Professional Documents
Culture Documents
Ben Gibson
This module is compliant with the Open Game License (OGL) and is suitable for use with the 5th edition of
the world’s oldest fantasy roleplaying game, with conversion notes for using it with The Pathfinder
Roleplaying Game. The OGL can be found below. Compatibility with the Pathfinder Roleplaying Game
requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more
information on the Pathfinder Roleplaying Game.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast,
Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson Pathfinder Roleplaying
Game Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002,
Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The pounding surf sings, matching the pounding in my mind. 2
Hard to think, easy to feel, but the Horn in my hands longs for the Outsider’s song, urges me to call to the
deeps. The Doom waits, listens, hears. Soon, all within the hated city will feed the Doom and will dwell
within the Outsider’s embrace.
Soon.
Soon.
I set the horn to my lips and blow.
After the prequel introductory crawl, designed to bring Treasure is called out in a section in italics; page 22 has a
the party to second level, players will be given the chart to roll on for a random selection of mundane
explicit goal of finding the thieves who have desecrated valuables. Values are given above standard 5th edition
the Radder Tomb within the city of Slatewall. The wealth baselines, but this is a place to increase wealth
implicit goal of the adventure is to thwart the cult of the values in OSR games, multiplying values 5x. Pathfinder/
Outsider and save the city of Slatewall; direct 3.X will find values close to standard wealth by level.
investigation toward the former should lead to the latter
as the cult is responsible for the tomb’s desecration and Magic items are often called out in the adventure
the stolen skull of Krag Radder sits within their primary specifically, but a chart is provided on page 22 for
lair. However, the game master should be encouraged to random magical items as well. The players will be
foster links between the players and characters who make encountering a slightly higher than usual number of
the High City their home. Mercenary motives will suffice magical items within this adventure, but most will be of
at the outset, but if that is all that remains by the final creative/situational use. Additionally, two new special
confrontation then extraordinary inducements from the materials, covered on page 22, are found over the course
city’s leadership may be required. of the adventure: Slateplate armor made from heavy stone
imposes heavy penalties due to its weight but reduces all
By the end of the adventure players should be around incoming damage. Blackbone weapons crafted from the
level 5 and respected by the people of the city as capable cursed gifts of the Outsider impose stiff penalties to their
heroes worthy of accolades and offers of employment. victims.
There several suggested directions for further adventures
at the conclusion of this one. This adventure is written for 5th edition but page 21 has a
few notes for conversion to both Pathfinder compatibility
and for OSR retroclones. At the tail end of the adventure
synopsis there are some notes about the setting
assumptions. GMs are invited to adjust to suit their own
setting or world.
3
Adventure Synopsis
Doom to the High City Adventure Flow
The dwarves of the clans that make up the Cliffrunner The basic expected flow in The Outsider’s Doom is that
Confederacy are by and large direct, conservative folk, the players will begin with a the exploration of the tomb
mainly interested in spinning goathair and mining slate. of Clan Radder (pp 5-6), which will set the players on the
The primary fractures of their society are economic, while path towards Slatewall with a mission of investigation
the great unifying force for them is their ancient religion, and vengeance. The journey from the home of Ott Radder
dedicated to the Skyfather and the Earthmother. However, to the city is assumed to take an uneventful day. Note the
another god lurks on the edges of their spirits and their timeline on the following page.
society: the Outsider, god of the deep sea. The seas-
shunning dwarves long ago made worship of the Outsider Within the city of Slatewall (pp 7-11), the players are set
anathema, but in so doing they also gave a common cause loose to track down the tomb’s thieves, all while the
for the lost and forgotten in their society to rally around.timeline (page 4) continues to tick down towards the
Now the cult of the Outsider is a growing force beneath arrival of the Doom, a vast creature of the Outsider. The
the surface of the smooth social order of the dwarves. cult of the Outsider are highly active in the city,
Under a new charismatic leader known only as Hush, the particularly in the slums (page 11), and while numerous
cult plans to destroy the capital of the Cliffrunner random events (page 8) give a chance to interact with the
Confederacy, Slatewall. cult, players are not dependent on stumbling upon cultists
and looking for trap-stained eyes (page 6). By day five,
Hush’s plans hinge on an artifact sacred to the Outsider, the cultists’ activity in the western well (page 12) will
the Horn of Storms. The horn was buried in the tomb of cause consternation, a faction of the city the players are
Krag Radder, the progenitor of the Radder clan and a on good terms with can ask them to investigate. If the
former cultist of the Outsider. Giving the horn to the most water under the well is diverted, a subtle path to the
promising of his acolytes, Caller, to summon a creature of pillars of the city (page 18) is found. The Slatesmiths will
the greater deeps, Hush now prepares his followers for grow nervous as time wears on, having sold the cult their
their god’s vengeance upon the city. The cult’s theft of lair (pp 15-16). In the Slatesmiths’ vault (pp 13-14) the
the horn and desecration of the tomb sets the players on lair’s location is found as well as a subtle cliff-path
the trail of the cult. leading to it.
A simple diagram, provided below, shows how locations All roads inevitably lead to the assault upon the city (pp
described in this module relate to each other. The bulk of 17-18), but how well the players manage the mystery and
the game will typically take place in the city: talking to coordinate the factions will determine if the final battle is
factions, uncovering rumors, and following random a hopeless last stand or an organized and competent
events. In the end, however, the Doom is coming to the defense. With care, luck, or clever planning, the players
city, and the city needs the players’ help if is has a hope can save the High City from the cult’s assault.
of surviving.
Guildhall
leads to Slatesmith’s
Vault
Ott Radder
sends the pp 13-14
pp 7-11 pg 12 pp 17-18
TIMELINE OF EVENTS
4
2x -Bone Kelp
5
2x -Bone Kelp
6
4
Urchins
3x -Bone Kelp S
2x -Bone Kelp: 3
Small Plant, Move/Climb/Swim 20ft, 30 hp,
13 AC, Vulnerable Slashing, Save +2,
Multiattack: Fronds (3) +2 (1d4 plus bane 2
DC11 CHA), Thermal Vision, Stealth DC15
1
Continuation: Ott Radder is enraged by the desecration of The cult’s raid on the tomb has left signs in the city;
his grandparents’ tomb, although he honors his deal with two of the cultists show the yellowed eyes from the
the party and pays them for all recovered goods and door trap and observant PCs have a 1% chance per
remains. Unless convinced to approach with subtlety, Ott hour to be in proximity of one of those while walking
will go directly to his clan hold and stir up all of Radder the city streets. Yargdan’s remains were taken to the
into a blood feud. Eventually, they will even threaten to cult lair and scrolls of Speak With Dead are used to
break up the Cliffrunner Confederacy over the insult unless ask for the corpse for blessings and wisdom. Cultists
the defilers are found. In either case, he will ask the party to in turn will recognize Goatwill and immediately grasp
go to the High City a day away and seek the defilers to the implications if the PCs show the cudgel carelessly.
recover his grandfather’s head; if one of the party agrees to See the Timeline (page 4) for how events will unfold
be his champion he will request that PC take Goatwill. without the players’ involvement.
7
SLATEWALL: THE HIGH CITY
Ascending the high road, the four towers of the great temple rear above the grey cliffs, which echo with the deep songs
of the dwarves of the High City. The wind carries their voices with exceptional clarity, along with the smell of salt. Here
is Slatewall, pressed hard up between earth and sky back up all too close to the stormy sea.
Slatewall: The High City of the Cliffrunners Rumors in the city
Slatewall, the High City of the Cliffrunner Confederacy, There are ten rumors (see table) actively being gossiped
is a hard, traditional city with rotten roots. The assorted about upon entry to the city.
clans of the confederacy are complacent, comfortable in
their static routines and stable politics, but shuffled into
the piled cliff-side slums more and more of the clanless
grumble and chafe. Whispers circle the market stalls
and among the goatherds, talk of a prophet named
Hush, who worships the forbidden Outsider and
promises to bring down the ruling clans.
The central city of the Cliffrunner Confederacy,
Slatewall is home to hundreds of skilled craftswomen,
goat cheese makers, and stonemasons. The famous
Slatesmiths practice their craft within the High City,
making their legendarily heavy slate armor for dwarves
and the rare mighty human. Perched on the high cliffs
with the sea-shunning dwarves turning their backs to
the fjord beneath, the city is a trade hub due to its
famous high roads, along which messenger cliff runners
ply their trade.
6 2
1
Slatewall
8
City Gazetteer: Random Encounters:
1. Temple of Earth and Sky: This massive Every 4 hours the party is active around the city, roll a d6; a
complex is the center for worship of the Skyfather “1” on the die means a random encounter occurs. Random
and Earthmother. See page 10 for details. encounters should play up the roiling under-the-surface
2. Cliffrunner Confederacy Council: The council instability of the city, even if the encounter turns out to be
of the Cliffrunner Confederacy meets here non-hostile. If the party appears to be looking for trouble or is
regularly to discuss matters of trade, law, and causing a ruckus, an extra encounter d6 is rolled, and if there
external relations. Until the ground itself begins to is a resultant encounter the participants are extra suspicious of
shake, the conservative council take little notice of or hostile to the PCs if appropriate based on their behavior.
talk about Outsider cultists. However, even a hint
of rioting by the Radder Clan will focus the clan
heads on the issue of the desecrated tomb.
3. Guard Barracks: The contented company of
soldiers that make up the Slatewall Guard are well
trained but unused to having to bestir themselves to
great efforts in the generally peaceful city.
Although the guard will try to thwart active crimes,
they prefer to hire subcontractors for
investigations.
4. Market and Central Well: Traders and others
from foreign parts are most common within the
bustling market around the High City’s central
well. The central market is a prime place for
acquiring equipment, weapons, and rumors,
although buyers seeking shadier wares will have to
instead seek out the Salt Market (page 9).
5. Slatesmiths’ Guildhall: The venerable
Slatesmiths’ Guild work within an imposing stone
building, making their famous Slate Plate for rich
dwarves all around the realm. The hall is open for
any public customers, but the guild’s real secrets
are sequestered in their legendary vaults (page 11).
Captured cultists will point to the Slatesmiths as
sponsors (having sold the cult their lair) if pressed.
6. Cliffside Slums: The dwarves of Slatewall
would rather forget about the existence of the
slums looking to the sea, sweeping the
disenfranchised out of sight and out of mind. But
the slums still remain (page 9).
At the apex of the High City flaps the blue Tapestry of the Tower of Storms: Judging the rare criminal infarction
Sky, suspended between the four temple towers; beneath within the tower, the minimal judiciary of Slatewall are
the Tapestry the Earthen Altar is attended by a priestess all priests of the Skyfather. The guardsmen who billet at
anointing it with oil daily. Within the towers the priests of the tower have no such standing with the temple, but
the Skyfather educate the learned of the High City and nonetheless work closely with the judges. All criminal
weigh criminal cases while the Earthmother’s priestesses judgements within Slatewall are swift; the small jail is
move among the city healing and judging civil disputes. only used to hold outsiders awaiting extradition.
Temple Key: Tower of Night: Living quarters for most of the married
Tower of the Sun: Carrying out the rites of the Skyfather, priest/priestess couples are found in this tower; although
the priests within the Tower of the Sun observe the flights by tradition all of the temple clergy must be past the
of birds and the movements of clouds, divining the child-rearing stage of life, practically the Tower of Night
almost always echoes with the shouts of children; the
Skyfather’s will in weather and seasons.
grandchildren of the priesthood are always visiting.
Tower of Day: Priests here spend their days teaching Earthen Altar: By tradition, only priestesses of the
adolescents in law, traditions, languages, and history. In Earthmother are permitted down within the pit where the
the shadowed upper levels of the tower, more secretive single heavy stone etched with runes of power, the altar,
lessons in rune crafting are taught to the rare craftswomen sacred to the Earthmother, is anointed by singing
and artisans who are considered worthy (and talented) priestesses who pray for the stability of the High City and
enough to inscribe them. the health of its people every day at noon.
11
Cliffside Slums
All the lost and forgotten dwarves of the Cliffrunner Salt Market: If there is much activity in the slums, it is
Confederacy are swept carelessly towards the sea. The within the shadowed Salt Market. Although there are
shattered cliffs on the seaside of Slatewall, salt-stained shabby wares to be purchased in the brittle stalls,
and shunned by respectable dwarves, piled with shacks outsiders and unscrupulous clan dwarves trickle down for
and tents of the poor clanless, are quiet and dim. In the poisons, drugs, and scrolls of forbidden magic that are
shadow of the bustling energy of the High City, the hidden by the dishonored sellers.
clanless try to eke out a living by day-to-day scut work,
Mother’s Shack: Anonymous and dilapidated, nothing
black market trading, and pretty crimes.
indicates this shack is any different from those around it.
Lost Hope Tavern: Serving the clanless and the Occasionally, a nonchalant dwarf will wander by the
unwelcome among visitors and strangers, the Lost Hope shack a tap on the thin walls; listening back for a tapped
Tavern is a place for cheap barley beer, uncertain stews, reply. This agent of the Slum Mother will then walk
and lice-ridden beds. For all that, the building is the only onward with his or her orders. Inside the shack, sitting
two-story structure in the slum and is usually full of bored ensconced within hundreds of old blankets, the elderly
out-of-work clanless, secretive cultists, and always a Mother listens for news of her slum children.
watchful agent or two of Mother.
C
Clanless Hold: A hospice for the
lost and lonely, the clanless hold
is a simple stone structure where
newcomers
. to the slums huddle
for a few days or weeks before
getting their bearings and
moving out, usually into an
abandoned tent or drafty shack. Salt Market
The hold has no official manager
but Mother’s agents ensure that
no fights break out and no one is
victimized. It is from
observations in the hold that the
Slum Mother determines what Clanless
favor will be granted, and what Hold
will be asked, of a newcomer in
desperate need. Lost Hope Tavern
Exile Hovels: Even among the
forgotten, there are exiles. The
cold and drafty lower cliffs are
dotted with lean-tos made of
driftwood and rotting tents.
Going further down the cliffs
from the level of Mother’s Shack
is called “kneeling outside” by
the slum’s denizens, and is
typically accompanied by a Mother’s Shack
contemptuous spit. The cult of
the Outsider move freely among
the lowest hovels; the few exiles
not in sympathy with the cult are
cowed into sullen silence about
the blasphemers. Exile
Hovels
C
12
Well Diggings
Deep beneath Slatewall, an underground stream feeds the 3. Leaking Undermine: The rushing sounds of water
city’s three wells before flowing out to the sea. The can be heard above and beyond the north wall of this
Outsider’s cult, in their quest to weaken the foundations digging. A single strong stroke of a pickaxe could break
of the city, now dig deeper in the channels within, through the wall and unleash the underground stream in
bringing the tides up to the western well and turning its a disastrous flood.
waters somewhat brackish during the high tide.
1. Brackish Cavern: Every high tide, a stream of seawater If a cultist in the cavern (1) escapes to break through
comes trickling in to this large cave, driving the six the wall (3), a sudden rush of water will smash through
cheerful cultists who camp here into ecstatic singing. If the chalky stone in a chaotic flood that will sweep any
occupants of the tunnels before it. A few seconds of
the cultists notice interlopers they’ll splash into the water
high-pressure spray gives the players a single round to
and attack with thrown daggers, and if more than half die prepare before a massive churn of stone and water
the survivors will flee to break the leaking undermine (3). slams down the undermine (3) first down the
2. Abandoned Digging: This little side-tunnel is largely abandoned digging (2) before rebounding and flowing
abandoned. Four bone kelps have been placed here on a out to sea, traveling 100ft per round. Individuals caught
rotting dwarf’s carcass. The dwarf is Bunnli Stricken, a in the flood suffer 3d6 bludgeoning damage (STR save
clanless vagrant who stumbled onto the cult’s operation. halves) and are pushed along with the flood, the save
An agent of Mother, he bears her clasped hand symbol. advantaged depending on how the player has prepared.
To the
Pillars
6x- Cultists:
23 hp, 13 AC
(studded leather),
Save +2, Dagger +4
(1d4, sneak 1d6)
4x -Bone Kelp:
Small Plant, Move/Climb/Swim
20ft, 30 hp, 13 AC, Vulnerable
Slashing, Save +2, Multiattack:
Fronds (3) +2 (1d4 plus bane
DC11 CHA), Thermal Vision,
Stealth DC15
13
Slatesmiths’ VAULT
Located underneath the guild hall of the Slatesmiths, their -of the works invites the given master’s spirit in to
legendary vault is rumored to hold vast unimaginable possess the toucher if within the vault (DC14 Cha to
wealth. Although it is true that the smiths do hold gold resist). See page 22 for details of each artifact.
and silver in their vault, more important to the G. Fallen Room: The blasphemous works of the fallen
organization are the numerous secrets and relics hidden nameless masters are interred here. The two northern
within. The vault is accessed by counterweighted heavy alcoves have a suit of glyph-etched +1 slateplate and a
stone elevator suspended by a tremendously thick rope, +1 slate breastplate, both items are cursed, impossible to
which is designed to break if more than a thousand remove when donned. Farther south, the alcoves contain
pounds are placed upon it. No sign exists that the elevator unholy blackbone plate (nauseates if worn), a thin slate
leads to the deeper second level beyond the rope being kiyak, a random magic item (see page 22), and a twisted
long enough to descend past the first level. suit of glyphed slateplate that acts as animated armor
Each room within the vault has a 15% chance of holding and attacks if light is shone on it.
two initiates (as Slatewall Warriors) at any given time; H. Elevator Room (second level): This room looks much
roll to see if the guards are within a room upon entry, or the one on the first level but to the north hangs a curtain,
in adjoining rooms if the PCs do something particularly behind which sits a primitive suit of slateplate with a
noisy. Although well-armed and fantastically armored, gold-gilt skeleton inside (gilding worth 1,000gp); this is
the initiates are not veteran fighters and are prone to panic Ferria Hoarmak, the First Slatesmith. The doors, from
if injured. east to west are labeled: “Secrets”, “Wealth”, “Plans”.
I. Plot Room: This tiny room is packed with heavy boxes;
A. Elevator Room (first level): This smoothly polished within the boxes are numerous letters, contracts, and
room has four sets of double doors, each carefully etched agreements made with clan heads, nearby human lords,
with intricate runes, clockwise from north to west: and other smith organizations. Each of them are sribed on
“Memory”, “Training”, “Insight”, “Creativity”. heavy (2lbs) tablets of slate, fifty tablets per box. Careful
B. Innovation Room: In the center of this room is an perusal of the books show that a mysterious property was
ancient, intricate set of antique slateplate (worth 1,500gp), sold to a redacted individual who is providing “rent”.
the first designed to interlock and support the wearer Correlating with property records allows a PC to devine
despite the full 500lb weight. A grouchy old speaker the location of the cult lair, but takes time; ten minutes to
naps here. Behind each curtain are greaves, legplates, and get a DC100 on a d100; difficulty drops by 1 each
pauldrons (1d4 examples worth 5d20gp each) and plans attempt. Sorting through the boxes is a noisy task.
showing techniques that enable better movement. J. Pattern Room: The curtained alcoves within this room
C. Mistake Room: Behind each curtain stands badly built hold intricate slate-fracture patterns showing how to
suits of armor, unable to move (north), with wrong- break slate into armor sections and join them together.
pointed joints (east), and poorly finished (southwest). The K. Vault Room: Eight 3x3x3 vaults are all locked with
poorly finished suit has helm and greaves pointed to the puzzle-locks; each vault holds 1,000gp worth of coins,
secret door, opening the door leads to a chamber with a gems, and raw precious metal and 1d3 treasures. The
heavy wheel. Turning the wheel opens the floor beneath simple guard post to the west has a bored senior speaker
the elevator (A), allowing further descent (H). who carries an anomalous slate key on his person that
D. Solving Room: In the center of this room is an intricate opens the secret door which leads to the most secret vault
goathair shirt cleverly sewn with slate plates (as a chain room, where over time the Slatesmiths have accumulated
shirt but weighs 40lbs, worth 400gp). The curtained various deeds, blackmail documents, and human land
alcoves hold neatly displayed tools for slate-breaking and grants. Notably already pulled out is a document detailing
shaping (worth 150gp per alcove). an abandoned slate mine on the cliffside (page 13) and
E. Novice Room: In the center of this room sits a simple sold to a dwarf that the Slatesmiths are certain is Hush,
wooden model of slate plate, marked with runic notation the rumored head of the local Outsider cult.
and numbers (this model worth 5,000gp to someone L. Guidance Room: This unfinished cave has a rough suit
looking for Slatesmith secrets). Three studious initiates of dusty slate armor in the center, with a candle burning
are examining the model. Behind the curtains are the first in the helm. Respectful Slatesmiths speak to the Great
armors made by some of the greatest masters: Gerund and Masters here; one of the spirits animates armor and
Ojal (west), Varn and Laki (east), and unnamed (south, attacks any creature that enters the room without giving
made by fallen masters), with the unnamed masters’ the sign of the Slatesmiths. Extinguishing the candle
armors pointing toward the secret door latch (G). kicks out the spirit of a great master; it will rekindle itself
F. Master Room: This room has an example from each of three times for all four great masters. If the armor is
the great masters; Ojal’s Pumice Plate (north), Laki’s defeated by four extinguishings, it will go dormant as a
Slateblade (east), Varn’s Shard Targe (southeast), and set of +1 slateplate that imbues the wearer with a
Gerund’s Obsidian Flowmail (southwest). Touching any permanent ant haul effect.
2x- Initiates (15% chance per room):
23 hp, 16 AC (shale half plate),
Slatesmith Speaker
Saves +3, Warhammer +4 (1d8+1)
Level 1
Slatesmith Speaker:
6HD Dwarf, 120 hp,
16 AC, Saves +3,
Mace +5, (1d8+3),
Spells: Detect Magic, 3x- Initiates
Stabilize, Bane,
Protection from
Chaos, Bestow
Curse, Silence
Level 2
Animated
Armor
Walrus
-20ft
3x- Cultists:
23 hp, 13 AC 3x- Cultists
(studded leather),
Save +2, Dagger +4
(1d4, sneak 1d6) -20ft
-20ft
5x- Tentacles:
100 hp, 10 AC
Grapple +8 (1d12) 3x- Cultists
Shove +5 (1d10) -40ft
19
Concluding the Adventure
Vengeance of the High City Side Adventures in the High City
Assuming the players thwart the attack and forestall the The random encounter table on page 8 has a few side-
Outsider’s Doom, the people of Slatewall will be looking plots not directly related to the assault of the Outsider
for revenge. The cult of the Outsider is largely destroyed cult. Not only do these encounters provide a way to
within the city, but of course worship of a god of the personalize the city and its inhabitants, they can also
exiled and forgotten will appear anywhere in almost any provide inspiration for additional side plots as the party
setting. The clans will be in the mood for a crusade, grows in power and influence within the city. The game
starting first with the exiles in their own slums. master should feel free to encourage these diversions
while still maintaining awareness of the timeline. When
Depending on the tone of the campaign or world, the Doom reaches Slatewall, these connections made in
immediately in the aftermath of the attack on the city a the process will be endangered, and can easily be killed or
purge in the slums is inevitable, something heroic players maimed in the chaotic attack. Many side plots can be
can prevent either working with the Clan Council resolved this way at the adventure’s climax, but Slatewall
politically or with direct personal actions. If the tone of is designed to be an interesting place both before and after
the game is less inclined to ethnic cleansing, the council the assault, and if players want to continue to pursue
itself can prevent direct retaliation upon the innocent, but relationships and plots developed over the course of the
the righteous anger of the entire Cliffrunner Confederacy adventure, this should be encouraged. Example new plots:
can provide any number of adventures in their quest to An entire nest of tremorers were awoken by the
hunt down and root out the cult. If the players have ructions, and are now consuming houses wholesale.
formed attachments to the city, the cult of the Outsider Clan Radder, ashamed of their ancestor’s perfidious
now aware of the vulnerability may attempt to undermine following of the Outsider, seek to destroy the Horn.
and destroy the city yet again. Hrot Leepsa, priest of the Skyfather, goes mad after
the death of his wife and grandson in the attack, he
Whoever possesses the Horn of Storms attracts a great blames the players for their deaths.
deal of attention; being able to command dire creatures of
the deep isn’t particularly valuable in the middle of most Setting Assumptions
dungeons, but any king, city, or pirate warlord with a
navy would pay immense sums, or send assassins, for the The basic setting assumptions of the Outsider’s Doom
horn. If your campaign world has dark intelligences who should be broadly compatible with most published
dwell beneath the waves, they would also clearly be settings. The dwarves of Slatewall aren’t underground
interested in a party who holds something that can dwellers like is default in most settings, but having a cliff-
command creatures around them. If the players are based high city is extremely compatible with the dwarven
ambitious sorts, they themselves might wish to use the aesthetic. If a preferred setting tends to have dwarves with
horn to build their own power at sea. a more steampunk style, that would certainly influence
the rustic baseline of the Slatewall dwarves, but it
Fall of the High City certainly won’t effect the essentials of the story.
The players are capable of failing to save Slatewall Most setting pantheons, just as with most ancient real-
without dying themselves in the process. If the pillars of world polytheistic pantheons, have a central male sky
the city are destroyed the cavern ceiling will begin to god, a maternal earth goddess, and a hostile sea god, so
shatter, randomly sending rocks hurtling downward. The finding appropriate parallels shouldn’t be difficult. The
next several minutes see the entire city fall in a massive module as written does not require the gods to be actually
landslide into the seas. An individual strong swimmer active or provide cleric spells. The leaders of cult of the
already at sea has a chance to survive, as would someone Outsider can be gifted arcanists, psions, or psychics
taking refuge in the tunnel that leads to the pillars. instead of divine casters. The most essential part of the
Surviving the fall of Slatewall would begin a quest of story is the Outsider’s role as a dark god revered by
vengeance, certainly upon the cult, possibly upon the sailors and exiles. The priests of the Skyfather can be
Outsider itself if that campaign is within scope. Angry rangers while the priestesses of the Earthmother are
ghosts of the dead or battered living survivors can act as herbalists or alchemists, if so desired. In standard 5th
hooks for the players if the group enjoy that style. The Edition, the expected common domains of each god are:
constituent clans of the Cliffrunner Confederacy will be
wanting answers for why their capital city and the cream Skyfather -Light, Knowledge, Order
of their society all died, and they will not be pleasant with Earthmother -Life, Forge, Grave
their questions. Outsider -Tempest, Trickery, Death
Bestiary and NPCs 20
Bone Kelp Mothermass: 4HD Large Plant, Move/ Animated Armor: 4HD Construct, 52 hp, 15 AC,
Climb/Swim 10ft, 38 hp, 18 AC, DR4/slashing, Fort hardness 8, Fort +1, Ref 0, Will -4, Slams (2) +9 (1d6+9)
+7, Ref +1, Will +2, Blackbone Fronds (3) +5 (1d6+2 Tremorer: 15HD Huge Magical Beast, Move 10ft,
plus grab plus sicken DC12 Will, reach), Thermal Burrow(dirt) 50ft, Burrow(stone) 10ft, 112 hp, 19 AC,
Vision, vulnerable to fire, tries to disarm any torches Fort +14, Ref +3, Will +10, Tongues (3) +15 (1d6+6 plus
(+7 CMB). grab, 15ft reach), Bite +21 (3d6+12), tremorsense
Twisted Goat: 4HD Animal, 30 hp, 16 AC, Fort +9, Walrus: 4HD Large Animal, Move 10ft, Swim 30ft, 39
Ref +5, Will +2, gore +7 (1d6+6 plus sicken DC12
hp, 18 AC, Fort +7, Ref +4, Will +2, bite +8 (1d8+7)
Will)
Slatewall Warrior: Dwarf Warrior 3, 25 hp, 18 AC Herald of Doom (Twisted Whale): 10HD Gargantuan
(shale half plate), Fort +5, Ref +1, Will +3, greataxe Animal, Swim 40ft, 105 hp, 22 AC, Fort +12, Ref +7,
+6 (1d12+3) or sling +3 (1d4+2) Will +6, bite +17 (2d8+26), steambreath +5 (1d10 plus
bull rush, 30ft range), Special: Sonic click (1d8 sonic plus
Slatewall Speaker: Dwarf Medium 6, 39 hp, 17 AC daze, DC 15 Fort, 15ft burst, 40ft range), blindsense
(shale breastplate), Fort +4, Ref +3, Will +9, +1 club (sonar)
+7, [2x +9 with spirit] (1d6+3), Spells: Detect Magic,
Stabilize, Oneiric Horror (DC15 Will), Protection Hush, the Outsider’s Chosen: 6HD Dwarf, 48(72*) hp,
from Chaos, Ill Omen,, Bestow Curse (DC16 Will), 14 (23*) AC, Fort +7, Ref +5(6*), Will +12, +1 keen
[Cure Light Wounds], [Silence (DC16 Will)], [Grease blackbone dagger +5(6*) (1d4+2 plus sicken DC12 Will,
(DC15 Reflex)], [Blindness (DC16 Fort)] –Spells or critical 17-20), Spells: Bodily Purge (3d8 healing),
abilities in [brackets] are granted by appropriate Haste*, Bear’s Endurance*, Mage Armor*, Shield*,
random attending spirits. Mind Thrust II (5d8 plus +2 AC to caster, DC15 Will
halves), Slow (DC16 Will), Shadow Trap (DC14 Will),
. Expeditious Retreat, Monkeyfish, Silence
OSR Bestiary
Bone Kelp: AC 7 (13), HD 2, #AT 2, D 1-4, Stormcrow: AC 10, HD 0, #AT 1, D 1, appear
infravision, climbs in groups 10-20
Bone Kelp Mothermass: AC 5 (15), HD 4, Animated Armor: AC 0 (18), HD 4, #AT 2,
#AT 2, D 2-7, infravision, climbs D 3-9, immune to most spells
Twisted Goat: AC 6 (13), HD 3, #AT 1, D 3-8 Tremorer: AC 2 (17), HD 15, #AT 1, D 5-25,
infravision, burrows, swallow whole
Slatewall Warrior: AC 2 (17), HD 3, #AT 1,
D 3-10, infravision Walrus: AC 4 (15), HD 4, #AT 1, D 5-12
Slatewall Speaker: AC 2 (18), HD 6, #AT 1, Herald of Doom (whale): AC 0 (18), HD 10,
D 4-9, infravision, spells: As cleric #AT 1, D 9-29, sonar, can push with breath
Cultist: AC 7 (13), HD 2, #AT 1, D 2-5, Hush: AC 3 (16), HD 6, #AT 2, D 3-7,
infravision infravision, spells: as magic user
. .
Treasure Tables 22
Special Materials
Slateplate Blackbone
Slateplate is a specially crafted armor formed Midnight-black protrusions found on animals and
from hard slate. Heavy and medium armor made plants sacred to the Outsider; it drinks in light and
of slate costs +50% more and is twice as heavy, weapons made from blackbone impose bane (-1d4
with disadvantage on athletics, acrobatics, and on all attack rolls) upon a successful hit, DC12
stealth, but halves all incoming physical damage. CHA to resist.
Slatesmith Artifacts
Ojal’s Pumice Plate Laki’s Slateblade
This cleverly constructed suit of pumice acts as This heavy rune-etched stone blade acts as a +1
+1 half-plate, as light as normal armor but has all longsword, which upon a critical hit dispels a
benefits of slateplate. It also grants a +5 helpful spell cast upon the target.
circumstance bonus on all swim checks.
Varn’s Shard Targe
Gerund’s Obsidian Flowmail This rune-shaped stone shield acts a +1 light
shield with 0 armor check penalty; any spell
This shining black +1 chain shirt was forged in an
targeting the wielder has a 50% chance to get
active volcanic eruption; by spending a full round
absorbed by the shield, adding 20lbs to the
feeling the shirt a wearer gains 60ft of
shield’s weight per spell absorbed. Dropping the
tremorsense if the wearer remains still.
shield releases the spell on the wielder.