying to traverse it.
●●The target corridor must be at least 30’
long and no more than 15’ wide. Its floor,
walls and ceiling must be stone, either
natural or lined with stone blocks.
●●It takes 2d4 rounds to find the way out.
Creatures more than 6’ apart roll sepa-
rately.
●●Any physical object crossing the space
also triggers the maze effect: projectiles
will crash into a moving wall.
●●While the corridor really rearranges
itself, the spell does not affect adjacent
56 spaces.
™™Lady Jayne's Dryadwood Staff
If wood can be forged, then this staff was
forged... from a Dryad's limb.
►►Can be used to cast each of the following
spells, once per week (see Druid Spells in
Old-School Essentials): summon animals
(level 4), commune with nature (level 5),
pass plant (level 5), protection from plants
and animals (level 5).
►►It might also be used by a Dryad or
high-level Druid, to create ghostly green
motes zones of protection (from evil
or magic), similar to those in areas 15
and 21.
►►The alignment of any character who
takes the Staff: slowly changes to Chaotic.
►►Bearing the Staff also inflicts a Naturis-
tic Curse: fabric tatters in d6 days; leather
pieces grow fur, then bleed from the
inside as if freshly skinned; wooden ob-
jects grow and sprout leaves; metal rusts.
Magic items are affected on a failed save
vs spells (save separately for each item,
repeat every d6 days).
►►The staff can also be used to push or pull
the Grove towards one world or the other.
Expands all charges for a week. A Druid
or a Dryad can use it instinctively. A
Cleric must roll under WIS. Anyone else
has a 1-in-20 chance of success. Failure:
the staff engulfs the caster and grows
into a majestic oak tree; Galateia will be
furious. Success: the grove and everything
in it durably moves into one of the two
worlds (caster’s choice). The staff will
work at close proximity, or from inside
the grove.

57
™™Naegling ►►Naegling was used to murder Lady
Jayne. It will only tell if directly asked. It
Sentient Sword of Dame Hailwidis
was taken from Haiwidis’ sarcophagus
INT 10, Ego 9, Communication Words ap- by the Dwarf Tsedek, who snuck upon
pearing on the blade, Language Common, the bathing elaphocentaur and eviscer-
Lawful tongue, AL Lawful, Sensory Powers ated her. Her last word, as she gazed upon
Detect evil, See invisible objects, Extraor- the gore erupting from under her was:
dinary Power Healing, Enchantment +1 “Rain?” The Dwarf did not say a word,
(+3 vs fae), Dmg 1d8+1. washed himself, and returned the bloody
►►Controlling the sword: see Sentient sword to Dame Hailwidis’ sarcophagus.
Swords in the Old School Essentials.
►►Lawful: when holding the sword, ™™The Seven's signet rings
inflicts 1d6 damage per round to neutral
characters and 2d6 per round to chaotic When worn, they protect from several
characters. traps inside the Sepulchre (see room
entries).
►►Detect Evil : requires concentration.
The wielder can sense the intention to do The first 6 are also the keys to Jayne’s
evil within 20’. (Note: some potentially Tomb (see [13]); Jayne’s ring allows to
harmful things—e.g. animals, traps—are safely open the trapped chest in the ar-
not evil.) moury (see [26]).
►►Carnelian: inside Dame Hailwidis’s
►►See Invisible Objects: requires concen-
tration. The wielder can see invisible or sarcophagus [11], 100 gp
concealed objects up to 20’ distant. (This ►►Onyx: on Judge Tsedek’s finger [19],
power does not reveal secret doors.) 100 gp
►►Healing: requires concentration. One ►►Amethyst: on a silver chain around the
point of damage is healed per round, for Amber Golem’s neck, 100 gp
six rounds. This power may only be acti- ►►Black tourmaline: north sarcopha-
vated once a day. gus [22], 100 gp
►►What Naegling wants: ►►Diamond: south sarcophagus [22],
●●As far as the sword is concerned, the 500 gp
“Sunnestead Crusade” is over. If con- ►►Aquamarine: among trash [39], 200 gp
vinced it is about to start again, fighting ►►Brownish-green corundum: inside Lady
the Sunnestead Sorceresse and her Jayne’s sarcophagus [15], 300 gp
minions will be its primary purpose.
●●In the meantime, it wants to be
wielded by “someone worthy”. It be-
lieves a Lawful family member of Dame
Hailwidis would automatically be.
●●Anyone else will have to prove their
worth, by being as honourable as the
late Paladin and by slaughtering fae
whenever possible.

58
List of the Fallen (67 names)
Bryn Coreman Anderlecht Balmer
Justine the Red Freeman Nester
Hettore Pastor Ysabel bet Gerraint
Opal Rumskinson Rhain Dreamdust, May he forgive us
Frey Herrenson Phantom, the Raven
Malfex the Unwise Dame Hailwidis the Steadfast
Caprice Tripplehorn Paraclitus, the Hawk
Average Albert Arthur, faithful feline
Qinn Jerrek Rhiannon Dreamdust, may death ap-
Prim Gondart pease her sorrow
Carl Miller Our beloved Lady Jayne, victim of
the vilest treachery
Alena Squire
The Hon. Judge Tsedek
Oona Wiseskin
Harpo, the beekeeper
Samuel Samuels
Barton Noon
Courtney Suits
Logs Bison
Jewol Marxmann
Orphisia Melcor
Millana Millard
Suranna Leaves-Glowing
Deon Van Mim
Vadda Grimmspiel
Bandoneon Smith
Pearl Vimes
Badger Books
Moonbeam Waterspeckles
Remana Goynes
Nyoght Wissen
Cleopha Goldman-Smith
Blake Palmer
Mand Druise
Divanios Glück
Greene Bowman
Melodi Sun-Spinner
Elsius Stormborn
Lorm Strong
Feodor the Mute
Mary Roskobbel
Sturri Gravensohn
Ztan Vorruns
Tussaud Nimbletoes
Craig the Undying
Coolidge Barnes
Patrick Byrd
Pangelina Padoga
Stuart Mann
Clay Fischer
Dashka Dhurt
Holly Krestmire
Paghu Copper-Tongue
Fern Strongbow
Sensius the Untalli...
Uri ban Stamm
Alomea Dreamcaster
59
The trial of
Lady Jayne's murderer
Judge Tsedek may ask the PCs to judge ►►He may request that the PCs call Dame
him according to Dwarven Law, once his Hailwidis’ sword (from [11]) as a witness.
own killers have been dealt with. ►►Unless the PCs are experts in Dwarven
He will do so if he admits to himself that Laws: he will try to backseat-pilot the
he probably killed Jayne, which should entire trial, probably revoke his counsel-
happen if the PCs ask him the right ques- lor and represent himself. He will most
tions, after talking to the sword Naeglin, likely end up calling for a mistrial, and
for example. maybe even being exonerated, much to
►►The courtroom [36] is downstairs. If his dismay.
needed, he asks the PCs to erase the chalk ►►If not convicted, there is a 3-in-6
prayer trapping him in his tomb [19]. chance he’ll attack, in an attempted “sui-
►►He needs a judge, a prosecutor, a cide by the Court”.
defender, and a jury of at least 3 (7 is bet- ►►Only when condemned will he give the
ter). He may suggest the PCs enroll the PCs his signet ring.
dungeons inhabitants in the jury: the ►►But, if he survives his trial and its after-
Dryad and Amber Golem, mostly. NO! math, he would accept to accompany the
NO KOBOLDS! PCs to open Lady Jayne’s Tomb. She will
pardon him, granting him eternal rest.

A stout beardy
Lady Justice
brandishing a
blind mammal
in lieu of scales;
a bludgeoning
weapon to light
the way:
Dwarven Justice.
60
Design notes ™™Restocking the dungeon
PCs are not expected to clear the whole
dungeon in one run. The referee is en-
™™Classic Dungeoncrawl
couraged to consider sticking to the old
This module was designed to be played tradition of beginning and ending each
using classic Old School dungeon crawl- gaming session outside the dungeon, as it
ing procedures (see Adventuring in Old is (with a few possible exceptions) not a
School Essentials), in particular the scru- safe place to rest.
pulous tracking of time, encumbrance and PCs may go back to the nearest town to
systematic monster reaction and morale sell their loot, heal, carouse and resupply.
rolls. The treasure assumes the game
In this case, the referee is encouraged to
uses a gold for XP mechanic. The PCs are
restock the dungeon with new threats; if
expected to be accompanied by NPC fol-
word of the PCs newfound wealth goes
lowers and retainers.
around, throwing in a few rival NPC
adventuring parties will also enhance the
™™At lower levels? dungeoneering experience.
While it is unlikely that PCs could “solve”
the entire dungeon by way of parlay, the ™™Flavour
most dangerous foes in this module can
●●This module assumes all elves originate
be reasonned with. Careful, socially-en-
from Faërie. If it does not fit the cam-
clined players with characters of level 3-4
paign, the referee may choose to reskin
could theoretically attempt this adventure
the elves in this module as some elf-adja-
(and hope to escape with a good chunk of
cent folk, for example as Sidhe.
the treasure). In this case, the referee may
consider adjusting the undead level drain ●●Either to restock the dungeon or
capabilities (see below), in particular for because Kobolds are boring, the referee
the numerous and unpredictable Broken is encouraged, if so enclined, to replace
Souls. them with bandits, goblins, lizard-folk,
rat-folk, or any campaign-appropriate
critters posing a similar challenge.
™™Undead mechanics
●●Classical sources use the term Alseid to
If it better fits the referee’s vision, the describe a grove nymph.
undead’s Level Drain abilities may be re- ●●While this module keeps in tone with
placed by an Attribute Drain ability, as the the Original Game, mixing elements from
wise Melan once suggested: the Specter various european folklore, the referre may
(Lady Jayne) drains 2d4 CON, Wraiths chose to refocus the flavor towards a more
(Broken Souls) drain 1d6 CON. “nordic” feeling. In this case, Jayne can be
Characters reduced to 0 CON die and will described as a Völva (a kind of Seeress)
become undead. rather than a druid. Similarly, the Dryad
The immediate threat will be greater, but may be reskined as a Huldra.
without long-term consequences.

61
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Necromancer Games, Inc.; Authors Scott Greene and 63
NEVER MEET FORGOTTEN HEROES! Long ago a half-elf, half deer-centaur named Jayne led
a small guerilla band against the armies of an evil fae witch. They prevailed at terrible cost.
Over centuries, the Church erased all memory of Jayne’s fae nature. Monsters moved into her
hideout-turned-sepulchre, still haunted by Jayne’s ennemies and companions, and a ghost
longing to complete his vengeance...
In this 39-room dungeon, adventurers will discover the fates and true faces of Jayne and her
unremembered companions. Will they get out with forgotten riches, or become the latest victims
of a centuries-old tragedy?

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