Professional Documents
Culture Documents
WYVERN SONGS
WYV RN SON S
one-shot, or use
book to mash theallappendix
them together section of the
into a fantasy
sandbox. The power is in your hands.
Maps: Rob Matthews
Corner illustrations: Amanda Lee Franck © 2022
Map tiles on “Grand Duchy of Bhosel”: Nate Treme © 2020, 2021
Play Hodge, Allegra
Cassietesters: DustinAnka,
Kurtz,Dave Benvenuti,
Steven Lindberg,Dan Cohen,
Derrick Mary Ferrigno,
Martin-Campbell,
Ezra Nuite, Bob Peyton, Jessie Quinn, Matt Stikker, Eli Tayrien
CONTENTS
THE SINISTER SECRET OF PEACOCK POINT
Char
Charact
acter
er level:: 1. Explore an abandoned insect-haunted thieves guild
level
p. 6
secreted beneath a lighthouse.
Keyword
Keyw ords:
s: bug
bugs,
s, dun
dungeo
geon,
n, gri
grime,
me, pre
press-y
ss-your
our-lu
-luck
ck
FABIEN’S ATELIER
Character
Charact er leve
levels: 2-4.. Solve the puzzles in a flying wizard’s workshop
ls: 2-4
before it crashes to the ground.
Keywo
Ke ywordrds:
s: pu
puzz
zzles
les,, wi
wizar
zards,
ds, fl
flyi
ying
ng isl
islan
ands,
ds, ma
magi
gic
c p. 22
Play-test time: 3-5+ hours. ONE SH
SHOT
OT APP
APPRO
ROVE
VED.
D.
BONUS MATERIALS
A new class: the MEKTAUR, rules for adventurer’s guilds,
the village of Nanlet, the Land of Bhosel, an index of new monsters,
treasure totals for each adventure p. 97
THE SINISTER
SECRET OF
A DUNGEON-
CRAWL
ADVENTURE
FOR 1st LEVEL
PEACOCK
POINT
CHARACTERS
So na
name
medd be
beca
caus
usee of th
thee my
myri
riad
ad co
coas
asta
tall pea
eaco
cock
ckss of th
thee
surrounding coastline and also because of the den of thieves
hidden beneath its lighthouse.
9
10
Downstairs
Storage. Kegs of lamp oil, extra lenses,
rope, glass. Graffiti covers the walls:
“HEAVEN OR HELL”, “PAY THE
PIPER”, “FISH GUTS WAS HERE.” A
mold-stained tapestry hides a crude
drawing of a bearded wizard smoking
a pipe. Close inspection reveals slots
carved in the stone on the wizard’s eyes.
•wizard’s
Secret eye
Door: Inserting
slots opens a coins
hiddeninto the
door
behind the tapestry. A sack behind the
door holds 42 GP plus any coins the
PCs inserted.
11
Insect Swarm
�Immunity: Only harmed by fire, extreme cold, sleep spells (affect the whole
swarm), smoke (drives off), or other attacks as the referee wishes.
�Swarm attack: Automatically damages characters within swarm area: 2hp if
wearing armor, 4hp without.
12
A6: Bedroom
Toppled, grease-slathered bunk beds,
open wine bottles, hay and shredded
bedding everywhere. It looks like giant
ferrets have been going nuts in here.
• Monsters: Three giant ferrets are
going nuts in here. They’re scrounging
for bugs but will gladly eat people.
AC 5 (14), HD 1+1 (5 HP), THAC0 +1
(1d8 bite), Morale 8
13
Empty.
14
15
16
17
18
19
You should really
should really consider
consider adding a
bicycle to your game though.
20
FOLLOWUP
If the Skitterlord is sealed again in the music box:
• The bu
bugg infest
infestati
ation
on clears
clears up within
within the week.
week.
• The music box’ rightful
rightful owner may eventually
eventually come to claim it.
If the PCs want to seize the guildhall for their own “home base”:
• The missin
missingg boat with surviving
surviving Apple Bottom
Bottom thieves
thieves will
eventually return to salvage the contents of the vault. How will the
PCs defend their new home?
• Wil
Willl they
they broker
broker peace
peace with
with the Skunk
Skunk Gobli
Goblins?
ns?
• What attention
attention will they draw from the law, surv
surviving
iving Apple
Bottom thieves, or the treasures’ original (and rightful) owners?
And also…
• What happens
happens when a bicycle
bicycle is introduced
introduced to medieval
medieval civilizatio
civilization?
n?
• Wh
Whose
ose blood
blood is gettin
gettingg poured
poured into the Mektau
Mektaur?
r?
21
Fabi
Fabien
en’’s Ate
Ateli
lier
er
FABIEN’S
ATELIER
A Puzzle Dungeon for Character Levels 1-3
Introduction
Fabien’s Atelier is a wizard’s workshop As time progressed, the djinn grew
atop a flying island. Its owner recently restless and dreams now of freedom;
died and the resulting neglect of key these dreams manifest as physical, tiny
administrative functions threatens to sword-wielding “dream gremlins” who
send the island crashing. traverse the atelier to free their
tortured progenitor-god. With Fabien
Many years ago, Fabien defeated an evil dead, the dream gremlins perch at the
djinn and imprisoned him in magical precipice of success. The PCs enter this
slumber. The wizard tapped the latent puzzle-filled atelier and attempt to
power of the dreaming djinn to create unravel the mysteries of the dream
his flying island and other miracles. engine before the djinn wakes and the
island falls from the sky.
Hideous Daylight
Fabien’s Atelier is a followup to the adventure module Hideous Daylight but may
be played without any previous experience. In Hideous Daylight, adventurers
explore Hollyhock Garden and attempt to learn why the sun stopped setting. The
source of this phenomenon is the duke’s royal wizard Fabien; he sensed shadow
demons clawing out of the garden’s soil and cast a ritual from atop his invisible
floating island to halt the sun’s egress and trap the demons underground. Due to
the stress of the ritual, Fabien likely died atop his magic island.
Hooks
• Co
Comb
mbin
inee Fabi
Fabien
en’s
’s Atel
Atelie
ierr with
with • I you
you’v
’vee neve
neverr playe
playedd Hide
Hideou
ous
s
Hideous Daylight for a two-part Daylight : the PCs stumble across a
super adventure. shimmering staircase to a strange
house on a flying island. Its owner
• I you’ve
ve play
played
ed Hideou
Hideouss Dayli
Daylight
ght is dead. Go explore it!
previously in an ongoing campaign : a
hitherto invisible house on top of • Th
Thee PCs
PCs expe
experi
rien
ence
ce the
the same
same
Fabien’s island suddenly appears. dream guiding them to a magic
The nervous custodians of the staircase and floating island. The
flying island contact the PCs to disembodied voice asks the PCs for
investigate. rescue. The
rescue. The djinn projects his dreams
into the minds o nearby warriors.
24
1. Discl
Disclose
ose to your playe
players
rs that there be puzzle ahead.. Get the
puzzless ahead
group into a puzzle-solving mindset from the jump.
4. Ju
Just
st go wi
with it. There are no “right” answers. If the players’ weird
th it.
workaround makes sense, say yes.
5. Vi
Viol encce is always an answer. Time and senseless destruction can
olen
turn any wall into a potential door.
25
27
B1: RO
ROTUNDA/ENTRANCE
TUNDA/ENTRANCE
A large, domed rotunda, bathed in The statue: Animates to first warn and
sunlight from a decorative glass ceiling. then attack strangers who harm the
Wrought-iron stairs lead up to a atelier (includes picking locks). Ignores
wraparound library mezzanine. Doors anyone who looks like Fabien.
provide exit in each cardinal direction. “HALT! YOU’RE NOT SUPPOSED
TO BE DOING
PERISH! THAT!
I WILL DESIST
COUNT TO 5!”OR
An imposing, sword-wielding iron
statue looms from the north-western
wall. Four 2’’ tall blue-skinned warrior
gremlins march slowly across the rug
towards the north end of the room.
28
29
30
REGARDING EQUINOX…
• Una
Unawaware
re that
that Fabien
Fabien is dead
dead and • Cu
Curr
rren
entl
tlyy at 12 HP due
due to
the island is in peril. magically reduced size.
• Typ
Typica
ically
lly gru
grumpy
mpy and uninte
uninteres
rested
ted • If att
attack
acked,
ed, wil
willl use his magic
magic to
in helping with anything. escape, embiggen, and seek
revenge.
• Ha
Hate
tess dece
decept
ptio
ion,
n, at
atta
tack
ckss
charlatans! • Wi
Willll rewa
reward
rd hone
honest
st PCs
PCs with
with 20%
20%
of his fortune if warned about the
• Pro
Proud
ud and lofty,
lofty, suscep
susceptib
tible
le to island’s impending collapse.
excessive compliments.
31
• En
Enab
able
le/D
/Dis
isab
able
le Stat
Statue
uess
The controls: with few exceptions,
controls are non-functional until the
• Vent Kitc
itchen
power hose is repaired in room B19
and the engine is restored in area B5. • Inci
Incine
nera
rate
te Garb
Garbag
agee
Functional controls are lit with green
lights. After
auxiliary twoisbutton
power furtherpresses,
drained: roll • Lo
Lock
ck/U
/Unl
nloc
ockk Engi
Engine
ne Room
Room
to advance the clock. • An
Animimat
atee Tr
Trop
ophy
hy Anim
Animalalss (label has
allen of
of o this control)
After power is restored: the room
squawks and hums with information • Op
Open
en/C
/Clo
lose
se Vaul
Vaultt
relayed from the bird messengers and
the hiss of magical equipment. All • Honk Horn
engine controls become functional.
32
33
34
35
36
37
B12
39
B15: BA
BATTLEFIELD
TTLEFIELD
A vast, dark, room of unfinished wood, Shield Rats
echoes with the terrible howls of battle. Reanimated rats charged to deend the gaps
A quivering wall of mangled shield- behind the walls.
bearing rats hold the line against a
shrieking force of dream-gremlin AC 3 [16], HD 2 (9hp), Att 1 × spear
berserkers.
balsa wood Along
defensethe northern
tower bears wall,
a a (1d6),
SV D12 18 [+1],
THAC0
W13 P14 60’ ML
MV(1),
B15 S16 (20’),
12,
crooked, desiccated hand at its apex, AL Lawful, XP 20, NA 0 (4d6), TT
mounted like a macabre flesh ballista. None
40
41
B12
42
Followup
If the djinn is calmed and the engine power is restored:
Peace returns to the atelier for a time. The djinn grows ever restless
and its gremlins multiply. An alternate magical fuel source may soon
be required.
Or…
43
THE SINGING
STONES
earthen
be silent.baritones refused
Since then, thereafter
the valley to
rumbles What Happened?
with the hum of singing stones.
The Prince tracked the white wyvern to
its nest in the Pageant Spires. He
Point-Crawling challenged the beast and lost; the
wyvern’s sting pierced his side and
injected him with deadly venom. The
The provided map abstracts the size of
Prince fled and in his desperate,
the valley’s landmark and the distance
delirious flight, encountered the
between them. The valley fits within a
medusa, Ada. She turned her petrifying
standard six-mile hex; each labeled
gaze on the prince–”saving” him from
locale is approximately 1 mile apart
his injury by transmuting him into
from each
location other.
runs Moving
a 1-in-6 riskbetween each
of a random stone. The prince now joins the other
immortal, lucid, speaking statues of the
encounter en route. Moving between
Medusa’s garden, given voice by the
locales outside of marked paths
valley’s magic: safe but hopelessly
(example: C9 to C21) runs a 2-in-6
imprisoned.
chance of a random encounter.
Additionally, the referee may require a
Wisdom check to avoid getting lost and
may issue additional rulings to account
for navigating difficult terrain.
46
Summary
The valley is a sandbox filled with danger and strangeness. Beyond the petrified
Prince, PCs may encounter other quests to further entangle them.
• To sa
save
ve th
thee pr
prin
ince
ce,, th
thee PCs
PCs must
must • Th
Thee tomb
tomb of a grea
greatt bard
bard and
and his
his
find a way to cure his petrification treasure lie locked behind a riddle.
and then quickly treat his poison • A co
comm
mmununee of arti
artist
st dwar
dwarve
vess
before he succumbs.
sculpt amazing art from the
• A ro
rock
ck-e
-eat
atin
ingg fi
fien
end
d with
with an terrain. Their leader is secretly
insatiable appetite threatens to possessed by the crystalized blood
forever silence the valley. A of an ancient vampire. The
benevolent rock spirit wants the dwarves unwittingly near
beast destroyed. completion of a magical gate to the
plane of vampires.
• Th
Thee wr
wrat
athf
hful
ul gh
ghos
ostt of a youn
youngg
bride awaits her betrothed who • Mis
Missin
singg hikers
hikers are impris
imprisone
onedd in a
was frozen in stone by the medusa. stone giant’s cottage.
47
Random Encounters
d12
d12 Ra
Rand
ndom
om EnEnco coun
unteterr
1 2d6
2d6 agen
agentsts fr
from
om ththee di
dist
stan
antt Fals
Falsta
taff
ff Empi
Empire
re (veterans) search for Prince
Hesper. They wish to use him for ransom/political negotiation.
2 The
The gre
great
at Cassat
Cassataa and her party
party of benevo
benevolent
lent bards
bards come
come to visit
visit
Antonio’s tomb (C6). They gladly share supplies and “Cure Light
Wounds” spells if the PCs share new songs or poems.
3 Violen
Violentt bounty
bounty hunter
hunterss search
search for esc
escape
apedd convic
convictt “Pig
“Pig Gristl
Gristle”
e” (Area
(Area C2),
C2),
(1d6 veterans +1 3HD veteran).
4 The bott
ottom half
half of a sha
hatt
tter
ered
ed stone golem futilely stomps about,
attempting to locate its top half (located in area C12). Will stubbornly
kick anything in its path.
5 A hungry stone
giant scavenges for food; its inner thoughts are loudly
broadcast by its stone-like skin. PCs will hear it coming. (Area C16)
6 Otto
Otto (Range
(Rangerr 5) and his trained
trained falcon
falcon “Night
“Night Feathe
Feather”r” out on patrol
patrol.. Wil
Willl
not tolerate vandals or litterbugs. (House in C3, stats in C16)
7 The white wyvern attacks! (Area C8)
8 The HAGFISH munches on a large and beautiful rock formation. All
rocks are silent in the immediate vicinity. (C23)
9 3d4 blood demons seek hot blood to eat. (Area C9)
10 A grizzly bear!
11 A nest of 1d6 spitting cobras.
12 A stone
stone iss
issues
ues a koan:
koan: "There
"There is a big
big sto
stone.
ne. Do you consid
consider
er it to be
inside or outside your mind?" “Your head must feel very heavy if you are
carrying around a stone like that in your mind." (+1 WIS for 24 hours,
use any other ponderous question as needed e.g. “How many roads…?”)
Show Me My Rival
Solutions to the prince’s dilemma lie within in the valley. If the PCs elect to return
to town for a “Remove Poison” scroll or any other reason, reveal a rival party as
the next random encounter. Intimate that these uncooperative yet non-hostile
rogues also search for the prince and could succeed in the PCs’ absence.
NPC Class AC HP THAC0 Saves
Michelob Thief 5 6 [13] 12 16 [+3] D12 W13 P11 B14 S13
Jolly Roger Thief 1 7 [12] 3 19 [0] D13 W14 P13 B16 S15
Kirschwasser Elf 2 4 [15] 8 18 [+1] D12 W13 P13 B15 S15
McCann Dwarf 3 1 [18] 16 19 [0] D8 W9 P10 B13 S12
Brother Tomen Cleric 6 1 [17] 18 17 [+2] D9 W10 P12 B14 S12
48
49
All landmarks within the Humming Flats are visible upon entering the valley.
Player characters may enter the region at area C1, C2, or C3.
50
leave offerings
the PCs to visitto
thethe stone andSings
commune. invites slay the silenced.
forever Hagfish before the valley is
harmonies with nearby rocks. It rewards PCs with the location o a secret
cave filled with riches (area C20).
51
52
53
54
• Ign
Igneou
eouss rock de
deaul
aults
ts to “D.”
“D.” 1-in-6
1-in-6
chance o finding an igneous deposit
in any area. 5-in-6 chance o finding
it at the hoodoos (area C9) or Pageant
Spires (area C8).
• The purest
purest crysta
crystall deaul
deaults
ts to “B.”
“B.” Only
Only
located on the crystal island in the
underground lake (C18).
55
56
whispers desperate
nearby PCs. Begs topleas of “dear
see his freedom to
sweet mighty steed. He clutches his punctured
side in agony.
Karina” (see area C5).
�Personality: Privileged, pleading.
�If freed: Weeps for a while then Begs the PCs for help. “Free me! I don’t
runs to area C5 seeking his betrothed. belong here! Tell my father I’m here!”
The confused horse neighs wildly.
�And then: The PCs find Gavrill’s
smiling corpse at the pergola (C5). The �If freed: Dies within 10 minutes
wraith is gone. His hand holds two unless immediately treated with
diamond rings (300 GP each). wyvern anti-venom.
�Ada’s thoughts: Ada
“saved” the dying Prince found and
with her
petrifying gaze. She’s convinced he’ll
learn to love his new eternal life in the
garden but she won’t object if the PCs
insist on returning him to the castle.
She’s unable to revert him to flesh
“unless you kill me of course! But you
couldn’t kill me…”
57
58
59
60
61
62
63
64
65
d12
d12 Ca
Cavver
ernn Haz
azar
ard
d
1 Gooey
Gooey spi
spider
derweb
webss con
concat
catena
enatete amo
amongng the stalac
stalactite
tites.
s. 2d6 gelatinous
spiders** drip down on gossamer strands.
2 Steep
Steep vertic
vertical
al incline
incline requir
requires
es rop
rope.
e. 1d6 turns
turns of tricky
tricky techni
technical
cal climbi
climbing.
ng.
3 Short-
Short-cei
ceilin
linged
ged cav
cavern
ern full
full of toxic
toxic gasses
gasses.. Save
Save vs Poiso
Poisonn or fall
fall asl
asleep
eep and
asphyxiate in 2 turns. A dead cave pig marks the present danger.
4 A long
long crawl
crawl throug
through h claust
claustrop
rophob
hobic
ic tunnels
tunnels.. 4d6 turns
turns pass.
pass.
5 A wooly cave pig* nest. 1d6+1 disgruntled hogs abide.
6 A bottom
bottomles
less(?
s(?)) 20’ diamet
diameter
er pit stands
stands bet
betwee
ween
n the tunnel’
tunnel’ss continu
continuati
ation.
on.
7 1d6+1 dead miners rise as zombies. Their cart contains 2200 GP of quartz.
8 Long
Long windin
windingg crawl
crawl throug
throughh a “thund
“thunder
er tunnel
tunnel”” of extrem
extremelyely loud
loud rock.
rock.
Constitution check or deafened for 2d6 turns.
9 Singin
Singingg cavern
cavern of crysta
crystall cresce
crescendo
ndoss with
with every
every step.
step. Sha
Sharpe
rpened
ned crysta
crystalli
lline
ne
stalactites threaten to shatter and impale trespassers (Save vs Death or die).
10 A steep slope gives way to a cascading
cascading (giggling)
(giggling) rockf
rockfall.
all. Save vs Paralysis
Paralysis or
2d6 damage and trapped under scree.
11 A long
long boring
boring subter
subterran
ranean
ean roa
road.
d. 2d6 x 10 turns
turns pass.
pass.
12 Pendleton,
Pendleton, a dehydrated
dehydrated and disoriented
disoriented explorer
explorer (chaotic
(chaotic halfling
halfling 2) and his
surprisingly intelligent rock “Susan” are lost in a twisting labyrinth. He’ll give
a quartz crystal worth 500 GP to anyone who leads them out.
66
2d6
2d6 Ca
Cave
vernrn Te
Termrmininat
atio
ion
n
2 A downwa
downward rd stairc
staircase
ase car
carved
ved from
from sto stone
ne stretc
stretches
hes for miles
miles into
into the
yawning darkness. Descending for 5 days does not reach its bottom.
What is it? Expand as necessary.
3 The desicc
desiccate
atedd remain
remainss of a troll
troll in a nest
nest of bould
boulders
ers and bones,
bones, its belly
belly
split open. Under a huge slab of rock: a knight’s corpse with her magic
Flaming Sword.
4 A termina
terminatintingg cavern
cavern fil
filled
led wit
withh valuab
valuable le (singi
(singing)
ng) minera
minerall deposi
deposits.
ts.
2500 coin weight of [d4: 1 gold, 2 silver, 3 copper, 4 electrum]
5 Cavern
Cavern loops
loops back
back around
around and connec
connects ts to anothe
anotherr openin
openingg in area
area C17.
C17.
6 A cave-i
cave-in n blocks
blocks furthe
furtherr progre
progress.ss. 100 hours
hours of labor
labor requir
requireded to clear
clear it.
7 An abrupt dead end.
8 Slopin
Slopingg passag
passagee gets
gets narrow
narrower er unt
until il PCs are unable
unable to continu
continuee forwa
forwardrd
or comfortably turn around.
9 A swiftl
swiftlyy moving
moving river
river blo
blocks
cks egress
egress.. Aft
After
er 50’ it emptie
emptiess into
into an 80’
waterfall deep into the earth.
10 A circle
circle of runes.
runes. At its center
center is a rowboa
rowboatt and the skelet
skeletal
al rem
remain
ainss of
four halflings. No further information can be gleaned.
11 A large
large cavern
cavern with
with a little
little stone
stone hou
house.se. Asi
Aside
de from
from the rock
rock tucked
tucked into
into
bed, nobody is home. Nothing else of value.
12 A secret
secret path
path to a craggy
craggy openin
openingg just
just outsid
outsidee of area
area C8.
67
68
69
�Right Fork: the Hagfish. Either
lightly napping or eating its way deeper
into the mountain. The
mountain. The Hagfish looks
earsome but does not attack unprovoked; it
preers a diet o rocks and minerals. It will
only fight to deend itsel.
Hagfish
70
�If Ada
Ada the medusa is slain, who else is freed from petrification?
Perhaps Ada kept murderers, monsters, and warlords along with her
flower-stealing knights and princes.
71
the
DREAMING CALDERA
An adventure for character levels 5-6
Summary Background
Deep in the heart of the dormant Six months ago, the lawful rangers of
volcano Mount Embersnake lies an the Horspid mountain range noticed
embryonic chaos god trying to birth while camping that their dreams had
itself. The godling manifested as a abruptly ceased. Week by week, the
74
The Ap
The Appr proa oacch
Ascending the 6000’ mountain is itself a difficult undertaking. Two trails lead to
the summit of Mount Embersnake. The Western trail is easier to traverse but
more exposed. The Eastern trail requires an extra day of travel and is notorious
for its dense brush and ambulatory flora.
Regardless of the path chosen, the PCs meet the Red Prophet early on their
mountain ascent. The disgraced, rotund, waxy skinned priest of Barglobax (area
D15) flees down the mountain from three howling gnolls. He previously tended
to the shrine of his evil god before being deposed by the godling’s cult. If rescued,
the grateful priest giggles this prophecy and bequeaths a magic dead rat to the PCs
before skipping away:
Eyeball, tooth, bone, and brow
Blaspheme against the true god’s power
For each destroyed, the birth orestalls
And lucre grease thy grubby paws!
Defile the organs with thy swords
Then seek the master or your rewards
75
Wes
estern
tern Tr
Trail
ail
The western slope possesses the lowest grade ascent and contains numerous
natural switchbacks; however, the western face is largely deforested and thus more
susceptible to encounters with hostile forces.
d6 Enc
ncou
oun
nte
terr
1 A visisiibly giddy troll
troll climbs the mountain with great leaps. Asks “Have you
heard the music?” Attacks anyone with an unsatisfying answer. “Phonies!”
2 1d6x10 orcs in a war-band patrol the mountain, attempt to capture anyone
suspicious. Their bagpipes announce their presence from afar.
3 8 villagers
villagers (an innkeeper,
innkeeper, the mayor’s
mayor’s son, an entire theater
theater troupe)
troupe) have
heard the music and travel to the mountain to welcome a new era of chaos.
“It’s a revolution. It’s a change in the guard. We’re going to destroy the
system’s norms.”
4 3 bl
blac
ackk knig
knight
htss (u
(use
se 3H
3HD
D veteran stats), each mounted on a pteranodon,
patrol the skies for invaders
5 Avalanche!
Avalanche! The earth rumbles.
rumbles. PCs must choose
choose to quickly
quickly advance
advance (Save
vs Spells* or be crushed to death), retreat and wait until clear (roll another
random encounter), or double back to Eastern trail.
6 Two Horspid
Horspid Mountain
Mountain rangers
rangers (lawful
(lawful fighters
fighters 4) flag down the PCs, share
supplies/intel, and offer their bows against “the giant at the summit.”
*Avalanche is nonmagical; saving throw indicates the relative danger.
76
Easter
Eastern
n Tra
rail
il
The largely ignored eastern slope holds a reputation for dangerous ambulatory
plant-life inhabiting the shrubby tangles and dangerous cliff-faces. While this
rumor is indeed true, the shrub-people work in conjunction with a clan of brave
and industrious badgerfolk.
PCs who successfully ingratiate themselves with these badger-people will find
valuable allies in the mountain and be granted access to their secret tunnel into the
dungeon (area D18).
Check for random encounters 5x during the 20 hour climb (1-in-6 chance).
d6 Encounter
1 Three screaming bushes try to entangle PCs with vines.*
2 A treeant enforcer crashes down the mountain to arrest approaching
PCs and bring them before the badgerfolk security council.
3 2d6 badgerfolk spear maidens try to flush PCs into a rocky area filled
with pit traps.**
4 A badger
badgerfol
folkk cub
cub was
was separa
separated
ted from
from her clan
clan and is pursue
pursuedd by 2d8 feral
feral
ghouls.
5 1d8+1 furious treeants engage in a longwinded argument; they’ll believe
any interlopers to be agents of the mountain. Avoiding this copse of trees
involves an extremely dangerous, technical climb up a cliff face.
6 An angel of a lawful god descends; roll a reaction roll with -1 for each
chaos-aligned character present. 9+: the angel casts bless on the party
(lasts 24 hours) and gifts a golden arrow that instantly kills its target on a
hit (save vs death). 6-8: the unsure angel warns of the danger on the
summit
party and24
(lasts heals anyand
hours) wounds.
warns 5them to the
or less: leaveangel
this casts
cursedblight on the
mountain.
77
The
The Sum
ummi
mitt
The mountain is crowned by a dry, 300’ TYRANT
diameter, bowl shaped caldera. Cold Foaming, undead giants, grated with iron
winds blow a dusting of snow across its plates.
cracked earth. At its center sits a
blackened and ruined marble pavilion. AC 3 [16], HD 7 (31hp), Att 2 x Slam
A staircase inside descends into the (2d6) or javelin (1d12) or Foam Spray,
mountain’s core. THAC0 12 [+7], MV 90' (30),
SV D8 W9 P10 B10 S12, ML 12,
An armor-clad, foaming, long-limbed AL Chaotic, XP 450
giant, a tyrant, kneels before the
pavilion surrounded by a field of �Foam Spray: Breath Weapon, 30'
javelins embedded in the cracked soil. cone of corrosive bubbles (3d6
damage). Usable 1x/hour.
The tyrant rises to meet any who
approach. When the party is within
100’, a voice echoes from all
directions, “HAVE YOU HEARD THE
MUSIC?” Regardless of the response, a
hooded, diminutive figure (a goblin)
limps towards the PCs. When it’s
within 10’ it casts “Know Alignment”
on a random member of the party. If
lawful or neutral alignments are
detected, the goblin shrieks “They have
not heard the music!” The tyrant
immediately attacks.
78
The Du
The Dung
ngeo
eon
n Floor 1
The many inhabitants of this Seemingly natural cavern chambers
overcrowded volcano work towards a made of seamless black volcanic glass.
singular goal: the construction and Too many 90 degree angles to occur
awakening of the fetal chaos god. naturally; its architecture defies
However, no strong
and multiple single party
voicesisvie
in charge
for conventional
12’ ceilings, nowisdom
naturaloflight
construction.
sources.
control, sometimes to their own Double-doors of iron-reinforced wood.
detriment. A savvy party can take
advantage of this chaos to blend in or
navigate through dangerous areas. Rand
Random
om Enco
Encount
unter
erss
There is a 1-in-6 chance of a random
encounter whenever PCs move
through a hallway or in any room
marked
mar ked with
with . Ever
Everyy othe
otherr room
room is
considered “Inhabited” and does not
run the risk of random encounter.
d6 Ra
Rand
ndom
om En
Enco
coun
unte
terr
1 4 aggressive hobgoblins push an empty cart. Will stop and question PCs
about what they’re doing. May try to enlist the PCs in a dangerous egg
collection operation in room D8.
2 4 hungry ogres
seek a meal but are worried about eating someone
important. Awkwardly question strangers. “Wot you doing ‘ere, den?”
3 A gorgon wanders through. Nobody knows what to do with it. It’s angry.
4 2 hellhounds (4 HD) stop and bark at strangers. Will attack if PCs can’t
provide them with food.
5 3 exha
exhau
ust
sted
ed and bl
bloo
ooddie
iedd hobgoblins push a cart full of eggs and dead
chickens.
6 Enoki, a badgerfolk spy tries to elude the harpies that spotted her in area
D11.
79
80
D1: The Bi
Bigg Brid
idgge D3: St
Sta
aging Room #1
Cavernous and echoing. A bridge of Numerous muddy ootprints lead to this
black glass stretches into the gasping room rom the hallway.
darkness. Hot puffs of acrid chlorine
gas rise from below. Lightless and muggy. Muddy footprints
cover the floor; the stench of urine
Monsters: Four gargoyles perch on a emanates from the corners.
shelf 50’ above and guard the bridge.
The first one slams down to block the Three dazed, sweaty human villagers
path and question any strangers about (a barmaid, a farmer, a very old man)
their motives. PCs acting particularly and an orange hobgoblin awkwardly
dodgy (or a reaction roll of 5 or lower) and lazily stand in random locations.
provoke the others to swoop down and
attempt to knock the PCs into the pit. Monsters: 3 normal humans and a
hobgoblin were affected by “Charm
The pit: 65’ below is a lake of deadly Person” by the Heckling in area D5 and
acid (area D21). commanded to wait. Any attempts at
communication with these spaced-out
D2:
D2: Se
Secr
cret
et St
Stai
airrs loiterers only yields the whispered
reply: “I have heard the music.”
In a hallway of seamless black glass: a
faint seam. Pushing hard swivels a D4: Staging Room #2
secret door to a staircase to the floor
below. Stuffy and hot; beads of moisture drip
down the walls. Six dazed villagers (a
Staircase is marked “A” on the map. soldier, a clown, two identical twins, a
woman covered in mud, and a naked
middle-aged man) and two orcs (pig
nosed, blue) stand sleepily at attention
haphazardly around the room.
Monsters: 6 normal humans and two
orcs were affected by “Charm Person”
by the Heckling in area D5 and
commanded to wait. If spoken to,
everyone in the room loudly replies in
unison: “I have heard the music.”
81
D5: Stagin
ingg Room #3
Humid and stinking of sweat. Ten
villagers (4 acolytes, 6 normal
humans) and three gnolls stand
about in a daze. A hunch-backed, bird-
faced thing rearranges the figures into
random positions in the room, pausing
from time-to-time to remove jewelry
or valuables and stuff them in a hide
sack. “Now you stand here. Okay…you
turn this way. Perfect.”
Monsters: The bird-aced Heckling
Heckling is
is
charged with assigning new arrivals to
various duties throughout the volcano. It
makes ample use o “Charm Person” until
the new recruits can all be sorted; some o
the humans here have stood in the dark or
many days. Heckling
An awul little bird-person who hypnotizes
everyone.
The Heckling assumes the PCs are new
recruits and physically moves them to AC 4 [15], HD 4+1 (22hp),
available waiting spaces before casting Att 1 x toothed blade (1d8), 1 x peck
“Charm Person.” If attacked, the (1d4), THAC0 16[+3], MV 120' (40),
Heckling commands everyone in the SV D12 W13 P14 B15 S16 (2), ML 9,
overflow rooms (D3, D4, D5) to rush to AL Chaotic, XP 150, NA 1 (1),
its aid while it runs and hides.
�Charm Person: As the spell. At will,
Treasure: A hide sack contains the 4 in 6 chance of successfully casting.
coins and valuables from hundreds of
chaos-aligned pilgrims: 422 PP, 690 GP,
910 SP, Gems and jewelry (mostly
rings) worth 2900 GP
82
D6: Penta
entaggonal D7:
D7: Ofc
fcee
Crossroads Secret Door: A aint seam is barely
visible in the northern wall o the hallway.
Chittering goblin voices and the rhythmic
A strong push swivels the hidden door.
“thunk” o a butcher knie are audible rom
outside the door.
A large messy stone
stone desk in a musty
smelling office. Stacks of journals,
Four doors connect to a pentagon
vellum parchment, and gummy
shaped-room with 60’ ceilings. Ichor-
inkwells sit near a darkened oil lamp on
stained wagon tracks criss-cross the
the desktop. A closet-sized “ jail cell”
floor. Billowy deposits of white feathers
with wall-mounted shackles stands
accumulate in the corners.
along the western wall.
This room serves as a high traffic
The administrator o this office managed
crossroads between the various operations
the 1st floor body-part assembly;
on the first floor.
unortunately, she was grabbed by bugbears
Check twice for random encounters.
and ed to the sisters (D21) some time ago
and this office was orgotten. Documents
Monsters: Four skunk goblins list the progress on assembling the eyes,
huddle in a corner and hack apart a pile ears, nose, and teeth or the chaos god.
of chickens, fastidiously separating the Body completion is scheduled or 7 days
parts into discrete piles. They ignore rom now.
anyone else who passes through. A
through. A crew
o hobgoblins commanded these goblins to
Treasure: A golden monkey idol
work on butchering. The skunk goblins will
paperweight with ruby eyes sits on the
obey anyone scarier than the hobgoblins.
desk (1000 GP).
83
84
D10:
D10: Wor
orks
ksho
hop
p #1
#1:: Gurk
Lizard man necromancer in a dirty plush
Tooth robe. Always damp.
85
D11:
D11: Wor
orks
ksho
hop
p #2
#2:: D12: Jai
D12: aill
Eyeball A makeshift jail cell, lightless and
squalid. Shackles chained to the
Kettles simmer over small, open
ground hold a lone elf , pecked and
flames. Bins and worktables line the
bloodied by an errant chicken. Shovels,
walls; a large, ghoulish orb of milky
rakes and other farm implements pile
putrescent center balances
albumen
low table in the on aand
of the room against the northern wall.
stinks powerfully of sour and egg.
This room was a storage area or the
subterranean chicken arm until space
Four harpies poach hundreds o egg whites
issues demanded it be repurposed as a jail.
beore meticulously layering them with
thin coats o glue to orm a 4’ diameter
“eyeball” or their new god. NPC: Azucar ( (lawul
lawul el 6, prepared
spells: locate object, levitate, haste ),
), the sole
survivor of the elven assault team, is
Monsters: The four harpies’ love of
imprisoned and forgotten here. Despite
torturing humans is tempered by their
a chicken slowly torturing him for
concern for the integrity of their
many days, Azucar’s spirit is unbroken;
fragile, disgusting eyeball project. The he eagerly joins the PCs as an ally if
harpies will avoid violence if possible
rescued. He gifts his rescuers each a
and use their Charm ability to force
strand of his golden hair; it functions
enemies to flee.
as an amulet of protection if tied
around one’s wrist.
Treasure: Each harpy wears a
platinum & diamond ankle bracelet
Secret Door: A forgotten secret door
(2000 GP). It allows the wearer to feel
to area D13 is hidden behind the pile of
the heartbeat of the ur-harpy, Siryn
farm implements. A firm push will
(and allows her to feel the wearer’s).
cause the panel door to swivel.
Azucar’s Aphorisms
Azucar’
The incorigibly heroic elf Azucar constantly squints into the distance and recites
inspirational slogans. Use the following list as inspiration:
• “It
“It's
's not how good
good you are…it
are…it's
's • “Br
“Brave
avery
ry doesn’
doesn’tt mean
mean not being
being
how bad you want it.” afraid…bravery means having
willpower greater than your fear.”
• “Th
“There’
ere’ss only
only one thing
thing worse
worse tha
than
n
losing and that’s quitting.”
that’s quitting.” • “Ar
“Aree you afraid
afraid of dying
dying or afraid
afraid
to truly live?”
• “Pai
“Pain
n is te
temp
mpor
orar
ary.
y. Glor
Gloryy is
forever.” • “No fear!”
86
D13
13:: Pum
ump
p Roo
oom
m
An old water pump, a mossy trough.
Clumps of moss and tiny mushrooms
grow on the wet floors.
D14: Tr
Trape
apezoida
zoidall
Crossroads
Feathers, filth, and muddy wagon
wheel tracks.
87
D15
15:: Sh
Shri
rine
ne Dum
ump
p • Reward for one destroyed part:
“Hunger,” +2 (cursed) sword. Wielder
is immune to all disease and orally
Rats skitter across a teetering trash administered poisons but must eat 3x
pile composed of smashed statuary, normal amount every day and never
rotting tapestries, candles, and religious feels sated. The sword constantly
paraphernalia. A leering stone demon whispers to its wielder to eat
face peeks out from the heap.
increasingly outlandish meals.
A few minutes after the PCs enter: a • Reward for two destroyed parts:
dead rat draped across the stone demon “Dark Meat,” a platter of unidentifiable
face rotates its head in place and opens gristly meat strips for up to 8 people.
its mouth to speak: Diners are invisible while chewing (10
minute duration).
“Kkkkccckk…you…defilers. You are
“Kkkkccckk…you…defilers.
different than the ckkkkkk brainwashed • Reward for three destroyed parts:
rabble of this place. Kkkkkk…” “Ring of Nourishing Glamour,” an
iron ring styled as two snakes eating
The rat is possessed by the spirit o each other. Eat a piece of a living,
Barglobax , evil god o gluttony. His
volcanic shrine was smashed and his humanoid
appearancecreature to take on its
for 12 hours.
ollowers killed when the chaos
cha os god began
its song; he now hungers or revenge • “Reward” for four destroyed parts:
against his temple’s usurpers. Barglobax Barglobax’ power is restored. It
will reward the PCs with a magical manifests as a huge, frothing,
treasure or destroying each o its humanoid gestalt of dead rats; it
unmoored parts: the eye, tooth, wig, bone. maniacally attacks anything in its path.
Aspect of Barglobax
88
D16:
D16: Fea
eathe
therr Sto
Stora
ragge D18: Se
D18: Secr
cret
et
Great drifting piles of dirty feathers and
Badger
Badg erolk
olk Tun
Tunnels
nels
nose-tickling dander fill the room to
Sot and constantl
constantlyy collapsing. Runs or
the ceiling.
miles all the way down the t he mountai
mountainn to the
badgerolk orest. Exit is always guarded
The monsters haven’t figured out what to
do with all the
t he eathers rom the chicken by 6 badgerolk spear maidens (page 77).
arm yet; they’re
t hey’re saving them
t hem here in the
meantime.
D17: Tr
Trash/Sto
ash/Storag
ragee
A staggering array of disorganized
disorganized
miscellania and festering garbage.
Folded clothing, piles of rotting chicken
feet, barrels full of pole-arms, coils of
hemp rope, a small sailing ship, a neat
stack of human corpses in a puddle of
brown fluid.
d8 Ob
Obje
ject
ct Fo
Founundd in ArAreaea D17
D17
1 3x suits of golden +1 chainmail (matching).
(matching).
2 Growin ingg on a corpse: death’s head truffles. Valued
truffles. Valued by chefs (500 GP).
3 A pot of uniden
unidentiftifiab
iable
le rottin
rottingg goop.
goop. If spilled
spilled,, sav
savee vs poison
poison or wretch
wretch
uncontrollably (1 turn).
4 A nice
nice rug!
rug! (l
(lar
arge
ge,, peac
peacoc
ockk moti
motif,f, 1500
1500 GP) GP)
5 A lar
large cra
crate fu
full
ll of wig
igs.
s.
6 A larg
largee crat
cratee of rott
rottin
ingg hand
hands.
s. One
One stil
stilll wear
wearss a ring o protection.
7 The duke’s
duke’s missing
missing cousin!
cousin! Killed by poison.
poison. Wears a gold circlet
circlet (2000 GP).
8 2x via
vials
ls of deadly
deadly poison
poison.. Unlabe
Unlabeled
led,, smells
smells almond
almond sweet.
sweet. 1 empty
empty via
vial.
l.
89
Floor 2
Black hallways of shatterproof glass. 12’ ceilings. No natural light sources. Muggy,
warm. Distant echoes of rapturous shrieking.
Ran
Random
dom Enco
Encount
unter
erss
There is a 1-in-6 chance of a random encounter whenever PCs move through a
hallway
hallway or in
in any room
room marked
marked with
with .. Every
Every other
other room
room is conside
considered
red
“inhabited” and does not run the risk of random encounters.
d6 Ran
ando
dom
m En
Enccou
ount
nteer
1 2d6 blissed out acolytes from D19 lost in a euphoric haze
2 Two bugbears look for someone they can feed to the Sisters in D21
3 A gorgon wanders through. Nobody knows what to do with it. It’s angry.
4 2provide
hellhounds (4 HD)
them with stop and bark at strangers. Will attack if PCs can’t
food.
5 4 neanderthals, half blinded from rock dust, search for the ogre rock
inspector to approve their latest haul. (See area D23)
6 6 neanderthal zombies freshly raised by the chaos god’s ambient evil
90
D19:
D19: Th Thee Aud udit itor D20: Wor
oriium D20: orks
ksho
hop
p #3
#3::
A crowded candlelit theater. Curving
Hair
polygonal tiers of bench seats slope
Soft yellow light from oil lamps,
downwards towards a stage at the
hanging swathes of silk, large wooden
southern end of this trapezoid-shaped
chests, and an enormous nest of
room. At least one hundred
humanoids–goblins, orcs, gnolls, shimmering
women withgolden thread.
elaborate 5 noseless
braided hair sit
harpies, armored men, and ogres sit in
on wooden rocking chairs or lean
attendance. They’re serenaded by
over spinning wheels. They have long,
punctuated spurts of blisteringly loud,
segmented worm torsos in place of legs.
otherworldly soprano scream-singing
emanating from the stone tunnel
behind the stage. Massive frescoes The “weavers” are welcoming and
line the walls depict a golden youth congenial. They offer fresh fruit and a
rising from an ocean of melting bodies. quiet place to any who seek succor.
A display of mangled corpses is impaled
on stakes at the front of the stage. These creatures are silkworm/human
hybrids who drain the beauty rom living
Monsters await the birth o their new god creatures to produce threads o purest gold.
here. Every ew days, a procession o They weave a golden wig or the chaos god.
creatures marches in with a newly Within the chests are desiccated, barely
completed organ to grat on to the god’s alive elven warriors, nearly sucked dry o
body in area D27 to the rapturous applause their beauty by the weavers. The ruit is
o the audience. When the body is treated with poison (save vs paralysis or
completed (in 7 days unless interrupted), reeze in place or one hour). They attempt
the god will awaken and claw its way out to orce eed anyone who does not willingly
o the mountain, killing everyone inside. eat the ruit.
91
D21:
D21: “B
“Blo
lood
od”” Ba
Bank
nk
Giant dripping metal vats, elaborate
overhead plumbing, puddle-covered
floors, dim yellow light from hissing
gas lamps. A lone aproned dwarf with
with
shoulder-length seal-skinned gloves
waddles between tanks, turning valves.
A narrow access
access tunnel leads east.
92
D22:
D22: Aci
cid
d Poo
ooll D23
D23:: Nea
Neande
nderth
rthal
al
Noxious fumes fill the air and burn the
Rock
Rock Mi
Mine
ness
lungs; a sizzling lake of acid dominates
Natural stone walls, high ceilings,
this cavernous chamber. A bridge of
echoing sounds of shouting and the
obsidian spans the room east to west,
squeak of straining rope. Crews of
connecting two oversized doorways.
Islands of 10’ tall obsidian crystal rise chained, beleaguered
strain at ropes neanderthals
fed through massive
from several points in the acid. An iron
groaning winches to transport wicker
ladder connects to the upper floor
gondolas of neanderthal miners up and
along the western wall. A large 4’
down four 20’ diameter bore holes.
diameter pipe rises out of the acid on
Five distracted ogre taskmasters bark
the southern wall and enters a service
orders at the exhausted cavemen.
tunnel just above the lake’s surface.
A community o neanderthals were
The lake: Mostly black dragon acid;
discovered in a cavern deep within one o
deals 10 damage/round. A mound of
the boreholes and subsequently enslaved as
gold in the center of the room, just
miners by the ogres.
below the surface catches torch light
and sparkles in the clear liquid.
Each wicker gondola mining party is
manned by 8 neanderthals and two ogres.
Monsters: “The Sisters,” twin black
Neanderthals are orced to excavate until
dragons Psyclodile and Hypoxia spend
they find “correct” rocks (the ogres know
much of their time slumbering in the
them when they see them)
t hem) which are
acid bath (40% chance) or counting
subsequentlyy transported to area D24.
subsequentl
their treasure. Each dragon only has
1d3-1 uses of its breath weapon
available at any time. Monsters: 5 ogres, 40 enslaved
neanderthals. All pre-occupied.
The Sisters are responsible or producing
the acid that fills this room–it eventually Treasure: In crates: ~9000 GP worth
gets pumped into area D21 and serves as of uncut gems and precious stones
the main component or the god’s blood. mixed in with other “bad rocks.”
Requires 1d4 hours of sifting.
Treasure: Submerged in acid: 2510 PP,
1611 GP, 23 gems (500 GP each), +1
shining spear (casts
(casts light on self at will,
casts light on other target 1x/day).
93
D24:
D24: Wor
orks
ksho
hop
p #4
#4:: D25:
D25: He
Hell
llho
houn
und
d Pen
Bones A large, open, foeted cage where three
hellhounds nest in a pile of black fur.
Rock-filled bins and worktables line the
walls. A crude illustration of a rib on
vellum is nailed
naile d into the wall. Four The hellhounds attack anyone coming out
o area D26 unless accompanied by an ogre.
rocks squint
ogres at the
with stone illustration
hammers. and bash
A large
stone, very roughly bone-shaped, sits D26
D26:: Ne
Neande
anderth
rthal
al
on a workbench surrounded by pots of
glue. Barracks
The ogres “refine” rocks mined by their Beyond squalid. Stone pallets for
neanderthal slaves in area D23. The rocks overworked neanderthals too
are glued together to orm the chaos god’s exhausted to move. 2d20 weary,
bones. Ogres possess very little skill at this injured, or sick neanderthals huddle
type o crat and blame the long-sufering together in this filthy hovel.
neanderthals or their constant ailures.
NPC: Thag, the
neanderthals, hastallest of the
a broken leg and a
Monsters: Four annoyed ogres.
bad fever. If healed with magic, will
dedicate himself to the PCs' cause and
help rally his people. Strong but
exceptionally unintelligent; Thag
struggles with basic concepts (time,
numbers, names, object permanence).
94
95
EXP
XPAND
ANDING
ING THE DU
DUNG
NGE
EON
The dungeon as presented is a hyper-condensed monster mash. Expand the
map
floor.and let itcould
These breathe
leadvia the “notches”
to expanded along the
corridors andsouthern
additionalwall of the first
challenge rooms.
Maintain thematic consistency with this room theme generator:
d6 A weird
eird re
ressou
ourc
rcee …us
used
ed fo
forr a bo
body
dy par
artt …b
…by
y mononst
steers
1 Fish Liver Thouls
2 Cave slime Foot Wererats
3 Lava Tongue Bugbears
4 Worms Stomach Gnolls
5 Fungus Genitals Minotaurs
6 Bats Nose Rock Baboons
FOLLOWUP
The chaos god’s song siphoned the wild chaos energy of dreams into its own
gestational chamber, manifesting the wild hypothetical into a tangible body.
With the chaos god’s heart destroyed, that dream energy is again released:
suddenly and explosively. How
explosively. How does this maniest?
• The mount
mountain
ain is transforme
transformed
d into a surrealist
surrealist funho
funhouse
use dungeon.
dungeon. PCs
must defy laws of common sense to escape.
• The nightm
nightmares
ares of the PCs spawn
spawn into
into reality.
reality. Fallen foes rise again
again,,
twisted versions of beloved NPCs terrorize the party, a mysterious
“Cosmic Clown” rises.
• A ddoor
oor to the dreamland
dreamlandss open
open in the
the heart of the mountain.
mountain. A strang
strangee
new world awaits.
96
Bonus Materials
BONUS
MATERIALS
97
98
Mechanical Body: MEKTAURS require air and water but not food. Real blood
pumps through a mechanical heart. MEKTAURS do not heal naturally and must
be repaired by a tinker or blacksmith at a cost of 10 GP/level (although magical
healing
1x/week;functions normally).
a MEKTAUR A crank
can not windon the Failure
itself. MEKTAUR’S
to windback must be wound
a MEKTAUR causes a
comatose-like state. A MEKTAUR is not able to climb rope or vertical surfaces.
MEKTAURS do not age naturally and are effectively immortal if regularly wound
and properly maintained. When a MEKTAUR is slain, its spirit moves on and
cannot be resurrected by any means. The MEKTAUR may be repaired and reused
as a vessel for another dead soul. A spirit may choose to to exit the MEKTAUR
(thus ending its own life) at any time.
Combat: MEKTAURS are proficient with all weapons and shields. They cannot
wear armor but automatically have AC 3 [16] from their metal exteriors.
MEKTAURS are naturally proficient with pole-arms and add +2 to damage with a
pole-arm weapon if they move at least 10’ before attacking.
99
APPENDIX B:
ADVENTURER’S GUILDS
Adventurers, cave-delvers, tomb
100
Wyvern Corps
A fraternity of rough-and-ready
mercenaries and landsknechts. The
Wyvern Corps attracts martial artists,
retired soldiers, devil-may-care weirdos,
and adventure-seeking
is held in high esteem byyouth. The Corps
the crown and
is often hired for state or church
sanctioned operations. Guildhalls are
bright and lively and filled with the
sounds of laughter and physical fitness.
Amanita Fellowship
Ostensibly a mushroom foraging guild;
members frequently find themselves in
forgotten ruins and monster-infested
caverns. The Fellowship often partners
with thieves guilds and magic-users
because of their proximity to poisons and
alchemical components. Its members
comprise rangers, pathfinders, midwives,
mystics, and unwashed youth. Guildhalls
are dark and loamy and filled with
woodland creatures.
101
102
(Appendix C): The village of
NANLET
A little frontier town centered around a originally called “Cyclopea” before the
bridge and a giant stone head. king renamed it after his beloved Nan.
A formal religion arose around the
The duke-appointed mayor, Percival head’s worship and many pilgrims
presides over the town. Unfortunately travel to worship in its presence.
for all, Percival is an incompetent
nincompoop with no real authority; the The church’ most recent high cleric,
real power of Nanlet is held by a
a coven Father Chorgy (lawful cleric 6) brings
of witches who reside in a nearby a puritanical streak to the decidedly
cave. It’s something of a public secret esoteric religion. A common refrain
whose minds
demon are trapped
oppressors? floating
Vampires? in the (it’s
Nothing astral plane
just and trust
a weird who thing)?
hide from their
103
VIL
ILLA
LAGE
GE LO
LOCA
CALE
LES:
S:
1. Gate house: Staffed by local 7. “T
“The
he We
Wedgdge”e”: A locals bar, staffed
militia and led by Hana (lawful by halflings. Many farmers gather
fighter 4). The town is not walled for an after-work mug of milk
but regular mounted patrols punch. Woe betide any out-of-
attempt to repel scofflaws. towner who feels a halfling’s grip
on their shoulder and the
2. Sp
Spig
igot
ot’s
’s Farm: The largest farm in
Farm unwavering warning: “hey pal–
the village. Spigot, the elderly farm locals only!”
patriarch, seeks potential spouses
for his large, attractive sons. 8. Va
Vaca
cant
nt wa
watc
tcht
htow
owerer: For sale:
5000 GP (cheap!). Infested with
3. Ha
Half
lfli
ling
ng hu ts: Many halfling
huts giant centipedes. The ghost of its
families tend to Nanlet’s farms. previous inhabitant, Gyro the
Their earthen huts belie large, Entomancer, haunts the top floor
luxurious basements. and won’t stop summoning
centipedes until he completes
4. Te
Temp
mplele of Lilia:: 50 years ago, an
Lilia unfinished business: incomplete
evil wizard kidnapped the town’s (and stolen!) memoirs (see p. 15).
children; a benevolent woodland
spirit named Lilia appeared and 9. Th
Thee Cy
Cycl
clop
opean: A huge head.
ean
stole them back. This temple was
built in her honor. A patron 10. First Churc
Church h of the Cyclop
Cyclopean:
ean:
goddess of children and thieves. a looming cathedral. An adjoining
boarding house is setup for pious
5. Th
Thee Store:: Sells goods, generally.
tore pilgrims. Free room and board is
Owned and operated by Mike, provided to Cyclopean devotees
human male. Free black candles! but it’s hard to sleep due to the
constant, weird chanting.
6. Bl
Blad
add’
d’ss Bl
Blac
acks
ksmi th:: Many
mith
villagers loiter around Bladd’s 11. Wyv
Wyvernern Cor
Corpp gui
guild house (see
ld house
fence to watch the blacksmith p. 101): Warriors spar at all hours
work and share gossip. An to the chagrin of the neighbors.
excellent source of local rumors. Guildmaster Freya (lawful fighter
5, cool eyepatch) presides.
TOWN
TOWN GOSSIP 1. “Two bloody men showed up at Old
Windy’s house in the middle of the night! One had bugs in his hair!”
2. “The sun still hasn’t set over Hollyhock Garden. That’s really weird.”
3. “Where are all the rusty swords that keep washing up on the shore coming from?”
4. “I can’t even enjoy a mug of milk punch at the Wedge any more because Father
Chorgy busted in and said ‘it’s not the will of the head.’ That nut’s gone too far!”
104
5. “Lil Timtam is still missing. Ugh, has anyone checked the old watch tower yet?”
6. “I don’t like that new gal in town who’s been courting Spigot Jr. A proper lady
shouldn’t keep a pet snake. It ain’t wholesome!”
7. “I heard ol’ Tannenbaum down at the Salt and Vinegar used to be the king’s
kennel master! I wonder if he’d ever sell one of them dogs of his?”
8. “I was down at the old fort hunting chanterelles last week. The stench coming
out of there–skunk goblins for sure. Picked some beautiful chanterelles though!”
105
A large peninsula, settled ~300 years ago by the Kingdom o man on the bones o a
disappeared human civilization. The largest cities lie along the coasts and play host to
brave knights, grand palaces, courtly
courtly intrigue, and a multitude o long-sufering
peasants. Smaller strongholds o stout hearted homesteaders flare up urther inland to
thrive or a time or vanish into obscurity. (Note: only the largest settlements are
marked on the map). Chaos itsel seems to radiate rom the east; explorers report
bizarre structures and improbable creatures beyond the relative saety o the coast.
0206: Beaucourt, the capital city. 0609: Nanlet: see Appendix C.
Home of Duke Omer. His elite Flaxen A fine place to begin a journey.
Knights dye their armor, hair, ships,
and horses a distinct yellow. 0610: Peacock Point: site of Sinister
Sinister
Secret of Peacock Point. A cape
0306: Hollyhock Garden: site of where the Nan river meets the sea.
Fabien’s Atelier and Hideous
Daylight*. The royal walled garden 0701: Lilet: village of mystics and
and hunting preserve. The sun esoteric studies. Gateway to the violet
stopped setting here recently. dunes (centaur country).
0402: Marimur:
shipyards Famous
and swordfish for its
steaks. 0704: Opera
Singing Valley. Site of the
Stones. the
Gateway to the Northern Islands.
0709: Gateway to the “Sea of Trees.”
0407: Calliers. Slightly seedy, A sprawling ancient forest home to
gateway to Pachelbel Swamp. Locals faerie folk, olde magic, superstitious
consort with “snake people.” towns, and talking beasts. The forest
stretches east for many miles.
0608: Swords spill from a dungeon
temple concealed behind a waterfall. 1103: Mount Embersnake. Site of
Site of Temple
Temple of 1000 Swords*. the Dreaming Caldera.
106
0701
0402
1103
0704
0306
0206
0407
0608
0709
0609
0610
107
ADVENTURE RECOMMENDATIONS
&
• Th
Thee Ho
Hole
le in th
thee Oak
Oak by Ga
Gavi
vin
n • Wi
Wint
nter
er’s
’s Daug
Daught
hter
er by Gavi
Gavin
n
Norman Norman
• Th
Thee Inca
Incand
ndes
esce
cent
nt Grot
Grotto
toes
es by • The Blac
lack Wyrm
yrm of
Gavin Norman Brandonsford by Chance
Dudinack
• Ha
Hall
llss of th
thee Bloo
Blood
d King
King by Di
Diog
ogo
o
Nogueira • Ba
Barr
rrow
ow of the
the Elf
Elf King
King by Nate
Nate
Treme
• Pri
Prison
Gusson
L of the Hated
Hated Preten
Pretender
der by • Ta
Tang
ngled
led by Josh
Josh Doma
Domans
nski
ki &
Reilly Qyote
• Th
Thee Wa
Wakin
kingg of Willo
Willowb
wbyy Hall
Hall by
Ben Milton • Ta
Tann
nnic
ic by Aman
Amanda
da P
• Th
Thee Se
Seer
erss Sanc
Sanctu
tum
m by di
dire
rect
ctsu
sun
n • Th
Thee Bl
Blac
acka
kapp
pple
le Brug
Brugh
h by Kyle
Kyle
Hettinger
• Ga
Gard
rdens
ens of Ynn
Ynn by Em
Emmy
my Allen
Allen
In the islands to the north:
• Ma
Magi
gica
call Murd
Murder
er Ma
Mans
nsio
ion
n by
Skerples • Th
Thee Isle
Isle of the
the Plan
Plange
gent
nt Mage
Mage by
Donn Stroud
• Wh
Wher
eree th
thee Whea
Wheatt Grow
Growss Ta
Tall
ll by
Camilla Greer and Evlyn Moreau • Th
Thee Dark
Dark of Hot
Hot Spri
Spring
ngss Isla
Island
nd
by Jacob Hurst, Evan Peterson,
In Pachelbel Swamp: and Donnie Garcia
• Wo
Wood
odfa
fall
ll by La
Lazy
zy Litc
Litch
h In the eastern mountains
108
TREASURE TOTALS
The values listed here reflect the unlikely possibility that the player
characters find every coin and treasure within the dungeon.
Magic items do not have values listed and are thus not included.
Sinister Secret of Peacock Point: 10,034.64 GP
Fabien’s Atelier: 17,605 GP
109
OP
OPEN
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ENSE E Ver
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a Use. No terms may be added to or subtracted from
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112