Professional Documents
Culture Documents
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
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
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.
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.
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’).
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.
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.
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]).
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.
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.
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).
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.
23
13. Hall of the
loyal retainers
(M, 4S)
to
10
to 14 to 17
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).
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]).
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]).
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.
The Bees
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.
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.
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’).
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).
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.
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]).
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).
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
Open Game Licence the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any
Open Game Content that you Use. No terms may be added
to or subtracted from this License except as described by the
DESIGNATION OF PRODUCT IDENTITY License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
All artwork, logos, and presentation are product identity. 3.Offer and Acceptance: By Using the Open Game Content
The names “HexaGnome” and “The Sepulchre of Seven” are You indicate Your acceptance of the terms of this License.
product identity. All text in the following sections is product 4. Grant and Consideration: In consideration for agreeing
identity: Foreword, Design Notes. to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact
DESIGNATION OF OPEN GAME CONTENT terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are
All texts and tables not declared as product identity are contributing original material as Open Game Content,
Open Game Content. You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights
conveyed by this License.
OPEN GAME LICENSE
6.Notice of License Copyright: You must update the
Version 1.0a The following text is the property of Wizards of COPYRIGHT NOTICE portion of this License to include
the Coast, Inc. and is Copyright 2000 Wizards of the Coast, the exact text of the COPYRIGHT NOTICE of any Open
Inc (“Wizards”). All Rights Reserved. Game Content You are copying, modifying or distributing,
1. Definitions: (a)”Contributors” means the copyright and/ and You must add the title, the copyright date, and the
or trademark owners who have contributed Open Game copyright holder’s name to the COPYRIGHT NOTICE of
Content; (b)”Derivative Material” means copyrighted any original Open Game Content you Distribute.
material including derivative works and translations 7. Use of Product Identity: You agree not to Use any Product
(including into other computer languages), potation, Identity, including as an indication as to compatibility,
modification, correction, addition, extension, upgrade, except as expressly licensed in another, independent
improvement, compilation, abridgment or other form Agreement with the owner of each element of that Product
in which an existing work may be recast, transformed Identity. You agree not to indicate compatibility or co-
or adapted; (c) “Distribute” means to reproduce, license, adaptability with any Trademark or Registered Trademark
rent, lease, sell, broadcast, publicly display, transmit or in conjunction with a work containing Open Game Content
otherwise distribute; (d)”Open Game Content” means the except as expressly licensed in another, independent
game mechanic and includes the methods, procedures, Agreement with the owner of such Trademark or Registered
processes and routines to the extent such content does not Trademark. The use of any Product Identity in Open Game
embody the Product Identity and is an enhancement over Content does not constitute a challenge to the ownership
the prior art and any additional content clearly identified of that Product Identity. The owner of any Product Identity
as Open Game Content by the Contributor, and means used in Open Game Content shall retain all rights, title and
any work covered by this License, including translations interest in and to that Product Identity.
and derivative works under copyright law, but specifically 8. Identification: If you distribute Open Game Content You
excludes Product Identity. (e) “Product Identity” means must clearly indicate which portions of the work that you
product and product line names, logos and identifying are distributing are Open Game Content.
marks including trade dress; artifacts; creatures characters; 9. Updating the License: Wizards or its designated Agents
stories, storylines, plots, thematic elements, dialogue, may publish updated versions of this License. You may use
incidents, language, artwork, symbols, designs, depictions, any authorized version of this License to copy, modify and
likenesses, formats, poses, concepts, themes and graphic, distribute any Open Game Content originally distributed
photographic and other visual or audio representations; under any version of this License.
names and descriptions of characters, spells, enchantments, 10 Copy of this License: You MUST include a copy of this
personalities, teams, personas, likenesses and special License with every copy of the Open Game Content You
abilities; places, locations, environments, creatures, Distribute.
equipment, magical or supernatural abilities or effects, 11. Use of Contributor Credits: You may not market or
logos, symbols, or graphic designs; and any other trademark advertise the Open Game Content using the name of any
or registered trademark clearly identified as Product identity Contributor unless You have written permission from the
by the owner of the Product Identity, and which specifically Contributor to do so.
excludes the Open Game Content; (f) “Trademark” means 12 Inability to Comply: If it is impossible for You to comply
the logos, names, mark, sign, motto, designs that are used with any of the terms of this License with respect to some or
by a Contributor to identify itself or its products or the all of the Open Game Content due to statute, judicial order,
associated products contributed to the Open Game License or governmental regulation then You may not Use any Open
by the Contributor (g) “Use”, “Used” or “Using” means Game Material so affected.
to use, Distribute, copy, edit, format, modify, translate 13 Termination: This License will terminate automatically if
and otherwise create Derivative Material of Open Game You fail to comply with all terms herein and fail to cure such
Content. (h) “You” or “Your” means the licensee in terms of breach within 30 days of becoming aware of the breach. All
this agreement. sublicenses shall survive the termination of this License.
2. The License: This License applies to any Open Game 14 Reformation: If any provision of this License is held to be
Content that contains a notice indicating that unenforceable, such provision shall be reformed only to the
62 extent necessary to make it enforceable.
15 COPYRIGHT NOTICE Patrick Lawinger.
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Kamadan from the Tome of Horrors, © 2002, Necromancer
System Reference Document © 2000, Wizards of the Coast, Games, Inc.; Author Scott Greene, based on original
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, material by Nick Louth.
based on original material by E. Gary Gygax and Dave Rot Grub from the Tome of Horrors, © 2002, Necromancer
Arneson. Games, Inc.; Authors Scott Greene and Clark Peterson,
System Reference Document © 2000–2003, Wizards of the based on original material by Gary Gygax.
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Labyrinth Lord™ © 2007–2009, Daniel Proctor. Author
Williams, Rich Baker, Andy Collins, David Noonan, Rich Daniel Proctor.
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, B/X Essentials: Core Rules © 2017 Gavin Norman. Author
James Wyatt, based on original material by E. Gary Gygax Gavin Norman.
and Dave Arneson. B/X Essentials: Classes and Equipment © 2017 Gavin
Modern System Reference Document © 2002–2004, Norman. Author Gavin Norman.
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff B/X Essentials: Cleric and Magic-User Spells © 2017 Gavin
Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Norman. Author Gavin Norman.
Noonan, Stan!, Christopher Perkins, Rodney Thompson, B/X Essentials: Monsters © 2018 Gavin Norman. Author
and JD Wiker, based on material by Jonathan Tweet, Monte Gavin Norman.
Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce B/X Essentials: Adventures and Treasures © 2018 Gavin
R. Cordell, John Tynes, Andy Collins, and JD Wiker. Norman.
Castles & Crusades: Players Handbook, © 2004, Troll Lord Author Gavin Norman. Old-School Essentials Core Rules ©
Games; Authors Davis Chenault and Mac Golden. 2018 Gavin Norman. Author Gavin Norman.
Castles & Crusades: Monsters Product Support, © 2005, Old-School Essentials Classic Fantasy: Genre Rules © 2018
Troll Lord Games. Gavin Norman. Author Gavin Norman.
Basic Fantasy Role-Playing Game © 2006–2008 Chris Old-School Essentials Classic Fantasy: Cleric and Magic-
Gonnerman. User Spells © 2018 Gavin Norman. Author Gavin Norman.
New Spells: A Basic Fantasy Supplement © 2007 Chris Old-School Essentials Classic Fantasy: Monsters © 2018
Gonnerman, Ola Berg, Angelo Bertolli, Jeff Querner, Everett Gavin Norman. Author Gavin Norman.
Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Old-School Essentials Classic Fantasy: Treasures © 2018
Scott Abraham. Gavin Norman. Author Gavin Norman.
OSRIC™ © 2006, Stuart Marshall, adapting material Old-School Essentials Classic Fantasy: Rules Tome © 2019
prepared by Matthew J. Finch, based upon the System Gavin Norman. Author Gavin Norman.
Reference Document, and inspired by the works of E. Gary Swords & Wizardry Complete Rules, © 2010, Matthew J.
Gygax, Dave Arneson, and many others. Finch
Swords & Wizardry Core Rules, © 2008, Matthew J. Finch. The Sepulchre of Seven, © 2021, HexaGnome
Eldritch Weirdness, Book One, © 2008, Matthew J. Finch.
Darwin’s World © 2002, RPGObjects; Authors Dominic END OF LICENSE
Covey and Chris Davis.
Mutant Future™ © 2008, Daniel Proctor and Ryan Denison.
Authors Daniel Proctor and Ryan Denison.
Advanced Edition Companion, © 2009–2010, Daniel
Proctor. Author Daniel Proctor.
Lamentations of the Flame Princess: Weird Fantasy Role-
Playing Deluxe Edition, © 2010, LotFP. Author James
Edward Raggi IV.
First Level Magic-User Spells Grindhouse Edition Spell
Contest: Bookspeak, © 2011 Daniel Smith.
First Level Magic-User Spells Grindhouse Edition Spell
Contest: Howl of the Moon, © 2011 Joel Rojas).
Lamentations of the Flame Princess: Weird Fantasy Role-
Playing Grindhouse Edition, © 2011, LotFP, Author James
Edward Raggi IV.
Lamentations of the Flame Princess: Weird Fantasy Role-
Playing Player Core Book: Rules & Magic © 2013 LotFP,
author James Edward Raggi IV.
Cave Cricket from the Tome of Horrors, © 2002,
Necromancer Games, Inc.; Authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Crab, Monstrous from the Tome of Horrors, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Fly, Giant from the Tome of Horrors, © 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax.
Golem, Wood from the Tome of Horrors, © 2002,
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?