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3
Referee Area Map
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01. Necromancer’s End After the wizards death the
crops withered, the children and
The village of Necromancer’s elderly took ill, the winters
End has a population of 76 became harsh and unforgiving,
individuals according to the and many left the village. Until
crowns tax records but a sizable the Fey came. The fey queen
chunk of farmers, trappers and herself showed pity on the
fisherfolk live in the area and townsfolk and brought them
also call the village home. food, wood for fires, warm
clothing, and a promise to
The village was founded almost always help the village as long
two centuries ago and was as it stood. And in return the
originally named Feyglen. villagers swore to not take wood
Shortly after its founding a from the forest to the West and
tower was built downriver from to help the fey in times of need.
the village. Rumors spread
throughout the village that the
new tower was home to a vile 02. The Standing Stones
necromancer. The townsfolk The fey erected a monument of
gathered, along with some hired Standing Stones about 3 miles
adventurers, to rid the village of walk to the west of the village.
the evil. The stones are a symbol of the
pact between the fey and the
The villagers and adventurers villagers that they will protect
stormed the tower, burning it to each other in hard times. It is
the bare rocks and took the common for the villagers of The
young wizard to the towns End to take fresh berries and
square and burned him alive. fruits to the Stones and leave
Whether he was a necromancer them as gifts for the Fey.
or not is lost with time, but after
his death the village of Feyglen Built almost 185 years ago by
changed and so did its name. fey magics, the stones have an
The locals began calling it otherworldly presence about
Necromancer’s End, a name that them. Those who pass by at
it still has some 190 years later. night swear to have seen them
glow in the moonlight.
5
03. Fey Home and the only place to cross along the
length of the Storna river
Ruins without taking a ferry.
The home of the fey queen and
her court lay in the western 05. Storna River
wood, along with the ruins of an The Storna River is narrow
ancient city. The woods here are through the area of
off limits to loggers because of Necromancer’s End only some
the pact made with the fey 30 ft across in some areas. But
queen long ago. the river is deep enough for
river barges to traverse its length
04. Archbridge from the mines in the northern
Archbridge has stood here as mountains to where it drains
long as even the eldest Elves into the ocean along the
remember. Older than the southeast coast.
Kingdom, the Archbridge is
strong and sturdy and wide The river is teeming with fish
enough for 4 wagons to cross and without it most along its
side by side. Archbridge is the banks would soon go hungry.
6
Necromancer’s End Map
8
09. The Tealeafs Durnan remembers the truth
about the night of the
The last family in Halfling Heart
Necromancers tower. He is a
are the Tealeafs. Grandma
silent and dour dwarf who
Tealeaf is famous for her award
works his days away.
winning turnips.
10. Cobbleworks 14. Village Hall
The Village Hall houses the
Lowin Cobbleworks is a low
mayors office, the town guards
level Illusionist (2nd level) who
armory, the local tax collectors
can often be heard cursing by
office, the meeting hall, the
passers-by as he tries to invent
courthouse, and has a small jail
some new contraption. He lives
underneath.
here with his wife Ufessa and
their 3 children. 15. Morganfort’s Farm
11. The Abbey The Morganfort family are
descended from some of the
The End’s abbey is famous for
original settlers. They grow
its stout beer brewery. The friars
mostly wheat and barley that is
who reside and work here are
used by the Abbey in the
dedicated to producing one of
production of their stout beer.
the finest brews in the Kingdom.
It is exported from the abbey to 16. Mayor Burgett’s House
all across the land. Few remember the last time
12. Shrine someone ran against Horian
Burgett for the office of mayor.
The shrine in Necromancer’s
A chubby, jovial, elderly man,
End is often where the local
Horian makes sure the town
priest, Rowan Birch (4th level
runs smoothly. He has been
Cleric), can be found. Rowan
known to hire adventurers in the
blesses the farm lands around
past to keep the village safe.
town, presides over funerals and
marriages, heals the ill or Outside the Village
injured, etc. Many small homesteads and
13. Blacksmith farms surround The End.
Durnan the Dwarf is the local
blacksmith, at 280 winters old
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Map of Tom’s Inn
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Local Rumors
d12 Rumor
1 Sheep have gone missing in the herds that stay close to the
Standing Stones (true)
2 The necromancer still resides beneath the old tower, now a
powerful Lich (false)
3 Lady Red and old man Hilltopple were once in the same
adventuring party (true)
4 The king intends to raise taxes on landowners to build ships to
defend the coast from northmen raiders (mostly true, he
intends to raise taxes)
5 Tom saw a ghost as a child, his face has been like that since
(false)
6 The man they killed in the tower long ago was no
necromancer, he was just a fledgling wizard and didn’t deserve
what happened to him (actually true, but few would really
know that)
7 Grandma Tealeaf’s turnips are the work of wizardry (false)
8 Goblins have been seen along the road north of the Standing
Stones (truth)
9 A gnome wizard passed through town the other day and gave
some of the kids in town fireworks (true, he stopped to visit
Lowin Cobbleworks)
10 Owen Reed’s farm has had several head of cattle stolen by
goblins (false, they were stolen by fey because Owen Reed
has set up fey traps in his yard)
14
Roll a d8 on the following table
if there is an encounter.
The Location of the
Attack
Trail Encounter It’s very obvious the attack
happened here. The surrounding
d8 Encounter grass is all battered down as the
1 wagon spun in a circle, dragging
An injured Ogre
the dead horse. There’s a large
looking for food.
swath of blood on the ground
2 1d4+2 Goblins, a and the flies have just now
scouting party started to feast on it.
3 Skeletal remains,
wearing ancient armor, The sound of the flies here
they appear to have grow maddening by the
been burnt by flame moment and the smell of iron
recently. from the blood is only
4 A Wyvern passes dampened by the smell of
overhead. lavender from the nearby field.
The attack on the wagon is
5 It begins to rain, exactly as Corstal described it
making the trail more to Tiny. Several arrows that had
difficult to follow. missed lie in the reeds and
weeds around the attack area.
6 Shepherds or locals
heading back from the
Standing Stones after
leaving gifts for the
fey.
7 The sounds of light
and airy laughter on
the wind.
8 An old leather satchel
in the weeds, contains
1d6x10 gp in old
coins. 15
The children had left a fairly And as the player enter the ring
noticeable trail through the of stones.
weeds and tall grass that leads
south from here. Tracking the
children’s trail is automatic The world grows almost silent
(unless rain had been in here. Old plates and bowls
encountered and then require a surround a stone, table-like
WIS check). But if players want structure in the center of the
to make a tracking check, on a rings. On it the leftover seeds
success they will notice the only of fruits and berries that the
tracks on the ground are from people of The End leave here
the two children. for the local fey. But most
striking is the two sets of child
The children’s path leads to the sized clothing arranged in a
Standing Stones. circular pattern in the middle of
the dais. A trail of petunia
The Standing Stones petals some 2 foot wide leads
back out of the western side of
When the players arrive near the the Stones and heads towards
standing stones read or the Western Wood.
paraphrase the following.
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If the players fail the check Meeting the Queen
make them sweat it out for a bit • Listen to the queen
before regaining the trail.
Rolling for forest Encounters • Find the ruins and battle the
every 30 minutes until they undead there
regain the trail with two
successful WIS Checks.
• Find the location to the
dungeon
About a mile and a half into the
Woods the characters find
themselves in a small glen • Destroy the menace that
dwells beneath the ruins
where the trail of petals stop.
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The Ruins
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GL 02. Hall
Giant Rat Skeletons (4):
• 3 Goblin skeletons approach AC 8 [11], HD 1/4 (2hp), Att 1
from the bend in the hallway.
bite (1d3), THAC0 19 [0], MV
• Close quarters fighting. 50’ (25’), SV D12 W13 P14
Goblin Skeletons (3): B15 S16 (1), ML 12, AL
AC 8 [11], HD 1/2 (3hp), Att 1 Chaotic, XP 3, NA 2d6 (2d10),
× weapon (1d6 or by weapon), TT None
THAC0 19 [0], MV 50’ (25’), Undead
SV D12 W13 P14 B15 S16 (1),
ML 12, AL Chaotic, XP 5, NA
GL 04. Kitchen
3d4 (3d10), TT None
Undead: Make no noise, until • Big Chef Goblin Skeleton
they attack. Immune to effects and 3 other Goblin Skeletons.
that affect living creatures (e.g.
• Timer for ceiling collapse as
poison). Immune to mind- the Chef swings cleavers
affecting or mind-reading spells aimlessly hitting walls.
(e.g. charm, hold, sleep).
Big Chef: HD 1 (hp 5)
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02. Harpy Tower
When the players enter the lower floor of the tower they are
serenaded by the mated pair of Harpy that dwell on the second floor.
The bones of several humans, one elf and a dwarf are here, maybe
adventurers of some sort. A mostly intact but rotting backpack
contains old trail rations, 50’ of hemp rope, and a Potion of Giant
Strength.
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03. Killer Plant
• An Assassin Vine, tangled in the plant are the bones of Wargs,
possibly the goblins former mounts.
• The back room has a staircase to a tower.
• There are several treasures upstairs.
Assassin Vine (1):
AC 7 [12], HD 5 (20 hp), Att 8 tendrils (1d4), THAC0 15 [+4], MV
nil, SV D10 W11 P12 B13 S14, ML 12, AL Neutral, XP 300, NA 1,
TT C
Tendrils: Each tendril has 1d8 hp. If reduced to 0 hp it is severed
and cannot attack.
Improved Grab: If struck by a tendril make a STR Check or be
entangled and unable to move.
Constrict: 3 rounds after being entangled the victim will be
unconscious, 3 rounds after that they die unless freed or the vine is
killed.
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05. Old Rangers Hut
• Doors are locked (Open Locks or Break- 50 hp)
• Sounds of shuffling inside
• Rangers Skeleton attacks when entered
Skeleton (Ranger):
AC 7 [12], HD 1 (4hp), Att 1 × weapon (1d6 or by weapon), THAC0
19 [0], MV 60’ (20’), SV D12 W13 P14 B15 S16 (1), ML 12, AL
Chaotic, XP 10, NA 3d4 (3d10), TT None
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).
One room contains an old fire pit, bedding and several days of
canned rations. The other is full of drying animal furs (weight of 400
coins, worth 80 gp).
06. Rats
• Opening the doors of this building causes a swarm of starving rats
to flow out.
• Smells of death
• The remains of several large deer lie in here. Picked clean by the
rats.
Rat Swarm:
AC 7 [12], HD 5 (22hp), Att 1- Swarm, THAC0 19 [0], MV
60’ (20’), SV D10 W11 P12 B13 S14, ML 7, AL Neutral, XP 175,
NA 1, TT None
Swarm: Covers a 15 ft. radius. Anyone inside or within 5 ft, of the
swarm on their turn takes 1d6 damage.
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07. Ruined
• Roofless and empty, was possibly a home or storefront.
09. Ruined
• Roofless and crumbling
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• 1d4 rounds before 1d6 more
• If a character truly dies down skeletons come in.
here (except for being
reduced to -20 hit points in a • New skeletons every 1d4
single blow or otherwise rounds until there are 3x the
obliterated) they will rise in number of party members in
1d6 rounds as undead, having skeletons. (4 PCs = 12
the stats of a normal Skeletons)
Skeleton. They can never be
saved.
Skeletons (6): AC 7 [12], HD 1
• Disabling the artifact will (4hp), Att 1 × weapon (1d6 or
require a character to die at
the end of this adventure. by weapon), THAC0 19 [0],
They cannot be saved. MV 60’ (20’), SV D12 W13 P14
B15 S16 (1), ML 12, AL
Chaotic, XP 10, NA 3d4 (3d10),
The Entrance to the Crypt TT None
The staircase winds down to a Undead: Make no noise, until
15X15 foot landing with an they attack. Immune to effects
angled stair that leads down to that affect living creatures (e.g.
room 01. poison). Immune to mind-
affecting or mind-reading spells
(e.g. charm, hold, sleep).
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02. The Hidden Room If the water is disturbed the
players will be attacked by a
This room contains ancient Baptismal Worm.
alchemy and embalming
There is nothing of value in this
supplies. It has a value of 600 room.
gold in total but would require
some kind of pack animal to
carry it all. Baptismal Worm
Baptismal Worms are an
otherworldly creature called to
03. Old Store Room this plane by ancient sorceries.
They are 10 ft in length and
Contains several large pots of look like a large ectoplasmic
wax, some spools of old silk, worm. They drip and ooze as
crates of potpourri and other they move about.
dried herbs. None appear to be
in great condition because of the Armour Class 7 [12]
moisture in the air down here. Hit Dice 5 (22 hp)
Attacks 1 × bite (2d4) +Soul
Drain
04. The Baptismal THAC0 15 [+4]
Movement Rate 90’ (30’) /
• 4 foot deep water 90’ (30’) swimming
• Fed by an underwater spring Saves D10 W11 P12 B13 S14
and has a drain. Morale 10
Alignment Chaotic
• Baptismal Worm XP for Defeating 300
A Magic-user or Cleric would Number Appearing 1
recognize what this room was Treasure Type None
on a successful WIS or INT ● Soul Drain: When bit
check. by a Baptismal Worm lose 1
point of WIS. If a player gets
A baptismal room where the to 0 WIS they die. WIS will
ancients would lay their dead return at the rate of 1 WIS
in the water and let the point per day.
‘spirits’ clean their souls.
32
05. Empty • Old weapon racks are on the
walls and there are several
Truly empty, besides debris. pole arm shafts and some
leather shield straps in here.
33
09. Coffin remaining, the Rust Monster
in room 8 already ate them).
An old coffin sits in the alcove
here, it contains no bones,
• Players need to be silent or
disturb the 5 Stirges who will
Further inspection uncovers
attack.
marks on the bottom of the
coffin and scratches on the floor Stirge (5): AC 7 [12], HD 1*
headed toward room 11. It (4hp), Att 1 × beak (1d3 + blood
appears that the coffin was drug sucking), THAC0 19 [0], MV
here sometime ago. 30’ (10’) / 180’ (60’) flying, SV
D12 W13 P14 B15 S16 (2), ML
9, AL Neutral, XP 13, NA 1d10
10. Stirge Nest (3d12), TT L
Dive attack: First attack is at +2
• High Ceiling 20 ft to hit.
• Small animal bones, 5 Stirge Blood sucking: Upon a
successful attack, attaches and
• Old crates with mining tools drains victim’s blood: 1d3
(none have any metal automatic damage per round.
Detach: If stirge or victim dies.
34
11. Obvious Not Very damage from arrow traps.
37
If the players attempt to move it Once the character gives their
anyone dying within a 1/4 mile life to the artifact the glow
of it would possibly become a completely ceases and anyone
new Guardian and any graves or who touches the gem causes it
older corpses may rise as to crumble and slowly become
skeletons if close-by. This dust.
would certainly not be heroic
and possibly cause an alignment Allow the player that sacrifices
shift. his character to have one 17 (1-4
on a d6) or 18 (5-6 on a d6)
To end the artifact’s power one Ability Score of their choice
must hold it and give their life when he or she rolls up a new
to it. Hint around enough that it character.
should be clear to the players
what needs to be done. 15. Looted Coffin
One player will have to sacrifice The coffin in area 9 was
their character to end this originally in this room but it was
adventure. looted long ago.
38
16. Coffin
Magic Items: A broad, curved
The coffin is open and there is bladed, magical sword +1
no longer a body inside (the
body in here became the
Guardian). The treasures in
this room are still intact and
the coffin and surrounding
room contains the following.
Coins:
800gp
Extraordinary: Expert
Arrow worth 1 gp, Expert
Hand Axe worth 40 gp, Holy
Symbol worth 50 gp ,
Medallion worth 250 gp
made of Wood with gold
inlay, Painting worth 560 gp,
Waist Chain worth 1,000 gp
made of Gold
Total value of
Extraordinary Items:
1,901 gp
39
The Conclusion
41
Appendix I- New
Equipment
Larathia Petals hp. There are 4 doses in each
tin. A tin sells for 20 gp.
The petals of the Larathia
flower are used in healing
potions, but when dried and Old Spice
eaten they heal 1d4 hp per
petal consumed. If more than An odd concoction of
one petal is consumed at a larathia, ammonia and several
time the healing effect is not powerful herbs, old spice
cumulative and the extra comes in a small white bottle.
petal’s power is lost. The When the bottle is opened
secrets to growing Larathia and put beneath the nose of a
flowers is known to the more downed ally who has been
powerful druids of the land. dead less than or equal to 1d6
rounds (roll a d6 when
A small pouch of 1 dozen someone drops) the ally gets
Larathia Petals sells for 30 to make a Death Save. On a
gp. successful save the ally
awakens with 1 hp.
Healing Salve
Each bottle has only 5 uses
This powerful smelling before it loses its power and
ointment comes packaged in sells for 10 gp.
a small tin, when rubbed on a
fresh wound the
ointment heals 1d4+1
42
Appendix II- New
Monsters
Assassin Vine
A carnivorous plant that collects its own fertilizer by crushing
animals and depositing the carcasses near its roots.
43
Baptismal Worm
Baptismal Worms are an otherworldly creature called to this plane
by ancient sorceries. They are 10 ft in length and look like a large
ectoplasmic worm. They drip and ooze as they move about.
Rat Swarm
A swarm of large rats.
45
Tomb Guardian
Tomb Guardians are ancient, skeletal, robed creatures who guard
old tombs and artifacts that belonged to a mysterious cult.
46
47
48
49
50
51
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