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LOW LEVEL ADVENTURE FOR 3 OR MORE PL AYERS

FANTASY ROLEPLAYING ADVENTURE MODULE


BY JACOB FLEMING
NORTHLAND G F E D C B A
1
7
4000

2
8 Maut’hgar 4000

Ruined
Village

3
400

9 0 400
0

19.4
.4
21

14
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Wyvern
Lair 4
R h
o d o p h i n
10 e M o u Sword
5000
n t Tower
a i
n s

40
00
13.9 5
00 Plains
11 40
Camp

4000

6
n s
12
4000
a i

East Hall

13.8
Tower
n t

Rhodophine 7
Ruins
Raider’s
o u

40

13
00

Stronghold
Flag’s
M

Shadow
4944 8
e

14
00
40
i s

4000
R

Abandoned 9
Tower
d

Yngley Mount
15 Mutaazi
n

5000
5780
i
W

10
10.8

Plains
Lake Camp
40
00

16 Tower
Giant Spider
Nest
5.4
Umrad’s
300
0 Gro 11
ve

17
.1

Forest
15

Ruins Valley 12
50
00
40
Tower
00

18 Overlook
Mount
Umrad
Ruins U m 5632
40
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d ’
00
40

City
s
00

12.0

R e Stronghold
Gatton
s t Tower
19
3000
12.2
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n
7.7

14.7
t a Camp
i n
3000

30
00 7.8 Eastern Road
20 Mine s
2

10.8 Trail
3.

40
00 Bridge
7.1

00
Ruins
50

Cave/Lair
Obanhold
21 40
00 River

Spring Cavern
Lake
Forested
Treasure
1 Hex = 6 miles
L K J I H G F E D C
SCOURGE OF
THE

NORTHLAND
FANTASY ROLEPLAYING ADVENTURE MODULE

Written by

JACOB FLEMING & DAVID CAMERON

Illustrated by
JACOB FLEMING

Edited by
DAVID CAMERON

©2023 Gelatinous Cubism Press


Old-School Essentials is a trademark of Necrotic Gnome.
The trademark and Old-School Essentials logo are used
with permission of Necrotic Gnome, under license.
TABLE OF CONTENTS
Prologue................................................................... 2
Introduction.............................................................. 5
Strange History of Northland..................................... 6
A Storm is Coming.................................................... 7
The City of Obanhold............................................... 8
Outside the Wall..................................................... 18
Beneath Obanhold................................................. 20
The Orcs of Maut’hgar............................................ 22
Northlands Travel................................................... 26
Encounters in the Wilderness................................. 26
Simple Mass Combat Resolution............................ 26
Weather............................................................... 26
Settlements, Towers, & Encampments....................... 28

WILDERNESS LOCATIONS
D16 Eastern Mine.................................................... 30
K21 Spring Cavern.................................................. 34
J17 Overlook Ruins................................................. 38
G15 Forest Ruins...................................................... 40
E8 Raider’s Stronghold........................................... 46
G8 Rhodophine Ruins............................................. 50
B11 Spider Queen Lair............................................ 52
F12 Abandoned Tower............................................ 54
K8 Ruined Village.................................................. 56
A4 Wyvern Lair...................................................... 58
Appendix................................................................ 60
Bestiary............................................................... 60
Magic Items & Handouts........................................61
Reading the Map.................................................... 66
Dungeon Key.......................................................... 67
PROLOGUE
The first sign that there was any trouble was when the horses pan-
icked and bolted from the stable. From a ways off in the pasture,
the dogs were barking like mad and the livestock was spooked and
running, but not from the dogs. A few of the fieldhands stopped
their work and looked on to see what the commotion was about,
shielding their eyes from the midday sun. The wind brought a faint
sound, like distant thunder. Mother looked at me and under her
wide hat I could see the terror in her dark-ringed eyes. Without
a word between us, she turned to holler for our children to come
inside. Her voice was thin and trembling as she called out. I looked
around at the fieldhands, some still holding their pitchforks or
shovels, many looking to one another, trying to discern what was
happening.
That was when we heard the bellowing war horns from over the
hill and by then I knew it was already too late. Marching towards
the village was an orc warband, forty or so strong. A threat not new
to the Northland frontier, orcs had been here long before humans
settled it. They had no tolerance for the human expansion and
saw any encroachment on their land as an act of war. The orcs had
waited long and had run out of patience. The warhorn was the only
warning of the destruction they were sure to unleash. There would
be no prisoners.
The field hands fled and frantically began gathering their kin. Behind
them dust clouds rose up above the hill from the horde’s approach.
The beating of drums and war cries slowly began to fill the chaos
around us. I stood there dumbfounded, the ground beneath held
me in place. My heart was beating in my ears, the sound so full and
absolute it muffled the cries and manic prayers of the people around
me. One of the older field hands was shaking me, trying to wrestle
me from my daze. He might have been screaming at me, I couldn’t
tell. He ran. Everyone was running.

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Suddenly manic energy seized me, and I snapped out of it. I
looked around to see where mother and our children had gone,
but they were nowhere in sight. They must have fled to the cellar,
all of them huddled in the dark, hiding from whatever hell had
descended here. Like a knife in my gut, the thought was torn
aside as black tattered banners crested the hill. The war cries and
drums were so loud now they reverberated in my chest. There
was no time to save anyone. Fear took me and I ran for the stable.
Like in some nightmare, I was no longer in control—merely a
distant witness to my own cowardice as I scrambled to mount the
last horse and fled the scene. With no reins, I desperately clutched
the beast’s mane in shaking fists as we flew away out of the valley.
By the time I was able to bring the horse to a stop, I was far up
the south side of the valley. I looked down at what was once our
farm. Now the house my grandfather built and the fields my
father once plowed burned below me. The column of smoke rose
and drifted overhead like a malicious black specter.
I turned back south. The walled city of Obanhold lay far and faint
in the distance and the bright sun burned down hotly from high
in the open sky. With a kick, the horse was once again moving at
full speed, galloping across the prairie. Even with no saddle and
rough ground racking my body, my weary old carcass was numb
to the pain. Numb to everything. Sweat stung my unblinking
eyes. It would be hours before I was able to cry. And then I wept
until there was nothing left of me.

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4
THE SCOURGE OF
NORTHLAND
INTRODUCTION er level adventurers. It is suggested to
have the players introduced to North-
The Scourge of Northland is an ad - land by way of Obanhold, so they have
venture campaign module which can some warning and context as to what is
be used in most fantasy settings. The currently happening.
Northland frontier is designed as a
sandbox setting in the old-school sense; As often as possible the layout of the
meaning it can be approached however book is composed in such a way as to
the players or referee see fit. prevent having to flip through pages to
find what you are looking for. The dun-
With that in mind, players should be geons and relevant room descriptions
aware that combat and exploration can are presented on the same two-page
be deadly in this module. A minimum spread for readability.
party of three players is recommended
for venturing into ruins and dungeons
and as many hired retainers that can THE SETTING
feasibly be employed is a good idea for The Northland is a classic fantasy set -
overland encounters. If they can brave ting in a similar vein to the settings of
the dangers herein and survive, there yore, à la Greyhawk. If it’s in the rule
are treasure and magic items books, you’re bound to
that will likely help them find it here—or not,
on their adventures— that’s up to you.
either continuing on- The setting is in-
ward in Northland tentionally min-
or elsewhere. imal to allow
for input from
The book you hold the referee and
contains a de- the players.
tailed map of the Moreover, this
Northland, sever- should allow
al dungeons and for the North-
settlements in- land region
cluding the bur- to be grafted
geoning “city” onto your own
of Obanhold— world, should
which serves as a you choose.
starting location
and base of op-
erations for low-
5
STRANGE HISTORY one’s demeanor. A creature or person
would grow a deep longing for the
OF NORTHLAND crystal. The longer the exposure, the
The expansive prairie of the north more intense the desire was and in
has been home to few but the grazing the worst cases, a person or creature
herds and wild horses that roam them. would kill to be reunited with it.
Wars have not been fought on these
plains for there were few resources any ENTER OBANHOLD
group would wish to fight over. There The secret of the strange crystal was
was a limit to how much of a foothold eventually discovered and its powers
civilization could achieve and only harvested to fuel new arcane technol-
smaller nomadic tribes of orcs were ogies. With the energy taken from the
able to carve out a living on the move. crystal, civilization could grow and
Long before the people of today set expand into regions that otherwise
foot here, strange beings only now would not support growth. Obanhold
known as the Builders called this part was founded as such a venture. Pre-
of the world home. From their time, maturely dubbed as a “city”, Obanhold
few artifacts and ruins still remain but was planned as the new epicenter for
of everything still associated with the technological growth.
mysterious Builders, the most curious
are the orange crystals found in their
caves and ruins. For a time, the crys-
tals were merely a beautiful oddity to
the nomads, seen as less valuable than
gems or gold. However, time revealed
the true nature of the orange crystal
was far beyond beauty, and that it
contained magical properties, energy
within that could be harnessed. Yet,
prolonged exposure to the crystal
caused an ill effect: a change in

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Lady Aurillion Holt, Overlord of
Obanhold and daughter of the city’s
A STORM IS COMING
founder, Umrad II, has ordered the Beyond the wall, there are other crea-
ongoing study of the crystal to be kept tures with their own plans set in mo-
strictly secret. She fears that her work tion. Far to the north, smaller orc war-
could be stolen if discovered by those bands are beginning to gather and
outside her trusted circle. The very remote settlements are all that stand
existence of the crystal is little-known between them and the walls of Oban-
to the citizenry of Obanhold, who hold. Too much blood has been spilled
go about their lives taking the city in the name of human expansion and
and progress for granted. In secret, the orc tribes of Maut’hgar have called
the magic-user engineers work and for retribution. It is a matter of time
learn what they can of this powerful before all out war is declared.
resource. Note for the referee: During the course
For most of the time Obanhold has of the adventure, the imminent threat
stood, it has been forced to spend its of war escalates. The referee may wish
resources and man power defending to show this by increasing the number
its walls against fauna seemingly and frequency of orcs in wilderland
driven to madness. Herds of giant encounters (see page 26). Several weeks
spiders hurl themselves at the wall in after the start of the campaign, a sig-
furious desperation. The attacks come nificant unified force of orcs marching
in waves, sometimes months between from Maut’ghar to the north will lay
invasion events, other times it’s only siege to Obanhold.
days. Lady Holt has suspected for a
time that the cause of the attacks is
the very reason the city is standing—
the crystal.

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G18 THE CITY OF
OBANHOLD
The city of Obanhold is composed of royal procession hall for ceremony
several districts, each with their own or celebration—any such room or
subculture and social classes. On the chamber was re-purposed for more
following pages are the districts of practical application when Lady Holt
Obanhold which list the most notable came to power. The overlord is always
locations. The location descriptions of accompanied by her advisor and mys-
each contain information about rele- tic, Sellak who wears the jeweled mask
vant NPCs which are noted in bold, and robe traditional to the station.
and rumors noted in italics.
2. Umrad’s Will
THE OLD WARD The oldest tavern and inn in Oban-
(NOBLE DISTRICT) hold. Rooms are very clean, come
at a higher price, and are generally
1. Castle Obanhold reserved for wealthy visitors and
Located behind a high wall and heavi- nobility. The food served is also for
ly guarded are the many spires of Cas- those with expensive tastes and money
tle Obanhold, home of the Overlord, to spend—rare delicacies and small
Lady Aurillion Holt. On the lower plates prepared by the elven chef
levels there are living quarters Djira.
for all the servants and the
meeting chamber for im- 3. Old Ward Lamplighter
portant political Siili Lydeffo is the local chandler and
discus- lamplighter in the district. He is an
sion and older gentleman and knows most of
planning. the residents of this neighborhood
There on a first name basis. Like most shop
is no owners, his home is on the upper level
of the building and he has lived there
most of his life.

4. Guard Barracks
This is the central headquarters and
barracks of the Obanhold guard led
by Captain Folke Winston. The guard
are all armed with a spear, short
sword, and wear a uniform which is
bright with the crimson and blue of
the Obanhold heraldry. The guards are
always patrolling the streets, mostly
moving in pairs, with as many as ten
guardsmen in any given district. Mud-
holm (pg. 16) is the exception though,
8
the guards are pompous and see the
Village as home to the lowlifes and
unworthy. While on patrol, they keep
a close eye out for dissenters and those
they suspect of working with the thieves
guild.
1
5. Averic’s Imported & Exotic
Goods
Averic Harthan’s shop specializes in 4
rare imported clothing and antiques, 8
but occasionally carries rare magic
items. These are usually mere oddities
and nothing of great power, but occa-
sionally he has real magic items kept in 5
the back for the serious customers.

6. Apothecaries’ Guild 3
(ASSASSIN’S GUILD)
On the surface, the Apothecaries
Guild is an innovative body of arti-
sans that produce and sell remedies 6
and tinctures. However, the guild 7
is scheming ways to pull the strings 9
of those closest to the Overlord and hall. The plant is constantly under
to influence her mind. They’ll not surveillance and is only accessible to
hesitate to remove some rogue no- the engineers, staff, and city guard.
ble who tries to get in their way. The The pumps are powered magically
apothecaries’ guild is really a front to through a secret system. The tunnels
an underground movement to control that branch from the main works flow
the Overlord. to every part of the city and farms
7. Porter’s Guild Hall beyond the wall (see page 20). These
The Porters guild has become very tunnels are closed off and are rarely
powerful in recent years. They have a accessed as they usually don’t require
monopoly on transportation, and thus maintenance.
oversee and have a stake in all above- 9. House of Dezorlanza
the-board trade that occurs in the Taso Dezorlanza is the head of the
Northland region. The Porters have be- Porters Guild and has made much of
come so protective of their position that his wealth by abusing their power and
they have intimidated any meaningful monopoly over transportation and
competition from encroaching on their trade. Outside of the overlord herself,
turf, or killed them off entirely. Taso Dezorlanza is the wealthiest indi-
8. Water Works vidual in all of Obanhold.
The primary access point to the city’s
water system and Engineers guild
9
3. Central Plaza
1 The central plaza is alive with street
2 performers and folks gathering to
share news and gossip. Every morning
3 the orator will present any important
event that has transpired. During the
week’s end there is an open market,
which is when the city guards are
even more present. When large crowds
gather, you can expect the number of
4 pickpockets and thieves to also be high.

4. Temple of the Three


This temple is devoted to the Three,
deities based on the three moons:
Bhalinus, Vronga, and Eiyda. The fol-
5 lowers of the three are in the minority
now compared to those following the
sun god. The druids, leaders of the pa-
rishioners, live in the temple, sharing
modest living quarters in the form of
a bunk house. Fergor Theggus is the
arch druid, a middle-aged unkempt
UMRAD PLAZA man who wears the humble brown
(TEMPLE DISTRICT) robes of the temple.
1. Arch Cathedral 5. Estate of Amantir Kwenent
This church is the main place of Amantir Kwenent gained much of his
worship for the majority of the pop- power and wealth through managing
ulace who pray to the sun deity. The mining operations in the Northland
cathedral is presided over by Bishop region, but has stepped down from
Temestus Thord. The main day of the role and has become extremely
worship is at noon in mid week. It reclusive. The estate is guarded, but
is rumored among the lower districts not as heavily as most other noble
that the bishop is corrupt and despite a houses. In truth, Amantir has grown
pious veneer, is extremely wealthy. an unhealthy attachment to a stolen
piece of crystal. His family has left
2. Great Statue of the Flag- him as he is completely entranced.
bearer, Umrad II. He would not eat if it were not for the
An 80 ft. tall statue of a figure clad servants bringing him his meals. Until
in armor stands proudly holding a recently, this was also home to his wife
banner. The massive silk banner dis- and children but they have left rather
plays the crimson and blue heraldry abruptly for reasons unknown.
of Obanhold. The Church views this
statue as a display of vanity and an
affront to their deity and would much
prefer a statue of their god.
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11
LONGTOWER The top level of the shop is devoted to
a wide selection of dress gaiters, which
(NORTHERN DISTRICT)
are all the rage.
1. The Hillside Herald
Arkun Coalbloom is the jovial and 4. Rhuul Historical Society
warm dwarven owner of the Hillside This museum is home to the local
Herald. The Herald is the working historical society that specializes in
person’s pub—decent food, good the study of the mysterious Builders
ale, and always a lively crowd when and the constructions and ruins left
the shops have closed at day’s end. behind. There are several interesting
Arkun is originally from a small artifacts on display in the gallery—
dwarf settlement called Karn Buldhar, statues and idols mostly. Until recently
which is many leagues to the west, and they had a large orange crystal that
comes from a long line of miners. In was found at a dig site, but it was con-
his younger days, he would venture to fiscated by knights of the Windrose
a mine to the east about a day’s ride Order. The historical society was very
away. The mine is no longer active, as upset by this and was not given a rea-
far as he knows, since the overlord has son as to why the overlord laid claim
forbidden any independent mining to the crystal. The head of the society,
there. Pearl Gardenson believes this event is
part of a larger conspiracy, though she
2. Longtower Inn has no proof.
This inn is clean with modest rooms
available. While not consid-
ered the most exciting
place to stay, the 9 6
prices are reason-
able and crime
or theft in the 3
night is not 5
usually an
issue. 1
4
2
3. Garments
& Gaiters
This impressive two-level
shop is the most well known
tailor in Obanhold. Vant Pella-
nas is said to have the ability to read
minds— when it comes to fashion, that is.
They can meet an individual and instantly know
how best to dress them. Even, if there is some question in
their clothing choices, Vant is a genius and knows best.

12
5. Rose Library only three members: Madame Xarxix
This is the home of the Sage’s Guild (an elf), Zortin Zam (a halfling), and
of Northland. Scholars and students Zwantino the Powerful (a dwarf).
of the arcane come here to study the None can agree who is the official
various aspects of magic and its use. leader of the guild which often leads
It is home to one of the largest librar- to much arguing. Visitors entering the
ies dedicated to the subject of magic lobby for the first time are greeted to
which is only open to members and the three sorcerers dramatic entrance
students. The head wizard and most and introductions—smoke, disembod-
senior scholar, Orias Volcc, is very ies voices, colorful lights and illusion,
particular when it comes to admis- etc. Visitors who don’t flee are given
sion. He rarely makes time for men- a recruitment speil where the guild
toring unless the prospective student benefits and lack of dues are flaunted.
shows exceptional promise. There is They have not had luck recruiting a
a strict vetting process which involves new member despite their efforts. All
tests and riddles, all of which are ex- three magic-users were Sage’s Guild
ceedingly difficult. rejects and collectively despise Orias
Volcc.
6. Locksmith
The owner of the locksmith, Jargit 8. Rider Express
Shelly, is an eccentric who enjoys the This building is the headquarters for
challenge of mastering and picking the Messengers’ Guild. They are a
locks, but loves talking about the rapid messege delivery operation that
trade even more so. He has no employs the use of horse riding mes-
affiliation with the thieves sengers for long distant handling. They
8 guild, but unbe- also use runners within the city to
knownst to him, deliver, the perfect job for youngsters
Jargit deals with looking to earn some silver.
its members all the
time, often giving 9. The North Barracks
7 out advice on how to best This building is used for holding the
tackle certain locking mecha- criminals and dissenters of Obanhold.
nisms. Word has it, Jargit may be Those who are jailed can earn their
in for questioning about his rumored freedom through military service—
dealings with the thieves guild. namely by manning a defensive post
on the north wall against a spider
attack. The survival rate of prisoner
7. House of Mystics wall defenders is about half so there is a
This odd three story building is the decent enough chance, though most of-
home to the Obanhold sorcerers guild. ten the prisoners are not given a choice
The outside is painted a deep purple and are forced into service.
hue and the large sign over the main
entry features three open eyes in a
triangle formation. The interior has
a similarly dark theme with almost
mirror-like marble floor. There are

13
IRONHALL
(CENTRAL EAST COMMERCE DISTRICT)
1. Blacksmith
Vade Korret runs the blacksmith in
Ironhall, the biggest and often busiest
smithy in Obanhold. Vade does busi-
ness with the city guard so is not often
able to see to any individual requests.

2. Armorer
Husar StÖlld is renowned as a tal-
ented armorer. Husar favors working
with heavy armor and his plate and
chainmail is lauded as the most com-
fortable to wear for extended periods.
This makes Husar’s armor very pop-
ular among adventurers in particular,
who will be quick to recommend him
to others.

3. Fletcher 6. Weapon Merchant


Not the only fletcher in town, but Coni Mence owns the Ironhall weap-
certainly the most important. Like on and arms shop. She prefers dealing
the smithy in Ironhall, this fletcher with adventurers and traders, because
works long hours to produce all the the profit margins are much higher
arrows needed by the Obanhold guard compared to a contract with the city.
and army which has only increased in The shop carries a variety of styles of
recent times. blunt and bladed weapons as well as a
decent selection of bows and ranged
4. Glassblower weaponry.
The glassblower in Ironhall specializ-
es in portable vessels used by potion 7. Kyrmo’s Mercantile
makers and the equipment used by the Kyrmo is a keen halfling businessman
apothecaries. They are unaware of how who buys and sells a variety of goods.
their crafts are used or the real work- The wealthier citizens and brokers
ings of the Apothecaries’ Guild. of Obanhold are more than happy to
pay a premium for ancient relics so he
5. Shield Maker offers a good price to the adventurers
Ulek Barton has moved here from risking their lives to recover the piec-
afar to try and build his business up. es. When Kyrmo hears of a possible
His work is of the highest quality and site that could contain treasure, he will
craftsmanship though it does take a lot reach out to his most reliable connec-
longer than most to fill orders. Upon tions for the mission. He has a rapport
request, and with a hefty payment up with several adventuring groups that
front, Ulek can produce a shield +1. seek out treasures or “reclaimed an-
Though, don’t expect it to be ready for a tiques” whom he buys from.
few weeks.
14
8. Warehouse for lodging, apparently he was victim
This is one of many such buildings to an orc raid on his homestead. He is
used to store a wide variety of goods alone and is at the bar most days.
of various businesses. This particular
warehouse is owned and protected by 11. Cartographer
the Porters Guild. Keerson is a scribe and cartographer
who owns this building. Her passion
9. Financier is mapping the Northland frontier and
This building is owned by Stav Nadiel, she is working on a project to collect
a wealthy businessman and money- information on the region to create a
lender who specializes in investments. complete map. She is not the adven-
Stav has connections with the oth- turing type, but pays some to go on
er merchants in Ironhall as well as mapping expeditions to collect notes.
the fences in Mudholm. The lavish Keerson’s living space is at the rear
building is guarded around the clock of the shop and the upper levels are
by mercenaries and a sorcerer he has rented out to tenants. She has various
on payroll. He will finance adventure individual maps for sale which pertain
expeditions for a fee and percentage of to many ruins and underground sites
the findings. that adventurers have mapped and sold
to the shop.
10. Iron Pony Tavern
A favorite pub of the artisans of the
commerce district. The tavern, run by
the pleasant and sociable Nabine San-
dlewood, is open early and very tidy.
There are some apartments above the
tavern on the upper levels that Nabine
rents out cheap to long-term
tenants she feels she can 11
trust. Recently, a 9
fellow came to
town look-
ing 7
1
2
8
4
3
10 6

15
1 2
9 3
7 8
4

5
ill-gotten wares and is a connection to
the thieves guild of Obanhold. In the
backroom of the shop there is a trap-
6 door covered by a large rug that leads
to the underground tunnel system the
Guild uses as their base of operations.

3. Butcher
The butcher shop is owned and op-
erated by Larke Stone and his adult
son Benny. They deal directly with
MUDHOLM the ranchers that raise their livestock
(SOUTH EASTERN NEIGHBORHOOD) outside the walls. Their business has
taken a bit of a hit because of a recent
1. The Sword and Rose orc attack that destroyed a ranch to
This tavern and gambling house is a the north. With the attacks, future
favorite among the less morally stri- prospects are looking grim and Larke
dent folk in Mudholm. Gare Linty is has considered the possibility of relo-
the proprietor and lives on the upper- cation. Benny is tenacious and does
most level of this three-storied build- not wish to move and would rather
ing. The food and drink prices are fight to keep the status quo.
very cheap since most customers who
come gamble away their hard-earned 4. Potter
silver at the dice tables. Gare is usually This squat shoddy building is owned
accompanied by two rather intimi- by the potter Tolm Garthan. The
dating brothers, Hogan and Jerr, his workshop and kiln takes up the
bodyguards. majority of floor space leaving a small
storefront for display and sales. Tolm
2. Trinkets & Trade makes traditional ceramic containers
This two-story building is owned by of the most common sizes with little
the proprietor of the pawn shop, Polib embellishment.
Baan, located on the first level. The
shop has many useful items for sale
such as tools, furniture, and jewel-
ery mostly. Trinkets & Trade is also
a place for discretely selling one’s
16
5. Traveler’s Inn 7. King’s Coin Changer
The innkeeper Baala Lutherford is Yvet Jannten owns and operates this
the second generation owner after money lending establishment in Mud-
her late father. Since its establishment holm on the northwest edge of the dis-
the room offerings have not changed trict. Yvet is who you go to when times
much though prices have gone up are tough because she is sympathetic
due to economic upheaval. Even so, to the struggles of the poor. Due to her
Baala’s inn isn’t as expensive to stay at trusting nature and rapport with her
as most other inns in Obanhold and is neighbors, borrowers more often than
a favorite for adventurers on a budget, not hurry to repay her loans.
or those just arriving in the city.
8. Bolle’s Bakery
6. King Street Eufred Bolle and his partner run the
The very well known King Street is a bakeshop. In the early hours they heat
commune of hovels and shelters for the ovens and open around sunrise for
the very poor and downtrodden of breakfast service. Their specialty are
Obanhold. Because of its reputation as the raisin spiced sweet cakes which are
a home to the poorest of society, there a local favorite and a favorite of many
is little to no guard presence. Surface others from the other districts.
members of the thieves guild live here
in secret posing as beggars and street 9. Village Hearth
urchins. This quaint tavern, owned and tended
by the tavern keeper Jorey, is consid-
The tallest building on King Street is erably more family friendly than Gare
the ironically-named Golden Palace. Linty’s establishment just down the
This run-down building is a rent-free, street. Some patrons of the Sword and
flea-infested, five-story apartment Rose visit the Hearth on occasion,
complex that houses the poorest and though it’s not common for Hearth
forgotten of Obanhold. The top level regulars to fill their mugs at the
is devoted to those who are sick Sword and Rose. Adventurers
with disease and dying. Drug and locals alike enjoy the
trade and shady dealings warm and peaceful
occur on the regular atmosphere and
and if someone were the ale and food
looking for something is nothing to
unconventional it can complain about
be found on King either.
Street—or at least
the person who
knows where to
find it.

17
OUTSIDE THE WALL
1
2
5

3
LONGTOWER

CASTLE
OBANHOLD IRONHALL

UMRAD’S
PLAZA
OLD WARD

MUDHOLM

kin due to the ongoing


spider crisis and is thinking
about moving. He could be
swayed into selling the inn for
cheap with enough convincing.
1. The Prairie Rose 2. Blacksmith
A rustic tavern which is a Yog Bala is the resident expert on
common gathering place for food shoeing and general equipment repair
and ale among farmers and ad- outside of the wall. In his spare time,
venturers. Most often a few beds are of which he has little, he has made sev-
available for a reasonable price. The eral trips to check in with the closest
innkeeper, Ral Vorsteen, is a pleasant village, Gatton. His cousin Sanq is
family man who is welcoming to all. the smithy in Gatton and he would
He is concerned about the safety of his be grateful to someone who can pass
18
F
ar north of the nearest major settlement, the walled
“city” of Obanhold stands in stark contrast amid gentle
rolling prairie. Named lovingly “the Windrose of the
Plains”, Obanhold promises to be a future prominent economic
epicenter of the industrious human world. Though there is no ma-
jor body of water on the surface, which would typically be required
to support a growing population of this degree, there is a massive
aquifer that feeds the city. Engineers and wizards
created a sophisticated aqueduct: an underground
network that has made Obanhold a veritable oasis
compared to the surrounding landscape.
Obanhold has a population of about 34,000
people with the majority workers, farmers,
4 and the poor. The demographic break-
down of its people is 92% human, 6%
dwarf, and 2% other. The standing
army consists of 500 fighting-men &
women, 250 of which are foot archers
and the rest are knights and men-at-
arms. In times of war, levies can be
conscripted into service, gaining an
additional 500 soldiers.

a message along
(Yog’s Message, pg. 65). 4. Farms
Yog and Sanq are agents of the Thieves The farms and livestock outside the
Guild mostly acting as the Guild’s ears wall account for nearly all of the food
outside the wall. Yog helps get mem- that Obanhold relies on for its sur-
bers in and out of the city by way of vival. Attacks from the spiders were
the tunnels which he monitors. at first deemed a serious threat to
farming and the garrison was sta-
3. Stables tioned outside of the walls. After it
The stables have very reasonable and was discovered that the spiders rarely
even discounted prices on riding attack livestock or farmers and are
horses. The drop in price is due to the driven to attack the walls and city
increased risk of monster attack along itself, the guard has moved its defense
the roads and most anywhere north back to the wall.
of the city. The horses throughout
Northland mostly originate from the 5. Obanhold Winery
wild spotted horses that still roam The Obanhold Winery is known for its
the plains. They are the fastest of any quality and expensive wines. The vines
mount, but they are a strong-headed thrive in this region and produce very
and fickle breed and not easily tamed. sweet fruit, perfect for making wines
and brandy.

19
BENEATH OBANHOLD
Under the streets of Obanhold are a
network of water delivery tunnels.
The aqueduct is the life-blood of
the city, without the brilliant work
and engineering done by the wizards
of the Engineers Guild, the popula-
tion simply could not be sustained.
Over time, much of the tunnel system
has been forgotten as regular main-
tenance is not a necessity. Some have
taken advantage of this and left civil
society above in favor of forging their
own free lives underground. The
people under the city live free and
secret from Obanhold authority.
They sustain themselves by taking
from the above grounders and
trading with other settlements in
Northland.

1. WATER WORKS &


AQUEDUCT
The central pumping system 1
that delivers water to all parts of
Obanhold and the surrounding
farmland. Pumping the volume
of water required to fulfill all of
the city’s needs requires technology
that had not previously existed. The
engineers: magic-users who specialize
in civil making and artificing, created
a powerful pumping device that draws
water up from deep aquifers and into
the aqueduct. Unfortunately, the
pump is very inefficient and requires
an extraordinary amount of ener-
gy to power it. By chance, an exotic
fuel-source was discovered: a rare
orange crystal found in caves in the
region. The origin of these crystals is
unknown, but their value to Obanhold
is unquestionable. The purpose of the
crystals is kept secret by order of the
Overlord.
20
2. UNDERLAND popular theory is the Overlord herself
(THIEVES GUILD) tortured him for dissent.
Over time, the underground dwellers Batts will welcome newcomers by
carved out a living for themselves, lit- locking them in a cell for a day. After
erally. Their self-governed commu- the complimentary stay, prisoners will
nity grew and this excavated sec- be given a choice. Earn a
tion became a village. The village is place in Underland
home to the Thieves Guild, and the

Thieves Guild by pulling off a job, or


die. The job is to infiltrate the home of
one of the wealthy citizens and bring
back something of value. Doing this
2 will earn membership in the guild and
the trust of the underground dwellers.

TUNNELS
These are passages that were not part
a secretive group that feeds off of the original aqueduct, but later dug
the wealthier class. by the people who live underground.
Though the village community They are primarily a means for under-
rejects authority on principal, ground dwellers and thieves to enter
they have a chieftain who leads and move through the city completely
them. The current chieftain is also the unseen. There is an entrance tunnel
leader of the Thieves Guild—a hard- that bypasses the northeastern wall
line, no nonsense survivalist named and ends at an unassuming farm-
Batts Kenegan. His face is horrifically house. The tunnel entrance is so dis-
scarred and no one knows exactly how creet, passage can occur at all hours.
he came to be so disfigured, but the
21
THE ORCS OF
MAUT’HGAR(Mot·hegar)
The orcs of Maut’Hgar are really three enemy. Jongar was given the cloak of
nomadic tribes, united by a common night and power over shadows so that
spiritual leader. The elders and sha- he might hide them from danger and
man tell of three siblings who in times shield them from harm.
long past were gifted extraordinary These three chosen gradually drew
powers by the three moons: Bhalinus, others to them and made new families
Vronga, and Eiyda. The siblings were which eventually grew into tribes who
born in the early times when the world have kept covenant with the moons.
was roiled by great turmoil and life The tribes named after each of the
was hard and short. Their family slain moons they worship have endured
and home destroyed by a fell creature, through countless generations.
the siblings fled into the wilderness,
pursued every step of the way.
HISTORY
Ghar, the eldest brother, had always The original lands of the tribes were
looked to the moons in wonder and far North of the region the settlers call
in these terrible hours it was he who Northland. An age past, a terrible evil
beseeched these distant bodies for aid. came to their homeland, a Walking
He was granted knowledge of land and Death that could not be entreated with
sky and the creatures that dwelt there, or overcome by warfare. In desper-
with this knowledge he was able to ation the shaman and elders argued
instruct his siblings in how to defeat over what to do, it was in these terrible
their foe. Ghevah, was the strongest of days that a prophet came from among
the three, it is said her anger and her the tribes, touched by the wisdom of
laughter ran like wildfire across the the three moons, he saw a vision of
grasslands. To her was given a weapon safety but only if the tribes fled their
with the piercing clarity of moonlight homeland.
and the strength to wield it, she it was,
who struck the fatal blow against their War between an ancient race of giants,
the Builders, and the Walking Death
22
had ravaged all of the lands, the and become Followers and Protectors
prophet led the survivors of the three of the Prophet. To take this path they
tribes to a great semi-ruined keep and must swear an oath forsaking past
took refuge within its walls. Hidden family ties and duty to all three tribes.
within this stronghold, the tribes Today the tribes number as many as
survived the war and as the land grew 20,000 members, but the Followers
quiet again the tribes spread out to the rarely number more than 100-200
prairies surrounding their new home. individuals.
The nomadic ways were rediscovered
but the prophet remained at the keep RELATIONS WITH
with his closest followers. Each year
the tribes returned to the keep, now
THE SETTLERS
The current Prophet is old, having
called Maut’Hgar, to take counsel with assumed the mantle many moons ago.
the Prophet and celebrate the tales of When the human settlers first arrived,
their origins. his instinct was to try and make peace
with the newcomers but with each
CULTURE passing moon and action of the set-
Maut’Hgar remains central to the lives tlers this has become impossible.
of the three tribes. All of the tribes
The tribes allow their herds to roam
gather there twice per year: at the
free upon the prairies, as the settlers
summer equinox where they receive
came they mistook the animals for
wisdom from the prophet, disputes
wild and hunted them at will. At-
are judged and resolved, and a great
tempts to negotiate with the settlers
market is held; then again at the win-
or protect the herds were met with
ter solstice where on the longest night,
anger and violence. After Obanhold
they give thanks to the moons and the
was built, the Prophet secretly sent an
siblings who founded their people.
emissary to treat with Umrad II. Un-
The Prophet is central to the cultur- fortunately by this time the humans
al and spiritual life of the tribes. As had discovered the orange crystal and
the first prophet lay dying, he called the desire for it caused any suggestion
together the shaman of the three of limiting the settlers’ expansion to
tribes and instructed them to perform be rejected. Instead Umrad II and his
a ritual which would transfer the daughter Lady Aurillion sent armed
moons’ blessings to a worthy member expeditions deep into the tribes’ ter-
of the tribes. The new Prophet would ritory hunting for more of the crystal
then leave their tribe and take up the and killing any that stood in their way.
mantle of leadership. As each Prophet
A final crisis was reached when such a
dies, the ritual is performed and a new
party met Brolotahn, elder shaman of
leader is anointed.
the Eiyda. Brolotahn had been study-
The day-to-day leadership of each ing a builder ruin which contained a
tribe falls to a group of elders and large sample of the crystal. In the en-
always includes the shaman who acts suing fight the elder shaman was slain
as a healer, lore-keeper, and spiritual and a line was crossed that the tribes
advisor. From within each tribe indi- could no longer tolerate, they prepared
viduals are called to give up their ties for a now inevitable war.
23
NPCS DHUATUAN,
SHAMAN OF THE BHALINUS
AGK’HKAN, PROPHET Old and wise, she is a respected voice
Although peaceful by inclination, amongst all of the tribes. Dhuatuan
the Prophet sees little option but to believes war with Obanhold will in the
prepare his people for war, even as he long run lead to the end of the tribes’
still hopes to find another way. Before way of life. Even if they win battles it
being chosen, the Prophet was a hunt- will just bring more warlike invaders
er and by nature is patient and careful. from lands to the south. She feels they
He listens carefully to those who seek should follow their ancestors’ wis-
his guidance, pauses to consider an dom and seek a new home away from
answer, and then speaks with swift danger.
and direct words.
OZAD,
GHE’THAN, ELDER OF THE EIYDA FOLLOWER OF THE PROPHET
Furious and grief-stricken by the An outwardly noble and wise person,
death of her brother at the hands of Ozad is a schemer who has fallen
Obanhold soldiers, Ghe’than has been victim to the desire of the orange
sending war parties from her tribe crystal. In his avarice, he seeks after
to extract revenge from the invading dark knowledge and power that would
settlers. Her voice is one of the stron- allow him to overturn the social order
gest calling for war. Still in her prime, of his people and assume the mantle of
Ghe’than is a charismatic warrior leadership. War with the settlers and
and leader, beloved by her tribe and a secret alliance with the Overlord of
popular amongst all three. It Obanhold might be the tools he needs.
is whispered that she is like In the meantime he quietly seeks sup-
Ghevah, returned to her porters and followers who might share
people. his ambition
UGGOK,
FAILED EMISSARY TO OBANHOLD
Haunted by his treatment at the hands
of Umrad II, Uggok often resorts
to strong drink to drown the bad
dreams and memories of his time in
Obanhold’s dungeons. Out of favor
with the Prophet, he lives a marginal
life amongst the Prophet’s Followers,
largely ignored. However, his mind is
as sharp as always and little escapes
his notice. He has an inkling of the
machinations of Ozad but no power to
act on them.

24
GEOGRAPHY OF large, the Inner Wheel is filled with
the brightly colored yurts of the family
MAUT’HGAR groups and the clusters of larger yurts
The only permanent structure in which act as the town hall for each
Maut’Hgar is the old fortress, not a tribe. The Outer Wheel is made of
large structure, the remains of the large livestock pens to which each
keep rise perhaps 80 feet above ground tribe drives their herds. Picket lines
and are surrounded by a small pre- and temporary fences are erected.
cinct within a much patched curtain Guards patrol to make sure the herds
wall about 20 feet high and 10 feet are safe from predators and there is a
thick. Over the years, the tribes have flow of visitors expressing admiration
patched its walls and modified the for another’s animals or a, usually,
internal structure to make it a central friendly rivalry about whose beasts are
meeting point for all of their people. finer.
The Prophet lives within the keep
while most of his followers live in The annual market does not have
stone huts that have been constructed a central focus but rather is a free
inside the old precinct. flowing affair with craftspeople and
traders displaying their wares in front
Twice a year the tribes return to of their yurts and livestock trading
Maut’Hgar and the settlement grows taking place on an ad hoc basis.

25
NORTHLANDS TRAVEL
ENCOUNTERS IN THE SIMPLE MASS COMBAT
WILDERNESS RESOLUTION USING DICE.
As the players journey overland, they A simple way to resolve skirmishes is
are bound to encounter creatures, to use a handful of six-sided dice. This
friend or foe. Use this encounter table method is reminiscent of traditional
below for wilderness wandering wargames, much the same way games
monster encounters. like Chainmail handled melee resolu-
tion for groups of infantry. However,
D12 WILDERNESS ENCOUNTERS for simplicity it can be done abstractly
1 1 Wyvern (pg. 61) without the use of miniatures.
2 3d6 Traders To do so, roll a pool of dice for each
3 3d10 Obanhold Men-at-arms
side of the battle, one die for each NPC
and monster combatant. For this,
4 2d6 Ogre using two different colors of dice to
5 3d10 Antelope differentiate sides may help. For each 6
6 1d6 × 10 Orc that is rolled, an enemy or NPC com-
batant is killed and the representative
7 1d20 Normal Humans
die is removed from the enemy dice
8 3d4 Giant Spiders (pg. 60) pool. Continue this until either side
9 5d8 Gnomes decides to retreat, is forced to make a
10 1d20 Merchants
morale check and flees combat, or a
side is killed in its entirety. For larger
11 1d10 × 10 Wild Horse encounters, one die may represent five
12 2d6 × 10 Orc or even ten combatants.
A morale check may be made when
As you can see in the above table, 33% or half of their fellow combatants
there are many entries on the above are killed. A simple morale check
table that can produce encounters with using 2d6 and rolling under or equal
a high number of monsters, friendly or to the monster’s or NPC’s morale
otherwise. This is no error—the wil- rating. Failing a morale check causes
derness can be a dangerous place for the combatants to flee the battlefield,
the unprepared. This adventure, like or surrender if there is no means of
so many others in the old-school tra- escape.
dition, encourage the player characters
to mitigate danger in order to succeed. WEATHER
In cases like this, it means: safety in
numbers. Raising a small army of fol- To add to the adventure and help
lowers and mercenaries, even at lower bring the setting and overland travel
levels, could make a sudden encounter to life, the weather should be some-
with fifty or so orcs manageable. With what unpredictable and present chal-
a large enough army, what then could lenges of it’s own. However, in some
stand in their way? instances, the weather forecast can be
more accurately predicted based on
26
experience and common knowledge.
If you are an adventurer or a merchant
REFEREE’S NOTE
who travels overland from one town As the players travel, note the
to the next, over varying topography, three moons and their orienta-
your experience would likely inform tion in the sky. At night, they are
you of weather patterns to be aware of. almost always visible and cast
You might hunker down if you know ample light with which to see by.
a storm is brewing instead of risking Especially on the open plain.
travel. Or you might try and beat the
storm with a forced march, if you’re
feeling lucky. MILD
The weather is mild, within the con-
The idea of the weather table is to text of the current season.
give the players something to react to.
Something that may complicate their WEATHER CHANGE
plans and present unforeseen chal- If there is a change in the weather, roll
lenges. If a storm is coming within the again to determine if it is warmer or
next couple days, then the party can cooler—either result will begin a timer
decide whether to head back to town of 1d4 -1 days. After which, the weath-
with their treasure or press onward. er change will result in either mild
They take a risk either way, but having precipitation or a storm depending
some variability in their window of on the nature of the change (Hotter
opportunity adds to the drama. = storm is coming, colder=less severe
precipitation). The storm or precipita-
ROLLING FOR WEATHER tion that follows a weather change will
Roll on the weather table once per day be more powerful and last longer than
then adjudicate the results. The an onset result. For either, double the
weather can change at any time. duration roll.
D20 WEATHER PRECIPITATION
1-10 Mild, Slightly Windy Rain or snow, depending on the sea-
Weather Change: Hotter (1-10) or son.
11-16
Colder (11-20)*
EFFECTS:
Precipitation (normal for the season)
17-19 • Travel speed is slowed by 25%.
(2d6 hours)
20 1Sudden Storm (2d4 hours) • Chance of losing direction is in-
creased by 1-in-6.

27
SETTLEMENTS, TOWERS,
& ENCAMPMENTS
K18 GATTON there are a group of adventurers who
have found the camp and raided the
Gatton resides in the river basin supply cache, making this their base of
northwest of Obanhold on the some- operations in the area. There are four
thing Rodophine river. The popula- adventurers and their three retainers.
tion is comprised of mostly farmers Depending on their reaction to the
and woodcutters. Geographically, the Player Characters, they may be willing
village is well protected from invasion to share what they know about the
and they’ve suffered few incidences; Abandoned Tower ruins to the north
the worst of which is the occasional west and the orc tower they spotted
bear or dire wolf attack on the woods- two days away to the north.
men. The population of Gatton is
approximately 1,000 people with a
standing militia of 48. Agents of the
J15 LAKE TOWER
Obanhold Thieves Guild operate in When the orders came down to fall
secret in Gatton. New folk show up in back to the wall, three soldiers stayed
town, stay for a bit, then are gone be- behind. During their post, they saw
fore you know it. Supposedly, they are signs that the orcs were becoming
members in hiding. more active around the lake region
and made the decision to remain and
K14 YGNLEY keep watch. They suspect that there
is an orc encampment located some-
The lake village of Yngley sits at the
where in the Wind Rise mountains.
southern-most point of the great Lake
Should the party encounter these sol-
Rodophine. For the few decades of its
diers, they will be glad to share their
existence, Ygnley has prospered on its
suspicions and their food.
access to an abundance of fish. How-
ever as of late, there have been a series
of disappearances of fishers who have
left on their boats and not returned.
Some of the villagers claim to have
seen orcs roaming in the distant hills,
and there is a standing reward offered
to any who can find those missing and
to deal with the orc menace.

D14 VALLEY TOWER


This is an abandoned observation
tower which was occupied by the
Obanhold militants. They’ve since
fallen back to reinforce the city walls
to repel the spider attacks. Currently,
28
F7 SWORD TOWER E12 PLAINS CAMP
The orcs of Maut’Hgar use this as a This was a camp used by traders
primary post for their military arm and adventuring parties, though the
with roughly half of the entire army dismembered bodies and blood of
stationed here at any given time (3d6 × those who camped here last are strewn
10). By horse, the travel time from the about. If the weather is clear, flies and
tower to Maut’Hgar can be as little as carrion insects swarm the corpses and
twelve hours, which makes supplying the stench is overpowering. If a player
the post relatively easy. character is examining the scene care-
fully, they may be able to determine
C8 EAST HALL TOWER that a troll (AC 4[15], HD 6+3* (30hp),
There is a small unit of orcs, around a Att 2 × talon (1d6), 1 × bite (1d10),
dozen, that watch the valley from the THAC0 13[+6], ML 10 (8 fear of fire),
tower. Their usual supply route has pg. 54) was the culprit.
been cut off due to the Wyvern attacks Treasure: Among the belongings of
on the forest camp, so they’ve resorted the late adventurers, there is 465gp,
to hunting to sustain themselves. 13 rations, 8 torches, and a bow +1.

B6 FOREST CAMP
This now deserted camp was previ-
ously military staging position for
Maut’Hgar. The Wyvern to the north
began attacking the orcs while they
marched down along the south road,
forcing the orcs to abandon the road
and camp to avoid further catastro-
phe. There are several tents still erect-
ed and a few supply crates of rations
left behind.

29
D16 EASTERN MINE TRAPDOOR
Leads to room 9 (Pg. 32)

F
WANDERING
D4
MONSTERS
4
1 1d4 Giant Spiders
2 1d10 Stirges
3 2d4 Orcs TRAPPED
4 1d8 Traders DOOR
The lock has
3 a spring-
loaded poison
needle(save vs.
6 poison, death in
1d3 rounds).
2
5

LEVEL 1 7
C

8
1
1 Square = 10 ft.

APPROACH 1. Two traders(AC 6[13], HD 1(4hp),


Att 1 × weapon (1d6 or by weapon,
The Eastern Mine, long ago aban- THAC0 19[0], ML 7) are attempting
doned by the people of Obanhold, to open the door on the east wall
is set a few miles up an unused trail. using tools found in the room. They
Rock debris and thick grass have cov- are poorly equipped and carry only a
ered much of the path and make the modest amount of gear on them: a few
hike difficult. On foot, getting to the torches, rope, a ration each, and their
entrance of the mine from Obanhold weapons.
will take the better part of a day.
There are old mining tools piled near
The entrance of the mine is mostly the southern wall. The wooden han-
clear with rock and detritus removed dles are brittle and wouldn’t hold up
from mining piled to either side of under heavy use. On the east wall is a
it. The wooden supports are old but heavy wooden door (stuck).
appear sturdy.

30
2. There are two giant spiders(AC the eastern half of the room. Below the
7[12], HD 2+2(10hp), Att 1 × bite (1d6), ledge, the area is covered with thick
THAC0 18[+1], ML 7, pg. 60) clinging webs. A heavy locked door (trapped) is
to the ceiling of this large cavernous on the south wall at the bottom of the
room. There are thick webs filling slope.
most of the space between the wooden 7. The door to this room is trapped
support columns and beams, and cov- (poison needle). There are veins of
ering the walls. Moving incautiously blue glowing crystal exposed here and
may result in becoming stuck in the there. The accumulated light from the
webs (save vs. paralysis. Being stuck in crystal is enough to dimly light the
the webs prevents actions other than room. At the far south wall is a rusted
attempting to free oneself). metal chest.
The large room is divided between an Treasure: 100sp, 40gp, Potion of
upper and lower level. A steep slop- Gaseous Form, dagger +1.
ping incline of loose rock drops down
10 ft. to the northern half of the area. 8. Heavy supports have been placed
at the center of the space. Several tools
3. To the north is a narrow passage for digging and finer archeology work
(to room 4). In the middle of the room, sit on a wooden work bench, on which
extra supports have been placed. The sits an old lantern (half filled). On the
ceiling rock has a few cracks showing. east side of the room, a large statue is
Tampering with the beams makes partially uncovered, dug out from the
them creak and groan under the surrounding rock.
weight of the rock. Excessive force
may cause them to collapse. Statue: The statue is that of a non-
descript humanoid figure but with
4. Five stirges(AC 7[12], HD three eyes. On the back side of the
2+2(10hp), Att 1 × beak (1d3 + blood statue are a set of four circles of
sucking), THAC0 19[0], ML 9) have various sizes in an arranged pattern
found shelter in the northeast alcove. (shown below).
There is a trapdoor that opens to a lad-
der which descends to the level below
(room 9).
5. There are veins of orange glowing
crystal (pg. 61) exposed here and there.
The accumulated light from the crystal
is enough to dimly light the room. To
the south, a tunnel with barely enough
height for a human to stand in leads to
a rusty portcullis that is secured with
a loose chain and lock (simple).
6. A giant spider(AC 7[12], HD
2+2(10hp), Att 1 × bite (1d6), THAC0
18[+1], ML 7, pg. 60) waits in the alcove
at the northeast of the room. There is
a steep, rocky slope that drops 10 ft. to

31
9. The room contains mostly unused flask of oil, a pickaxe, and a shovel.
wooden planks and beams as well as On their belt is a hefty coin purse
abandoned mining equipment. To and a sword and scabbard.
the north is a rickety wooden door Treasure: 100sp, 600gp, sword +1
which leads to a wooden ladder and
trap door in the ceiling (room 4). To 11. A ghoul (AC 6[13], HD 2* (9hp),
the south, the tunnel continues to two Att 2 × claw (1d3 + paralysis), THAC0
heavier doors (rooms 10 and 12). 18[+1], ML 9) waits here transfixed by
the veins of orange glowing crystal
10. There are four giant spiders (AC (pg. 62) exposed here and there. The
7[12], HD 2+2(10hp), Att 1 × bite (1d6), accumulated light from the crystal is
THAC0 18[+1], ML 7, pg. 60) hiding enough to dimly light the room.
among the dense webs that fill the
entire room from floor to ceiling. The 12. This massive room is mostly a
spiders will wait for a creature to get natural formation, though the east-
caught in webs before skittering in to ern two-thirds of the room’s floor has
claim their victim. The door is diffi- been excavated down by 10’. Thus,
cult to open (stuck) due to the volume the space is divided by a steep ledge
of spider webbing filling the massive which was created by the excavation.
space. To navigate the webs, creatures On the western ledge, there are two
must walk through cautiously or risk heavy wooden doors (rooms 9 & 11).
getting stuck. Deep within the webs To the northeast, a heavy metal door
on the western side of the room, the (trapped, room 13) has been uncovered
dessicated remains of a miner dangle by the excavation process.
limply. Partially dug from the ground is a
Corpse: The long dead miner still massive spherical metal structure of
wears their pack which contains unknown design and origin. It appar-
three torches, four expired rations, a ently is made of several parts that fit
intricately together. Once touched, the
EASTERN MINE (CONT.)
TRAPDOOR
Leads to room 4 (Pg. 31)

9 13
LEVEL 2

TRAPPED
10 DOOR
Creatures
12 within 10’
must save vs.
spells or suffer
1d6 radiation
11 damage.

1 Square = 10 ft.

sphere will “activate” magically, but 13. The door to this room is trapped.
only if it is fully uncovered from the On the surface of the heavy metal
rock. If it is freely able to move, the door is the image of a tall humanoid
sphere will levitate and three separate creature with three eyes. In front of
smaller floating spheres will emerge them, it holds what appears to be a
and orbit the larger. The spheres can glowing rock. If an orange crystal(1lb
be moved, but if they are removed or more) is exposed within 5’ of the
from the room, they will deactivate door, it will open automatically.
and fall clattering to the ground. If the Attempting to open the door phys-
spheres are aligned in such a way to ically will cause the trap to trigger.
reflect how the moons are currently Creatures within 10’ of the door must
situated in the planetary orbit, the save vs. spells or suffer 1d6 radiation
spheres rapidly return to the parent damage.
sphere, which turns into a spherical The room beyond has grown many
magic portal. stalagmites and stalactites over the
Portal: Through the portal, a eons it has remained buried. There is
distorted view of the other side is a smooth metal box which is partially
visible. Entering the portal, instantly covered in the sediment.
transports the creature to a far off Treasure: 900sp, 300gp, 9 gems
location (Rhodophine Ruins, Cham- worth 100gp each, and a Potion of
ber 7, pg. 51). Dragon Control.

33
K21
SPRING CAVERN
APPROACH wall. After 50’, the entrance forks to
two paths—south (leads to area 3) and
Beyond the trail leading past this cav- west against the flowing water (area 2).
ern, a path continues, marked only by
a stream that flows out from a spring 2. The source of the stream is an over-
within the cavern itself. The plant life flowing aquifer which rises up from a
in this area grows thick, making travel small hole in the center of the room.
difficult and slow. Along the edge of Cool water bubbles up filling the room
the stream there are several sets of to about knee level. On the far side of
deep boot prints that lead up to the the room, the gently churning water
cave. laps against an intact human skeleton
with rusting chainmail armor.
1. The width of the cavern entrance
is mostly occupied by the spring- Treasure: Among the belongings
fed stream that flows out. There is a of the deceased is a spear +1 and a
narrow dry path along the eastern sack of coins. The sack is rotten and
breaks apart if touched, spilling its
contents (100 gp).

2
4

LEVEL 1 5

WANDERING
D4
MONSTERS
1 1d4 Giant Spiders
2 1d10 Stirges 6
3 2d4 Orcs
4 1d8 Traders
1 Square = 10 ft.
34
3. There are seven bandits (AC 6[13], 4. Well disguised as natural rock and
HD 1(4hp), Att 1 × weapon (1d6 or by hidden by the stacked crates and bar-
weapon), THAC0 19[0], ML 8) here rels, is a secret door. Within the room,
who have made this cavern their there is a pile of gold coins and rare
temporary hideout. At the center of valuables.
this large room is a recently used fire Treasure: 700gp, 3 gems (100gp
pit and a spit with charred bits of meat each), pieces of jewelery (500gp).
crusted on it. Along the north and east
walls is a heap of boxes and barrels 5. Scattered on the floor are dozens of
stacked and stored neatly. To the west mundane items of little to no val-
is a narrow passage (leads to room 5) ue. Cheaply made clothing, pottery,
and a larger passage to the south that discarded bones of cooked game, and
descends down (leads to area 6). other food scraps. On the south end of
the room, a passage descends down (to
There is an awful stench of death that room 6).
fills the chamber. Keen senses will re-
veal the source of the stench emanates 6. There are the rotting corpses of two
from the larger passage south. armored men placed here and covered
by a canvas tarp. They wear the armor
Bandits: The group of bandits are and uniform of the Obanhold men-at-
former men-at-arms of Obanhold arms. To the east, a passage that de-
(G18). They deserted their post and scends downward is blocked by large
plan to leave Northland for other stones piled high. These were placed
opportunities, away from the rule of by the bandits to prevent the creature
the overlord and the spider attacks. from below entering their space.
They’ve resorted to banditry in
order to survive, and have amassed a Corpses: They were once the former
considerable supply of stolen goods comrades of the bandits, who once
which they plan to sell elsewhere. served in the Obanhold military.
The two men, who were loyal to the
Boxes & Barrels: These contain overlord, tracked the group down
goods that were stolen from mer- and confronted them in their cave
chant caravans going from Oban- hideout.
hold to Gatton(K18). The stockpile
represents multiple thefts carried
out by the bandits, and consists
mostly of textiles, weapons, armor,
and food.
35
SPRING CAVERN (CONT.)
7. This large chamber has a series of this space as its nest, which consists of
stalagmites and stalactites filling the three unhatched eggs. There is a 3-in-6
space, some forming large pillars of chance that the serpent will be here
natural rock. Among the cavernous guarding the eggs. The eggs may fetch
rock features, bones of many creatures a large sum to the right buyer if sold.
and humanoids are scattered about. The eggs will hatch in 2d6 days and
On the far eastern end of the cham- the hatchling serpents will imprint on
ber, the floor slopes until it meets a the first living creature they see and
shoreline of still and dark water. Every consider them the default parental
space beyond this chamber is flood- figure for life.
ed knee-deep on an average human. 9. There are two narrow passages that
Most areas on this level are naturally lead into this chamber, on the north
formed by water erosion. and south ends. On the west wall, a
Bones: Upon closer inspection, the small, but very heavy (even empty),
bones have been chewed and some metal chest has been left and is barely
are broken and splintered. visible under the surface of the water.
8. The giant water serpent (AC 6[13], Treasure: The chest contains 650sp
HD 6* (27hp), Att 1 × bite (1d4 + poi- and a potion of healing.
son), THAC0 17[+2], ML 8, pg. 60) uses

SLOPE
The ground here
gradually slopes down
westward, dropping
roughly 10’.
8
7

11
9
C
s

10
LEVEL 2

12
1 Square = 10 ft.
36
36
10. Five
stirges (AC 7[12],
HD 1* (4hp), Att 1 ×
beak (1d3 + blood sucking),
THAC0 19[0], ML 9) cling to
the ceiling of this chamber. If
disturbed, they will attack any crea-
ture as they are starved and require
sustenance. There are two passages
that continue through the water—the 12. A narrow series of tunnels lead to
wider of the two is marked by an this chamber. Partially embedded into
orange glow. The narrow passage leads the rock on the far west wall is a me-
southeast. To the northwest, the tun- tallic huge statue of a humanoid with
nel ascends natural stairs (to area 7). three eyes. The statue is apparently
11. Along the wall of the passageway, exposed from the rock due to erosion
a vining, bio-luminescent plant grows over eons.
thickly. The circular leaves faintly Statue: This statue will “activate”
glow orange and produce enough light when the orange crystal (1lb or
to see without torches. more) is brought with 5’ proximity
Behind a thick curtain of the plant of it. Once activated the statue’s eyes
growth, lies a hidden alcove. In the glow and project a spherical portal.
middle of the room is a carved stone Entering the portal teleports a crea-
plinth, upon which is a golden helm. ture instantly to a far off location
Plants: The leaves of the plants pro- (Rhodophine Ruins, Chamber 8, pg.
duce the same effect as the orange 51).
crystals (pg. 62), but in less concen-
tration.
Treasure: The helm is magical. See
Helm of the Spring Serpent (pg. 63).
37
J17
OVERLOOK RUINS
APPROACH
Roughly eight miles northeast
of the village of Gatton, atop the 3 1
western peak of the Umrad’s Rest
Mountain range, sits a mysterious
ruined temple that people have
come to refer to as the Overlook.
Because of it’s location upon the 2
steepest parts of the mountain,
the ruins are difficult to reach
and require careful navigation up
craggy walls and dangerous scree
that surround all approaches.
The ruins are a hideout location
for the Thieves guild. As the
spider attacks have become more RUINS
intense, the Thieves guild lead- 1 Square = 10 ft.
ership has begun to move their
valuable assets to the ruins for that at one time led to an upper level,
fear the city will be overrun. There are is buried in rubble.
guards (area 1) that keep watch for 2. At the center of the ruins is a
approaching visitors. statuary containing three statues of
1. There are twelve guards (AC 6[13], figures holding spheres above their
HD 1 (4hp), Att 1 × weapon (1d6 or by heads. They represent the deities of the
weapon), THAC0 19[0], ML 8) armed three moons: Bhalinus, Vronga, and
with crossbows and melee weapons Eiyda. Below the statue of Bhalinus
that keep watch. Depending on how are many offerings: flowers, gold coins,
formidable the player characters and other trinkets. The thieves guild
appear, the guards may attack as the agents who are more spiritual leave
party climbs or set an ambush here. these offerings to please their shadow
patron.
The circular, twenty-foot wide hall is Treasure: The gold coins and jewel-
lined with large pillars. In a few places ery here amount to 134gp. There is
(noted on the map above), the outer also a potion of poison.
walls have collapsed due to a battle
that occurred long ago. A stairway, 3. Behind a reinforced wooden door
is a stairway that descends down to
D3 WANDERING MONSTERS the lower level (to area 4). There are lit
1 1d4 Giant Spiders torches set in sconces throughout the
lower level that provide ample lighting.
2 1d8 Thieves Guild Agents (Bandits)
3 2d4 Orcs

38
4. The stairway turns and ends in Treasure: The estimated value of all
an L-shaped hallway with doors at the stolen items contained within is
either end. Four thieves guild agents in the tens of thousands. Though, all
(AC 6[13], HD 1 (4hp), Att 1 × weapon of the items here are famous works
(1d6 or by weapon), THAC0 19[0], ML and would immediately be recog-
8) stand guard in the hallway. If the nized as stolen within the North-
ruins are under threat, the agents will land region.
alert the others located in subsequent
rooms. If overwhelmed, they may 8. This room is considered very well
retreat to room 5. hidden; a secret passage on the north
side and the illusory wall to the west
5. There are three thieves guild hides the entrances. In the event the
agents (AC 6[13], HD 1 (4hp), Att 1 × thieves guild agents face overwhelm-
weapon (1d6 or by weapon), THAC0 ing odds, they will all fall back to this
19[0], ML 8) armed with crossbows location and wait it out. There are
and melee weapons in this room. The many bedrolls throughout the space.
entire space is covered by an anti-mag- The agents use this room as their liv-
ic field and no spells or items magic in ing quarters and store their food and
nature function. The source of the field water supply here. There is also a hefty
is not known to the agents, but they wooden chest which contains treasure.
do know that they can use it to their
advantage in a fight. Treasure: The chest contains gold
coin and jewelry worth 2,330gp.
Treasure: One of the agents holds a
key to the locked door ahead (room
7).
6. The room appears to be a ANTI-MAGIC AREA
featureless space measuring Magic spells or items do
twenty feet by twenty feet. not work in this area.
However, there is an illusory
wall which hides another ten
feet on the east side. Beyond, LEVEL 1
there is a hallway that leads 1 Square = 10 ft.
5
to a larger chamber (room 8).

4 7
7. A large stash of stolen
items fill the space. There
s

are valuable works of art and


antiques—a huge cache of
stolen goods from the Oban- STAIRS TO RUINS 6
(Room 3, Pg. 38) 8
hold elite that has steadily
been growing for years. C

ILLUSORY WALL
A false wall that appears to
perfectly match the rest of
the room.
39
G15 FOREST RUINS
APPROACH
The ruins are situated
within a small valley 3 1 4
set in the northern
TRAPPED
hills of Umrad’s Rest,
DOOR
on the south end of
Umrad’s Grove. The The lock has
2 a spring-
woods are far too
loaded
dense and danger- poison
ous for transporting needle(save
needle (save
goods by cart, and vs. poison,
thus, don’t contain 5 death in 1d3
any trails made by 6 7 rounds).
man. There are,
however, signs of the
spiders that inhabit
this region. Thick spi- 8
der webbing extends
from tree to tree, RUINS
more so in the upper 1 Square = 10 ft.
canopy which further
obscures sunlight
reaching below. Oc- 1. The entrance is a heavy door
casionally, the oversize molted exo- covered by thick webs. The chamber
skeletons of the spiders can be found. within contains three stone pillars and
The forest is extremely quiet, devoid of passages that lead out to the left and
larger mammals and birds. right.
As the players approach, the northern 2. There are two giant spiders (AC
end of the ruins is the only section 7[12], HD 2+2(10hp), Att 1 × bite (1d6),
that is exposed, the rest is under- THAC0 18[+1], ML 7, pg. 60) hidden in
ground; set into the hillside. If they the corners of this area, obscured by
happen to ascend the hill, player char- webs. The open air courtyard is par-
acters will see the courtyard (area 2) tially covered by webs and leaves. The
from above. The courtyard is partially ground has rubble and broken stone-
covered by work scattered throughout. Hidden
thick webs under the rubble is a satchel of gold
WANDERING
D4
MONSTERS and leaves. (2-in-6 of discovery).
1 1d4 Giant Spiders Treasure: The satchel contains
2 1d10 Stirges 300gp.
3 2d4 Orcs
4 1d8 Traders
40
3. This room contains a broken wood- 6. Lying on the floor are two orc skel-
en table and chairs, all covered in a etons. They wore leather armor which
substantial layer of dust. has all but rotted away due to the
4. The door to this room is trapped. damp environment. The swords and
There is a broken wooden book shelf shields they possessed are quite rusted
along the far wall which has vines and not very useful.
growing over much of it. The few Treasure: There is 50gp in one of the
books that are left have rotted from pockets of the dead.
moisture and the moldy pages are 7. There are four zombified orcs (AC
stuck together hopelessly. However, 8[11], HD 2(9hp), Att 1 × weapon (1d8
there is a scroll that is still in remark- or by type), THAC0 18[+1], ML 12) in
ably good condition. this room. Among their rotted armor
Treasure: Scroll of Read Magic. and rusted weapons, they have a large
5. There is a single giant spider (AC chunk of the orange crystal (pg. 62).
7[12], HD 2+2(10hp), Att 1 × bite (1d6), Treasure: orange crystal (5lb piece,
THAC0 18[+1], ML 7, pg. 60) here. This pg. 62), 75gp.
chamber has four passages exiting in 8. This chamber has one entrance; the
each cardinal direction. On the north passage to the west. In the center of
side, stairs (leading down to level 2) this room is a deep stone well. The well
are covered by thick webs which must contains no water and the bottom is
be removed to reveal them. The south actually a false bottom that will open
passage leads to area 8. abruptly with any weight on it (leads
to room 25 on level 2, pg. 45).

41
FOREST RUINS (CONT.) 11. A carcass crawler (AC 7[12], HD
3+1* (14hp), Att 8 × tentacle (paralysis),
9. The stairs from level one (chamber THAC0 16[+3], ML 9) lurks in this
5) enter the room from the south side. maze-like area. There is a secret door
To the east is a door(leading to rooms (see map) that leads to a hidden room
11 & 13) and on the far west side is a which contains a chest.
passage(leads to room 10). If inspected Treasure: The chest contains 550gp,
closely, there is a patch of wall where Gauntlets of Ogre Power, and a po-
the plaster doesn’t match and appears tion of healing.
a bit more rough. Under that layer of
plaster is a secret door(leads to room 12. There are doors to the north and
14). west. In the middle of the room, a
rusted sword is stuck into the floor.
10. This room contains a door to the The sword actually marks the location
north and a passage that leads out of a trap in the floor. Stepping onto
to the east (area 11). Hidden under a the space triggers the floor trap nor-
false flagstone is a secret trap door that mally, but trying to remove the false
opens to a shallow tunnel which must sword activates the trap. At which
be crawled through to traverse (leads time, the floor crumbles away and
to chamber 15). drops any creatures standing there
down 20’ (room 24, pg. 45).

SECRET TUNNEL
The tunnel must be crawled STAIRS TO LEVEL 2
through for average height (Area 17, Pg. 44)
creatures to traverse.
C

10
11

C
9
15
14 s
12

STAIRS TO RUINS
13 LEVEL 1
(Room 5, Pg. 41)
1 Square = 10 ft.

42
13. The door leading to this room 14. There is a door on the west wall
is magically locked. On the door and a secret door on the east. Near the
is a golden key hole, but no handles north wall is a wooden chest that is
or other obvious ways by which one locked.
might open the door. Once unlocked Treasure: the chest contains
the door opens automatically. 1,200gp, a scroll of Knock, and a
Inside the room is a large metallic Ring of Regeneration.
statue of a humanoid with three eyes. 15. There are two ghouls (AC 6[13],
However, the center eye is missing. HD 2* (9hp), Att 2 × claw (1d3 +
The left and right eyes cannot be paralysis), THAC0 18[+1], ML 9) that
removed. shamble aimlessly in this room. There
Statue: Once the central eye is is a passage that leads to the north and
returned, the statue “activates” and a door on the east wall(leads to room
projects a spherical portal into the 14).
center of the room. Entering the
portal teleports a creature instantly
to a far off location (Rhodophine
Ruins, Chamber 6, pg. 51).

43
16. The door leading to this room is moved. Once removed, a loud click
trapped. If triggered, the stairway to echoes from the passage to the south
the east collapses and is no longer ac- (the door to chamber 22 is unlocked).
cessible. Inside, there is a chest in the 19. The door to this room is locked.
northwest corner that is locked. Inside is a heavy wooden chest. In the
Treasure: the chest contains 600gp south west corner in the floor is a trap
and a potion of gaseous form. door that leads to a shallow crawl-
17. There are three ghouls (AC 6[13], space(leads to room 20).
HD 2* (9hp), Att 2 × claw (1d3 + paral- Treasure: The chest contains 400gp,
ysis), THAC0 18[+1], ML 9) here. This 3 gems worth 100gp each, and a
area consists of two halls which inter- potion of healing.
sect—north to south and east to west. 20. The room appears empty; clear of
The halls have a row of large carved any rubble or debris. There is a false
columns which divide the middle of flagstone on the floor by the north
each. Two passages lead to a chamber wall which reveals a secret crawlspace
to the northwest (chamber 18) and (leads to room 19).
another two passages lead to the east
and to the south. 21. There is a shadow (AC 7[12],
HD 2+2* (11hp), Att 1 × touch (1d4
18. There is a tall stone statue of a +strength drain), THAC0 17[+2], ML
humanoid with three eyes. However, 12) that haunts this chamber. There
there is only one central metallic eye are two exits: a passage to the north
remaining. The other two are empty and another to the west. The north
sockets. The central eye can be re- hallway has collapsed, filled with large
stones and debris and isn’t accessible
beyond 40 feet. The hallway can be
cleared though with effort and time.
FOREST RUINS (CONT.)

C
18 16
TRAPPED DOOR
The trap mechanism will
trigger a cave-in, sealing the
east stairway.
17
23
C
STAIRS TO HALLWAY
19 (Pg. 42)
F
24

20

SHAFT IN CEILING
21 Leads to room 11 (Pg. 42)

22

25 SHAFT IN CEILING
Leads to room 8 (Pg. 41)
LEVEL 2
1 Square = 10 ft.

22. This large hall contains five 24. There is a door on the south wall
familiar statues set into alcoves and (leads to chamber 25) and a passage
five large columns that line the mid- that leads to the north (area 23). In the
dle. The statues are in the form of the ceiling there is a trap door that opens
three-eyed humanoid figures, each to a shaft (leads up one level to room
holds a massive halberd-type weapon. 11).
23. The floor of this space is covered 25. This octagonal room has a door
in heavy debris and large chunks of to the west which opens to a hallway
stone. Hidden among the debris is a (leads to room 22) and a passage to the
small statuette of a horse (found on a north (chamber 24). In the center of
2-in-6). the ceiling is a trapdoor that opens to
Treasure: The statuette (pg. 63), a wide shaft (leads to room 8).
when activated by will, transforms
into a sturdy warhorse in golden
armor. The horse never needs water
or food and can be returned to its
statuette form at will.
45
G11 RAIDER’S STRONGHOLD
s
F
3
2
TRAPDOOR
Leads to room 5
(Pg. 48)

LEVEL 1
1 Square = 10 ft.

This secret stronghold,


located in the moun-
tains, known as the Wind
Rise, east of Lake Rhodophine,
is controlled and run by a rogue APPROACH
group of orcs. Early on in the conflict Within a two-mile radius around the
with the Northland humans, the orcs cave entrance, groups of three orcs
claimed the cave and outfitted it to (AC 6[13], HD 1 (4hp), Att 1 × weapon
also serve as a secret stronghold. Its (1d6 or by weapon), THAC0 19[0],
construction is ongoing and most of ML 6(8 with leader)) patrol at regular
the orcs that are here work double intervals, making approaching unseen
duty as builders. Furthermore, they extremely difficult. The entrance
have eaten through their supplies is always protected by at least four
quicker than expected which has led guards. Throughout the dungeon,
to malcontent among the ranks. Re- there are torches and braziers which
supply is difficult as they do not wish provide ample lighting to see by.
to jeopardize their position to the
Northlanders with too much exposed
activity.
46
1. There are three pit traps in the 4. The metal door opens to a smooth
middle of this large chamber (victims passage that leads to a perfectly cir-
fall into cells 10, 11, and 12 on level 2 cular room. The dark granite walls
below). The large chamber is lit by iron throughout this space are smooth as
braziers flanking the wide stone steps. polished marble without a mote of
Upon inspection, the stairs are an- dust upon any surface. In the circu-
cient, far pre-dating the rest of the lar room stand two identical granite
orc construction. To the north, there statues of winged sphinxes facing each
is a wide passage(leads to area 2). The other. The statues stand 8’ tall and the
walls show signs of excavation and eyes of each appear locked onto the
digging throughout. It appears there other in a loving gaze. They stand atop
was some effort to patch up the wall to cylindrical marble plinths.
the east with plaster. The statues remain lifeless if touched
Secret Door: Under the plaster is an or climbed upon. However, If their
ancient metal door(leads to room 4). line of “sight” is broken— meaning,
if the line of vision from one statue to
2. There is a group of six orcs (AC the other is blocked—then the stat-
6[13], HD 1 (4hp), Att 1 × weapon (1d6 ues will animate and attack whatever
or by weapon), THAC0 19[0], ML 6(8 blocks it’s vision.
with leader)) busy digging and remov-
ing rock from the walls here. Once either the statues are defeated or
removed from the plinths, the plinths
To the south is a wide passage (leads rise up from the floor, each revealing a
to area 1) and tunnel with descending small hidden space containing trea-
stairs to the east (leads to room 3). sure.
Treasure: The orcs are each outfitted Living Statue: (AC 6[13], HD 1 (4hp),
with chainmail armor, short swords, Att 1 × weapon (1d6 or by weapon),
and a total of 130gp. THAC0 19[0], ML 6(8 with leader))
3. In the center of the room is a trap- Treasure: In each of the small
door with a ladder in the floor (leads hidden spaces within the plinths is a
to room 5 below). ring: Ring of Spell Storing.
The stairs to the west (leading from
area 2) are made of wood and climb
15’ to the floor above. The walls have REFEREE’S NOTE
all been worked fairly evenly, though
there are some texture irregularities in A mirror put in front of each
the northwest corner(secret door). statue (a reflection of itself) could
theoretically work the same as
Secret Door: This small room is a a statue not having its vision
hidden cache of food and supplies blocked since it would be looking
left for the orc warriors. There are at an identical statue.
100 iron rations, 40 torches, and 50
waterskins.

47
RAIDER’S STRONGHOLD (CONT.)

LEVEL 2 LADDER &


7 8 TRAPDOOR
1 Square = 10 ft. 5
Leads to room 3
(Pg. 47)

10 11

s 9 14 15

12

13
C

SECRET EXIT
16 17
A hidden passage
leads to the surface.

5. An orc guard (AC 6[13], HD 1 8. There are barrels and boxes heaped
(4hp), Att 1 × weapon (1d6 or by weap- throughout the space filled with the
on), THAC0 19[0], ML 6(8 with leader)) food rations for the entire prison. To
stands watch by the door on the south preserve their stores, the orcs are on a
side of the room. There is a ladder and limited rations, enforced by the war-
trapdoor in the ceiling leading to the den. This food shortage issue has all of
room above (room 3). the orcs hungry and ill-tempered.
6. Ten orcs are here, either sleeping The prison is on edge due to hunger
or mingling. There are several bunks and fights and squabbles break out
of disheveled and soiled bedding. If daily. It doesn’t take much for them to
enough time is given to search the turn on one another.
bunks, there is 145gp gold hidden in Treasure: The entire known food
the bedding. storage room in the facility. There is
7. An ogre (AC 5[14], HD 4+1(19hp), only enough food for a week at the
Att 1 x club (1d10), THAC0 15{+4], current pace of rationing.
ML 10, patrols the room. Fighting the 9. 2d6 orcs (AC 6[13], HD 1 (4hp),
ogre has a 4-in-6 chance of alerting Att 1 × weapon (1d6 or by weapon),
the orcs in room 6. THAC0 19[0], ML 6(8 with leader)) are
present here at any given time seat-
48
ed at tables, carousing and drinking 14. This area is comprised of a series
moonshine. Orcs resting in this room of holding cells for prisoners await-
have become complacent, feeling safe ing transfer. Every week or so, an orc
about how far from the strongold’s caravan will arrive to move prisoners
entrance they are. Most will have to Maut’hgar, the orc stronghold three
leaned their weapons against the walls days to the north.
and several (DM’s discretion) have left There is one prisoner being kept here
theirs in another room. in a cell; a halfling by the name of
10-12. These three cells are where Gordie Rufelo. He and his comrades
those unfortunate to fall victim to from Yngley (K14) were captured
the pit traps above (area 1) will find while hunting. It has been the better
themselves. The doors to each cell are part of two weeks since his party’s
locked and four orcs (AC 6[13], HD 1 capture and he is the only survivor.
(4hp), Att 1 × weapon (1d6 or by weap- 15. The pit, as it is called, is a wide
on), THAC0 19[0], ML 6(8 with leader)) cavernous well that the orcs use for ex-
guard the hall. Captives are kept here ecution and is home to a pit wurm (pg.
for only a short time while the warden 61). When the creature senses that live
decides their fate. At which time, cap- prey is near the opening, it extends it
tives will be moved to either the hold- long tentacles to search for it. Once it
ing cells (area 14) and kept prisoner or has grabbed its prey, it pulls it down
thrown into the pit (area 15). where it will be devoured slowly. Over
13. Warden’s Chambers. There is a time, the creature has grown a prefer-
4-in-6 chance the warden (AC 6[13], ence for orc flesh and will favor grab-
HD 4 (15hp), Att 1 × weapon (1d6 or by bing a guard over a different species of
weapon), THAC0 17[+2], ML 6) will be creature. The guards are aware of this
present here. Compared to the other and are very skittish when it comes
orcs in the prison, the head authority time to execute a captive.
figure is a gluttonous behemoth. 16. Food prepared for the prisoners is
Occupying most of the space is a kept here. It is primarily the food that
heavy wooden desk and chair. Among has rotted or is otherwise too far gone
the valuables kept in a chest, there for the orcs, even on a starvation diet,
are three barrels of food stores that to consider eating.
the warden keeps to himself for extra 17. There is a complex apparatus
meals. of bronze tubing and tin cans that
Treasure: Treasure map (pg. 64), the guards have built as a still. Using
365gp, a necklace worth 400gp. some of the rotting food, they make
an extremely potent (and flammable)
moonshine.

49
I11 RHODOPHINE RUINS
APPROACH RUINS
In the middle of the two mile 1 Square = 10 ft.

long island in Lake Rhodo-


phine, lies a long abandoned
temple. Its crumbling walls are
overgrown with dense foliage 1
but the structure is unmistak-
able once within a half a mile. as
There are few creatures that
inhabit the island, save for birds
and squirrels, but, as player
3 2
characters approach within a

s
few hundred yards of the ruins, b
boot prints are visible. If the 4
prints are followed, they lead to
the northwestern entrance of
the ruins which is protected by a
reinforced (stuck) door.
1. Three fire beetles (AC 4[15], HD The 20’ square chamber is adorned
1+2 (6hp), Att 1 × bite (2d4), THAC0 in a similar fashion, but the creatures
18[+1], ML 7) inhabit this chamber. In depicted are all spiders of various siz-
the southeast corner of the chamber, a es. If searched, there is a visible seam
set of stairs descends to the level below in the south wall, behind which is a
(room 5). secret room.
2. The halls leading to this cham- Secret Room(b): A heap of
ber are engraved with hieroglyphs. mud-covered coins equal to 1000gp.
The small symbols that fill the walls 3. The 10’ passage leading to this
are vaguely recognizable: birds, fish, chamber (from chamber 2) is trapped.
mammalian creatures such as bears or The walls of this space are also
wolves, all of which are shown run- adorned with engraved art, but only
ning, swimming, or flying. If inspect- a single creature is depicted. A long
ed closely, there is a segment of the wyvern flies over mountains and un-
hieroglyphs that show bears flying, der the three moons. There are some
fish running, and birds swimming; strange runes, which are illegible to
behind this anyone who cannot read the draconic
WANDERING is a secret language. For those that can, the word
D4
MONSTERS
room. is the true name of the creature depict-
1 1d4 Giant Spiders ed: “Tovvannx”.
Secret
2 1d10 Stirges
Room(a):
3 2d4 Orcs Shield +1.
4 1d8 Traders

50
4. This room is guarded by five brig- 9. The door leading to this chamber is
ands (AC 6[13], HD 1 (4hp), Att 1 × trapped. If triggered, the ceiling of the
weapon (1d6 or by weapon), THAC0 entire room begins to descend slow-
19[0], ML 8). They have been strand- ly, issuing a cacophonous sound of
ed on the island for weeks and have grinding stone and metal. The impos-
subsisted on their ability to catch fish, sibly heavy ceiling will meet the floor
of which there are plenty. The brigands in two rounds and will ascend again to
are armed with swords and shields reset the trap in 60 turns.
and will be prepared to defend them- In a niche at the far end of the cham-
selves should anyone stumble upon ber sits a black marble altar with
their encampment. no markings of any kind. If enough
Treasure: The brigands have a large orange power crystal is set upon the
chest of gold in their possession— altar, the secret room on the east wall
the only item of value they saved will be revealed.
when their boat was run ashore and Treasure: Inside of the secret room
destroyed in a storm (3000gp). stands a statue of a tall humanoid
5. There are two tiger beetles (AC figure with three eyes. It holds a long
3[16], HD 3+1 (14hp), Att 1 × bite (2d6), silver spear (Lance of the Dragon
THAC0 16[+3], ML 9) here. The stairs Master, pg. 63).
descend into a large 30’ by 50’ room.
There are doors to the south (chamber
9), east (chamber 8), and west (chamber LEVEL 1
6). 1 Square = 10 ft.
STAIRS TO
6. The hall leading to this chamber is RUINS
trapped. On the north end of the hall (Room 1)
is a door (leads to room 5) and to the
west along the hall is a door (leads to
chamber 7). The chamber is bare and
remarkably devoid of dust or detritus.
7. On the northeast end of the hall is a
door (leads to chamber 6). The cham-
ber is bare and remarkably devoid of 5
dust or detritus.
8. On the north end of the hall is a
door (leads to room 5). In the south s
corner of the chamber is a hobgoblin
skeleton. The clothing it wore has long 8
rotted away and all that remain are its
6
bones and a medallion.
Treasure: The medallion is a Key- 7
stone medallion (pg. 63). 9 s

51
B11 SPIDER QUEEN LAIR
APPROACH 2+2(10hp), Att 1 × bite (1d6), THAC0
18[+1], ML 7, pg. 60) that will attack.
On the Eastern ridge of the Hall of the
Flagbearer, lies the cave mouth of the 2. The narrow tunnel leading to this
spider’s lair. The spiders hunt vora- chamber is difficult to move through
ciously to feed their colony, making due to loose rocks and cavern debris.
the immediate are devoid of animal At the far end of the chamber sits a
life. Miles around would appear eerily black marble dais, upon which lays a
quiet to an unfortunate visitor and the deep indigo cloak.
closer they approach, webs becoming Treasure: The cloak is the legendary
increasingly dense, eventually cover- Cloak of the Brother (pg. 62).
ing the ground and every tree.
3. There are three giant spiders (AC
1. The cavern entrance extends for 7[12], HD 2+2(10hp), Att 1 × bite (1d6),
several hundred yards, sloping grad- THAC0 18[+1], ML 7, pg. 58) are pres-
ually downward. Every inch of the ent. Dominating this large chamber is
cavern walls, floor, and ceiling are a large sinkhole that drops 100’ to the
covered in thick webs, but movement level below. Around the southwestern
is not hampered. The entrance tunnel perimeter, a ledge provides a wide
splits into three different tunnels. The footpath and descends down (leads to
ground is trapped in many places chamber 4).
on this level. If triggered, the traps
alert 1d6 giant spiders (AC 7[12], HD

DESCENDING PATH
(Leads to T
Chamber 4)
T
1 LEVEL 1
1 Square = 10 ft.
T

3 T

52
4

5
4. At the
bottom of
the descend-
ing path, the
sinkhole opens 6
into a large cham- LEVEL 2
ber filled with great 1 Square = 10 ft.

webs that stretch from


wall to wall. Moving through
the chamber without being hindered
completely requires cutting through 6. There are five giant spiders (AC
the webs or otherwise removing 7[12], HD 2+2(10hp), Att 1 × bite (1d6),
them. Beyond the webs, there are two THAC0 18[+1], ML 7, pg. 60) feeding
passageways on the north end—either here. Through a long dark tunnel filled
east (leads to chamber 5) or west (leads with thick webbing, is a chamber with
to chamber 6). cocooned carcasses suspended like
5. The spider queen (AC 3[16], HD slaughtered livestock. Moving through
8(36hp), Att 2 × bite (2d6 + poison), the tunnel without being hindered
THAC0 14[+5], ML 9, pg. 60) guards completely requires cutting through
her unborn brood in this large cham- the webs or otherwise removing them.
ber. There are dozens of semi-translu- The suspended remains vary from
cent, writhing egg clutches through- human and orc corpses to the car-
out the space and each glows faintly casses of horses and antelope, many
orange. A layer of cool dense mist of which have been drained and are
hangs low on the ground that swirls mere husks. Below one of the human
when disturbed. The other giant corpses, a few gold coins have fallen to
spiders of the colony will not enter the the ground.
nest area, even if conflict should arise Treasure: The corpse that dropped
or if the queen is in danger. the coins also has 50gp and a ring of
If the queen is killed, it will mean the wishes(3).
longterm death of the spider colony
and the presence of the spiders in
Northland will dwindle sharply.

53
F12 ABANDONED TOWER
On the western hills of the greater 1. The tower entrance has several claw
Northland valley sits an empty marks that cut deep into the heavy
military post. The tower structure is door and stone. Past the entrance,
far enough out of the way that it likely there is a large common room with
would not have been seen by a larger wooden tables and chairs. At the cen-
enemy contingent, but the position ter of the room (and overall building),
was abandoned when the orders to a spiral stone staircase leads up (upper
fall back and protect the walls of level, room 4) and down(level 1, room
Obanhold came through. The tower 5). Two doors on either side of the
has since been the home to many who stairs lead to a hall which leads to the
have come and gone. barracks (rooms 2 & 3).
2 & 3. Several bunks fill the space
D4 WANDERING MONSTERS leaving very little room to maneuver
1 1d4 Giant Spiders (pg. 60) save for a central walkway. Many of
2 5d10 Rats the bunks still have bedding and ap-
3 1d8 Bandits pear to have been used somewhat re-
cently. A message has been carved into
4 1d8 Traders
the underside of one of the top bunks.
It reads: “We hear it’s hungry cries at
APPROACH night. Lady, help us, it is coming. ”
The light sun-bleached stones of the
tower structure can be seen faintly
against the yellow hills from a few
miles off. The tower is surrounded in
all directions by untrodden grassland.
Wild horses (AC 7[12], HD 2 (9hp), Att
2 × hoof (1d4), THAC0 18[+1], ML 7)
graze in herds and tend to be skittish
around other creatures. At night, a
troll (AC 4[15], HD 6+3* (30hp), Att 2
× talon (1d6), 1 × bite (1d10), THAC0
13[+6], ML 10 (8 fear of fire)) loiters in
the vicinity, hunting for the humans
that used to occupy the tower, and
settling for a horse when none are to
be found. GROUND
1 Square = 10 ft.

54
4. The upper level is a large A savvy player character
open room with four win- may discern that the trap
dows overlooking the sur- was likely not set by the
rounding grasslands in Obanhold soldiers, but
each cardinal direction. rather another unaffili-
Small wooden stools ated group.
sit below each window. On the far wall of the
5. The spiral stair case room is an iron-band-
descends into a dark 30’ ed chest which is
by 30’ room with barrels unlocked.
and crates lining the far wall. Treasure: The chest con-
There are two doors on the tains 1,175gp, 2 × potions
south wall (leads to room 7 & 8) UPPER of healing, and leather
and one door on the north side 1 Square = 10 ft. armor +1.
(leads to room 6). If inspected closely, 8. A hall turns to the left, passed two
the containers on the north end of locked prisoner holding cells and
the west wall are empty and there is ends at door (leads to room 9). There is
evidence they have been moved in and an overwhelming odor of death filling
out of the space several times in the the space.
past (secret door behind crates).
Cells: Both cell doors are locked.
Containers: The barrels and crates Each contain a decomposing body
here contain rations, clothing, and of a human. Tattooed onto the flesh
construction tools. of one of the dead prisoners is a
Secret Door: A narrow hidden pas- treasure map (treasure map, pg. 64).
sage leads to the surface, 100 yards 9. Scrape marks on the floor suggest it
away from the tower. may have been a store room.
6. This room is lined with weapon
racks and shelving. Basic
weapons and armor have
been left here from the LEVEL 1
last time soldiers were 1 Square = 10 ft.
stationed here—enough
to arm 20 or so men- 6
at-arms. On one of the s
shelves is a set of keys
(open cells in hall 8). 5
7. The door to this room SECRET
is trapped. If triggered, EXIT
a poison needle from A hidden
within the locking passage
7
C

mechanism will stab any leads to the


9 surface.
creature tampering with 8
it, causing death in 3
turns (save vs. poison).

55
K8 RUINED VILLAGE
THE SCIONS OF EIYDA
APPROACH
The ruined buildings and
homes of the village are visible
from a mile or so away in 5
2
clear weather. From further
out, smoke from a campfire
or chimney may be visible, 6
but if the player characters 1
7
don’t approach cautiously and
unseen, all fires will be extin-
guished and any visible smoke
will cease. There is very little
evidence otherwise that anyone RUINS 3
lives in the ruins. 1 Square = 10 ft.

Despite this, an entire clan 4


of Lycanthropes (weretigers),
calling themselves the Scions
of Eiyda, occupy the area and bags that contain grain and potatoes.
will hide themselves below ground if
strangers approach. If they don’t see 3. If the villagers have been caught
the strangers as a threat, the strongest unawares, there will be three or four
of the clan will emerge to meet them. people [weretigers] here (AC 3[16]
(9[10] in human form), HD 5* (22hp),
1. If the villagers have been caught Att 2 × claw (1d6), 1 × bite (2d6)
unawares, there are six people [were- THAC0 15[+4], ML 9). This building
tigers] here (AC 3[16] (9[10] in human has been mostly restored to comfort-
form), HD 5* (22hp), Att 2 × claw (1d6), able living conditions on the inside,
1 × bite (2d6) THAC0 15[+4], ML 9). though the exterior looks very much
There are a few rows of rough wooden abandoned. Several beds and trunks
tables in this space. The inside is tidy with clothing occupy much of the
and it is apparent to anyone looking floor space. On the far wall there is a
that the floors, tables, and windows door (leads to room 4).
have been repaired. There is an aroma
of roasted meats and baked bread. 4. This room is much the same as the
There is a door in the northeast end of previous room, with beds and storage.
the large room (leads to room 2). The windows are covered with rags.
2. This room is clearly a kitchen, and Treasure: in a storage trunk, there is
one that is often used. Cooking accou- a sack of 200 gold. Wrapped in rags
terments are hung up and the savory is an orange glowing crystal, about
smells and sweet aromas of food are the size of a fist (pg. 62).
strongest here. There are barrels and
56
5. This building is missing its roof but a fighter of level 3 or greater of a lawful
the walls, though crumbling, are still alignment.
standing. If the player characters ap- Sword: The Lycanthrope villagers
proach and appear threatening to the have identified the weapon as none
inhabitants, three people [weretigers] other than the sword gifted to Ghe-
(AC 3[16] (9[10] in human form), HD vah by the warrior moon, Eiyda (pg.
5* (22hp), Att 2 × claw (1d6), 1 × bite 22, The Orcs of Maut’hgar). Hence,
(2d6) THAC0 15[+4], ML 9) will wait their clan’s moniker. They view
here to ambush the party. themselves as protectors of this relic
6. The walls of this building have and their lycanthropy as a bless-
mostly crumbled away, leaving stone ing, bestowed upon them by their
debris which has grown over with goddess.
grass and shrubs. There is nothing else Treasure: the magic sword is the
of interest here. legendary Sword of the Sister (pg. 63).
7. In the center courtyard of the
village is a moss-covered stone well.
Hanging above is a strong looking
wooden support with a pulley and
rope. Looking down into the well,
one will notice there is no water, but a
10
rocky stone floor (area 8).
8. During intrusion by strangers or
orcs, the clan will descend into the
well to the caverns below to hide LEVEL 1
1 Square = 10 ft.
themselves, and, if the player charac-
ters have been seen approaching, this
is where the majority of the villagers
will be. They have become quick and
efficient at hiding, and can gather
everyone below in a matter of minutes.
In such an event, the villagers will be
huddled together in the next cham-
ber(area 9).
9. The room has benches lining the
walls, which provides seating for every
villager. There are also several bedrolls
here in case they need to stay below for 9
an extended length of time.
10. In the final chamber of the
cavern, there sits a natural metal cube
SHAFT UP TO
roughly 3’ by 3’. Set in the center of the SURFACE.
cube is a glimmering silver long- (Well, Feature 7)
sword. The sword is magically protect- 8
ed and cannot be pulled by anyone but

57
A4 WYVERN LAIR
DETERIORATING
4 GROUND
The cavern has lost much
T of its stability over the
ages and the ground
that hasn’t yet broken
T and fallen away into the
chasm below is danger-
ously weakened in several
T places (see map). The floor
T has a 1-in-6 chance of
collapsing underfoot
and sliding into the
C

3 darkness below.
T
2
T

TUNNEL
A wide tunnel at
an upward slope
1 Square = 10 ft. that leads to the
surface.
1

APPROACH 1. After several hundred feet, the cave


The mountain rises sharply above the entrance passage opens up to an open
surrounding landscape. At its base, chamber that is littered with the stink-
the calm North Hall Lake reflects ing bones of an uncountable number
the craggy peak that thrusts upward of medium to large creatures. The
like jagged teeth. The Orc tribes of bones pile high up on the walls and
Maut’hgar fear the creature that has cover the ground making it difficult to
dominion here and avoid lingering traverse. To the north of the chamber
in the vicinity. The only creatures a is a passage that continues (leads to
group would find on the mountain chamber 2).
would be the small skittish rodents Bones: Among the bones and tat-
darting among the scree to avoid the tered armor, is a leather shoulder
Wyvern’s notice. bag. The bag contains containers
The cave entrance is located on a thin and vials holding various tinctures,
ledge, up a narrow and fragile path. potions, and ingredients.
From the mouth, a steady wind blows • 2 × potion of healing
outward, bringing hot and foul air • Potion of heroism
rushing out. • Potion of polymorph self

58
2. The floor of this chamber is frag- 3. The cave stretches into a larger
ile and can collapse underfoot and chamber which turns a corner left into
is considered trapped (see map). The a larger chamber that drops off into a
chamber ceiling rises high and is cov- chasm on all sides (chamber 4). Wind
ered with stalagmites. There are two blows forcefully up from the bottom-
chasms that fall away into darkness on less chasms, flinging abrasive dust and
either side of a natural narrow bridge. even small rocks through the air at
On the far side of the western chasm dangerous speeds around huge stalac-
(20’ across at least) is a ledge that holds tites. Stalactites hang from the ceiling
a large ornate chest. About halfway and high up on a nearly shear ledge
across the same chasm is a very nar- on the southeast wall, daylight can be
row tunnel (leads to chamber 4). seen through a steep tunnel.
Treasure: The chest contains 4. Along either side of the large curv-
3000gp. ing chamber, the ground has fallen
away, creating a narrow, natural bridge
surrounded by chasm. There is a 3-in-
6 chance the ancient Wyvern, Tov-
REFEREE’S NOTE vannx, (AC 3[16] , HD 7* (31hp), Att 1
The tunnel leading to the surface × sting (1d6 + poison) THAC0 13[+6],
from chamber 3 is the Wyverns ML 9, pg. 61) will be slumbering here.
preferred entrance, but it can The violent wind that rises from below
make its way in and out of the wails as it hurls pebbles and dust. The
main entrance. The tunnel ancient serpent has grown accustomed
between chamber 2 and 4 is too to the cacophony and rests peacefully.
small for it to fit through. Despite the noise, the Wyvern can
hear keenly and may be able to detect
unnatural sounds over the din.
Treasure: The Wyvern sleeps upon
a stinky and ragged rug which is a
flying carpet.

59
APPENDIX
BESTIARY
GIANT SPIDER GIANT SPIDER QUEEN
This particular species of arachnid is The queen of the Northland giant
the apex predator of the Northland spider colony. She is much larger and
region. They have evolved over genera- more formidible than the legion of
tions in the presence of the mysterious “drones”.
orange crystal and covetously nest in
places that have grown higher concen-
trations. The human endeavors with AC 3[16], HD 8(36hp), Att 2 × bite
the crystals have driven the spiders (2d6 + poison), THAC0 14[+5], MV
into a frenzy. 60’ (20’), SV D12 W13 P14 B15 S16,
ML 9, AL Neutral, XP 700, TT None

AC 7 [12], HD 2+2 (10hp), Att 1 × bite


(1d6), THAC0 18 [+1], MV 120’(40’), • Poison: Causes death in 2 turns
SV D12 W13 P14 B15 S16, ML 7, AL (save vs. poison).
Neutral, XP 25, NA 1d4 (1d4), TT U
GIANT WATER SERPENT
• Webs: Creatures caught in webs This variety of giant, snake-like reptile
become entangled and unable to exists deep below the surface in un-
move for 1d4 turns. Break free derground lakes. They only feed a few
on a successful ability check or times per year and are very territorial.
by destroying the webs with fire.
Creatures caught in burning webs
suffer 1d6 points of damage. AC 6[13] , HD 6* (27hp), Att 1 × bite
(1d4 + poison), THAC0 17[+2], MV
90’ (30’) / 120’ (40’) swimming, SV
D12 W13 P14 B15 S16, ML 8, AL
Neutral, XP 400, TT U

• Poison: Causes death in 1d4


turns (save vs. poison).

60
PIT WURM WYVERN, TOVVANNX
A massive, immobile insect that roots This is an ancient Wyvern, who has
itself in caverns and deep crevasses. It lived in the Northland region long
survives by digesting debris and other enough to earn a name. Its lair is
creatures that are unfortunate to stray southeast of North Hall Lake, in a
too close. Three grasping tentacles can cavern with and entrance high up on
aide it in pulling in prey. the mountain slopes.

AC 6[13] , HD 15* (67hp), Att 3 × ten- AC 4[15] , HD 9* (40hp), Att 1 × sting


tacles (1d3 + caught), THAC0 17[+2], (1d6 + poison), THAC0 14[+5], MV
MV 0’, SV D8 W9 P10 B10 S11, ML 7, 90’ (30’) / 240’ (80’) flying, SV D10
AL Neutral, XP 2,000, TT None W11 P12 B13 S14, ML 9, AL Chaotic,
XP 1,100, TT E
• Caught: Creatures that are caught
can’t move and are dragged down • Poison: Causes death (save vs.
into the spiny orifice of the pit poison).
wurm over 1d3 turns and are then
eaten (save vs death).
61
MAGIC ITEMS & ity with the crystal. A choice to
separate oneself from the crystal
HANDOUTS requires a save vs. spells.
CLOAK OF THE BROTHER • 2 counters: The player character’s
alignment shifts one step closer
The cloak is made of a shimmering
to chaotic. For example, a lawful
indigo silk. In the peak light of the full
character becomes neutral and a
moons, the cloak and its wearer glow
neutral character becomes chaotic.
brilliantly. Only during this short time
they are fully healed and all diseases • 3 counters: The player character’s
and curses are removed. If the moon- constitution is lowered by 2 and
light is obscured, the healing event their alignment shifts another step
cannot occur. At all other times the closer to chaotic (if applicable).
cloak grants the wearer the ability to They appear hollow and ashen and
move completely silently when in the movement becomes slowed to a
dark. maximum movement rate of 60’.
CRYSTALS OF POWER • 4 counters: The player character’s
charisma is lowered by 6. If the
Often mistaken as mere gems, these player character has followers,
beautiful large orange crystals held the followers abandon their post,
magical qualities to the ancient civi- fearing the situation and their
lization of the Builders. There may be employer’s apparent curse.
mechanisms within dungeons that use
the power of the crystals to operate. • 5 counters: Upon receiving a fifth
The engineers and magic-users of burden counter, the crystals hold
Obanhold found that they too could is permanent. The player character
harness the power from the crys- is lost and is fully controlled by
tals—but at a cost. Prolonged exposure the referee. They become a servant
to the crystal caused an ill effect, a of chaos and will immediately
change in one’s demeanor. A creature attack any creature of lawful or
will grow a deep longing for the crys- neutral alignment.
tal. The longer the exposure, the more
intense the desire. REFEREE’S NOTE
For every day (non-consecutive) that a The burden of the crystals is heavy
creature is within 5’ of a crystal (1 lb and could prove detrimental to
or more), they must save vs. spells. On your campaign. At your discre-
a failure, the creature is affected by the tion, you may give your players
draw of the crystal and gains a burden a better chance to overcome the
counter. burden. On the third successful
Burden: For every burden count- save vs. spells, the player becomes
er a player character accumulates, permanently immune to the crys-
they carry the following cumulative tal’s effect.
effects:
• 1 counter: The player character
actively maintains close proxim-
62
LANCE OF THE DRAGON MASTER
A 7’ long golden lance with a wide,
bladed spearhead. The weapon is an-
cient and is cratered and dented from
age. Near the end of the haft, there
are three circular gems set to repre-
sent the three moons. While holding
this weapon, its bearer is granted the
ability to speak and read the draconic
HELM OF THE SPRING SERPENT language, and communicate telepathi-
The helm is forged from an unknown cally with all species of dragons.
metal. Its shape forms a snake’s head STATUETTE OF THE WIND
with long fangs jutting down over
the wearer’s brow. While wearing the The small horse figurine can be ac-
helm, a player is granted a choice of tivated at will and transforms into a
one of two abilities, once sturdy warhorse in golden armor. The
per day (recharging at horse never needs water or food and
twilight): can be returned to its statuette form
at will.
• They may change their
form into a snake for one SWORD OF THE SISTER
hour at will. In the altered This is a very delicately
form, they are for all balanced silver
intents and purposes a broadsword—lighter
snake, with no ability than steele which allows
to communicate. They it to be swung more
may change back at will, but any quickly. The crossguard
remaining time is lost for the day. is intricately engraved
• The wearer can command a near- with celestial objects
by reptile for an hour. During this which depict the
time they can communicate with bodies surrounding
the commanded creature. this world’s star.
The sword grants
KEYSTONE MEDALLION a +2 bonus
These rare silver medallions grant when fighting
individuals access to the mysterious humanoids.
teleportation gates. Once worn, the
wearer may step through one side of a
portal and out through the connecting
gate. The side effects of teleportation
may include dizziness, nausea, and
numbness.
63
CORPSE TATTOO MAP
This map is found tattooed on the
back of a deceased man in the Aban-
doned Tower (F12, Area 8, pg. 55).
The tattoo of a lake and winged
serpent signifies a location north of
the Wyvern’s Lair, at the end of the
lake. There, the player characters
would find the ruined foundation of
a human structure that was nev-
er completed. Buried beneath the
rubble is an entrance to the basement
level where a heavy chest rests.
Treasure: The heavy chest contains
jewelery and coin amounting to
5,000gp.

WARDEN’S MAP solitary headstone which seemingly


marks a grave. Digging down reveals
This map is found among the horded
a false stone sarcophagus with a
belongings of the prison warden of the
heavy lid. Within are stone stairs that
Raider’s Stronghold (G11, Room 13, pg.
descend into a 15’ x 15’ room which
49). The notes on the map are written
contains the treasure.
in orcish. It describes the location
that the markings depict: a point six Treasure: Piles of gold coins and
miles directly south of the southern- jewelery which amounts to 2,375gp,
most peak of the Wind Rise mountain chainmail armor +1, Scarab of Pro-
range, within the woods known as tection, Sword +1
Umrad’s Grove. In a clearing sits a

64
YOG’S MESSAGE “Uncle” is code for their boss who
is located in their hideout outside of
The missive from Yog appears in-
Gatton (J17, pg. 38), the “Cousins”
nocuous at first glance, but a careful
are guild members being moved from
reading between the lines may reveal a
Obanhold to the hideout location,
code being shared between the broth-
and the “Gift” is the earnings from a
ers.
large score. Sanq would certainly be in
The message reads: danger of losing his own life if it were
“Sanq, known he let slip sensitive guild infor-
mation, so the threat or price would
It has been far too long since I last need to be sufficient.
received word regarding your well-be-
ing and I hope this
letter reaches you
in good health. If
your condition has
indeed improved,
I would be most
appreciative if you
could visit Uncle
on the hill. Let him
know our Cousins
are coming soon
with a special Gift.
-Yog”
If pressed, Yog
won’t reveal any
hidden meaning
or agenda behind
the letter. On the
other hand, Sanq is
more susceptible to
coercion.
Sanq may reveal
that he and Yog
are both agents for
the thieves guild,

65
READING THE MAP
The map covering Northland (inside MAP LEGEND
front cover) is a traditional topograph-
ic trail map with an overlayed hexago- TOWN: The town is the hub of
nal grid. Elevation is noted on contour civilization and relative safety.
lines and areas of dense vegetation are STRONGHOLD: Castles and forti-
displayed. Each trail has it’s mileage fied structures where the bulk of
calculated to the tenth of a mile when an army is stationed.
ruling how far the players travel per
day. The trail distances shown are the SETTLEMENT: Camps, home-
miles between path junctions and loca- steads, and small villages.
tions of interest.
TOWER: Impressive defensible
The idea is to present the overland structures—often guarded.
travel to the players in a similar fash-
ion as dungeon exploration—give them RUINS: Remains of ancient hu-
meaningful choices in how they get manoid civilizations. Pair well
from point A to B. with dungeons.

*Note: Take care not to show the refer- CAMP: Temporary settlement.
ee’s map to the players. As with dungeon
maps, the mapper should work to draw CAVE: Dark, creepy, usually a gi-
their own map as they explore. ant scorpion is lurking about.
BRIDGE: The only “safe” method
HEX NUMBERS of crossing a river or chasm.
Locations on the map are organized
and located in this module by their hex TRAIL: Pathways, natural or man-
number. Referring to the example hex made.
map here, we can locate our example Road: Well built pathway that
town on hex C3. eases difficulty of travel.
RIVER: Natural pathways and
sources of potable water. Difficult
to cross.
TREASURE: If you find a treasure
map, this is where it may guide
you.

66
DUNGEON KEY
ALTAR GAS STAIRWAY

STAIRWAY,
ARCHWAY LADDER
SPIRAL

BRAIZER LEDGE STATUE

C CHEST MAGIC AREA EFFECT STATUE, HUGE

CORPSE PILLAR T TRAP OR TRIGGER

DAIS PIT, COVERED TRAPDOOR, CEILING

DOOR PORTCULLIS F TRAPDOOR, FLOOR

DOOR, ONE-WAY RUBBLE WALL, ILLUSOINARY

SECRET DOOR IN WALL, LOW


DOOR, LOCKED
CEILING

SECRET DOOR IN WATER, FLOWING


DOOR, SECRET
s

FLOOR

DOOR, TRAPPED SHAFT IN CEILING WATER, STANDING

SINKHOLE OR
ELEVATED LEDGE WELL
CHASM

DIRECTIONS STUCK DOORS


In some descriptions for dungeon room For simplicity, every instance of a door
or wilderness areas, cardinal directions in a dungeon that isn’t locked or secret
may be given. has a 50% chance of being stuck.

APPROACH LIGHT
Under the dungeon entry, there will be Unless otherwise noted, every space in
a preliminary section that describes the a dungeon is dark. The only light sourc-
surrounding area and possible encoun- es would be ones carried by the party or
ters leading to the adventure site. by wandering monsters that need light
to see (ie. Brigands).

67
BY JACOB FLEMING

Beyond the city wall, there are creatures with their


own plans. Giant spiders desperately assault the
city in swarms. No one knows the cause of these
attacks, but their frequency increases by the day.
Far to the North, smaller orc war-bands are begin-
ning to gather and remote settlements are all that
stand between them and the walls of Obanhold
Too much blood has been spilled in the name of
human expansion and the orc tribes of Maut’hgar
have called for retribution. It is a matter of time
before all out war is declared.
A storm is coming.

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