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o Village on the Borderlands
Written by Mark Taormino

AN ADVENTURE FOR CHARACTER LEVELS 1-3

The Hamlet of Taldren has been a peaceful settlement for many years, however dark times have fallen upon its denizens. Roving
bands of Ogres have been raiding the stockpiles and animal pens in the night! It is believed they answer to a rambunctious giant
living in a nearby lush green valley known as the Hill Giant Highlands. There have also been reports of strange animated fungi plant
monsters appearing in the Caverns of the Wicked Peaks. Folks have even spotted bandits lurking around the ruins of Sternholm Keep
and wandering skeletons in the old cemetery in the Forest of the Fallen Oaks. The villagers have cobbled together a ragtag group
of willing adventurers to put an end to these dastardly fiends wherever they spawn. Fame, fortune and glory await those brave souls
who can defeat these evil monsters and restore order to the Village on the Borderlands!
Maximum Mayhem Dungeons are fun to play and have that classic look and feel, including blue maps, removable covers and fantasy
art from some of the best artists in the business! Filled with diabolical villains, irreverent characters, over-the-top monster encounters,
outrageous magic, mischievous NPCs, traps, puzzles and more, this adventure will entertain and challenge everyone who dares to
play it!

This product uses the Open Game License Version 1.0a and is easily adapted to any First Edition Style Fantasy Role-Playing
Game or OGL / OSR Style System.

www.darkwizardgames.com
DWGMMD-000 v1 Copyright © 2023 Dark Wizard Games, All Rights Reserved. Made in the USA.
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Maximum Mayhem Dungeons #0
Village on the Borderlands
Written by Mark Taormino
AN ADVENTURE FOR CHARACTER LEVELS 1-3

Credits
Editor / Layout: Mark Taormino
Cartography: Frank Turfler Jr, Jacob Blackmon and Mark Taormino
Technical Consultant: Joe Pearce
Front and Back Cover Artist: Justin Davis
Interior Artists: Jacob Blackmon, Carlos Castilho, Daniel Commerci,
Jeff Dee, Felipe Faria, Mark Lyons, William McAusland,
Brian McCranie, Matt Morrow and JE Shields
Proofreader: Justin Ryan Isaac
Play Testers: Thomas Allison, Timothy Connelly, Timothy Brannon,
Justin Ryan Isaac, Jeremy Kear, Mitchell D. McPhetridge,
and Kevin Watson
Special Thanks: Jeremy Kear and Steven“Ragnar”Hill

Maximum Mayhem Dungeons™ and Dark Wizard Games™ are trademarks of Mark Taormino. This product uses the OSRIC™ System (Old-school System Reference
and Index Compilation™). The OSRIC™ system text may be found at http://www.knights-n-knaves.com/osric. The OSRIC™ text is copyright of Stuart Marshall.
“OSRIC™” and “Old-school System Reference and Index Compilation™” are trademarks of Stuart Marshall and Matthew Finch and may be used only in accordance
with the OSRIC™ license. Some artwork copyright William McAusland, used with permission
DWGMMD-000 v1 Copyright © 2023 Dark Wizard Games, All Rights Reserved. Made in the USA.

1
AUTHORS NOTE: sits the cursed sword known as “Illumina mi Nemesi”
This is a fun sandbox module that can be used as a wielded by the maniancal thief boss named Warwick
starting point for new adventurers or an existing setting Diamondfingers who must be destroyed along with
to drop into your campaigns in need of such a location. that damn weapon before it posesses someone else,
The adventure offers the full Hamlet of Taldren / Inn of like one of the sweet and innocent PCs! [SEE: KEY TO
the Whistling Pig setting with over 100 named NPCs THE RUINS OF STERNHOLM KEEP P.42] The lush green
and an Overland Map of the Valley of the Moon that valley spreads to the southwest and eventually leads
features the central village which can provide safety to a very sharp and steep rocky mountain range called
and refuge to the weary PCs as they explore four main the Devils Spine which is also known to have a hidden
encounter areas: Hill Giant Highlands, Caverns of entrance to the rumored Caverns of the Wicked
the Wicked Peaks, Ruins of Sternholm Keep and the Peaks. Deep inside it’s sinister bowels resides an evil
Forest of the Fallen Oaks. Each location’s entrance is Drow Magic-User / Alchemist named “Linzabar.” He
GMs discretion on the Overland Map and provides a has created a new type of magical mushroom named
series of encounters, monsters, traps, a main boss and “Honeyspots” that have black caps with yellow dots.
piles of treasure! This adventure has a lot of scalability to When ingested, they enable him to manipulate the
fit varying roleplaying styles. I hope you enjoy reading minds of unsuspecting victims for up to 24 hours or
and playing it as much as I did writing it for you and more. Linzabar also has control over the creatures in
your players! Thank you for your support by purchasing the caves and even some of the villagers! He provides
this module! - Mark Taormino an opportunity for the PCs to take out another bad
guy! [SEE: KEY TO THE CAVERNS OF THE WICKED
GM NOTES:
PEAKS P.51 & HONEYSPOT MUSHROOMS P.53]
This adventure centers around the Hamlet of Taldren
The area to the southwest gradually becomes a
and the surrounding area. The village is located in the
wicked looking dark woods known as the Forest of the
Valley of the Moon [SEE: THE OVERLAND MAP P.62)
Fallen Oaks. Recently, a hideous shambling mound
with 47 shops, homes, a fully-featured inn, and over 100
name “Slaggariah” which is shaped like a giant fly-
named NPCs, this location provides the perfect setting
trap plant, has moved into the forest and is preventing
for the PCs to explore, rest, camp, and obtain quests
visitors from offering gifts to their dead loved ones.
and information. [SEE: KEY TO THE MAJOR NPCS
This has caused evil magic to be drawn to the forest
ENCOUNTER NUMBERS P.6, THE HAMLET OF TALDREN
where it’s rumored several “walking skeletons” and a
P.4 & THE INN OF THE WHISTLING PIG P.28] The
“ghost child” flickering in and out of existance have
OVERLAND MAP uses the distance of one mile per hex
been seen at night. The evil creature Slaggariah must
and contains the following four adventure locations:
be destroyed and a black rose delivered to the grave
The Hill Giant Highlands which is a landmass located
of Luna the Ghost Child in order to restore order. Once
in the northwestern corner of the valley, consisting of a
these tasks are completed, the forest will reset back to
series of grassy hills that offer one of the most beautiful
normal again and the villagers will treat the PCs as heros
sights in the region. There are miles of lush green hills
with a celebration on the Hill of the Standing Stones!
of various heights, shapes, and sizes. However, one of
[SEE: KEY TO THE FOREST OF THE FALLEN OAKS P.48]
them serves as the entrance to the cave home of the
This 1e module is designed for play using characters
hill giant known as Chief Harold Grumblebutt and
of levels 1 to 3. The party should consist of Fighters,
his family. He is leading the ogre raids on the village
Clerics, Magic Users, and Thieves. If you need to
and must be stopped! [SEE: THE HILL GIANT CAVE
scale down or scale up the encounters go ahead. The
P.36] The area to the northwest of the village is a
scenario can be ran as a stand-alone adventure or
wasteland where the Ruins of Sternholm Keep can
as part of a campaign. Encounters with monsters will
be found. Various monsters and criminals have been
provide an inline stat block with only combat significant
seen around the area, both day and night, and they
information. If the monster has special features
sometimes rob travelers or caravans that get too close
or actions, those will be listed after the stat block.
to the place. There are rumors that a band of thieves
The stat blocks use abbrieviations to make them more
has taken over the ruins recently. In that foul dungeon
compact. AC: armor class, MV: movement, HD: hit
dice, HP: hit points, ST/DX/CN/IQ/WS/CH: ability
score plus bonuses or penalties, SA: special attacks,
SD: special defenses, AT: number of attacks, D:
damage [weapon, notes], SZ: size, AL: alignment,
XP: experience points gained. Features of standard
weapons are not included. Melee range of all natural
weaponry is 5 ft. for the foes in this adventure.

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RUMORS TABLE:
Here are some rumors the PCs may have heard in
their travels around the Valley of the Moon, Hamlet
of Taldren or the Inn of the Whistling Pig. After each
one is a True or False depending on its reality. Use your
GMs discretion to pick or create new ones for your
campaign as well if you want.

1: “A wild eyed Hill Giant in the Highlands has had


teams of Ogres raiding the village. He is planning some
kind of larger scale intrusion with other giants even
farther to the east. Recently, he’s been distracted with
a personal project trying to complete his collection of
perfect ‘trophy heads’ for his fireplace mantle. He just
GETTING THE PLAYERS INVOLVED needs one more... the PERFECT ADVENTURERS head!”
Here are some options to get the PCs involved - [True]
in the adventure or use your GMs discretion
to create new ones that fit in your campaign. 2: “A cursed werewolf stalks the Forest of the Fallen
Oaks, preying on anyone who crosses its path and
1) The PCs have been summoned to the Hamlet of spreading a curse to those it attacks.” - [False]
Taldren by the locals to investigate a series of recent
Ogre raids on the stockpiles and animal pens. Folks say 3: “Powerful fungi plants with black caps and yellow
the monsters are being sent by a disgusting family of dots known as Honeyspot Mushrooms grow in the
Hill Giants living in a mound in the nearby Highlands. Caverns of the Wicked Peaks. They contain a
A hefty reward and a whole lot of tasty local ale will be powerful effect of healing and peace when eaten!”
a welcome prize for any PCs who can put an end to - [False]
these attacks!
4: “The Forest of the Fallen Oaks has been seized by
2) After squabbling and bickering over petty nonsense
bands of goblins who are preying on travelers whom
for many miles, you finally stop arguing long enough
they catch and sacrifice to their wicked god. After the
to notice that you have just reached the beautiful,
bloody ritual, they get drunk then begin to sing and
lush green rolling hills of the Valley of the Moon. In the
dance... badly!” - [False]
distance you can see a small village that looks like a
welcome place to rest, grab a brew and then continue
5: “A great magic sword is rumored to be lost in the
squabbling and bickering over petty nonsense!
lower dungeon of the Ruins of Sternholm Keep.
3) A mysterious shaman has hired your party to go to Bandits have been seen lurking around the place so
the Valley of the Moon and return with a pack full of nobody goes there.” - [True]
the delicious exotic red capped and yellow spotted
“Ruby Mushrooms” that will give special powers when 6: “Some say that a few of the rooms on the second
consumed! He warns you not to eat any of them as floor of the Inn of the Whistling Pig have secret doors!
they must be processed by him first. If you do eat them... The staff denies the rumors, but adventurers looking
well then I guess you will be in for a big “explosive” for some excitement and treasure are still eager to
surprise and the need of a privy very quickly! investigate if they spend the night!” - [True]

4) The PCs had chance encounter with a wandering 7: “The dancing Mystic girl in the forest can control the
adventurer who told them about a nearby village animals with her singing voice. - [False]
which has several areas of high adventure nearby,
8: “A flickering ghost child has been seen wandering
including a ruined castle, a giants home, a haunted
around in the cemetery” - [True]
forest and a cavern loaded with countless treasures
just waiting to be explored! The stranger spent the 9: “There is an eccentric Drow Magic-User living in the
night with your group getting drunk while showing you Caverns of the Wicked Peaks. He controls strange
a torn map to the hamlet. However, your new friend fungi plants that attack intruders.” - [True]
was “mysteriously” found dead in the morning! Oh
well what a convenient shame... I seriously wonder 10: “The buried dead are rising from the ground in the
how THAT happened? Now where is that map again? cemetery of Forest of the Fallen Oaks.” - [False]

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OVERLAND MAP WANDERING MONSTERS: THE HAMLET OF TALDREN:
Wandering monsters will be encountered while Nestled in the midst of the beautiful green Valley of
traveling the countryside in the Valley of the Moon. the Moon, surrounded by trees with gorgeous blue
Use GMs discretion when to make a check for skies, the small Hamlet of Taldren is home to about
them. Roll a 1d4 or pick from the table below: a hundred or more permanent residents and dozens
1. Bats - (#1d10): (AC 10, MV: 0 ft / 240 ft flying, HD: of visitors each week. The village is surrounded by
1/2, HP: 1 each, #AT: 1, D: 1d2, SZ: Small, MR: Standard, lush hills with forests, which provide ample hunting
SA: Swarm, AL: Neutral, Level/XP: 1/5 +1/hp). Highly and foraging opportunities. The terrain is dotted with
maneuverable, users of missile weapons will suffer a farms and fields, where the residents grow a variety
-3 to hit penalty unless the attacker’s dexterity is 13 of crops, including wheat, corn, and vegetables.
or higher. They must land on their intended victims to The hamlet itself is a collection of small cottages,
attack. There is a 1% chance that those so bitten will buildings and structures. They are constructed in
contract rabies, or some similar blood-borne infection. Tudor style using wood (some left unpainted or
coated with a simple wash made from brown,
2. Bandits - (#1d4): (AC: 7 [leather armor], HD: 1d6,
yellow, or white chalk mixed with water), brick, or
HP: 4 each, #AT: 1, D: 1d6 [shortsword], SZ: Man-sized,
cobblestone. These buildings often feature thatched
MV: 120 ft, MR: Standard, AL: Chaotic, Level/XP: 1/10
roofs, and some of the surrounding properties include
+1/hp)
large farms and small gardens. Village Map scale is
3. Dire Wolves - (#2d4): (AC 6, MV: 180 ft, HD: 3+3, HP: 20’ per square. The Inn of the Whistling Pig is the
15 each, #AT: 1, D: 2d4, SZ: Medium, MR: Standard, SA: largest place to stay in the hamlet, a charming and
None, SD: None, AL: Neutral, Level/XP: 3/75 + 3/hp). lively establishment with a wooden statue outside of
4. Ogres - (#2d6): (AC 5, MV: 90 ft, HD: 4+1, HP: 25 each, a jovial pig standing on two legs and playing a flute.
#AT: 1, D: 1d10, SZ: Large, MR: Standard, SA: None, SD: It is run by a stout, beautiful and boisterous woman
None, AL: Chaotic evil, Level/XP: 4/195). named Brunhilde Helga a.k.a “Broom Helga
Olsen,” who is a retired heroic adventurer. (SEE:
KEY TO THE INN OF THE WHISTLING PIG P.28) There
are a few hostels and homes in the village that may
offer nightly or weekly guests as well. A few dirt roads
lead to all the key establishments and a large stream
runs through the hamlet, providing clean water for
drinking and irrigation. The river connects with a few
lakes in the northwest and southeast sections of land
beyond the village. The land was ruled over by a
local Paladin Lord Edmund Sternholm until he went
mad and killed everyone in his castle and died (SEE:
KEY TO THE RUINS OF STERNHOLM KEEP P.42) with
no heirs. His last loyal surviving knight, Sir Richard
Dupre (SEE: E.36) escaped and created the local
militia in the village to continue to protect the lands
until the area and castle can be restored with a new
proper ruler. The village also has a local priest Brother
Tiberius (SEE E.20) who leads the druidic rituals on
the Hill of the Standing Stones and offers guidance
to the villagers on matters of faith and morality. The
priest is not a member of the militia but is an important
figure in the village nonetheless. Overall, the power
structure in Taldren is hierarchical, with Sir Richard
Dupre at the top with Brother Tiberious and groups
of merchants and villagers supporting him. The locals
are content with this arrangement, as it provides a
stable and prosperous community in which they
can live and work. The villagers are a close-knit
community, with a strong sense of camaraderie
and shared purpose. They are hardworking and
self-sufficient. Despite their isolation, they are

4
friendly but suspicious to outsiders because of the 4: A group of people has gathered around a grassy
current raids. Life here is simple and peaceful, and clearing where a young couple is announcing
the villagers are content to live out their days in this their engagement! Joy and celebration is in the
green nature filled idyllic setting. Many of the locals air and some villagers offer gifts of trinkets, flowers,
are involved in a religious group called the Order of money, etc to the happy twosome. If the PCs
the Sun which meets once a week on the Hill of the give a gift they will be thanked by the couple and
Standing Stones to the west for prayers and rituals. It someone in the crowd will give them a true rumor
is an ancient nomadic religion based on nature. The from the Rumors Table in casual conversation.
PCs may encounter folks wearing a necklace with 5: A traveling minstrel performs in the village square,
the form of a sun with seven rays of light spreading entertaining the locals with tales of adventure and
outwards. Some locals may also be members of the love. However there is a shady accomplice working
local militia and ready to fight any malicious attacks with the minstrel trying to sell individuals in the
on the village. They have been busy warding off the crowd Highbottom Leaf tobacco or sweet Dwarven
recent attacks on the hamlet and trying to recruit Brandywine for 2 cp each per gram or flask.
adventurers to join them in stopping this blight on
their land by defeating these evil creatures and their 6: A fire breaks out in the village right nearby where
foul bosses. Fortune, glory and many treasures await the PCs are located. The PCs see a scruffy-looking
those brave enough to heed the call! man with a scar across his face running from the fire.
The villagers are confused as to how the fire started
RANDOM VILLAGE EVENTS:
and ask for help. GMs discretion on which NPC is the
At least once a day or at GMs discretion roll a 1d10
man who started the fire if any other local folks saw
for any one of these random events to happen to
him too or if the villagers unexpectedly accuse the
the PCs. Depending on whether it is day or night
PCs themselves of starting it!
in the game environment, make adjustments if
needed. Remember, each one of these NPCs might 7: A caravan of odd, weird and strange traveling
be aware of a few of the rumors if the PCs strike merchants shows up with exotic merchandise! They
up a conversation with them. If combat ensues are selling trinkets and charms with “otherworldly
with any of these NPCs, they are all classified with properties,” unique paper and dice games with small
Commoner stats or at GMs discretion be any works of art in the form of colorfully painted pewter
one of the village characters. (SEE: KEY TO THE miniature figurines by gifted artists as well as curiosities
MAJOR NPCS ENCOUNTER NUMBERS P.7 & P.8) and oddities from far-off lands!

1: A Mystic woman wanders up to the PCs and tries 8: Today happens to be the once a solstice “Festival of
to sell them some natural oils and scented flowers to Life” celebration and the PCs are invited to a party that
wear. She makes an expression on her face like “one lasts for twenty-four hours on the Hill of the Standing
of you can certainly use it” and blinks her eyes as if Stones where burning offerings of Highbottom Leaf,
she has smelled a very strong odor emanating from Frankinscense, Sandlewood and Cedar free the
your group. She has three vials available for only 5 spirits. Food and drink will be provided for free and the
cp each. A single vial when fully used on one PC will PCs can chat with the locals (good place to give out
temporarily improve their Charisma by +4 for 1d8 a rumor or two) but beware, there could be bandits
hours. passing through the village in the midst as well trying to
steal from the unsuspecting revelers!
2: A traveling magician has assembled a group
of villagers by doing simple magic tricks, drawing 9: A filthy, disgusting, smelly wandering beggar
crowds and excitement. One of the spectators is approaches the party coughing with his mouth open
a pick-pocket secretly working with the magician. and asks them in Common for “alms for the poor and
There is a 50% chance he will target one of the wretched.” If the PCs give him some food or money
PCs if they are in the group watching the tricks. he will say “Thank ye for your compassion!” and
therefore try to give them a friendly hug. He will tell
3: A muddy farmer approaches the PCs and tells
them one of the rumors from the Rumors Table. with
them his most prized pig has been lost since last night
GMs discretion as to which one or just to use a dice roll.
and asks if they have seen it. After about 1d4 minutes,
the pig will show up covered in mud and manure 10: A wild-eyed man stumble up to the PCs and gives
then furiously shake itself off, splattering a huge them a note: “R.RG.RGB.RGBY.RGBY.RGBYY.RGBYYB.
mess all over the PCs! The farmer smiles and speaks, RGBYYBG.RGBYYBGR” and tells them a cryptic
“Never mind... have a nice day!” then grabs the mysterious message, “it’s music to my ears” then
filthy animal with his bare arms and walks away with suddenly collapses and dies in their arms. [SEE: KEY
a big smile baby talking it, “Whos a good boy?” TO THE CAVERNS OF THE WICKED PEAKS P.51-E.4]
5
KEY TO THE MAJOR NPCS ENCOUNTER NUMBERS:
The following table lists all the major NPCs and boss monsters with their primary location for ease of locating in
play. Unless otherwise noted, during the day time (sun up to sundown) most of the shopkeepers, villagers,
traveling NPCS, etc will be out and about going about their lives or in their stores, farms, fields, homes,
hostels or inns etc. If it is night time (sundown up to sun up) they will probably be inside eating, resting,
playing, getting drunk, sleeping etc. Shopkeepers will have wooden “open” or “closed” signs posted outside
depending on their work hours or time of day etc. PCs could start conversations with a simple “hello” or
“what’s your name or job” to get things going etc and some folks who may be friendlier than others will
chat with them. At GMs discretion any of these folks can give the PCs any of the rumors going around the
village or any one of the NPCs could potentially be under the 24 hour effect of the Honeyspot Mushrooms
(having possibly eaten them in a recent meal) and Linzabars Mind Control (SEE: HONEYSPOT MUSHROOMS
P.53) Some NPCs (adults or children) may not have specific names or stat blocks for their abilities, skills and
weapons etc so they will be treated as Commoners and in those scenarios their basic stats will be referenced
here and you can choose if they are fighting with fists or a hidden weapon on their body e.g. a dagger in a boot,
belt or pocket etc: Commoner (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, XP: 5)
Throughout the village are wooden signs listing the shops and locations of various trades men and women. Below
is a table for your quick reference. The “Occupation” field lists exactly what the NPCs does, e.g “Blacksmith”,
“Farmer”, etc or even “Boss” (in the case of a key boss monster or major villain.) Next is the “NPC Name” with
an M or O next to it. An (M) means this NPC is a member of the local militia, an (O) means they are a
member of the Order of the Sun. If they are not members of the militia or the Order of the Sun nothing will listed
next to their name. Next is their “Location” which will be one of the following codes: (V) = Village of Taldren,
(I) = Inn of the Whistling Pig, (C) = Caverns of the Wicked Peaks, (H) = Hill Giant Highlands Cave, (S) Ruins
of Sternholm Keep or (F) = Forest of the Fallen Oaks. An [L1] indicates level one and an [L2] indicates level
two of the Inn of the Whistling Pig.

OCCUPATION: NPC NAME: LOCATION: ENCOUNTER #:


ADVENTURER Alben (I) E.18 [L2]
ADVENTURER Alistar Kingswell (I) E.7 [L2]
ADVENTURER Benedict Silverwind (I) E.11 [L2]
ADVENTURER Eldridge Baines (I) E.17 [L2]
ADVENTURER Horacio (I) E.18 [L2]
ADVENTURER Liandra Sunflower (I) E.9 [L2]
ADVENTURER Louis (I) E.18 [L2]
ADVENTURER Marcus Lafitte (I) E.5 [L2]
ADVENTURER Missy Wondermire (I) E.3 [L2]
ADVENTURER Owen Steelheart (C) E.7
ADVENTURER Riley Nightwing (I) E.17 [L2]
ADVENTURER Veronica Stratfield (I) E.3 [L2]
ADVENTURER Vivienne (I) E.18 [L2]
ADVENTURER Wilfred Rollinghill (M/O) (V) E.41
ADVENTURER Woodrow Moonleaf (I) E.1 [L2]
APOTHECARY Gwendolyn Wildwood (M/O) (V) E.34
BAKER Hazel Rutherford (M/O) (V) E.13
BANDIT Almore Blacksword (F) E.8
BANDIT Blade (I) E.13 [L2]
BANDIT Dante (I) E.2 [L1]
BANDIT Frieda (I) E.13 [L2]
BANDIT Isabella (V) E.15
BANDIT Magnus (I) E.2 [L1]
BANDIT Sablewind (V) E.15
BANDIT Sandra (I) E.13 [L2]
BANDIT Willy (I) E.13 [L2]
BARTENDER Bluto Oakenshield (I) E.2 [L1]
BARMAID Gina (I) E.2 [L1]
BARMAID Elisabeth (I) E.2 [L1]

6
OCCUPATION: NPC NAME: LOCATION: ENCOUNTER #:
BARMAID Kirstie (I) E.2 [L1]
BLACKSMITH Sven & Olga Ironfury (M/O) (V) E.27
BOSS VILLAIN Hill Giant “Chief“ Harold Grumblebutt (H) E.12
BOSS VILLAIN Hill Giant Matilda Grumblebutt (H) E.11
BOSS VILLAIN Hill Giant Otis Grumblebutt (H) E.14
BOSS VILLAIN Hill Giant Woogey Grumblebutt (H) E.14
BOSS VILLAIN Linzabar (C) E.10
BOSS VILLAIN Slaggariah the Shambling Mound (F) E.10
BOSS VILLAIN Warwick Diamondfingers (S) E.10
BUTCHER Shane Boarshead (M/O) (V) E.18
CARPENTER Howard & Ann Lawrence (M/O) (V) E.36
COBBLER / LEATHER WORKER Elwood & Jasmine Soloman (M/O) (V) E.19
DAIRY / MEATS Benjamin & Abergale Johnstone (V) E.25
FARMER Agnes Coppermill (V) E.37
FARMER Albert & Helena Rothbirch (M/O) (V) E.42
FARMER Edith Merryweather (O) (V) E.32
FARMER Galen & Lyra Brightblade (M/O) (V) E.28
FARMER Greta McAllister (V) E.46
FARMER Hans & Eva Meadows (O) (V) E.40
FARMER Henry & Jessica Williamson (V) E.17
FARMER Knute & Lindsey Aldermin (M/O) (V) E.4
FARMER Levi & Sarah Brimley (M/O) (V) E.3
FARMER Lirien Elden (M/O) (V) E.7
FARMER Luke & Gianna Foster (M/O) (V) E.31
FARMER Martin & Sally Parker (M/O) (V) E.1
FARMER Marshall & Leslie McNabb (M/O) (V) E.45
FARMER Nathan & Virginia Timberwine (V) E.26
FARMER Olaf & Winifred Masterson (V) E.8
FARMER Rosie Goodwillow (O) (V) E.13
FARMER Samuel Wrightmore (M) (V) E.11
FISHERMAN Finnegan & Katarina O’Malley (M/O) (V) E.10
FISHERMAN Reginald & Celestine Barrington (V) E.35
FISHERMAN Joseppa & Marina Anderson (M/O) (V) E.38
FLETCHER Eldrin Willowbranch (V) E.20
GHOST CHILD Luna (V) E.10
GUARD Leif Shieldbreaker (F) E.12
HERMIT Brother Tiberius (O) (V) E.47
HOSTEL Elmore Woodhaven (V) E.9
INNKEEPER Brunhilde Helga Olsen (M/O) (V) E.33
JEWELER Daisy Underhill (O) (V) E.22
LABORER Heather Lovelock (M/O) (V) E.44
LABORER Ned & Ursula Sawyer (M/O) (V) E.39
MASON Samuel & Leanne Fielding (V) E.24
MILLER Gorne & Mimi Stonefoot (M) (V) E.14
MINER Boris & Trina Silvermane (M/O) (V) E.2
MONEYCHANGER / PAWN Hugo Lightfoot (V) E.12
MYSTIC Esmeralda & Zara Santorino (O) (V) E.5
STABLE KEEPER Aria & Abel Haymaker (M/O) (V) E.21
TAILOR Margaret Tealeaf (V) E.23
THIEF Pepper Leafbender (H) E.5
TRAINER SWORDS Sir Richard Dupre (M/O) (V) E.30
TRAVELING MERCHANT Seraphina Emberwood (V) E.9
WINEMAKER Marsha De Vina (V) E.16
WOODCUTTER Winston & Amanda Lionheart (M/O) (V) E.43

7
PLAYERS BACKGROUND: KEY TO THE HAMLET OF TALDREN:
“It’s MINE... no it is MINE... that one is MINE. No #1. SMALL FARMHOUSE
I want that one! MINE! MINE! MINE!” That’s all
The small medieval farmhouse is nestled in a
you and your compatriots have been squabbling
clearing, surrounded by fields of crops, with a low
about for days! Like litle spoiled children you have
whitewashed wooden structure and a sloping
been arguing over treasures that you haven’t even thatched roof. A chimney can be seen up there and
found yet! Your group of adventurers has been on the sound of animals and clucking chickens can be
a long and perilous journey to reach the Valley of heard from the nearby yard.
the Moon where those future treasures are rumored
to lie in wait! Finally, you have arrived at the top This is the home of Martin and Sally Parker (AC: 10,
of a hill overlooking the lush and green Hamlet of MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2,
Taldren below. As you catch your breath and take AL: Neutral, Languages: Common, XP: 5) They are
in the view, you dream that the rumors are true of a human farmers and very hard working usually in the
ruined castle nearby, home to dangerous creatures fields during the day and at home sleeping at night.
and ancient treasures! But you can’t help but feel a They are members of the militia and the Order of the
sense of unease as you also have heard tales of a Sun. To one side of the room is a sturdy wooden
nearby giant’s lair, where a creature is said to reside table with benches on either side, and on the
with a special eye for beauty! Additionally, a sinister other side is a large wooden cupboard filled with
and creepy haunted forest that has claimed the pottery and dishes. A ladder in the corner leads up
lives of many a foolish traveler looms out there. And to a loft that serves as a sleeping area, with a few
then there’s a mystical cave system, said to be filled straw-filled pallets and simple blankets spread out
with gems and oddly colored mushrooms, guarded on the floor. In the loft he has a small box next to his
by strange fungi monsters. As you survey the area straw bed, it contains: (1) Dagger +1 and 550 cp.
you can’t help but wonder what other dangers and #2. MINER’S COTTAGE WITH HERB GARDEN
mysteries this valley holds. The road to the hamlet is
before you with several buildings as well as a large You notice the thatched straw roof of this cottage
inn which will be a welcome place to rest as well as is in need of repair, as several patches of straw are
offering food and drink from a lovely serving wench missing. The flagstone and mud walls are weathered
as you explore the village and chat with the locals. and the windows are small, with no glass panes, only

8
shutters. The door is smallish in size, solid and made of
sturdy oak, with a large iron knocker. The residence is
surrounded by a small vegetable herb garden with
a few brown, black and yellow feathered chickens
pecking at the ground nearby. One of the yellow
chickens awkwardly stops moving around and stares
at you then proceeds to get nervous and well, you
know... better watch your step over there! It starts
clucking and pecking the ground again then walks
away from you.

This is the home of Boris and Trina Silvermane (AC:


10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D:
1-2, AL: Neutral, Languages: Common, Halfling,
Dwarvish, Elvish, Gnomish, and Ogrish. XP: 5).
They are dwarven miners with six kids (four boys and
two girls.) Both are members of the militia and the
Order of the Sun. Boris has a bushy brown beard, thick
mustache. His wife Trina has long black hair, green
eyes and has a cute little gap between her two front
teeth. Boris can identify any gems the party shows
them for a small fee (GMs discretion). The interior #4. MEDIUM SIZED FARMERS COTTAGE
of the house is small and cramped, with only one This is a simple wooden house with a thatched roof
main room for cooking, eating, and sleeping. A made of straw and walls that are very weathered in
loose flagstone on the side of the fireplace conceals need of repair. The house is painted in a white wash
a small area that contains the following: (1) Potion and has a single door with a small window on either
of Extra Healing and 2000 ep, (10) Gems: 2 x 10 side and wooden shudders. Near the structure is a small
gp, 50 gp, 3 x 100 gp, 350 gp, 500 gp, 1000 gp, field with crops growing in neat rows of vegatables
2000 gp. and wheat, as well as a large chicken coop and a
small barn. You can hear the sound of animals nearby
#3. MODEST FARMHOUSE as breeze whips up and the smell of fresh earth and
This small modest farmhouse with a thatched roof manure fills your nostrils reminding you of the joy of
and whitewashed walls catches your eye. The sound simple life.
of chickens clucking can be heard from the yard.
Knute Aldermin and his daughter Lindsey, both
You see several small gardens with neatly arranged
human farmers (AC: 10, MV: 120 ft (40 ft), HD:
rows of vegetables and herbs, surrounded by a
1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages:
wooden fence. It looks very cozy shutters. As you take
Common, XP: 5) live here. Knute is a very stern
a closer look you notice the picturesque landscape
older man in his sixties with grey hair, weathered skin,
surrounding it. In the distance, a line of trees marks the
a medium build and a no-nonsense demeanor. His
edge of a forest, and you can hear the soft rustling of
daughter is a young buxom blonde woman in her
leaves in the gentle breeze. The yard is enclosed by
early twenties, She wears practical clothing but it does
a low stone wall, and a small path leads to the front
reveal some cleavage, otherwise her clothes show
door. A gurgling stream can be heard nearby.
wear and tear. They are members of the militia and
This is the home of Levi and Sarah Brimley (AC: 10, MV: belong to the Order of the Sun. Knute will talk with the
120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, PCs but always toss in the line “Keep your eyes off my
XP: 5) both human farmers. His face is adorned with a daughter.” Lindsey will be a little coy and somewhat
long and braided mustache that twirls at the ends. His flirtatious with the PCs. This two-room home is sparsely
wife has a pair of strikingly beautiful, almond-shaped furnished, with a few basic items scattered around
eyes with long, dark lashes that capture your attention the space. A rough wooden table sits in one corner,
and hold your gaze. They have five kids, three boys flanked by two rickety chairs. A few shelves line the
and two girls. They are suspicious of anyone not from walls, displaying various farming tools and a small
the village and will try to avoid any PCs unless they collection of crockery. The room smells of earth and
have to talk. They are both in the militia and followers hay, and a thin layer of dust covers most surfaces.
of the Order of the Sun. There is an old clay pot filled Under the fathers cot is a loose flagstone which is
with dried flowers on a shelf that contains: Gems (4): concealing a hole in the ground that contains a sack
10 gp, 50 gp, 70 gp, 80 gp. with the following items: 300 gp, 600 cp, and 700 pp.

9
#5. MYSTIC CAMP AND WAGON ceiling like dried leaves and bones. Various powders
In a peaceful meadow surrounded by trees, a and liquids can be seen in small jars in every corner
colorful Mystic wagon sits parked next to a campsite of the place. A pungent aroma of herbs, oils and
with a small firepit. The soft green grass and wildflowers apothecary items hangs in the air. Bottles and
sway gently in the breeze, while a nearby brook jugs of various sizes and shapes line the shelves.
babbles merrily along. The wagon is made of aged Small bones, possibly from rodents, are scattered
wood and is painted in bright colors, with intricate on a small circular wooden table, next to a few
designs and patterns adorning its sides. The wheels candles that cast a flickering light. On the table is
are large, sturdy and painted black with with metal a human sized skull, a dagger (right in front of her),
rims. The circular door to the wagon is intricately some burning lavender incense, a few jewels, some
carved and has a small window with a red velvet miscellaneous animal feathers, a crystal ball and a
curtain. Hanging from the roof of the wagon are glass of wine. She sits down at the table and stares
tassels and beads of various colors that sway gently at you with her one eye. In the background behind
in the breeze. A carved sign hangs above the entry her you can see the back wall of the wagon with
that depicts three cards and a half moon. a small circular window. The notice the old Mystic
woman’s hands are weathered and bony, with
Depending on the time of day or night (GMs discretion)
wrinkled skin that is tan and spotted, evidence
read the following to the PCs:
of many years spent in the sun. Her fingers are
The young girl is dancing around the campfire while adorned with a few jeweled rings, which glint in the
her very old grandma sits on the wagon bench candle light as she moves her hand. Her fingernails
playing a lively tune using a mandolin. A cast iron are long and curved, yellowed with age and slightly
pot is hanging over the flames cooking a soup made stained. Despite their age, her hands are still nimble,
from rose petals, fish, thyme and rosemary. The young with long fingers that hint at a lifetime spent working
girl beckons you to come over where she offers to sell with them. By the way, she has been staring at you
you a black rose for 1 cp and says, “It’s good luck awkwardly this whole time! Next with a slow and
to buy one and leave it at ‘Lunas’ headstone in shaking hand she pulls out a full tarot deck then
cemetery in the Forest of the Fallen Oaks because sets it on the table. She takes the cards out one
it keeps the bad spirits away. I sense greatness in by one laying them out face down, a total of five
your future! My grandmother Esmerelda can read then snaps her fingers and the rest of the remaining
your fortunes inside the wagon!” She continues deck vanishes in a flash of blue flame. She stares at
dancing and frolicking around to the festive music. you with her motionless one eye and flips over the
first card showing a hooded skeletal figure riding a
The ladies are Zara and Esmerelda Santorino (AC: white horse away from a beautiful setting sun. She
10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, calmly says, “The Death Card! It represents the
AL: Neutral, XP: 5) both human female Mystics. Zara end of a cycle, transformation, and rebirth.” Her
is about twenty-four years old. If the players go near eye bulges at you as she flips over the next card
the wagon entrance they will be greeted by a nearly while still staring uncomfortably right into your souls.
100 year old Mystic lady playing the mandolin. One of This one depicts a figure sitting up in bed, with their
her eyes looks permanently closed and the other looks head in their hands, looking distressed or afraid.
crossed. She is wearing a purple colored hood adorned Above the figure, nine swords are hanging on the
with beads around her forehead area and her robe wall, creating a sense of oppression or impending
is dark red. A necklace made of bones is around her danger. “The Five of Swords! It represents conflict,
neck. She puts the musical instrument down and smiles defeat, and betrayal.” Before you can blink the next
revealing only one crooked tooth and introduces card is flipped... it shows a moon in the night sky with
herself as Esmeralda Santorino then will invite them a howling wolf. “The Moon. It represents mystery,
in to read their fortunes if they can give her and her the subconscious mind, and hidden forces.” Her
daughter some food or wine. They are not in the militia one eye gaze moves from the card back to you
nor are they followers of the Order of the Sun. If the PCs as she slowly turns over the next card. This card
agree get their fortunes told then read the following displays a red horned demon like figure with black
but allow player interjection etc: chains and naked humans at its hoofed feet. “The
“My name is Esmerelda Santorino! Step into my Devil. It symbolizes temptation, addiction, and
wagon and I will tell your future!” The interior of negative influences.” She flips over the final card
the wagon is very small, decorated with brightly which shows a shining yellow sun in a bright blue sky,
colored fabrics, and a few trinkets hang from the with a beautiful white horse. “The Sun! It represents
vitality, success, and enlightenment.” Her one-eyed

10
11
gaze slowly turns from the cards to stare at you. There is an #6. SEVEN STANDING STONES ON THE HILL
awkward thirty second pause before she exclaims, “This As you crest the top of the lush grassy hill, you
is a sign that you are meant for a great adventure! Go come upon an awesome sight: seven large
south east from the village into the Forest of the Fallen standing stones arranged in a circular pattern.
Oaks to find the cemetery and leave a black rose on The stones stand about ten feet tall with colorful
the grave with the headstone that reads: ‘Luna’. An flowers planted around their bases. Each monolith
evil plant creature has taken over forest and turned is spaced about seven feet apart. They seem to
be ancient and weathered, as if they have been
it into a blackened, twisted ugly place instead of the
standing here for centuries. As you approach the
lush beautiful green memorial paradise it was. The
circle, you notice that the ground within the very
creature prevents the villagers from giving offerings center of circle has been cleared of grass, forming
to the dead and it’s caused the ‘ghost child’ Luna to a small firepit with various rocks. In the center of the
return in unrest and haunt the place. She was the first firepit, there are cold burnt ashes. The air around
person buried there and is the guardian of the graves. the circle is thick with the sweet scent of flowers,
The monster has been attracting evil to the cemetery and as you look around, you notice that pretty
like skeletons and zombies attacking unsuspecting flowers in vibrant colors grow all over the area,
visitors. The plant creature must be defeated to restore adding to the serene and mysterious atmosphere.
order back to our forest, sacred burial grounds and This is the hilltop where the Order of the Sun members
free the childs spirit to return in peace to the afterlife. celebrate and offer their once a week group sacrifice
If you can accomplish this task, come back here to the Sun Diety. They also use the henge stones
afterwards and I will give you a magic ring that will to determine the seasons for harvesting, weather
give you special protection powers!” predictions and certain celestial events. GMs
The plant creature is a Shambling Mound that is known discretion on what day the PCs are visiting the henge
by the name Slaggariah and has assumed the form of as once a week the sacraficial celebration is held
a giant fly trap monster. If the PCs complete the quest here on “Suns Day.” Sometimes there may be other
and kill the beast, put the black rose on Lunas grave events happening on any other given day like parties,
then return here, the old Mystic lady will give the PCs a weddings, funerals, birth celebrations and more. On
Ring of Protection +3 and (2) Bottles of Doctor Good these event days some of the shops and houses will
(high spirits alcohol). Hidden under her bed is a sack be left un-attended for random periods of time should
with the following: 10 cp and a turquiose necklace the PCs need to do any clandestine operations in
worth 50 sp. There is nothing else of value here. those locations.

12
#7. SMALL FARMERS COTTAGE #9. HOSTEL AND STABLE
As you approach the small cottage, you see that Approaching the wooden building, you see a small
it is made of whitewashed wood with a thatched sign hanging from the entrance that depicts a bed
straw roof, and is surrounded by a small garden and horse. The building looks well-maintained, with
of delicious smelling herbs and brightly colored a thatched roof and sturdy wooden walls. Attached
vegetables. The front door is wooden and simple to the side of the building is a large barn with
with its frame painted red, with a small window to several stalls for horses. You can hear the sound of
one side with its frame painted red as well. A flower a horse neighing and snorting from inside and yes
pot sits on the window sill and a chimney can be unfortunately a strong manure smell wafts about as
seen on the roof. well.

This is the home of Lirien Elden (AC: 10, MV: 120 ft (40 ft), This is the establishment of a local hosteler Elmore
HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, XP: 5) a female Woodhaven (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP:
human farmer who is a graceful and alluring woman with 4, #AT: 1, D: 1-2, AL: Neutral, XP: 5), a male human
pointed ears, long blonde hair and dressed in a flowing commoner whos face is distinguished by a prominent
earth-toned gown of silk. She is a member of the militia scar that runs across his forehead, giving him a rugged
and the Order of the Sun. Inside the small cottage is a and battle-hardened look. He is a member of the local
comfy living area with a stone fireplace cooking hearth militia as well as a follower of the Order of the Sun. The
against one wall. The space is sparsely furnished, with main room is sparsely furnished with a few chairs,
a few wooden chairs and a table in the center of the a table, and a chest, while a small kitchen area is
room. She has no interest in adventuring. In her room situated in the corner. Another room can be seen
she has a small chest hidden under a loose floorboard. It in the back and up front is a ladder that leads to
contains: 150 cp and a Silver Necklace worth 50 sp. a loft area where eight straw beds and trunks can
be seen. They are for rent to any PC for 10 cp a night.
#8. COZY FARMERS HOUSE
There are seven available now but the eigth is taken up
Approaching this small wooden cottage house, by traveler named Seraphina Emberwood (AC: 10,
you notice the charming simplicity of its exterior. MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1 [Dagger +1],
The cottage is constructed entirely of rough-hewn D: 1d4 +1, AL: Neutral, Languages: Elvish, Common,
logs with mud and straw between the logs. The Dwarvish, Halfling, XP: 5) a female elven adventurer
front of the cottage features a small table next to a who is passing through the village. The horse in the
wooden bench and a few potted plants adorning stable is hers as well. All the trunks are empty except for
its edges. The cottage sits on a small plot of land, hers which contains: (1) Potion of Healing and 500 cp.
with a small garden with trees growing nearby. #10. FISHERMANS HOUSE NEAR THE STREAM
This is the home of Olaf and Winifred Masterson This is a small modest cottage by the hill nestled
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: among a cluster of fresh green trees and a wide
1-2, AL: Neutral, Languages: Common, XP: 5) both flowing natural stream. The cottage is made of simple,
human farmers. He is a weathered and hard-working weather-worn materials such as whitewashed wood
man whose clothing consists of a sturdy shirt, trousers, and hardened mud, and it looks like it has been
and boots. His wild black hair and beard are unkempt. standing for many years. A small wooden porch juts
His wife Winifred has green eyes, hoop earrings and out from the front of the house, supported by two
she wears clothing that is clean and tidy. They have six rough-hewn posts. On the porch sits a oak bench
kids, (three boys and three girls). Olaf and his wife are and on the ground is an old bucket, several fish traps
members of the militia and the Order of the Sun. His made of wicker and wood and some large fishing
wife will offer the PCs some home cooked apple pie nets made of hemp and linen.
and tea as they discuss some local rumors! The inside
of the house is a warm and inviting and the floor is This is the home and shop of Finnegan & Katarina
made of sturdy wooden planks, worn smooth over O’Malley (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP:
time by countless footsteps. The furnishings are 4, #AT: 1, D: 1-2, AL: Neutral, Languages: Common,
simple and functional, consisting of a few wooden XP: 5) both fishermen. He is dressed in rough, practical
chairs and a large wooden table in the center of clothing that is stained and worn from years of hard
the room. A sturdy wooden ladder leads up to a loft use. His skin is weather-beaten and his hands are
area above. It has been converted into a sleeping wrinked and worn from years of handling fishing nets,
area for the farmer’s large family. The chest contains: traps and lines. He is a sturdy, muscular figure, with a
(1) Scroll of Protection - Petrification, 5000 sp and powerful build honed by years of working on the water.
200 gp. She is brown haired wearing pigtails and blue overalls.

13
They are members of the local militia followers of the storage, with a few simple pieces of furniture scattered
Order of the Sun. They can sell fish and train the PCs throughout the room. A ladder leads up to a loft area
in the arts of fishing for a reasonable price. The other that serves as a sleeping area which is a straw bed.
local fisherman Reginald Barrington (SEE: E.35) and An old crock pot near the fire hearth contains a false
Finnegan are friendly rivals. The inside of this cottage botton hiding the following: 37 gp. 40 sp, and his
is small, but every inch of space has been carefully beloved wifes (12) Gems worth 5 gp gems and his
utilized to create a comfortable living space. The wifes necklace worth 100 gp. There is nothing else of
furniture is simple and functional, consisting of a value here.
wood table with several chairs, a small cupboard
#12. MONEYCHANGER & PAWN SHOP
for storing dishes and food, and a wooden chest for
storing clothing and other personal items. There are This is a plain-looking stone building with a stone
a few shelves lining the walls, which hold various arched roof and a wooden sign hanging above the
fishing supplies, such as nets, hooks, and lines. A door with symbol of three yellow coins, indicating
few baskets hang from the ceiling, filled with dried the business conducted inside. Thick black iron bars
fish and other preserved foods. There is a small loft cover the windows and a heavy oaken door is the
area above the main living space, accessible by a only visible entrance.
ladder and it contains a simple straw mattress and
a few blankets. Under a pile of fish nets in the corner Next to the front door is Leif Shieldbreaker (AC: 10, MV:
is a hidden compartment in the floor containing: (1) 120 ft (40 ft), HD: 3, HP: 24, #AT: 1, D: [broadsword]
Dagger +1, 500 cp, 150 pp and 200 gp. 1d8, AL: Neutral, Languages: Common, XP: 5) a
male human fighter standing guard next to the door
#11. OLD FARM HOUSE MADE OF WOOD with a big shepherd dog named Malone. He is a tall
The old small medieval wooden house has a straw and muscular with a scowl on his face, his beady eyes
thatched roof, with smoke rising from a chimney, and constantly scanning the PCs, and his hands resting on
its wooden walls are adorned with potted plants, the hilt of his sword as if ready to draw it at a moment’s
vines, and herbs. The wooden door has a rusty metal notice to deal with any “problems.” The shopkeeper
knocker and an old rocking chair next to it on the is Hugo Lightfoot (AC: 10, MV: 120 ft (40 ft), HD:
porch. 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages:
Common, XP: 5) a male human pawnbroker sits
This is the home of Samuel Wrightmore (AC: 10, behind a wooden desk, inspecting and weighing coins
MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: brought in by customers. This is the Moneychanger &
Neutral, Languages: Common, XP: 5) a widower Pawn Shop and the place is filled with an eclectic
and simple farmer commoner. He is in the militia assortment of items for sale, including jewelry, tools,
and a former member of the Order of the Sun. His ornate weapons and even household goods. Some
wife was killed in a freakish farming accident a few of the items are displayed on wooden shelves, while
years ago and the villagers have been suspicious of others are hung from pegs on the walls or laid out
him though he was never proven guilty with any real on tables. Hugo is a retired assassin and has a plump,
evidence of a crime (GMs discretion on his guilt or well-fed appearance with a calculating look in his eye
innocence.) He is not interested in adventuring or and is dressed in fine regal colored robes and gives off
talking to “strangers” and won’t chat for very long. The an air of wealth and sophistication. He has a balding
PCs will notice he has shifty eyes and the way he grips head and a neatly trimmed goatee. A very large and
his pitchfork tightly in his hand, is as if ready to use it at strong wrought iron safe sits in the corner behind him.
a moment’s notice. His ragged clothing is stained with He is a clever businessman and will happily exchange
mud and his unkempt beard is flecked with bits of hay, coins or metal for other types of exchangable media
giving him a rough and wild appearance. Despite his of monetary value. He only charges 15% of the current
friendly demeanor, the PCs may get the feeling that “street” value. He also makes deals with anyone who
there’s something possibly not quite right about him. has valuables to pawn or luxurious gems or jewelry
He recently has been eating Honeyspot Mushrooms they wish to part ways with and pays from 35% to
(SEE: CAVERNS OF THE WICKED PEAKS - HONEYSPOT 70% of actual value), buying and selling. He is a “no
MUSHROOMS P.52) and is under the Mind Control questions” kind of old timer and is always polite and
of Linzabar who will make him casually questions to discreet with folks. He is armed with a +1 shortsword at
the PCs and possibly point them in the direction of the his side and wears a Ring of Invisibilty with (3) charges
Wicked Peaks for more “adventures” to lure them in left. He has a dagger hidden in a secret compartment
to his cave. The interior of this small medieval wooden drawer in his desk. Under the desk is his cash box
home is dimly lit by candles and sparsely furnished, which currently holds 500 each of cp, sp and gp. He
with a small hearth providing warmth and a cooking has no interest in adventuring but will tell a possible
area. The walls are lined with shelves and hooks for rumor here and there to a good listener or customer. A

14
small bedroom can be seen in the corner with a straw Dwarvish, Elvish, Gnomish, and Ogrish. XP: 5)
bed and a lockbox next to it which of course trapped both Dwarven Millers. His face is adorned with a thick
with a poisoned needle trap. Anyone failing to disarm beard and sharp, piercing eyes that gleam with an
the trap must Save vs. Poison or take 1d8 damage inner strength and a fierce determination. His wife
and become poisoned and take 1 hp damage each has eyes that show years of wisdom and experience,
day until cured. Contained inside the lockbox is the revealing a tough, resilient spirit that has weathered
following: 6000 ep, Gems (37): 5 x 10 gp, 11 gp, 4 x many hardships. She is dressed in practical clothing
20 gp, 35 gp, 6 x 50 gp, 60 gp, 70 gp, 80 gp, 4 x 100 made of thick fabrics and leather, with sturdy boots
gp, 2 x 200 gp, 6 x 500 gp, 3 x 1000 gp, 2 x 10000 and a heavy apron. They have three sons aged five,
gp. Total Value: 27486 gp. ten, and fifteen. Gorne is in the militia and the family
are not followers of Order of the Sun. Gorne can
#13. BAKERS SHOP AND COTTAGE
sell the PCs bags of grain, wheat, flour, animal feed,
The wooden sign above the door depicts the image cornmeal, oatmeal, or even specialty flours like rye or
of wheat shafts. It is a humble one-story wooden barley etc for a reasonable price (GMs discretion).
building with a thatched roof. The smell of freshly The inside of the small cottage is cozy and dimly
baked bread wafts out from the open windows. There lit. The walls are made of rough-hewn timber, and
are several wooden barrels and baskets outside the the floors are made of hard-packed dirt. A simple
door, and a small garden with herbs and vegetables wooden table and chairs sit in the center of the
is slightly visible behind the shop. A little white dog is main room, and a small fireplace is situated in
running around barking. the corner. A small backroom can be seen which
appears to be the sleeping quarters with a few
The baker is Hazel Rutherford (AC: 10, MV: 120 ft simple furnishings, such as a bed and a chest, can
(40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, be seen. The cottage is sparsely decorated, but a
Languages: Common, XP: 5) a female human few trinkets and keepsakes can be seen scattered
commoner. She is a young woman in her mid twenties, throughout the room, giving it a personal touch.
wearing a long wool dress, a burlap apron, and a red The overall atmosphere is warm and welcoming,
headscarf. She is adorably cute and sassy. She can sell making it the perfect place to seek shelter from the
the PCs bread for 1 cp a loaf, flour for 1 cp a 1/2 pound. elements. Inside the chest is the following: (1) Potion
She is a member of both the militia and the Order of of Healing, 1000 sp, Gems (4): 20 gp, 50 gp, 100 gp
the Sun and knows a few of rumors from the table. In and 500 gp. There is nothing else of value here.
the corner purring happily is her cat Nikita. A large
#15. STRANGERS IN THE HOUSE
wooden rack in the corner of the shop holds dozens
of loaves of bread, some of them plain and others This house stands tall and looks abandoned. The
with various herbs and seeds baked right into the cracked and moss-covered stone walls give off an
crust. A small anti-chamber with a living quarters eerie, haunted feel, while the numerous dark, arched
can be seen off in the corner. In the sleeping area windows seem to peer down like the eyes of some
she has a small chest hidden under her bed with: 500 unseen, malevolent entity. The creaky wooden
cp and (2) Gems worth 50 gp each. double doors, held together by rusted iron hinges,
beckon you closer, but the unsettling aura emanating
#14. LARGE MILLERS HOUSE AND WHEEL
from the house makes you hesitate. Still... you wonder
This is a large mill style farmhouse with a wooden sign what mysteries are to be discovered inside?
depicting a wheel and a shaft of wheat. The home is
surrounded by trees and up against the stream that Inside the home are Sablewind and Isabella
runs through the village. Around the back edge of (AC: 7 [leather armor], HD: 1d6, HP: 4, #AT: 1, D:
the home you can see a magnificent water wheel 1d6 [shortsword], SZ: Man-sized, MV: 120 ft, MR:
turning in the stream beside the woods. The wooden Standard, AL: Chaotic, Languages: Common, Level/
structure of the wheel is weathered and stained XP: 1/10 +1/hp.) both fandits. They have been living
by the elements, but it still stands tall and proud, here for the last month telling people they are reletives
a testament to the hard work and dedication of of the former owner. They will try to befriend the PCs
the miller who built it. The walls of the farmhouse only to eventually rob or attack them in the future. The
are made of whitewashed wood and straw roof is air is thick with dust, and cobwebs stretch from the
steeply pitched, with a brick chimney jutting up from walls to the ceiling. The room beyond is dark, and
the surface as a few chickens and pigs wandering it’s difficult to see what might be inside. Despite the
around in the front yard. eerie atmosphere, there is an unsettling sense that
someone or something may be watching you from
This is the home of Gorne and Mimi Stonefoot (AC: the shadows. The bandits have the following treasure:
10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 850 cp, 150 gp and (5) Gems: 7 gp, 10 gp, 15 gp, 5
1-2, AL: Neutral, Languages: Common, Halfling, gp and 20 gp.

15
#16. WINEMAKER’S COTTAGE #18. BUTCHER SHOP AND COTTAGE
This small village cottage is a humble, one-story As you approach this small shop, you notice the
structure built of wood, washed with a yellow ochre distinctive smell of fresh meat and animal fat wafting
with a few windows and a thatched straw roof. The through the air. The exterior of the building is made
front door is made of sturdy oak planks and a sign of rough-hewn stone, with a thatched roof made
hangs above the door depicting grapes. A small of straw and it is single-story, with a small wooden
colorful herb and red rose garden has been planted sign that depicts a large meat cleaver. Outside in
next to the cottage. Outside the front door, a bench front of the shop, there is a large wooden block for
sits beside several large wooden barrels. Some are chopping meat, stained with blood and covered
marked “water” and the others as “vinager.” A large
in sawdust. You also see animal carcasses hanging
field with several dozen rows of dark colored grapes
from hooks outside, such as cows, pigs, and sheep.
sits behind the house.
Flies and other pests buzz around the meat, adding
This is the home of Marsha De Vina (AC: 10, MV: 120 to the grim atmosphere. In the back of the house
ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, is a large pen with pigs running around in mud and
Languages: Common, XP: 5) a female human manure.
Winemaker. She is a beautiful blonde woman with
captivating dark brown eyes and a sweet gentle voice This is butcher shop and home of Shane Boarshead
dressed in simple but colorful attire. She is walking (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D:
around barefoot and has a copper anklet on one 1-2, AL: Neutral, Languages: Common, XP: 5). He is
foot with various full and half moon shapes chained a large, muscular man with a thick beard and a stern
together with grape stains on her dress and both of expression, his bloodstained apron and forearms
her cute feet. She owns three adorable little tiny dogs evidence of a long day’s work and he is in the militia
named Tia, Molly and Star which are running around as well as a follower of the Order of the Sun. Inside the
as well. There is a table with chairs, a straw bed in butcher’s home features a warm, rustic atmosphere.
the corner, a chest, and shelves filled with books, The interior is cozy and dimly lit with candles, with
as well as trophies from the award-winning Posca wooden beams and rough-hewn stone walls. The
and Lora wine-making contests lining the walls. main room doubles as a living area and a dining
She knows things about village as well as at least one room, with a large wooden table and chairs in the
rumor. Marsha is a member of the local militia as well center. The table is surrounded by various hunting
as a follower of the Order of the Sun. Her treasure is trophies, including deer antlers and boar tusks. A
hidden under a loose floorboard: 200 cp and (6) straw bed sits in the far corner of the room. Under
Jewels worth: 10 gp, 250 gp, 50 gp, 2 x 250 gp and
the bed is a loose floorboard concealing a sack
50 gp. There is nothing else of value here.
containing: 500 cp, 75 gp and 100 pp. Otherwise
#17. COUNTRY COTTAGE WITH LOG WALLS there is nothing else of value here.
You stumble upon a small, sturdy cottage. Its walls #19. COBBLER AND LEATHER WORKERS
are made of rough-hewn logs and has a chimney
atop its thatched roof. The front door is painted with The exterior of this small building is made of timber
a whitewash along with the window frame. A well- and plaster, with a thatched roof and has a small
tended garden that surrounds the home, filled with wooden sign hanging over the entrance sign
hearty vegetables and herbs. Several brown, yellow depicting a simple leather belt and shoe. You can
and white chickens walk around the area pecking see a a small window in the front of the building,
at the ground. with a display of various leather goods, such as
boots, shoes, and belts. In front of the shop, there
Henry and Jessica Williamson (AC: 10, MV: 120 ft is a simple wooden bench and you notice various
(40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, tools and scraps of leather lying around on it and
Languages: Common, XP: 5) both human farmers. on the ground, indicating a busy and dedicated
live here. He is a burly man with rough calloused hands cobbler.
and lives here with his wife who is a petite, apron-clad
lady with a warm demeanor. The interior is simple This is the cobbler / leather workers shop, Elwood and
but cozy, with rough wooden. There is a humble bed Jasmine Soloman (AC: 10, MV: 120 ft (40 ft), HD:
made of straw in the far corner of the home with a 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages:
wooden box next to it. They are members of the local Common, XP: 5) both operate the establishment. He
militia and is a follower of the Order of the Sun. Inside is a middle-aged man with a weathered face, rough
the box are tools however a secret panel: (1) Dagger hands, and a warm smile. He wears a leather apron
+1 and 1200 cp, along with (20) gems worth 10 gp over his clothes, with a few tools and scraps of leather
each.

16
in the pockets. His hair is a messy mop of dark curls, #21. STABLE KEEPER AND HORSE TRADER’S
and his eyes sparkle with a sense of pride and joy in Before you stands village horse trader’s shop and stable
his craft. She is beautiful with blonde hair and green which is a modest wooden structure with a thatched
eyes. They are in the militia as well as followers of the roof. The walls are made of rough-hewn timber planks
Order of the Sun. They can buy, sell, or fix any shoes that have been weathered by the elements over the
or boots etc for a reasonable price. Once inside of decades, giving the building a rustic appearance. A
the shop, the PCs are greeted by the fresh smell of sign above the door features a crudely painted image
leather. The small space is neatly organized, with of a horse, indicating the nature of the business. You
various types of leather displayed on shelves and can hear the sounds of horses whinnying and snorting,
and the unmistakable smell of hay and manure fills
racks, along with tools for cutting, sewing, and
your nostrils. The stable area is attached to the main
polishing. A small living quarters is in the corner
building and consists of several stalls that house the
with a fire hearth, a table, a chair, a straw bed horses. Outside the shop, there is a large wooden
and a chest. Inside the chest are the following trough filled with water for the horses to drink from. A
items: clothes, rags, hats and gloves. A dusty old few bales of hay are stacked against the wall, and a
wooden barrel in the corner of the room hides a wooden cart filled with fresh feed is parked nearby.
hidden space under it that contains his treasure: (1)
This is the establishment of Aria & Abel Haymaker,
Girdle of Many Pouches, (1) Morning Star +1 and
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D:
575 cp. There is nothing else of value here.
1-2, AL: Neutral, Languages: Common, XP: 5). She is
#20. FLETCHERS SHOP AND HOME in her mid-thirties, with a no-nonsense demeanor and
a commanding presence. She has long brown hair,
This is a modest, single-story structure with a thatched
roof, located on the outskirts of the village. The wears small glasses along with leather boots and a
building’s exterior is clad in rough-hewn timber, with tunic. He is strong and silent with black hair and a serious
a small, shuttered window overlooking the dirt road. beard. They are in the militia and followers of the Order
Above the door, a wooden sign depicts a quiver of of the Sun and have three dogs, Kayla, Chester, Joey
arrows and the air around the building is filled with and a cute little cat named Ditzy. They can rent, sell or
the scent of freshly sawn wood. buy horses / carts to the PCs for a reasonable price. If
The is the shop and home of Eldrin Willowbranch the PCs are purchasing a light horse it will cost 75 gold
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, pieces, while a heavy horse costs 200 gold pieces. The
D: 1-2, AL: Neutral, Languages: Common, XP: 5) rental cost of a horse could be determined by dividing
a male Elven fletcher. He is slender with long golden the purchase cost by the expected lifespan or rental
hair tied back in a loose braid. His sharp features and period. So if we assume a rental period of one week,
bright green eyes give him an air of elegance and then a light horse might be rented for 15 gold pieces
precision. He wears simple leather clothes with a (75 gold pieces divided by 5 weeks), while a heavy
leather apron over them, covered in wood shavings horse might be rented for 40 gold pieces (200 gold
and bits of bark. He can buy, repair, sell or make the pieces divided by 5 weeks). The room is small and
PCs arrows, bolts, bows or crossbows for a price or cozy, with a bed in one corner and a table in the
even train the them in archery (GMs discretion). He center. The walls are adorned with horseshoes and
is a member of the militia and a follower of Order horse-related trinkets. A loose brick in the bottom
of the Sun. The inside of the Fletcher’s shop is of the hearth hides a space containing a decorative
filled with a soothing aroma of freshly-cut wood, locked box which contains: 500 pp and 1000 gp. The
primarily cedar and oak. The walls are lined key is in her pocket.
with racks of wooden planks, arrows, bows, and #22. JEWELERS SHOP AND COTTAGE
crossbows. There’s a workbench at the back of This building’s exterior is constructed of wood and stone,
the room with a variety of tools, including carving with a small sign hanging over the entrance bearing
knives and sandpaper. The living quarters has a the image of a glistening diamond. The windows are
bed, a simple wooden table, and a fireplace. A small and fitted with iron bars, giving the impression of
big loose flagstone on the side of the fireplace hides great wealth within. The door is intricately carved with
a secret area containing: 1000 gp, 200 sp, 50 gp the image of an old empire crown and a keyhole,
and (25) Gems: 10 gp, 20 gp, 5 gp, 6 gp, 4 x 10 suggesting the presence of valuable treasures. The
gp, 20 gp, 35 gp, 2 x 40 gp, 45 gp, 7 x 50 gp, 60 scent of incense and exotic oils wafts out from beneath
gp, 80 gp, 3 x 100 gp, 300 gp. the door.

17
This is the shop and home of Daisy Underhill (AC: 10, #24. MASONS SHOP AND HOME
MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL:
The simple small one-room village house appears
Neutral, Languages: Common, Halfling, Dwarvish,
to be made of rough-hewn stone and mortar, with
Elvish, Gnomish, and Ogrish. XP: 5) a meticulous
female halfing jeweler. She is adorably cute and
a sturdy wooden door and a small window with
charming with a bright smile and curly brown hair shutters on either side. The sign hanging above
pulled back in a neat bun. Her petite frame is dressed the door bears the image of a trowel and chisel
in a simple yet elegant green dress with a white apron, crossed over a block of stone, indicating that this
and her fingers are adorned with several delicate rings. is the place to go for stonemasonry work. A small
She can identify jewels or do any kind of gem work they herb garden is growing in the front yard.
need at GMs pricing and discretion. She is a member of This is the home of the local mason and his wife
the Order of the Sun. Inside the jeweler’s shop, the PCs Samuel & Leanne Fielding (AC: 10, MV: 120 ft
are greeted by the sight of glittering jewels and precious (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral,
metals gleaming in the light. The walls are lined Languages: Common, XP: 5) He stands at a height
with display cases filled with intricate necklaces, of six feet and presents a rough exterior that comes
bracelets, and earrings, all crafted with the utmost from a lifetime of working with stone. He wears a
care and precision. The air is heavy with the scent brown shirt and heavy wool pants. She has green
of lavender candles and the shelves are filled with eyes and is wearing a white dress. They are members
tools, gems, and other materials line the walls of of the militia but not followers of the Order of the Sun.
the small workshop. A small sleeping quarters is in the
They can shape or make anything the PCs need that
back corner of the cottage and it consists of a small
requires masonry work for a price (GMs discretion).
halfling sized bed and a locked chest which contains:
If the PCs enter the small one-room masonry shop,
(1) Dagger +1, 18 pp, 21 cp, 30 gp and pouch full
the pungent smell of freshly cut stone fills the air. The
of dried blue berries. Aside from these items there is
room is cluttered with various tools, including
nothing else of value here.
chisels, hammers, and trowels. You notice a
#23. TAILORS SHOP AND COTTAGE fireplace on one side of the room and a bedroll
This small house is a single-story wooden structure in the corner indicates that this space also serves
with a thatched roof. It has a small window and as the mason’s living quarters. The walls are
a door with a wooden sign hanging over the lined with various stone pieces, including bricks,
entrance showing a needle and thread. The wood slabs, and decorative carvings, and a large
is weathered and worn, but well-maintained, and stonecutting table takes up most of the center of
there is a small garden plot in front of the house. the room. In the corner of the room is a Sword +1, a
Buckler +1 and behind one of the many brick piles
This is the workshop and residence of the local tailor,
is a small sack containing: 500 cp and a gem worth
Margaret Tealeaf (AC: 10, MV: 120 ft (40 ft), HD:
25 gp. There is nothing else of value here.
1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages:
Common, XP: 5). She is a female human middle- #25. LARGE DAIRY MEAT FARM AND HOME
aged woman with a kind face and warm smile. Her
This is a large home made of mud bricks with a
black and gray hair is pulled back in a messy bun and
thatched straw roof sloping downward with a
there are pins and needles sticking out of it, and her
small chimney on one side. A heavy oaken door
eyes sparkle with intelligence and creativity. She can
is in the fron and has a wooden sign depicting
sew, fix or craft anything for the PCs that needs her
a bone with a hunk of meat hanging over it. The
services for a small price. Her husband was killed in a
house is surrounded by a large dairy and meat
raid by bandits recently and now she lives here alone.
farm as you can see dozens of cows, sheep, and
Margaret is not in the militia but is a member of the
Order of the Sun. Upon entering the small tailor’s pigs probably raised for milk, cheese, and meat.
shop, you are met with the sight of shelves lined The animal areas are fenced in where they can
with bolts of various fabrics and rolls of thread, with graze and roam without disruption. You can hear
a large wooden table in the center surrounded by the sound of cows mooing and sheep bleating
sewing needles and tools. The living quarters are as the smell of fresh hay and ripe manure wafts
located in a small room in the back with a bed, a This house is a large communal dairy and meat
chest for storage, and a small fireplace for warmth. farm where cows, sheep, and pigs are raised for
The air is filled with the scent of fresh fabric and milk, cheese, and meat. The food is sold to the local
clean linen. Hidden in a thread box under a pile of residents at via markets or even at the farm itself. The
laundry in the back of the room she has the following locals purchase milk, cheese, and meat from the
items: (4) Gems: 20 gp, 25 gp, 50 gp, 100 gp and communal farm using currency or work trade. It is
250 cp.
18
owned by farmers Benjamin and Abergale Johnson #26. SIMPLE FARMERS HOUSE
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, This small and simple house is made of mud and
D: 1-2, AL: Neutral, Languages: Common, XP: 5)
clay bricks and has a thatched roof made of dried
They have four kids (three boys and girl) who work on
grass. The walls are washed in a faded beige color
the farm. The PCs can buy milk, cheese, and meat
that blends in with the surrounding environment. The
from his for a reasonable price, however non-locals
front of the house has a small wooden door that
usually get charged a bit more (GMs discretion).
looks weathered and worn. A small window made
He is a mean looking unshaven bastard, wearing a
of thick, cloudy glass is situated next to the door.
well-worn and patched pair of overalls, cotton shirt
Around the house, you can see a small garden with
and muddy boots while his wife is a cutey pie with
neat rows of crops, including tomatoes, peppers,
curly long hair, freckles and a bright smile. She is
and beans. A few brown, white and black chickens
wearing a simple cotton dress, a pair of sturdy boots
and an apron with a flower pattern sewn on it. It was roam around the garden, clucking at you and
made special for her by the local tailor Margaret pecking at the ground!
Tealeaf (See: E.8) who is a good friend of the family. This is the home of Nathan and Virginia Timberwine
The Johnsons are both invloved in the militia and the (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D:
Order of the Sun. The house is sparsely furnished 1-2, AL: Neutral, Languages: Common, XP: 5) both
but tidy and well-kept, with a few functional farmers along their four kids (two boys and two girls).
pieces of furniture arranged around the perimeter He is dressed in worn, clothes and appears to be in
of the space. A long wooden table with a few his late twenties, with blonde hair and surprisingly a
chairs arranged around it sits in the center of the voice is that is deep and rich, with a slight accent that
room and a large stone fireplace is built into the betrays his rural origins. He is looking for extra money
wall with several dry logs stacked neatly beside so he may offer to sell the PCs his Potion of Water
the hearth. Against the far wall of the room, you Breathing for a reasonable price (GMs discretion).
can see six simple straw beds with one blanket His wife is dressed in a modest, but well-kept dress that
each on them as well as a small wooden chest hints at elegance despite its simplicity and her blonde
at the foot of each one as well. There is a hidden hair is tied back in a neat bun. They are members of
space under his straw bed near the foot of it which the militia but not followers of the Order of the Sun.
contains a box with the following items: (1) Vial of The space is small, with a dirt floor and rough-hewn
Oil of Slipperiness and 5000 gp. wooden walls, but it is clean and well-organized. In

19
the corner is a large hearth made of stones next to is pregnant and has brown hair and green eyes.
it is a small table on which a single oil lamp that They are simple farm workers and not interested
illuminates the entire room. There are six wooden in adventuring. They are both in the militia and
chairs surrounding it and in the center of the room is followers of the Order of the Sun. The inside of the
a large wooden chest, which doubles as a storage cottage is cozy and warm, with a small fireplace
area and a sleeping area for the family with six in the corner. The walls are lined with shelves
straw beds laid out. On the opposite side of the room and hooks, holding pots, pans, and various tools.
is a small kitchen area, with a crude wooden shelf There is a wooden table in the center of the room
holding pots, pans, and utensils. A hand-pumped with a few chairs around it. A small bed is tucked
well is situated in the corner, providing fresh water
away in a corner. The floor is made of rough-
for cooking and cleaning. Behind the well is a hidden
hewn wood and covered with a few woven rugs.
compartment which contains: (4) Gems: 10 gp, 14
Under the bed is a hidden compartment in the wall
gp, 20 gp, 50 gp and (1) Potion of Water Breathing.
containing following items: (1) Silver Dagger and
There is nothing else of value in here.
100 cp. There are no other items of value here.
#27. BLACKSMITH SHOP AND HOMESTEAD
#29. ABANDONED SMALL COTTAGE
The blacksmith shop is a small one-story building
made of timber and stone. The entrance is marked The small house looks like it has been empty for a
by a wooden sign with a hammer and anvil carved long time. The wooden exterior walls are weathered
into it. The thatched roof looks old and weathered, and faded, with several missing boards revealing
but sturdy enough to provide shelter from the rain. the interior. The roof is sagging in the middle, and
The front door is made of rough-hewn wood and the thatching is torn and discolored. The door and
has a large iron. The building is surrounded by a windows are boarded up and the surrounding
small yard cluttered with tools, scrap metal, and yard is overgrown with tall grass and weeds, and
various other objects, including a large anvil and there are several large rocks and fallen branches
several heavy metal vices. scattered around, making it difficult to approach
the house. The whole place has a general feeling
The Blacksmiths are Sven and Olga Ironfury (AC: of neglect and disuse, and it looks like it hasn’t
10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, been inhabited in years.
AL: Neutral, Languages: Common, XP: 5) He is a
muscular and burly man with rough hands and a beard The inside of the abandoned house is dark
that looks as tough as steel. She is fit and beautiful with and dust-covered, with cobwebs draped in the
dark eyes and brown hair. He can sell or buy from corners. There is a fireplace on one wall, a couple
the PCs as well as forge any weapons, horseshoes, or of worn chairs, a few broken crates scattered
other metal objects needed (GMs discretion) for a about and table with a few old dusty plates and
price. He is a high member of the militia and a follower cups The fireplace has long since gone cold and
of the Order of the Sun. Tools of all sizes and shapes is filled with ash. The room has an eerie feel to
line the walls, while finished and half-finished items it, and it’s clear that no one has lived here for a
are scattered about the room. In a back room is long time. The owner of this home dissapeared a
his living quarters consisting of a small bed, table, long time ago on an adventure to a far away land
a chair, a shelf with foodstuffs, and an open box and never came home. The PCs could decide to
with clothes. Under his bed is a locked chest with the hunker down here to rest or rocover however there
following: 400 pp. The key is in his pocket. could always be a wandering encounter that could
show up to engage them as well.
#28. COTTAGE WITH WHITEWASHED WALLS
This interesting small village cottage is made of a mix
#30. TRAINER OF THE SWORDS COTTAGE
of materials, with the lower half constructed of rough- This house stands out from the neighboring
hewn stone walls painted with a white wash and the structures with its tall, fortified walls and peaked
upper half of dark wood stained planks. The roof is slate roof. The stone façade bears a well-worn
steeply pitched and made of thatch, with a single coat of arms from the old Sternholm Keep, while
chimney jutting out from one side. A small garden the sturdy wooden door boasts an intricate
plot is visible out front, filled with various herbs and carving of the symbol in the form of a sun with rays
vegetables. of light spreading outwards.
This is the home of Galen and Lyra Brightblade (AC: This is the home of Sir Richard Dupre, a human
10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, male paladin (AC: 10, MV: 120 ft (40 ft), HD:
AL: Neutral, XP: 5) His face is rough and unshaven, 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages:
with a furrowed brow and a determined gaze. His wife Common, XP: 5) who was the last surviving former

20
knight in the service of Lord Edmund Sternholm any strangers asking too many questions. In a hiding
before the Keep was destroyed. He lives here alone spot within the roof structure is a chest containing: (1)
as a broken man, drowning himself in ale who feels Stick of Incense, (2) Wax Candle, (1) Dagger +2,
he failed in life because he couldn’t defeat the 278 cp, 47 gp and 182 pp, There is nothing else of
evils that destroyed the Keep years ago and killed value in here.
his friends and corrupted the Lord which led to his #32. SMALL HOMESTEAD WITH WHITE WASH
demise. Sir Richard is the head of the miltia and is
Another simple whitewashed wooden house with
now a devout follower of the Order of the Sun so he
a thatched straw roof sloping down to the single
has renounced spell clerical casting. His noble dog
doorway and an open window beckons before
named Comet is usually by his side. He can train the
you. This home also features a small porch by the
PCs in any weapon with a blade for a price (GMs
door with a rocking chair and a small bucket sitting
discretion on how it would improve the PCs skills beside it. The front door is simple, made of sturdy
etc). He will exchange drinks with the PCs and tell planks, and a few pieces of laundry hang on a line
them sad tale of Lord Edmund Sternholm and the strung between two posts nearby. A quaint little herb
finding of “Illumina mi Nemesi” [SEE: KEY TO THE garden grows in the front yard which is surround by
RUINS OF STERNHOLM KEEP P.42]. He will urge the a small white picket fence. The sound of chickens
party to go there and destroy the sword. He tried clucking can be heard from somewhere nearby.
and failed many times himself and is now the broken
man they see before themselves. If the PCs take on This is the home of Edith Merryweather (AC: 10,
his challenge and succeed, Sir Richard will regain his MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2,
hope for the future and stop his destructive drinking AL: Neutral, Languages: Common, XP: 5) an
habits. The walls of this place are adorned with attractive, middle-aged woman farmer. She wears
faded religious symbols and old weapons, while a simple linen dress and a faded apron, and her
a large wooden table dominates the center of the black and grey hair is pulled back into a loose braid.
room. To the side, there is a small wooden altar She is not in the militia and is a member of the Order
a carving of a sunburst. A suit of full plate mail of the Sun. The inside of the house is simple, yet
armor stands tall in the corner. In the left foot of humble abode complete with a dirt floor and
the suit of armor is the following: 5000 gp, (5) Gems: everything. There is a small fireplace with a few
50 gp, 2 x 60 gp, 100 gp, 1000 gp. Aside from the cooking utensils hanging from hooks above and a
above items there is nothing else of value here. simple wooden table with two chairs on one wall.
#31. SMALL FARMHOUSE WITH CHICKENS A straw-stuffed mattress is shoved into one corner
of the room, and a pile of thick woolen blankets
As you approach the small one-room farmhouse, is neatly folded on top of it. If the PCs engage her
you notice the thatched roof is in need of repair, in conversation she will chat with them and offer
with several holes patched with straw. The walls to serve them some freshly made tea. She recently
are washed with a brown color and wooden door purchased Honeyspot Mushrooms from the village
hangs slightly off its hinges.
Apothecary and does not know they are dangerous
This is the home of Luke and Gianna Foster (AC: 10, and used them in water pot. If anyone (including her)
MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, drinks the tea then they may be entranced under
AL: Neutral, Languages: Common, XP: 5) He has its effects (SEE: CAVERNS OF THE WICKED PEAKS -
tousled black hair and wears a faded brown woold HONEYSPOT MUSHROOMS P.53) Inside the chest are
shirt and patched linin overalls. She has long black her clothes however there is a hidden compartment
hair and wears a simple brown dress made of a rough- at the bottom which contains: (1) Potion of Plant
woven fabric, a cloth apron and sturdy leather boots. Control and (1) Gem worth 500 gp. There is nothing
Both of them are in the militia and members of the else of value here.
Order of the Sun. The main living area is sparsely #33. INN OF THE WHISTLING PIG
furnished with a wooden table and a few chairs, a
As you approach this very large building, you see
large hearth with pots and pans hanging above,
that it is constructed from sturdy, blackened flag
and a few shelves holding various household
stones and mud with a wood thatched roof. The
items. A small corner is designated for sleeping
structure has a distinctive “L” shape and is two stories
with a modest straw bed and a simple woolen
tall, with a thatched roof and numerous chimneys.
blanket. On the walls, you see a few tools hanging
A sign hanging from a post out front depicting a
that are used for farming, including a sickle and
tankard of ale invites you in towards a pair of open
a hoe. Luke and Gianna might be a bit suspicious of

21
large wooden doors. There is three foot high wooden shapes and sizes, as well as a mortar and pestle
statue of a jovial pig playing a flute outside. To one for grinding herbs. In the back of the shop, there is
a small living area that is separated from the main
side of the tavern, you see a large barn and stable
room by a curtain divider. The living area features
area, complete with a fenced paddock for visitors’
a simple but comfortable bed, a wooden dresser,
mounts. The barn has a wooden shingle roof and
and a small stove for cooking meals. The walls are
several open stalls, while the stable area is roofed
be adorned with tapestries, A secret compartment
with thatch and has a large hayloft overhead. The
inside the dresser holds: 300 pp, 5000 sp and (1)
air is filled with the sharp but sweet scent of hay and
Gold Necklace worth 350 gp. Other than that
the sound of horses neighing. A slight tinge of the
nothing else is of value here.
smell of manure wafts by in the breeze. The place
looks like a very lively place to rest and relax. #35. FISHERMANS HOUSE BY THE WATER
This is the infamous Inn of the Whistling Pig owned by As you approach this small house, the smell of
Brunhilde Helga Olsen a.k.a “Broom Helga.” If the ripe fish fills the air. The one-room cottage is built
PCs enter the Inn then [SEE: KEY TO THE INN OF THE from driftwood and mud stone, with a thatched
WHISTLING PIG P.28] for its interior description and straw roof and a small chimney rising up. Nets and
encounters. baskets hang from hooks outside the door, and a
few traps are stacked in the corner. A small boat is
#34. APOTHECARY SHOP AND RESIDENCE pulled up on the shore nearby.
The exterior of the shop is made of wood washed This wonderful little shack is the home of Reginald
with a yellow ochre color. A sign hangs above the and Celestine Barrington (AC: 10, MV: 120 ft
door with the symbol of mortar and pestle. The (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral,
windows of the shop are small and decorated with Languages: Common, XP: 5) both human fisherman.
lace curtains that add to the shop’s cozy ambiance. He wears a tattered shirt, wool pants and well-worn
In the back of the building you can see a small boots while she wears a raggedy brown dress with a
herb garden or medicinal plant bed, showcasing faded apron, and her dirty blonde hair is tied back in
the shop’s dedication to natural healing remedies a pony tail. They are both members of the militia and
which is enclosed by a white picket fence. the Order of the Sun. They can sell fish and train the
PCs in the arts of fishing for a reasonable price (GMs
The owner is Gwendolyn Wildwood (AC: 10, MV: 120 discretion). They are not interested in adventuring
ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, but will share a delicious fish dinner with the PCs over
Languages: Common, XP: 5) a female human
chatting about some local tall tales and rumors. The
herbalist. She can buy or sell the PCs any spice, herb or
interior of the cottage is small and cluttered, with
plant (e.g: Belladonna, Garlic, Ginseng, Mandrake
fishing nets hanging from the rafters and a faint
Root, Sulfurous Ash, Blood Moss, Spiders Silk,
smell of freshwater and fish. On the other side of
Nightshade, Frankinscense, Valerian, Rosemary,
the room, there is a small wooden table with two
Highbottom Leaf, Sage, Lavender, Sandalwood,
chairs, and a shelf filled with fishing tackle and
Cedar, Patchouli, Juniper, Mugwort etc) they need.
other tools of the trade. On the walls, there are
Gwendolyn can also concoct medicinal remedies,
several old and faded nautical maps, depicting
potions, etc (GMs discretion) and is in the militia as
various waterways and the coastlines of different
well as a follower of the Order of the Sun. Unknowingly,
she is an agent of Linzabar and has been selling his lands. A worn, yet comfortable, armchair sits in
Honeyspot Mushrooms without realizing their mind- the corner next to a small fireplace, with a pile
control effects. She may try to offer the party some of logs stacked neatly next to it. The floor is made
of them along with their other purchases, enabling of rough-hewn wooden planks, worn smooth by
Linzabar to take control of their minds. The main years of use, with several colorful, braided rugs
room of the shop is filled with wooden shelves scattered about. In one corner, there is a small
and cabinets that are stocked with various herbs, shelf where jars of preserved fish and vegetables
tinctures, and remedies. The shelves are adorned are stored in dried form. On the walls, there are
with dozens of jars of dried flowers and leaves, and several mounted fish trophies of different sizes and
the cabinets are filled with various containers of colors, a testament to the owner’s skill in fishing. A
different shapes and many sizes. The air is filled small window on the far side of the room provides
with the scent of dried herbs and flowers, creating a view of the river outside. In the far corner a
a calming and soothing atmosphere. In the center simple straw bed and a chest can be seen. There
of the room, there is a large wooden table where is a loose stone in the center of the chimney which
the apothecary works on various remedies and hides a secret compartment holding: (1) Potion of
tinctures. The table is covered with jars of different Greater Healing, 305 cp, 76 ep, 55 gp and a piece
22
#36. CARPENTERS HOME AND WORKSHOP from recent attacks on the village. The inside of the
home smells like the fresh scent of wood shavings,
The small one-room village carpenter’s shop-
cedar and sawdust. The space is filled with various
house stands near the edge of the village, its
working tools: saws, hammers, chisels, and
wooden structure appearing sturdy and well-
measuring devices all hanging on pegs or lying
maintained. The exterior walls are made of
on workbenches. A large hearth at the back of the
wooden planks, with a shingled roof that slopes
shop provides a place to cook a meal or melt down
downwards towards the back of the house. On
metal for nails or other needed hardware and there
one side of the house is a large window, also
is a large oaken barrel sitting next to it. On one side
framed in wood and there are several wooden
of the shop is a small living space separated from
barrels and planks stacked up against the wall
the work area by a thin curtain partition with a straw
beside the it. A wooden sign hangs above the
bed, a few blankets, and a small chest for storing
door bearing wooden carving of a saw and
personal belongings. There is also a small table
hammer underneath. The carpenter’s shop is
with a few chairs for eating and relaxing. Hidden in
located near the outskirts of the village, near the
false bottom of the barrel are the following items: (1)
forest, and a few trees grow nearby.
flask filled with sweet Dwarven Brandywine, 5500
This is the shop and home of Howard and Ann cp, 1000 gp, 500 ep, 2000 pp and (2) Gems: 475 gp
Lawrence (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: and 250 gp. Otherwise there is nothing else of value
4, #AT: 1, D: 1-2, AL: Neutral, Languages: Common, here.
XP: 5) a human male carpenter and his wife. Howard #37. MID SIZED FARMERS COTTAGE
is the local carpenter and very meticulous in his work.
He is a friendly but stern middle aged man with black This mid-sized village house stands one and a half
and white hair, bushy sideburns and blue eyes. He stories tall with a thatched roof sloping down to the
is wearing a white shirt with tan pants and leather ground, supported by a wooden frame with exposed
apron with a hammer and chisel on a thick brown beams. The house is made of stone and wood, with
leather belt. Ann is a smart, loving and beautiful yellow washed plaster walls and a wooden door with
woman with brown eyes and black hair. She wears rusty iron hinges and latch. A small garden with colorful
a weathered pink and blue dress with a white apron. flowers attracts a few bees in front of the house. As
They have three wonderful dogs named Meg, Bucky you admire the house and its surroundings, you can’t
and Libby. Howard and Ann are in the militia and help but feel a sense of peace and serenity. It’s as if
members of the Order of the Sun. Howard can build, the house and the garden exist in perfect harmony
fix or construct anything wooden (including entire with the natural world, creating a tranquil oasis in the
homes) for the PCs for a reasonable price (GMs midst of the hustle and bustle of village life.
discretion). Ann will offer the PCs a delicious and This is the home of Agnes Coppermill and Rosie
hearty home cooked meal if they are hungry. They Goodwillow (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP:
will tell the PCs that recent attacks on the village 4, #AT: 1, D: 1-2, AL: Neutral, Languages: Common,
are believed to be being orchestrated by a Hill XP: 5) both retired farmers. Agnes has a face that
Giant in the Highlands to the north east. Howard is weathered and lined with worry, she lives with her
will show them pieces of ogre arrowhead shrapnel friend Rosie a plain looking spinster lady with her hair
in a bun wearing drab clothing. Agnes’ late husband
was killed twenty years ago in a far away land during
an adventure. Agnes and Rosie try to avoid any
engagement with outsiders other than Suns Day as
they are followers of the Order of the Sun. The interior
of the house is modest yet functional. The main living
area is a comfy room with a fireplace and simple
furniture, such as a wooden table and chairs, and
a few small rugs. There is also a simple cupboard
and shelf for storing food and dishes. The walls are
adorned with simple but tasteful decorations, such
as woven baskets and dried herbs. You get a sense
that this house is a welcoming and hospitable
place. A narrow staircase leads up to a loft which is
furnished with a sleeping quarters, wardrobe case and
a chest for storage. Inside the chest is: 1000 cp, Gems
(4): 10 gp, 30 gp, 80 gp, 100 gp.
23
#38. SMALL HOUSE DOWN BY THE RIVER and followers of the Order of the Sun. Ned could be
hired by the PCs to help the with any labor intensive
This place looks like a humble fishermongers house as
jobs that could require his assistance for a good
you can see a chimney peeking out of a thatched
price and he may even offer to sell them a Ring of
roof sloping gently downward to cover the single-
story dwelling. The walls are made of rough-hewn Telekinesis for a hefty sum (GMs discretion). They
timber, the gaps between them filled with mud and are a simple couple and will chat with the PCs. The
clay. Several nets and buckets are sitting in front place is cluttered with various household items,
next to the door. and a large wooden table takes up much of the
center of the room. On one side, a makeshift bed
This is the home of Joseppa & Marina Anderson, with a worn quilt is nestled in the corner, while on
fishermen both (AC: 10, MV: 120 ft (40 ft), HD: the other, several smaller beds are pushed against
1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages: the walls to accommodate the family of eight. A
Common, XP: 5). He has blonde hair and blue eyes hidden compartment under Friedas bed contains
wearing overalls while she has long flowing red hair in the following: (1) Potion of Healing, (1) Ring of
pigtails and wears a simple linen shirt and breeches, Telekinesis, (3) Jewelry: 500 gp, 1200 gp and 3000
with a worn leather vest and boots that bear the gp. There is nothing else of value here.
marks of many long days on the water. They are
#40. WHEAT FARMERS COTTAGE
members of the militia and the Order of the Sun and
can sell fish or train the PCs on fishing for a fairly decent As you approach this large cottage, you notice it is
price (GMs discretion). They will tell the PCs a few of a humble structure made of wood and stone, with
the local rumors if questioned however they are not a thatched roof and small windows. The exterior is
interested in adventuring. The interior walls of this adorned with a few potted plants, and the front
home are adorned with simple decorations, tools, door is painted with a whitewash. A bucket and a
and a large fireplace that dominates one side of ladder sit nearby the entrance and field of wheat
the room. A small table and chairs sit in one corner, grows nearby.
while a bed made of straw and linen is tucked
This is the humble abode of Hans and Eva Meadows
away in another. Shelves line the walls, displaying
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D:
jars of preserved fish eggs and various farm tools.
1-2, AL: Neutral, Languages: Common, XP: 5) both
Under the pile of nets is large loose stone in the ground
human farmers. He is an older man in his sixties with
concealing: (1) Vial of Oil of Slipperiness, (3) Gems:
crazy long grey hair wearing dirty cotten longjohns
10 gp, 160 gp and 1000 gp. There is nothing else of
and his wife is in her sixties as well. She wears a long
value here except a few fish heads and bones which
old fashioned heavy wool blue dress with black boots.
might be something that is useful to the local Mystics.
They are simple wheat farmers and are not members
#39. LABORORS COTTAGE BY THE HILLS of the militia but belong to the Order of the Sun. A
fireplace is located in the center of the room and
On approach to this small house, you are taken
the walls are lined with shelves and hooks holding
by its quaint rustic appearance with natural brown
various tools and equipment, such as hoes, sickles,
wooden beams and yellow straw thatched roof. The
and baskets. In the corner is a wooden table with
front door is closed and painted with a dull yellow
a few chairs surrounding it, where they chow down
wash. An well-worn oaken bench sits beside it and
or have serious discussions. A small bed made of
a few simple laborers tools lean up against the wall
straw is tucked away in the opposite corner, with
such as a pitchfork, a shovel and a hoe. A weather
a few blankets and pillows strewn haphazardly
beaten wheelbarrow sits on the side of the house by
on top. Under the pillow end of the bed is a hidden
a small garden with colorful flowers.
compartment containing: 50 gp and (1) Potion of
This is the home of Ned and Ursula Sawyer (AC: 10, Fire Resistance. There is nothing else of value here.
MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: #41. LITTLE COTTAGE BY THE WOODS
Neutral, Languages: Common, XP: 5) both laborers
Yet another small village house whose exterior
and their six kids, three boys and three girls. He has
appears to be made of the usual whitewashed
thick black hair and big handlebar mustache, a
wood with a thatched roof made of straw. A few
sharp jawline, and dark brown eyes. He is wearing a
small windows are on the front side. There is a garden
faded green tunic, dirty brown leather trousers, and
with bright vegatables in the front yard around the
sturdy brown boots caked with mud. She is pregnant
pathway to the front door with a little dog running
and has long wavy dark brown hair with a real pretty
around barking. The woods can be seen nearby and
flower as a decoration in it by her ear. Ursula wears a
behind the structure. The landscape is very green
smile along with a simple red cotton dress with a white
and fresh with the smell of pine.
apron and delicate black boots. They are in the militia
24
This is the home of Wilfred Rollinghill (AC: 10, MV: #43. WOODCUTTERS SHACK BY THE FOREST
120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: As you approach this small house, you notice its
Neutral, Languages: Common, Halfling, Dwarvish, weathered exterior made of whitewashed wooden
Elvish, Gnomish, and Ogrish. XP: 5) a male halfling planks and sloped yellow straw thatched roof. A small
adventurer who recently moved here and lives chimney juts out from it, and a pile of chopped wood
alone. He wears green leather armor, brown pants sits off to the side of the home, ready for the hearth
and black bell bottomed boots. He is a member of inside. The door is simple but sturdy, with a crude iron
the militia and the Order of the Sun. He can give the latch. The windows are small and unadorned, and a
party any rumors or tips regarding the Caverns of the few tools such as a hoe, rake, and shovel are leaning
Wicked Peaks as he has explored there many days against the wall outside.
in the distant past. The floor is strewn with gear,
weapons and equipment. A rough wooden table This is the humble abode of Winston and Amanda
is situated in the center of the room with maps Lionheart (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP:
and a compass on it, surrounded by one chair 4, #AT: 1, D: 1-2, AL: Neutral, Languages: Common,
and a couple of stools, and a simple cot lies in XP: 5) human woodcutters. He is a burly man with a
one corner. The space is dimly lit by a small oil big beard and bigger attitude and she is sweet and
lamp, and the air is thick with the scent of fresh demure with green eyes. They are in the militia and
leather and dried herbs. Under the cot is a secret members of the Order of the Sun. Both can also be
door in the floor that leads to a tiny chamber which hired by the PCs to help the with any labor intensive
holds: (1) Ring of Fireballs [4 charges left], (1) jobs that could require his assistance for a good
Potion of Feather Falling and (9) Gems: 2 x 10 gp, price (GMs discretion). They know a few of the local
20 gp, 90 gp, 100 gp, 500 gp, 700 gp, 2 x 1000 gp. legends and rumors. They will also invite the PCs to the
There is nothing else of value here. next Suns Day weekly celebration on the Hill of the
#42. FARMHOUSE WITH LIVE STOCK Standing Stones (E.7). They will also offer the PCs some
beef jerky and some tea. The home is small inside
Another farmer’s house sits before you. It is a modest with a dirt floor and a simple straw mattress is in
dwelling made of timber logs and fieldstone, with a one corner. The whole place smells like deliciously
thatched roof that shows signs of wear and tear. fresh cedar, probably from all of the wod shavings
The building is simple in design, with only a small on the floor. A table and chairs are in the center of
front porch and a single window covered by a the room and a ladder leads up to a small loft. The
piece of cloth. The surrounding land is dotted with walls are decorated with some tools, including a
crops and livestock pens, indicating that this is a shovel, a saw and a pickaxe. In one of the pockets
working farm. The air is filled with the ripe scent of in the clothing is a key that opens a hidden locked
freshly cut hay and the sounds of livestock grunting chest up in the loft. The chest contains: 3000 gp, (10)
and birds chirping. Bullets and a Sling +2.
This is the home of Albert and Helena Rothbirch #44. LABORORS HOME WITH YELLOW WALLS
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT:
Another very typical and simple house that appears
1, D: 1-2, AL: Neutral, Languages: Common, XP:
to belong to a farmer in this small village. The home
5) human farmers and their four kids (one boy and
is made of wooden planks that have been yellow
three girls.) He has curly brown hair, a big mustache
washed and has a thatched roof with a chimney
and is wearing a well-worn, patched brown tunic
poking out from the top. There is a small patch of
and trousers. She has wide blue eyes, blonde hair
land in front of the house with a garden, as well as a
and wears a plain blue cotton dress. They are in both few chickens that are clucking and pecking around.
the militia and the Order of the Sun. The room serves A wooden fence surrounds the area, and a gate
as the kitchen, dining area, and living room all made of sticks stands at the entrance with some
at once. The dirt floor cluttered with wooden toys pretty flowers on each side.
and is covered with a few thin mats and piles of
straw for beds. A fireplace stands against one of This is the residence of Heather Lovelock (AC: 10, MV:
the walls, with pots and pans hanging from hooks 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral,
above it. A rickety table is in the center of the Languages: Common, XP: 5) a female human
room, surrounded by several chairs, and a few laborer and wood worker. She has blonde hair, blue
simple shelves hold a variety of household items. eyes and a very athletic figure from years of working
The air is fresh with the smell of hay. Under one of general labor. She wears a cotton shirt revealing some
the mats on the floor is a trapdoor containing: 1000 cleavage, brown pants and black boots. Heather is
cp and (6) Gems: 3 gp, 8 gp, 50 gp, 200 gp, 500 in the militia and a member of the Order of the Sun
gp, 1100 gp. and can also be hired by the PCs to help the with any
25
labor intensive jobs that could require her assistance This is the home of Greta McAllister (AC: 10, MV:
for a good price (GMs discretion). She will chat with 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL:
the PCs and give out a rumor or two. The inside of Neutral, Languages: Common, XP: 5) a human
the home is sparsely furnished with a dirt floor, female farmer. She used to be a follower of the
simple bed, a rough-hewn wooden table, a chest Order of the Sun but lost her faith years ago during
and a few chairs. The walls have wooden shelves a tragic accident. Despite her older age, she is still
that hold cooking pots, utensils, and foodstuffs. The an active and productive member of the farming
chest contains her clothes but hidden in one of the community. She wakes up early in the morning to
pots on the shelves is are: (10) Gems: 10 gp, 35 gp, 2 tend to her crops and animals, and she works tirelessly
x 50 gp, 3 x 500 gp, 650 gp, 800 gp, 1500 gp. There throughout the day to ensure that everything on her
is nothing else of value here. farm is running smoothly. The living room is the heart
of the cottage, and it features a comfortable sofa
#45. SMALL FARMERS HOUSE BY A GARDEN with a few chairs arranged around a fireplace.
As you approach you see a simple one-room house The kitchen area is a simple yet functional hearth,
made of logs and mud. It has a thatched roof with a wooden table and chairs for meals. The
that is sagging in the middle and a chimney. The cabinets are made of wood, painted in a subtle
front door is weathered and you can see a small yellow ochre wash color that blends in with the
vegetable garden off to the side. surroundings. A large straw bed is in the corner
and next to it is a large wooden chest and a
A simple man and wife live here named Marshall cabinet. An old bucket next to the fireplace has a
& Leslie McNabb (AC: 10, MV: 120 ft (40 ft), HD: false bottom containing: 300 cp, 50 sp and a Ring
1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages: of Protection +1.
Common, XP: 5) human farmers. He is wearing an
#47. HERMITS HOUSE IN THE WOODS
old fashioned collared cloth shirt with suspenders and
brown pants. She is looking very lovely in a rustic yellow This is a modest single-story, delapidated wooden
tinted dress and black boots. They are in the militia building with a thatched straw roof and a small
and members of the Order of the Sun. He is an ornery garden with dead plants out front. Smoke rises
cuss and will speak his mind and even argue with the from a small chimney and a stone pathway with
PCs if they disagree with him. The house has a strong overgrown shrubs and weeds leads to the front
smell of hay and animals looming in the air. A door, which is made of a very old looking wood.
large fireplace dominates the center of the room, The windows are dusty, small and have thick
with pots and pans hanging from hooks above it. shutters that can be closed for privacy of the
A simple wooden table with benches serves as homeowner. The overall appearance of the place
the work/dining area, while a single bed with a is simple yet borderline abandoned yet somebody
straw mattress and brown blanket thrown over must be in there.
it sits against the corner wall. A few shelves hold
simple household items like plates, cups, and utensils. If the PCs knock at the door or window they will be
In the wall behind the bed is a hidden compartment greeted ANY TIME OF THE DAY by Brother Tiberius
containing a sack with the following: (6) Gems: 10 (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT:
gp, 15 gp, 30 gp, 50 gp, 200 gp, 500 gp. 1, D: 1-2, AL: Neutral, Languages: Common, XP:
5) a human male druid. He is 99% blind because of
#46. WELL-KEPT SMALL COTTAGE AND FARM his cataracts and can’t see a thing mostly relying on
listening or touching the world around him. So there
This is a small cottage nestled amidst a tidy farm. may be times where he awkwardly or comically
with several chickens running around. The exterior reaches out and touches the PCs faces, noses, ears,
is made of timber which give it a rustic and homely shoulders etc to “see them” during conversations
appearance. The roof is pitched and covered etc. He is not in the militia but is a follower of the
with straw mixed with hard mud clay, providing Order of the Sun.
protection from the elements. The front of the The aged door creaks open and you are greeted
cottage features a porch or veranda, where one by an old man in his 70s with long shounder
can relax and enjoy the peaceful surroundings. The length white hair, a white beard, and wearing
porch has a rocking chair, inviting a visitor to sit and an old fashioned clerics robe. His face is ruggedly
soak in the tranquility of the countryside. Behind the weathered and his sad, aimless gaze stares out
cottage lies a well-kept farm a source of pride for past you as you suddenly realize he may be
the owners of this little place. visually impaired. You notice around his neck he is

26
wearing a copper necklace with a symbol on it in tea. Despite its modest appearance, there is an air of
the form of a sun with seven rays of light spreading quiet reverence and spirituality in the room. If the party
outwards from the top. He speaks to you excitedly sits at the table to join the old man read the following:
and with glee, “Welcome friends! Oh joy, I had He proceeds to stumble around opening the
just been praying to the gods to bring me some cabinets and comedicly, accidently knocking things
visitors because my wife died years ago, I over like glasses, dishes, pots, pans and silverware
have no children and I don’t get out much in while looking for the mugs. Eventually he finds them
the village except for special ceremonies.” He after making a big mess around the room. Then with
awkwardly tries to touch one of your faces to “see a big smile says, “I got them!” Next he sets them on
you” and almost grabs one of your noses. “Please the table for your group. He says, “This Elvenberry
have some compassion for a lonely old man Tea will definately warm you up as much as your
company warms my heart!” He smiles and stares
and come inside and have a chat and best of
past your eyes proceeding to take the boiling hot
all... I’ve just made a fresh pot of Elvenberry Tea
pot of tea and attempts to pour it into some of your
and there’s plenty for everybody!”
mugs!
In the dimly lit cottage, a small fire crackles in the But he will of course miss the mugs, spilling or splashing
hearth, casting shadows on the walls as a teapot it all over the table and one or more of the PCs faces,
bubbles and steams over it. The interior of this one chests or crotch etc, scalding them and not realizing
room home is sparsely furnished with only a few it. The PCs affected must make a Dexterity Check or
basic necessities such as a simple wood with take 1d4 damage. He will proceed to talk with the PCs
straw bed with an open chest next to it and an and answer any questions they have as well as give
oak table with a few chairs in the center of room. them a few rumors at the GMs Discretion.
There is also a chest of drawers, a cabinet, a small
Next he sits down and pours himself some in a
bookshelf with dozens of miscellaneous items,
mug, spilling half of it in the process. He then says,
and a simple altar with a symbol on it that is the
“Delicious, isn’t it?” and takes a sip then exclaims,
same one he wears around his neck that surround
“We need to celebrate this occasion... let me
the table and chairs. There are dozens of kick-
get my smoking pipe!” he stands and opens up
knacks and things all over the place. The walls
several random drawers and cabinets once again
are adorned with religious symbols and sitting on
accidently knocking dozens of items over and
the center of table is a candleholder with a lit
dropping things. After a minute or so of making a
candle on it providing extra light. You also detect
bigger, mess he finally reaches into the correct
the scent of an old religious spices and sacred
drawer and pulls out a simple pipe. It is decorated
herbs in the air as well as the sharp, earthy
with small, intricate mystical carvings. The bowl is
aroma of tea leaves mixes with the sweet scent
covered in a layer of dried tobacco leaves. “You
of honey, rose and mint coming from the boiling are my wonderful guests! You smoke from it first!”
He hands the pipe to one of the PCs (preferably one
with facial hair) and says:
“Folks it has been an honor to spend time with
such loving and gracious new friends! As your
humble host, I’ll do the honors and light this
ceremonial pipe of Highbottom Leaf to share in
blessings for us all!” He reaches towards the table
in an attempt to grab the candle holder and knocks
over all the mugs, plates and everything else then
eventually picks it up. He stands up, leans over to
the PC with the pipe and attempts to light it!
But instead he will accidently light their facial hair,
moustache, goatee, sideburns, beard, face, nose, on
fire. If the PCs manage to maintain a compassionate
attitude understanding his condition and where his
heart is, he will tell them one more key hint to success in
completing one of the adventures in this module GMs
discretion on which true rumor or provide a new one or
hint. Before the PCs exit the front door he speaks.

27
“Wait! I have one more thing you could use!” open stalls offer shelter for the animals. Meanwhile,
He reaches into a cabinet next to the door, again the stable area features a thatched roof and a
knocking things over and pulls out a potion bottle. generous hayloft. The aroma of fresh hay permeates
“This is a Potion of Celestial Healing blessed by the air, accompanied by the equine sounds of
the Order of the Sun ages ago in a once every whinnies and snorts. Additionally, a faint scent of
thousand years starfield event where the moons manure lingers in the breeze.
and planets align. It could even cure my eyesight,
The inn is a lively place owned by Brunhilde Helga
but I choose not to waste it selfishly on my own
Olsen, a.k.a “Broom Helga” (SEE: E.1.L1) a stout
hubris. It’s priceless and it is yours for your friendly
hearted, warrior woman with a horned helmet and
company and time!” He tries to walk towards you,
strong headlock for those who don’t pay the bill. On the
but the cluttered ground impedes his progress. He
other hand if she is attracted to one of the PCs they
stops and then tosses the item towards your group,
may end up in the same headlock with red lipstick kisses
saying, “Here you go.”
on their cheeks! She offers guests any menu items for
Any PCs that are standing nearest to Brother Tiberius sale or rooms to rent with private ones with 1-4 beds or
must make Dexterity Check when trying to catch the more for 5-10 cp a night or single dormitory beds for 1
flying potion bottle. If the PCs catch it and eventually cp a night. The inn accommodates a variety of visitors:
use it then it will heal 6d8 hp points and even cure merchants, traders, travelers, pilgrims, messengers,
blindness, disease or poison. The PCs could keep it soldiers, craftsmen, performers, and sometimes even
for themselves or somehow figure out a way to use it serves unknowingly as a meeting place for secret
to cure the old man, e.g. returning later for another societies or as hideouts for criminals. The inn serves as
visit and spiking his tea or convincing him to drink it place for the PCs to rest and get food, rumors, quests
etc. If the PCs miss their Dexterity Check then it will fall and information on the various local areas of high
on the floor and shatter splattering everywhere and adventure, such as the Highlands of Hill Giant, the
be ruined. Caverns of the Wicked Peaks, the Ruins of Sternholm
Keep and the Forest of the Fallen Oaks. The tavern
The old man says, “Have a blessed day and come is always filled with loud and drunken folks having a
back you if you need something warm to drink, good time! At GMs discretion any of the NPCS, e.g,
smoke or a place to stay!” he escorts you outside “...a group of people are huddled around a table,
and goes back into the house closing the door. gambling with cards and coins, while others dance
and sing along with the bard’s music...” could be any
The inside of the home will now be a complete messy
one of the NPCs in the village. [SEE: KEY TO THE MAJOR
wreck. This encounter will test the PCs honesty (e.g.
NPCS ENCOUNTER NUMBERS P.7 & P.8]
they could steal valuables from his bedside chest
too if that is what they want) and compassion and
be a fun one to role-play with some dialog and
actions. The only valuables the old cleric has are in
the open chest: (1) Potion of Healing, (1) Set of 12
Darts +1, Necklace of Prayer Beads, a Dagger +3,
400 pp, Jewelry worth 300 cp and sack of 500 gp.
There is nothing else of value in the hermits shack.
KEY TO THE INN OF THE WHISTLING PIG:
As you draw near to the imposing edifice, you
observe that it is composed of robust, weathered
flagstones and clay, topped with a thatched roof
made of timber with numerous chimneys belching
black smoke up into the sky. The establishment’s
structure is easily recognizable due to its L-shaped
design, towering two levels high. A sign, emblazoned
with an image of a frothy stein, swings from a post
at the front of the tavern beckoning you to enter
the open double doors. Adjacent to the inn lies a
substantial stable and barn complex, boasting a
fenced corral designated for the horses of guests.
The barn’s roof is made of wooden shingles, and the

28
TAVERN MENU ITEMS: 7. A mean-looking bastard with a square jaw and
These meals are served on trenchers (large slices tousled black hair walks up to one of the PCs at random
of stale bread used as plates) to feed the hungry and says, “You know, your shoelace is untied.” If the
guests. They absorb the various juices and flavors of PC glances down, the bully quickly attempts to sucker
the food then after the meal, the trencher can be punch them in the face!
eaten or given to the poor as a form of charity. Drinks 8. A group of bandits bursts into the tavern, demanding
are served in wooden tankards and pottery mugs. that all of the patrons hand over their valuables.
Each of the roasted meats on the menu are
seasoned or stuffed with a delicious helping of 9. A group of shady characters in the corner of the
the following herbs and spices: sage, thyme, tavern start whispering amongst themselves, clearly
rosemary, garlic and mint. A special garnish up to no good. One of them keeps looking right at
sauce made of wild red berries can be added your group with a dirty look.
on the side for 1 cp extra. The dishes listed with 10. A group of traveling merchants enters the tavern,
vegatables will include baked onions, carrots eager to trade with the locals and potentially offer the
and sweet potatos that are cooked to gourmet PCs some exotic goods.
perfection and so soft they will literally melt in the
11. One of the PCs overhears a group of thieves
PCs mouths:
planning a heist on a nearby business, and has to
Roasted Meat Pig, Chicken, Mutton or Fish - [5 cp]
decide whether to intervene or let them proceed.
Eggs & Pork Strips - [3 cp]
Pottage Soup (vegatables and meat) - [2 cp] 12. A patron offers to buy the PCs a round of drinks if
Garden Salad - [1 cp] they can beat them at a game of knife throwing.
Baked Vegetables - [1 cp]
Ale, pint [1 cp]
KEY TO THE INN - LEVEL 1:
Beer, pint [2 cp] #1: ENTRY DOORS AND LARGE MAIN HALL
Mead, pint [2 cp]
Dwarven Brandywine, pint - [5 cp] As you push open the large creaky double doors to
Wine, Posca (red) or Lora (white) - [1 cp, 2 cp] the tavern, you immediately feel the warmth from
Hard Cider (fermented apple juice) - [1 cp] the many roaring fireplaces which cast a cozy glow
throughout the place. Inside the walls are adorned
all kinds of animal head trophys such as large elk,
RANDOM TAVERN EVENTS: deer, moose etc along with shelves and sconces
Every few hours or at GMs discretion roll a 1d12 for holding dozens and dozens of flickering candles,
any one of these random tavern events to happen casting a warm glow across the room and making it
to the PCs. Any of these NPCs may know at least easy to see the patrons engaging in various activities.
one of the rumors around the hamlet. If combat A beautiful heavy-set, buxom blonde barmaid with
ensues with any of these NPCs, they are all classified pigtails wearing a horned helmet, can be seen on
with Commoner stats or at GMs discretion be any one side smiling and serving a couple of adventurers
one of the village characters. (SEE: KEY TO THE a large mug of ale. The air is thick with the scents
MAJOR NPCS ENCOUNTER NUMBERS on P.7 & P.8) of burning wood, melting wax, and various foods
1. Someone approaches you and accuses you of being cooked and served. The noise level is high,
stealing something from them.
with lively conversations, raucous laughter, and the
occasional clink of coins and glasses from a very
2. A group of rowdy drunks starts a brawl with a happy and rowdy crowd. The large oaken tables,
another bunch of rowdy drunks and the fight spills benches, barrels, crates and stools provide ample
into your table of rowdy drunks! space for the patrons to dine, drink, and play
3. One of the village merchants approaches the games of chance while the bartenders serve up
PCs, asking if they’re interested in earning some coin frothy mugs of ale and other spirits. In one corner, a
by escorting a valuable cargo to a nearby town. bard strums a lute, filling the air with melodic tunes
that add to the jovial atmosphere. On one of the
4. One of the PCs is pickpocketed by a group of
tables, a whole roasted pig is the centerpiece of
thieves who are lurking around the tavern.
a group’s feast, their mouths watering as they
5. A wealthy merchant approaches the PCs and prepare to dig in. Meanwhile, in the shadows, a
offers to pay them handsomely if they can retrieve you can see a potential pickpocketing thief deftly
a stolen heirloom from the ruins of a nearby castle. moving amongst the crowd, clearly intent on
6. A group of mercenaries enters the tavern, looking relieving some poor drunken unsuspecting patrons
to hire additional muscle for a dangerous mission.
29
The two burly men are human male bandits: Dante
of their valuables. A rowdy group gathers around
a table, engaging in arm-wrestling, while a dashing and Magnus (AC: 7 [leather armor], HD: 1d6, HP: 4,
adventurer with black hair, a mustache and big #AT: 1, D: 1d6 [shortsword], SZ: Man-sized, MV: 120
sideburns sits on the ground next a fire hearth with a ft, MR: Standard, AL: Chaotic, Languages: Common,
black cat by his side. He smokes from a pipe with a Level/XP: 1/10 +1/hp) They will eventually approach
smile while watching the folks enjoying themselves the PCs and challenge them to a fist fight in the middle
in the tavern. In another corner, a group of people of the bar. If PCs agree then the bar patrons will begin
are huddled around a table, gambling with cards, to place bets on either party.
while others dance and sing along with the bard’s
music. Three cute and barefoot serving wenches #3. SOUTH WING
with brunette, blonde and black hair hustle to keep This is the south wing of the tavern where you’re
up with the demands of the thirsty and wild crowd. struck by the powerful smell of damp earth and
The Inn of the Whistling Pig is definately a place of the sight of flickering torches illuminating the
great food, excitement and high adventure! faces of hardened warriors. The room is filled with
If the PCs enter they will be greeted ANY TIME OF THE the sound of grunts and groans as men test their
DAY by Brunhilde Helga, a.k.a “Broom Helga” Olsen strength against each other, and the clanging of
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: swords as they practice their fighting techniques.
1-2, AL: Neutral, Languages: Common, XP: 5) She is The men and women are Commoners (AC: 10,
a retired adventurer, owner of the tavern and knows a MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL:
few of the rumors around town. Helga will gladly whisper Neutral, Languages: Common, XP: 5) or at GMs
some of them to a customer who buys something! A big discretion could be any one of the named village
armed muscular bartender is working here named Bluto NPC characters. (SEE: KEY TO THE MAJOR NPCS
Oakenshield (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: ENCOUNTER NUMBERS on P.7 & P.8) who will chat
4, #AT: 1, D: 1-2, AL: Neutral, Languages: Common, about local rumors and legends or engage the PCs in
XP: 5) with an 18:00 Strength along with three cute friendly combat or games.
serving wenches, Gina, Elisabeth and Kirstie (AC: 10,
MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: #4. STORAGE ROOM
Neutral, Languages: Common, XP: 5) The man with The storage room is dimly lit, with only a few candles
the black cat is Marcus Lafitte [SEE: E5.L2]. Behind the flickering on the walls. The room is cramped with
bar is a barrel containing: 2500 cp. shelves and racks filled with crates, barrels, and
#2. WESTWARD HALL sacks of grain, salt, and dried meats. The room is
secured by a heavy wooden door.
The western end of the tavern continues into this
large filled with the pungent smell of earth, body As soon as the PCs enter the room they will be attacked
odor, roasting meat and sweet red wine of all things.
by (4) Giant Rats (AC: 7, HD: 1/2, HP: 1d3 each,
In the background, you hear the soothing sounds
of a lute being played, with a bard singing a ballad #AT: 1, D: 1d4, SZ: Small, MV: 90 ft, MR: Standard, AL:
of love and loss to a small group of folks to who Neutral, Level/XP: 1/10 +1/hp) There is nothing of
look bored to tears. Many tables, chairs and barrels value in here unless rat droppings are worth something
fill the room which is illuminated by candlelight, to someone.
casting a warm and welcoming glow across the
#5. STORAGE ROOM
faces of patrons gathered around the fires. These
folks include a couple of mean looking burly men This small 10 x 10 room is packed with shelves
at a corner table, boisterously boasting about their lined with dozens of bottles of various sizes and
feats of strength while slamming back mug after shapes, containing ales, meads, wines, and other
mug of ale and occaisionally giving you the “stink spirits. The air is thick with the sweet, rich aroma of
eye” look as if they want to punch you in the face! fermenting fruits and grains.
Two other men are standing in the middle of the
room yelling at each other with flushed faces, their The booze is worth a total of 500 gp. There is nothing
arms flailing wildly as they argue over a game of else of value in here.
cards. Each one is accusing the other of cheating
even though they both look like a couple of no #6. EXTENDED HALL
good bastards. A, red-faced, drunk standing at the As you enter the extended hall to the tavern,
bar is yelling for another round of ale and slapping the thick smell of ale, sweat and fireplace smoke
a few coins onto the counter. Some of them fall on
overwhelms you. This large dimly lit room is a hive
the ground! He doesn’t notice it... yet!
of activity, with patrons spilling out of every nook
30
or the Honeyspot Mushrooms. Hidden under his bed he
and cranny as they guzzle their drinks, gamble, and
exchange bawdy jokes. One group in the corner has the following treasure: 1000 cp and (4) Gems: 35
is singing a raunchy tune at the top of their lungs, gp, 2 x 50 gp, 100 gp.
while a serving wench with fiery red hair is trying to #2: PRIVATE ROOM “A” WITH ONE BED
navigate through the throngs of people, carrying
a tray of frothy drinks. A man and a women are This is a small but comfy private room with a large
engaged in a fierce game of darts in one corner, fireplace. A comfortable-looking straw bed sits by
while a trio of drunken women are dancing two large windows to the south with a view of the
outside courtyard, with a heavy curtain that can
provocatively to the tune from a mandolin played
be drawn closed for privacy. The walls are adorned
by a man wearing a black eyepatch. Meanwhile,
with oil paintings of local landscapes and a hunting
a group of seedy looking men are huddled around
scene. The bed is covered in old brown blankets
a table, throwing dice and shouting out numbers,
and straw pillows.
while a lone woman whos gaze and smile
occaisionally lands in your direction is perched This room is currently available for 5 cp a night. There is
on a stool by the bar, nursing a wooden mug of nothing of value here.
something strong. In one corner, a pair of bearded
#3: PRIVATE ROOM “B” WITH TWO BEDS
dwarves are engaged in a heated arm-wrestling
match, their biceps bulging with effort! The private room in the inn is furnished with two
comfortable straw beds and a warm fireplace,
Once again, the men and women in here are various which fills the room with a soft glow. The room is
Commoners (AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: spacious and well-lit, with a large window providing
4, #AT: 1, D: 1-2, AL: Neutral, Languages: Common, a pleasant view of the countryside. The beds are
XP: 5) or at GMs discretion could be any one of made up with somewhat clean linens however you
the named village NPC characters. (SEE: KEY TO can see a smudge of something brown in color on
THE MAJOR NPCS ENCOUNTER NUMBERS on P.7 & one end.
P.8) who will chat about local rumors and legends or
engage the PCs in friendly combat or games. This is the room of two human female adventurers, Missy
Wondermire and Veronica Stratfield (AC: 10, MV: 120
KEY TO THE INN - LEVEL 2: ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral,
#1: DORMITORY ROOM “SUN” FOUR BEDS Languages: Common, XP: 5) Missy is a 1st Level Magic-
User with a Charm Person spell ready and is armed
This small dormitory sleeping room is a simple but with a Silver Dagger +1. Veronica is a 3rd level Fighter
cozy space, lined with wooden walls and floors and has a Scimitar +1. There is a 50% chance they will
that creak softly with every step. The room is lit by be in the room sleeping, eating or resting otherwise he
a few oil lamps hanging from the ceiling, casting
may be found in one of the tavern halls or outside in the
a warm glow on the surroundings. Each of the
village somewhere at GMs discretion. If they are here
four straw bed pallets is neatly made with clean
they with greet the PCs with a friendly welcome. She will
but ripped sheets and heavy woolen blankets,
providing a comfortable resting place for the use on it the PCs to gain any knowledge they may have
weary travelers. The room has a rustic charm, with regarding the Ruins of Sternholm Keep. They may try
a few decorations hanging on the walls, such as to flirt with the PCs to join them but it would only be to
handwoven tapestries and a few dried flowers in get to the ruins then they will turn on them. Hidden in
vases. It looks like someone is curled up sleeping on the back of one of the dresser drawers is the following
one of the beds but it’s hard to tell. treasure: 50 cp, 30 sp, and 20 pp.
This room has three beds available for 1 cp a night. #4. PRIVATE ROOM “C” WITH TWO BEDS
This is the room of Woodrow Moonleaf (AC: 10, MV:
Another private room with two straw beds tucked
120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: neatly in the corner. Two large windows on the
Neutral, Languages: Common, XP: 5) a human male south wall provide a breathtaking view of the
adventurer who is staying while traveling through town courtyard. A small table and chair rest nearby and
on the way to the Caverns of the Wicked Peaks. There the wooden floor is covered with some dried mud
is a 50% chance he will be in the room sleeping, eating or is that blood... oh well what’s the difference?
or resting otherwise he may be found in one of the Along the walls, you notice weathered oil paintings
tavern halls or outside in the village somewhere at GMs of hunting scenes and local landscapes, adding a
discretion. If he is here he will chat with the PCs and touch of elegance to the simple room.
has knowledge of any rumors concerning the caverns
31
32
33
This room is currently available for 10 cp a night. There explore it along his side. He also will give tell the party
is nothing of value here. a few rumors he has heard about the surrounding
#5. PRIVATE ROOM “D” WITH TWO BEDS lands. Hidden in his boots is a Dagger +1 and he has
100 cp in his backpack.
This is another private room, with a large fireplace
on the northern wall. Two inviting straw beds with #8. PRIVATE ROOM “G” WITH TWO BEDS
dirty yellow blankets and straw pillows are neatly Another small room with two straw beds in the
placed in the corner. The walls are decorated with corner are adorned with shabby-looking blankets,
a mix of old, creepy oil paintings depicting various promising a night’s sleep that might not be the most
folks from regional nobility from the distant past. comfortable but still peaceful. The walls are adorned
with tasteful paintings depicting local landscapes
There is a secret door on the west wall leading to and hunting scenes.
hidden hallway. This is the room of Marcus Lafitte (AC:
10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, This room is currently available for 10 cp a night. There
AL: Neutral, Languages: Common, XP: 5) a human is nothing of value here however there is a secret door
male adventurer traveling with his black cat Merlin. on the west wall leading to hidden hallway.
There is a 50% chance he will be in the room otherwise #9. PRIVATE ROOM “H” WITH TWO BEDS
he may be found in the tavern [SEE: L1.E1]. His cat
has been having fun catching the small mice that run This small room has two straw beds, which are
around the inn and tavern. He will chat with the PCs covered with two moth-eaten, thick and itchy
and tell them he is traveling through town on the way woolen blankets. A small chest of drawers provides
to visit the grave of a family member in the cemetery ample space for belongings, and a jug of fresh
despite the warnings he has received about the Forest water and a bowl of fruits on the bedside table
of the Fallen Oaks. He will also reveal a rumor or two looks temptingly delicious.
that he has recently heard. If asked he will join the PCs.
This is the room of Liandra Sunflower (AC: 10, MV: 120
He has a Short Sword +1 and the following treasure
ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral,
hidden in a secret pocket in his backpack: (1) Potion
Languages: Common, XP: 5) a human female
of Healing, 300 cp, 50 ep and 200 sp.
adventurer There is a 50% chance she will be in the
#6. PRIVATE ROOM “E” WITH TWO BEDS room verses somewhere else in the tavern or village.
This is another private room with a large fireplace She will tell the PCs she is looking for her long lost friend
on the southern wall which is the centerpiece of Pepper Leafbender [SEE: HILL GIANT CAVE E.5] who
dissapeared in the Highlands of the Hill Giants a few
the space. There are two straw beds, adorned with
months ago. If Pepper is with the party she will give
worn cotton blankets in the corner.
him a hug and thank the party for rescuing him. She
This room is currently available for 10 cp a night. There will also be willing to join the PCs and will be loyal until
is nothing of value here however there is a secret door GMs discretion. She has a sack hidden under the bed
on the west wall leading to hidden hallway. containing: (1) Potion of Healing, 3000 sp and 200
#7. PRIVATE ROOM “F” WITH TWO BEDS cp.
#10. PRIVATE ROOM “I” WITH FIVE BEDS
This is a private room with a large fireplace on the
northern wall. Two straw beds in the corner beckon This is a dormitory style room which is extremely
you with rough and ratty looking blankets, promising confined with five beds made of straw, shrouded
a probably uncomfortable yet restful night’s sleep. in thick and very much cherished woolen earthy
colored covers that guarantee to keep you warm
This room has a secret door on the west wall leading to as the night progresses. Your look is attracted toward
hidden hallway. A disheveled, eccentric rich human the eastern wall, enhanced with unpredictably
male by the name of Alistar Kingswell (AC: 10, MV: woven embroideries that transport you to peaceful
120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, scenes of bygone ages. A mud container of fresh
Languages: Common, XP: 5) who is a petty noble and
water and a bowl of fruits sit temptingly on the
drunkard adventurer from a nearby land is currently
bedside table, offering a reviving and solid tidbit.
renting this room. He is armed with a Shortsword +1.
Generally, the room radiates a feeling of solace and
He will be friendly to the PCs and tell them that he is
provincial appeal that welcomes you to unwind
looking to explore the Ruins of Sternholm Keep and
and loosen up.
needs some “baggage handlers” to join him to carry
all of the loot he will be collecting. Alistar will offer This room is currently available for 25 cp a night and
them 10 cp each a day to escort him to the ruins and sleeps five comfortably. There is nothing of value here.
34
#11. DORMITORY ROOM “MOON” EIGHT BEDS #14. PRIVATE ROOM “H” WITH TWO BEDS
This dormitory style room is spacious, with eight straw This little private room has two straw beds, which
beds, each one covered in thick and itchy woolen are covered with dull green woolen covers. The
blankets. The walls are decorated with a mix of oil room has a fire hearth on the west wall and a
paintings and tapestries depicting hunting scenes, window toward the south. The eastern side of the
pastoral landscapes, and heraldic crests. On the room has one of a kind embroideries portraying
eastern wall, a large tapestry of the Sun with seven peaceful scenes, adding a bit of old-world appeal
beams bursting out is prominently displayed. to the style. A little chest gives adequate space to
effects, and a container of fresh water and a bowl
These beds are available for 1 cp a night. One of the
of semi-spoiled fruits sits on a bedside table.
beds is taken up by Benedict Silverwind (AC: 7, MV:
120 ft (40 ft), HD: 1d4, HP: 16, #AT: 1, D: 1-2, AL: This room is currently available for 5 cp a night. There
Neutral, Languages: Common, XP: 5) a 3rd Level is nothing of value here.
human male cleric. He is wearing Ring Mail +1 and #15. STORAGE ROOM
armed with a Mace +2 and won’t hesitate to use it. He
This is a 20 ft by 30 ft storage room packed to the
has the following spells memorized, 1st: Protection
brim with supplies. The walls are fixed with racks and
from Evil, Portent. 2nd: Speak with Animals. He also
cartons of different sizes, spilling over with covers,
has the following items in his backpack: Garlic Buds,
Holy Symbol (iron) and a Mirror (silver) along with cloths, cooking wares, and different basics for the
250 cp. There is a 50% chance he will be in the room day to day activities. A stale smelling fragrance
sleeping, eating, praying or resting otherwise he may lingers palpably, with traces of moistness and the
be found in one of the tavern halls gambling. weak fragrance of flavors and spices. Heaps of
kindling and coal are heaped in one corner, fit
#12. PRIVATE ROOM “J” WITH ONE BED to be utilized in the different hearths all through
This private room for one has a comfortable straw the inn and tavern. Enormous sacks of grain and
bed sitting against the wall. On the northern wall is flour are stacked on top of each other, while
a large fire hearth and there is a table, a chair and barrels of beer and wine sit close by. The general
two chests for storing belongings, as well as a jug of environment is one of coordinated confusion, with
fresh water and basin for washing on the bedside all things where they ought to be, yet appearing to
table. be marginally overpowering to the undeveloped
eye. In spite of the messiness, Broom Helga and her
This room is currently available for 5 cp a night. There is staff appear to know precisely where everything is
nothing of value here. situated.
#13. PRIVATE ROOM “K” WITH FOUR BEDS
There is nothing of value here.
This is a large private room with four comfortable-
looking straw beds with heavy woolen blankets. A #16. DORMITORY ROOM “STONES” WITH SIX BEDS
large table and four chairs is conveniently placed This is a dormitory-style room with six straw beds,
nearby, providing a spot to rest a spell book or each covered with thick dim hued woolen covers.
mug of grog. The walls are decorated with intricate A little rack with pegs is given over each bed to
tapestries depicting scenes from local legends. hang individual effects. The room includes a huge
There are four chests placed at the foot of each of fireplace on the east wall, transmitting warmth all
the beds. through the space. Two windows on the south wall
give a dazzling perspective on the encompassing
This room is currently rented by four humans two males open country. A durable wooden table and seats
and two females named: Blade, Willy, Sandra and are organized in the focal point of the space for
Frieda (AC: 7 [leather armor], HD: 1d6, HP: 4, #AT: eating or mingling.
1, D: 1d6 [shortsword], SZ: Man-sized, MV: 120 ft,
MR: Standard, AL: Chaotic, Languages: Common, Two of the beds are rented out by Riley Nightwing
Level/XP: 1/10 +1/hp). They are Bandits and there is and Eldridge Baines (AC: 10, MV: 120 ft (40 ft), HD:
a 50% chance they will be in the room otherwise they 1d4, HP: 4, #AT: 1, D: 1-2, AL: Neutral, Languages:
may be found in one of the tavern halls or outside Common, XP: 5) two disheleved human male
in the village somewhere at GMs discretion. They adventurers. There is a 50% chance they will be here.
will pretend to be adventurers looking for parties to Hidden under their beds are the following treasure:
quest with then will eventually rob the PCs when the (1) Potion of ESP, (1) Dagger +2 and 100 cp, 2000
opportunity presents itself. sp.
35
#17. DORMITORY ROOM “WATER” WITH NINE BEDS The average height of the cavern rooms is about 15ft
to 20ft high. Each square on the Hill Giant Cave map
Another large dormitory-style room with nine neatly represents about 10ft by 10ft. Any doors encountered
arranged straw beds. Each bed is covered with will be about 7-10 ft high. If a door in unlocked there
thick, dark-colored woolen blankets and has a small is a 25% (roll a d100) it will be jammed or stuck and
shelf above it for personal belongings. The east wall require the use of Bend Bars / Lift Gates to open
of the room boasts a massive fireplace that spreads or a magic spell e.g, Knock or breakdown after 10
warmth throughout the space, while the south wall hp of chopping or blunt force damage against an
has two windows that offer breathtaking views of AC 10.
the surrounding countryside.
CHIEF GRUMBLEBUTT THE HILL GIANT BOSS:
These beds are currently available for 1 cp a night. He’s an angry bastard who has been a long time
There is nothing of value here. resident of the Hill Giant Highlands and is in control
#18. DORMITORY ROOM “AIR” WITH TWELVE BEDS of the nearby clans in the valley. He rules with an
iron fist and always gets his way otherwise he gets
This is spacious dormitory-style room is outfitted with very mad and takes his big wooden club and
twelve neatly arranged straw beds, each covered beats the hell out of any creature in his path. He’s
with thick, dark-colored woolen blankets and a small currently in charge of running all of the Ogre raids
shelf above for personal belongings. Two sturdy happening to the Hamlet of Taldren stealing the
wooden tables and eight chairs occupy the center supplies from them and funneling them into the East
of the room, providing an ideal space for communal Highlands through the clan of ogres that he controls.
dining or socializing. The walls are adorned with a These supplies end up going to some kind of secret
combination of timeworn oil paintings and tapestries operation that’s operating in another Hill Giant tribes
featuring tranquil foresty landscapes and rivers. Two wooden “steading” fortress stronghold in the Land
windows on the east wall offer views of the luscious Beyond the Giants. Chief Harold Grumblebutt has
green valley and surrounding village. everything a hill giant could ask for, a beautiful loving
wife and two adorable children. He’s very proud of
These beds are currently available for 1 cp a night. his “trophies” several prized monster heads he’s
There is nothing of value here. Four of the beds are collected in battle [SEE: HILL GIANT CAVE E.10]
rented out by Alben, Horacio, Louis and Vivienne however he’s missing one that he just can’t seem
(AC: 10, MV: 120 ft (40 ft), HD: 1d4, HP: 4, #AT: 1, D: to find. What is it? The perfect “adventurer’s head”
1-2, AL: Neutral, Languages: Common, XP: 5) young to finish his collection of course. He has a keen eye
human adventurers. There is a 50% chance they will for beauty and perfection. Even though he gets
be in the room sleeping, eating or resting otherwise dozens and dozens of heros, villains and intruders
she may be found in one of the tavern halls or outside breaking into his home harassing him, trying to mess
in the village somewhere at GMs discretion. They are up his operations and steal his loot, each time he
not interested in joining the party (because THEY want captures or kills them they’re just not the “right”
all the loot) but will share a few rumors from the rumors one with that “perfect” face. He’s very frustrated
table. Hidden under the bed is the following treasure: and hopes that one day he will find the right one.
(1) Potion of Extra Healing, (1) Short Sword +1 (1) Obsession has taken over and sometimes it disrupts
set of (12) Darts +1 and 1500 cp. There is nothing his thought process of managing the ogres. He sits
else of value in here. in his cave at night losing sleep and he wonders
THE HILL GIANT CAVE: about when he find the right trophy head. Petting
The hill giant cave sits in the north eastern corner of his cave bears calm him tremendously when he’s
the Valley of the Moon and its opening stands at the exhausted from a tough day of arguing with the
base of a grassy hill. The entrance is roughly 30 feet damn ogres who are constantly getting drunk,
wide and 25 feet tall, with jagged edges that give it napping on the job, complaining about conditions
a menacing appearance. Dark green moss grows or engaging in petty quarrels with each other,
on the large rocks and boulders that litter the ground usually over gambling cheats or dead adventurers
around the entrance, as if they were cast aside by the loot. The other giant bosses (Bouldercrunch the
giant inhabitants. The smell of wet earth and dampness Hill Giant King, Winterbeard the Frost Giant King
emanates from the cave, and the air feels cooler in and Emberheart the Fire Giant King) have been
its proximity as a chill breeze seems to emanate from getting angry with Chief Grumblebutt because of
within. It’s hard to tell what lies inside, but the imposing his “foolish” distractions and have expressed this
size of the opening suggests that it could lead to a vast sentiment to him recently in letter exchanges so he
network of underground tunnels and chambers deep is now even more angry and full of rage. Little does
within the hill. he know the perfect trophy will arriving very soon.
36
In the form of one of the PCs! The lucky one with the
lowest charisma score! [SEE: HILL GIANT CAVE E.12]

HILL GIANT CAVE WANDERING MONSTERS:


Wandering monsters will be encountered in only in the
outside courtyards, empty rooms, hallways, or areas
already cleared out by the party. The GM should check
for wandering monsters every hour, with a roll of 1 on a
d6 indicating an encounter. Roll a d4 or pick from the
table below:
1. Visiting Hill Giant - (#1): (AC: 4, HD: 8+1d2, HP: 35,
#AT: 1 [giant club], D: 2d8, SZ: Large (10 ft 6 in), MV: 120
ft, MR: Standard, AL: Chaotic Evil, Level/XP: 6/1,200 + KEY TO THE HILL GIANT CAVE:
12/hp) #1. ENTRY PASSAGE ON THE GREEN HILL
2. Ogres - (#2d6): (AC 5, MV: 90 ft, HD: 4+1, HP: 25 each, The lush green grassy hill side with the cave entrance
#AT: 1, D: 1d10, SZ: Large, MR: Standard, SA: None, SD: is gorgeous and is bursting with wonderful fresh
None, AL: Chaotic evil, Level/XP: 4/195) earthen smells, however it is dark and forboding
inside the 10 ft wide entrance into the mouth of
3. Dire Wolves - (#2d4): (AC 6, MV: 180 ft, HD: 3+3, HP: the hill. It leads into a larger 20 ft by 20 ft cave
15 each, #AT: 1, D: 2d4, SZ: Medium, MR: Standard, SA: that narrows into a 10 ft wide natural passageway
None, SD: None, AL: Neutral, Level/XP: 3/75 + 3/hp) towards the west. The cavern is lit by four torches
on the walls. There are two Ogre Guards playing
4. Giant Rats - (#1d4): (AC: 7, HD: 1/2, HP: 1d3 each, a game of Knucklebones on the floor and they
#AT: 1, D: 1d4, SZ: Small, MV: 90 ft, MR: Standard, AL: appear to be very drunk as well, as not having
Neutral, Level/XP: 1/10 +1/hp) noticed your presence. It looks like one of them
OGRE BAG CONTENTS: is wearing a brown leather hides and the other is
In encounters involving ogres either (random or wearing a hide made of black animal fur. There are
numbered) the GM should roll a d100 to see what the two Ogre bags on the floor next to them. They start
creature was carrying in his bag or pick from the table to argue and accuse each other of cheating! They
below: both stand up when suddenly the one wearing
black picks up his club and whacks the other one
01–03: Salted rabbit jerky
in the head and he falls to the floor motionless!
04–06: A coil of thick, coarse rope
The one with the club drunkenly grumbles about
07–10: Human gambling six sided dice
him cheating as he turns around and notices your
11–12: A jar of pickled eyeballs from their prey
party. He speaks in Common, “Any of you want to
13–20: Raw hide leather straps
play Knucklebones with me... hiccup?”
21–23: A handful of flint and steel for starting fires
24–26: Spoiled pig meat The (2) Ogre Guards (AC 5, MV: 90 ft, HD: 4+1, HP:
27–40: A Disgustingly dirty bedroll 25 each, #AT: 1, D: 1d10, SZ: Large, MR: Standard,
41–43: Human gambling six sided dice SA: None, SD: None, AL: Chaotic evil, Level/XP:
44–46: Crude map or sketch of the surrounding area 4/195) will either play a game with one of the PCs
47–49: A flask of homemade moonshine or surpise attack them before the first dice roll. Within
50–52: Small vial of grease for lubricating weapons five minutes the other Ogre wearing the brown leather
53–55: Very crudely made necklace of cheap gems hide will wake up and join in the battle and possibly
56–60: A small whetstone for sharpening blades befriend the PCs to get even with the Ogre that hit him.
61–62: A necklace made from the teeth For the Ogre Sacks roll on the table for the contents.
63–65: Small pouch filled with various herbs Each one wears a pouch and one has a large Rusty
66–68: A pouch of tobacco and a pipe Iron Key (it is for the door in R3) along with (7) Gems
69–70: A collection of trinkets stolen from humans 100 gp each and the other has 200 sp.
71–74: Small torn adventurers clothes #2. DIRE WOLF DEN
75–76: A large wooden spoon for stirring pots of stew.
This is a large cavern that turns west into the
77–80: Torches, a flask of oil and some dried tinder
darkness There are small rubble piles scattered
81–90: A broken bronze compass
around in various locations, you feel a cold
91–95: A collection of animal bones and teeth
dampness seeping through the rocky walls. The
96–00: Random valuable coins. (GMs discretion)
37
air is thick with the musty scent of wet earth and bars on the west side of the room and one of
decaying flesh. As your eyes adjust to the dimness, them has a halfling male trying to desperately and
you see a group of six dire wolves in the middle of super quietly trying to pick the lock with a small
eating a dead sheep in the corner of the cave. The metal object in his hand! There is an Ogre with
wolves, their thick fur matted with blood and bits what looks like one white blind eye sleeping on a
of flesh, are tearing into the carcass with savage chair next to the cell with the halfling. The Ogre
abandon. Their sharp teeth and powerful jaws make is armed with a broadsword in hand. The prisoner
short work of the sheep’s flesh, rending it apart with notices your group and motions “shhh” with a
ease. They haven’t noticed you... yet! finger by his mouth. The sleeping Ogre still has not
noticed either your group or what the halfling is
The (6) Dire Wolves (AC 6, MV: 180 ft, HD: 3+3, HP:
doing. A small fire pit surrounded by rocks burns in
15 each, #AT: 1, D: 2d4, SZ: Medium, MR: Standard,
the center of the cave.
SA: None, SD: None, AL: Neutral, Level/XP: 3/75 +
3/hp) will only attack the PCs if they come within 10 The prisoner is Pepper Leafbender (AC: 7 [leather
feet of them or once the sheep in consumed which armor], HP: 16, STR: 9, DEX: 17, CON: 13, INT: 16, WIS:
will happen within three minutes of the PCs entering 16, CHA: 14, AL: Neutral, Languages: Common,
the room. Dwarfish, Gnome, Goblin, Halfling, Orcish. Special
#3. WOODEN DOOR Abilities: Infravision 60 feet; +3 to Saving Throws
vs. Magic and Poison; +3 to Hit with Bow and
This a dank cave continues towards the southwest.
Sling; Surprise on 1-4.Thief Skills: Backstab for x4
There is a very old looking wooden door to the north
damage, Climb Walls 65%, Find Traps 25%, Hear
and is about 10 foot tall. It looks like it has a keyhole
Noise 10%, Hide in Shadows 45%, Move Quietly
lock and has some hack marks in it as if someone or
45%, Open Locks 45%, Pick Pockets 45%, Read
some “thing” tried to break it down with no luck.
Languages 1%) a male Halfling 1st Level Thief who’s
This door is locked. The Rusty Iron Key from E.1 is attempting to pick the lock. If he gets free he will
needed to unlock it however there is a 10% chance loyaly join the PCs and arm himself with one of the
on a D100 that it will stuck in the lock and break or rusty short swords from the rack! The sleeping Ogre
get jammed. This will require the use of Bend Bars Boss is Mogruk (AC 5, MV: 90 ft, HD: 4+1, HP: 20,
/ Lift Gates to open or a magic spell e.g, Knock or #AT: 1, D: 1d8, SZ: Large, MR: Standard, SA: None,
breakdown after 10 hp of chopping or blunt force SD: None, AL: Chaotic evil, Level/XP: 4/195). He
damage against an AC 10. There is nothing else of will wake up within one minute or so after the players
value in the place. enter the room. There is also a 50% (d100) chance
#4. STORAGE ROOM that when Pepper notices the PCs he accidently
drops his metal object and the noise will wake
This cavern room has many boxes, barrels and
the Ogre. Mogruk has two Ogre Sacks (roll on chart
shelves. It smells like food is probably in the
above for contents) and a pouch in the far corner of
containers. The shelves have random items and
the room under a pile of rocks. It contains: 2000 cp,
bottles of various liquids. There are many a variety
100 pp. There is nothing else of value here.
of animal rugs, skins and hides on the floor. A pile of
rubble sits in the eastern corner of the chamber. #6. GUEST CHAMBER
This large cavernous room is hung with dozens of
There are about two dozen dirty and filthy boxes and
rugs and skins as well as many hides on the floor.
barrels in the room. Half of them are empty and the
They all have visible signs of age, including scorch
other half have various sundries of food and provisions
marks, dirty stains, and moth eaten holes. Some
stolen from the village raids. If the PCs stay in the room
of them even hang on the northern the walls from
for about two minutes then they will be attacked by
the ceiling to the floor. A large, Hill Giant sized bed,
(4) Giant Rats (AC: 7, HD: 1/2, HP: 3 , #AT: 1, D:
a table and chest also adorn the room. There is a
1d4, SZ: Small, MV: 90 ft, MR: Standard, AL: Neutral,
thick chain for any visiting Hill Giant Clan “guests”
Level/XP: 1/10 +1/hp) that will spring out and attack.
pets e.g. (Dire Wolves, Cave Bears, etc) mounted
Roll for suprise and initiative!
into the northern cave stone wall.
#5. PRISON CELLS AND TORTURE ROOM
The chest is empty but hiding up in the corner of
This is a large cave and contains many items for
room behind some dark cobwebs and hides are (10)
storing weapons and torturing prisoners. There are a
Bats (AC 10, MV: 0 ft / 240 ft flying, HD: 1/2, HP: 1
few racks full of very worn swords and shields, a rusty
each, #AT: 1, D: 1d2, SZ: Small, MR: Standard, SA:
iron maiden (with a human skeleton inside), chains
Swarm, AL: Neutral, Level/XP: 1/5 +1/hp). Highly
and whips etc. There are three prison cells with iron
maneuverable, users of missile weapons will suffer a
38
-3 to hit penalty unless the attacker’s dexterity is 13 #8. OGRE BARRACKS
or higher. They must land on their intended victims
The dead body of a human lies in a tangled and
to attack. There is a 1% chance that those so bitten
twisted mess of broken limbs in unnatural positions
will contract rabies, or some similar blood-borne
and is being ripped apart by four Ogres! The floor is
infection. They will swarm and attack the players.
slippery with wet blood. It looks like these bastards
There is a secret panel in the table that contains:
were fighting someone and that someone lost.
10 gp, 200 pp and 50 cp. There is nothing else of
Badly. The creatures are breaking its bones and
value here.
chopping it up... they notice you and attack!
#7. SPIDERS WELL DOES NOT END WELL
This circular cavern contains a rough hewn stone The (4) Ogres (AC 5, MV: 90 ft, HD: 4+1, HP: 25
well in the center of it. It has a small winch, cable each, #AT: 1, D: 1d10, SZ: Large, MR: Standard, SA:
and bucket ready to lower in raging fresh water None, SD: None, AL: Chaotic evil, Level/XP: 4/195)
about 100 ft down. As you approach the well, you will immediately attack the PCs so it is time to roll for
notice that the area surrounding it is damp and initiative and run combat. If it looks like they are going
mossy, with puddles of water dotting the floor. to lose, one of them will try to escape to alert Chief
The sound of dripping water echoes throughout Grumblebutt (SEE: E.12). The rest of the cavern is
the cavern, giving it an eerie ambiance. Looking the barracks. Each bed has a footlocker containing
closer at the winch, you see that it is old and one Ogre Sack [SEE: OGRE BAG CONTENTS P.37]
rusted, with visible signs of wear and tear. The however only only one contains the following treasure
bucket attached to the cable looks heavy and extra treasure: (1) Dagger +1, (4) Potions of Extra-
sturdy, capable of carrying large quantities of Healing, (1) Potion of Plant Control, 500 cp and
water or maybe even a person riding it. There are 4000 gp. There is nothing else of value here.
several barrels in the room. As you examine them
#9. CHIEFS MEETING ROOM
you notice that they are made of a dark, sturdy
wood and have been carefully sealed with wax This large cavern room is used for the sinister raiding
to keep the water fresh. The air in the cavern is plots hatched by the Hill Giant Chief. In the middle
cool and damp, making you shiver slightly. of the chamber is is a large boulder serving as
a makeshift throne for the hill giant boss. A large
The water down below is raging fast and if anyone stone table is there with several smaller boulders
falls into it they will take 1d6 falling damage per 10 and rocks that surround the giant’s throne table,
feet (unless they have a Ring of Feather Falling serving as seats for for his Ogre minions. There some
or some other spell or device to stop them) and miscellaneous things on the table in various stages
get swept away in the brisk chilly waves and into the of use including, mugs of mead, some paper scraps
abyss drowning. The water is clean and fresh and with crude maps of the village, crumbs of food
can be used to replenish supplies using the bucket scraps and animal jerky as well as dirty rags. There
and winch. Hiding behind the farthest barrels in the are hides of very large striped animal hides on the
back is (1) Giant Spider (AC: 6, MV: 180 ft, HD: 2+2, walls and floor. There’s splattered fresh and dried
HP: 8, #AT: 1, D:1d6, SZ: Large, MR: Standard, AL: blood all over this place as well as the objects on
Neutral, Level/XP: 3/150 + 3/hp) Afterthe spider the table for some reason. The ground is covered
is destroyed this place would be a possible area in thick layers of fur and animal hides. The walls are
to camp and rest. If the party searches down the jagged and uneven, made of rough stone and dirt.
wall they will find a water logged knapsack in the and have crude drawings and markings depicting
bottom of the well containing: Gems (6): 10 gp, 12 scenes of battle and hunts. The air is thick with the
gp, 3 x 100 gp, 500 gp. After a thorough search of smell of wet fur and dirt it’s pretty gross actually.
the cave nothing else of value will be found in here.
In the side of the large oak chair is secret panel which
when opened reveals a hidden Dagger +1. Chief
Grumblebutt likes to keep backup weapons in case
anyone gets out of line during the planning meetings
and mouths off to him trying to kick down some
knowledge with the line “Hey listen Chief...” they will
be dealt a quick death, If the party examines the
papers carefully they will find a plan for a new raid
on the village scheduled for tomorrow night! There
is nothing else of value here, however those plans
may be used to thwart the attack.
39
#10. MESS HALL AND TROPHY ROOM This is the main dining hall for the family and esteemed
guests. It is currently empty and has nothing of value
This cavern contains two large wooden tables,
here at present. The cask is filled with mead and is
dozens of stools and looks like it serves as a mess
drinkable.
hall or eating area. A giant fire hearth is blasting out
a wonderful ambience of warmth in the chamber. #11. KITCHEN AND THE HILL GIANT WIFE
A few copper mugs and dozens of small jars, vials This is clearly the giants kitchen with cabinets and
and candles sit on the mantle of the fireplace. A counters along the walls, a large table and bench
few of the Chiefs most prized war trophy heads are and miscellaneous items for cooking and baking
hung proudly on the wall showcasing to the world (cast iron pots, kettles, bowls, untinsels etc). A large
his amazingly sharp eye for beauty and symmetry. Hill Giant woman is cooking various body parts in
These include a Manticore with a missing eye, an a large black cast iron pot on the ground over
Owlbear with a crooked tongue hanging out, one a fire, casually putting in some peas and carrots
empty plaque in the middle, a Minotaur with a into the stew. The counters contain jars of random
broken horn and missing teeth and finally a cross- colored spices and various sundries of food. In the
eyed Dungeon Breaker. It looks like there is an open corner is a rough hewn stone well in the center
spot for a human sized head just waiting to be of it. It has a small winch, cable and bucket
filled. Under each head is a sign reading “Perfect ready to lower in raging fresh water about 100 ft
Manticore Trophy, Perfect Owlbear Trophy, down. Stacked around the room are many sacks,
Perfect Adventurer Trophy, Perfect Minotaur boxes, and barrels each one containing flour,
Trophy and Perfect Dungeon Breaker Trophy.” dried animal meats and fruit, honey and sap, etc.
An open stone hallway with a dirty blackened Several delicious looking smoked cheeses, meats,
flagstone staircase leads down into darkness on and sausages hang from the rafters along with
the west wall. Numerous weathered and tattered skinned human arms and legs. There are several
rugs, skins and tapestries adorn the room. A barrels and casks filled with ale, beer, mead, and
wooden cask with a cork in it sits near the fireplace wine. Fresh crusty loaves of bread are stacked on
and probably is filled with tasty mead. one of the high shelves.

40
This is Matilda Grumblebutt (1) Female Hill Giant #13. LARGE CAVERN OF SECRETS
(AC: 4, HD: 8+1d2, HP: 35, #AT: 1 [cast iron pan],
The cavern room is spacious, with a high ceiling
D: 2d8, SZ: Large (10 ft 6 in), MV: 120 ft, MR:
and smooth, rocky walls that curve inward. On one
Standard, AL: Chaotic Evil, Level/XP: 6/1,200 +
side of the room, there is a large pile of furs and
12/hp) who is the Chiefs Wife. She will pick up one of
blankets, probably used for napping or lounging.
the big cast iron pans and attack the PCs as soon as
In the center of the room, there is a crude game
she see them. She will also ring a hanging cow bell
board etched into the ground, surrounded by
to warn any nearby Ogres or Chief Grumblebutt
[SEE: E.12] of any intruders nearby in the kitchen. a ring of large stones that serve as seats for the
players. The game board appears to be some sort
#12. CHIEFTAIN’S SLEEPING QUARTERS of strategy game, with different symbols carved
into the stone representing different pieces.
This is a large ornate room for the Chief to reside
and there are many things in the room. There is
There are secret doors beyond the rocks along the
a huge oaken table surrounded by 4 chairs, 2
both the north and south walls, otherwise there is
stools, and various scraps of animal jerky on the
nothing of value here.
floor. Small bones, animal hides, skins, rugs and
wool blankets lay on a large bed. There is a very #14. HILL GIANT SONS BEDROOM
large wooden chest in the far corner of the room. The cavern bedroom is vast and dark, the walls and
Standing before you is the boss of the place, the floors made of rough, jagged rock. In the center of
one and only hideously ugly Chief Grumblebutt the room, there are two massive stone beds with
and he is armed with a large club and is flanked scratchy fur blankets and pillows that look like they
by six dire wolves!. His eyes light up in awe when were made out of animal skins. The room is dimly lit
he sees your party, focusing on one of your by torches, casting eerie shadows on the walls. On
members faces! Yes... the UGLIEST one! A smile the far wall, there is a small waterfall that cascades
creeps across his face and he speaks ecstaticly into a shallow pool. The air is thick with the smell of
shouting in Common, “You! That FACE... the bone damp earth and musty fur, and the sounds of bats
structure is incredible! I must have your head and rodents echo off the walls.
on my wall completing my collection! You’re my
perfect Adventurers Head Trophy!” This is the bedroom of the Hill Giant’s adult sons, Otis
and Woogie (2) Hill Giants (AC: 4, HD: 8+1d2, HP:
He has picked the PC with lowest Charisma score 40, #AT: 1 [giant club], D: 2d8, SZ: Large (10 ft 6 in),
as his prize. Roll initiative. If he was warned by the MV: 120 ft, MR: Standard, AL: Chaotic Evil, Level/
cowbell alarm in the kitchen then he will also have XP: 8/1,200 + 12/hp). They are also protected by (4)
two extra Dire Wolves ready to spring out from Dire Wolves (AC 6, MV: 180 ft, HD: 3+3, HP: 15 each,
behind the bed. Chief Grumblebutt (1) Hill Giant #AT: 1, D: 2d4, SZ: Medium, MR: Standard, SA: None,
(AC: 4, HD: 8+1d2, HP: 40, #AT: 1 [giant club], D: SD: None, AL: Neutral, Level/XP: 3/75 + 3/hp). The
2d8, SZ: Large (10 ft 6 in), MV: 120 ft, MR: Standard, kids these days... Woogie is a hill giant with a lumpy,
AL: Chaotic Evil, Level/XP: 8/1,200 + 12/hp). The misshapen head and sunken eyes. His nose is long
(4) Dire Wolves (AC 6, MV: 180 ft, HD: 3+3, HP: 15 and crooked, and his ears stick out at odd angles with
each, #AT: 1, D: 2d4, SZ: Medium, MR: Standard, his hair in a wild tangle of matted strands. His brother
SA: None, SD: None, AL: Neutral, Level/XP: 3/75 + Otis is a hill giant with a massive, round head and a
3/hp) will spring out and attack! The chest is locked two bulging eyes. His nose is flat and wide, and his lips
and trapped with a Poison Needle trap. Anyone are thin and droopy. His body is lanky and elongated
failing a Save vs. Poison will take become poisoned and his skin is a sickly green color which is covered in
and will take 1d4 damage every day until cured. The a slimy film, and his hair is a stringy, greasy mess. They
chest contains: (1) Ring of Water Breathing, (4) both stink so badly the dire wolves are sleeping in the
Potions of Healing, a few gold teeth from hapless opposite corner of room. GMs discretion on whether
adventurers worth 100 gp and 1000 gp, Gems any of the giants or wolves are awake or sleeping.
(30): 8 gp, 4 x 10 gp, 15 gp, 20 gp, 35 gp, 45 gp, 3 There is a hidden compartment behind a false stone
x 50 gp, 2 x 70 gp, 7 x 100 gp, 120 gp, 160 gp, 4 x in the base of Woogies bed. It contains several stick
200 gp, 300 gp, 500 gp, 1000 gp. gp 20 gp, 35 gp, figure drawings of hill giant men and women fighting
45 gp. If the chief is killed it will stop the attacks that PCs on paper parchment and: 1000 ep, Gems (39):
had been planned on the village and the Ogres will 5 gp, 6 gp, 7 gp, 6 x 10 gp, 20 gp, 5 x 50 gp, 55 gp,
flee to the hills. The PCs may decide to stay in the Hill 65 gp, 80 gp, 7 x 100 gp, 130 gp, 160 gp, 5 x 500
Giant Cave as a home or secure campsite as long as gp, 5 x 1000 gp, 1400 gp, 2000 gp, Jewelry: 200 gp,
they keep it cleared from new monsters. 2 x 700 gp, 800 gp, 1200 gp and 2 x 5000 gp.
41
after of him and his sword, in addition he started to
age artificially by a factor of many years. Over the
course of three short years he went mad, aged by 60
years and drove out the majority of the good people
of his kingdom leaving him alone with just a few of his
loyal soldiers who desperately tried to cure him but
couldn’t. Over the course of several years he turned
evil and hired master engineers from nearby lands to
build traps all around the dungeon level in fear of his
enemies trying to get him. Once all the traps were built
around the dungeon level he swiftly killed all of them
along with his remaining loyal supporters and soldiers
except for one of his best knights, Sir Richard Dupre
[SEE: KEY TO THE HAMLET OF TALDREN E.36] who
realized the madness was not curable and escaped
to tell the tale. Edmund sat in the throne room slowly
going mad talking and arguing with himself then
eventually dying alone right there still clutching
the sword proudly in his right hand. The castle was
shunned for decades and several folks attempted
to loot the place dozens of times but no one ever
seemed to come out alive. One day an adventuring
Wizard got into a fight with some monsters and cast a
strong spell which caused a magical fire to break out
melting the stone and burning the whole place down
killing himself and the monsters. Now it’s grown into
complete ruins and disrepair over the years as the
area became known as “cursed” by the locals and
known as an evil place where monsters are known to
THE RUINS OF STERNHOLM KEEP: gravitate. Recently a group of bandits not knowing
The once regal Sternholm Keep high on a hill in the of the history of the place came across this dungeon
north west mountains of the Valley of the Moon is and have now been using it as their home base of
now a hard to recognize mess as it has become a operations while they try to execute their nefarious
blackened pile of stone, rubble and wooden timbers plans on the local populace however they have
burned from a massive magical fire ages ago. The been discovering some of the traps set by Edmund
upper level is completely destroyed however there the former owner and getting killed by them. Only
is a wrought iron spiral stair case that leads down a few bandits remain that are now aware of all the
in the Dungeon Level that will allow entry in for the traps and have decided to keep them in place to
brave. The Keep was once ruled by Lord Edmund ward off any intruders or monsters while they operate
Sternholm, a valiant and heroic young, clean cut with impunity from within. The bandits are run by a
Paladin in his mid 30’s who was righteous and just for boss known as Warwick Diamondfingers, an expert
many years until one day on adventure in the Land thief who has who has managed to figure out the
Beyond the Giants he came across a beautiful, operations of all the traps (after one or more of his
two-handed great sword which he called “Illumina men triggered each of them and died in a horrifficly
mi Nemesi” which means “Light to my Enemies” disgusting manor) and reset them as needed just ward
a phrase he invented for exacting rightious justice off invaders. Unfortunately for him he has recently
on his foes. He believed that any death by his hand discovered that skeleton of Lord Edmund Sternholm
using this sword that his enemies spirit would be set and the cursed sword that caused him to turn wicked.
free to see the light of justice in the afterlife. He took Now Warwick has taken ownership of it and is under
ownership of it claiming it as his own, finding it the the curse as well turning him more and more evil by
most “humbling” weapon he ever wielded. What he the day and getting more and more paranoid with
didn’t know is that it was cursed, and once he got his current group of bandits. Many treasures lie within
back to his castle it began to slowly corrupt his mind if the player characters can manage to enter the
body and soul and turned him evil and jealous over dungeon and clear it out of any remaining monsters,
the years. He begin to believe that everyone was thugs and Warwick himself.

42
THE CURSED SWORD: PIT TRAPS:
The great sword known as “Illumina mi Nemesi” is Most of the Pit Traps in the dungeon are 10 x 10. Any
cursed and has an Intelligence of 18. Any PC with an Thief or PC that can successfully Find / Remove Traps
Intelligience less than 18 touching it and claiming it or use magic to check of the floor will note the edge of
as his own will immediately become possesed by it a potential lid that would be the pit’s possible cover. If
and under its control. Any PC with an intelligence of it triggers then anyone falling in will take 1d6 damage
18 will have to make a Save vs. Death Magic at a -5 for every 10 feet. Players that Save vs. Petrification
to avoid becoming cursed by its magic. If cursed you will take 1/2 damage. Pits can range from 10-20 feet
will get a +3 bonus to attack and damage rolls, critital deep (GMs discretion.)
hit on a 19 or 20 on the die, and do an additional 1d10
damage to creatures of any opposite alignment, get KEY TO THE RUINS OF STERNHOLM KEEP:
a bonus of 1d10 to your initiative. There is also a 50%
You have arrived at the ruins of Sternholm Keep!
chance on a d100 that any creature or person killed
The crumbling walls are blackened with age old fire
by the weapon will become a zombie and follow
damage from time past. It’s quiet and eerie. Not
the directions of the bearer. The sword will constantly
much is left of the entry level except for a rusty spiral
speak telepathicly to the bearer convincing them
staircase leading down into the darkness. There’s
that everyone is after the sword and they must be
nothing much left of the top level of the castle.
destroyed if they even hint at jealousy or disrespect.
It’s mostly burned and blackened rubbled walls,
It will also age the cursed PC by a factor of d20 years
piles of garbage randomly scattered boulders and
for every year the sword is owned. The only way to
rocks, however a rusty iron spiral staircase leading
break the curse is via a Remove Curse or Wish spell
down can be seen inside and it is awfully tempting!
or GMs discretion of a clever solution from a player.
STERNHOLM KEEP WANDERING MONSTERS:
Wandering monsters will be encountered only in
the outside courtyards, empty dungeon rooms and
hallways, or areas already cleared out by the party.
The GM should check for wandering monsters every
hour, with a roll of 1 on a d6 indicating an encounter.
Remember any one of these could be substituted
with any NPCs from the Village of Taldren or the Inn
of the Whistling Pig, e.g, adventurers, bandits, etc.
Roll a d4 or pick from the table below:
1. Giant Rats - (#1d4): (AC: 7, HD: 1/2, HP: 1d3 each,
#AT: 1, D: 1d4, SZ: Small, MV: 90 ft, MR: Standard, AL:
Neutral, Level/XP: 1/10 +1/hp)
2. Zombies - (#1d6): AC: 8, MV: 60 ft, HD: 2, HP: 8
each, #AT: 1, D:1d4, SZ: Man, SD: Once they begin
to attack, they never flee unless turned by a cleric.
Zombies are immune to enchantments, hold spells,
and any spell that inflicts damage from cold.), MR:
Standard, AL: Neutral, Level/XP: 2/30+1/hp)
3. Bats - (#1d10): (AC 10, MV: 0 ft / 240 ft flying, HD: 1/2,
HP: 1 each, #AT: 1, D: 1d2, SZ: Small, MR: Standard,
SA: Swarm, AL: Neutral, Level/XP: 1/5 +1/hp). Users
of missile weapons will suffer a -3 to hit penalty unless
the attacker’s dexterity is 13 or higher. They must
land on their intended victims to attack. There is a
1% chance that those so bitten will contract rabies,
or some similar blood-borne infection.
4. Bandits - (#1d4): (AC: 7 [leather armor], HD: 1d6,
HP: 4 each, #AT: 1, D: 1d6 [shortsword], SZ: Man-
sized, MV: 120 ft, MR: Standard, AL: Chaotic, Level/
XP: 1/10 +1/hp)

43
#1. SPIRAL STAIRWAY DUNGEON LEVEL creature in the fire must make a Save vs. Death
Magic and taking 2d10 fire damage on a failed
The stairs lead down abouw twenty feet into a dark
save, or half as much damage on a successful one.
30 ft by 30 ft square room with a old wooden door
Depending on the space, the oil can drown or burn
on the west wall and another one on the east wall.
everyone to death and will catch the whole room on
Rubble, dust and cobwebs are spread around the
fire. A hidden panel on the back of the statues base
room. There are dozens of very old looking wooden
contains: (1) Gem worth 500 gp and 1200 sp. There
barrels, crates and chests in the north west corner
is nothing else of value here.
of the room.
#3. PARTIALLY COLLAPSED CHAMBER
After the few PCs descend into the room from the spiral
staircase, they will hear a rustling and squeaking noise. This a large square room about 30 ft by 40 ft.
Suddenly 1d4 of the barrels, boxes, crates and chests There is a wooden door in the east wall. In the
will suddenly break open and (6) Giant Rats (AC: 7, center of the room the floor has collapsed in a
HD: 1/2, HP: 1d3 each, #AT: 1, D: 1d4, SZ: Small, 10ft circular pit surrounded by rubble. Peering
MV: 90 ft, MR: Standard, AL: Neutral, Level/XP: into the darkness of the pit that is drops about
1/10 +1/hp) will leap out and ferociously attack the 10ft down and you can see an opening to a
PCs. These filthy rodents have been living here in the tunnel heading west at the bottom.
broken containers, along the walls behind the webs,
The PCs can carefully drop down the 10 feet using
and some even can be found lurking under the spiral
a rope or other means. If they jump down they will
entry staircase. These things are ravenously hungry
take 1d6 falling damage for every 10 feet. At the
and will attack without fear or remorse to feast on
bottom is a 10ft wide tunnel leading west. There are
the PCs flesh. In the far corner of the room behind the
(2) Bandits (AC: 7 [leather armor], HD: 1d6, HP: 4
last crate is a sack containing: (1) Potion of Healing,
each, #AT: 1, D: 1d6 [shortsword], SZ: Man-sized,
3000 cp, Jewelry (2): 10 gp, 1600 pp.
MV: 120 ft, MR: Standard, AL: Chaotic, Level/
#2. EVIL DEMON STATUE ROOM XP: 1/10 +1/hp) hiding in the shadows waiting
There is an overwhelming smell of charcoal and to surprise attack the PCs. They have the following
oil as you crack open the door to this chamber treasure: 1000 sp, Gems (2): 7 gp and 10 gp.
revealing a small hexagonal shaped room. The #4. FALSE DOOR GAS TRAP
whole place is made of blackened stone as if
burned by a fire years ago. A strange black ashy This is a large room with a big oaken door to
residue covers the floor and walls. Arched open the south and another on the far west wall
doorways lead out of it to the north, south, east and at the end of a hall. A stone staircase going
west (where you entered) lead into darkness. In downwards can be seen in the northwest corner
the center of the room west is a strange iron statue of the room. The place is a mess of debris and
of an angry demon headed creature mouth open waste, with some rotten and broken furniture,
with muscular arms and lobster claws for hands rusted weapons, and scraps of moldy cloth
and animal legs with hoofs for feet. This bizarre scattered across the floor. The air is thick with
statue stands about 10 feet tall and clutched in dust and the stench of decay, making it difficult
the left claw appears to be a large white shining to breathe. In various spots in the room are piles
gem! of rubble and garbage. The room is eerily silent.

The door to the south is trapped. It is a false door


If a PC approaches the statue and attempts to grab
that when opened will reveal a black wall with
the gem they will step on a hidden pressure plate that
a hideous launging white skeleton face painted
will trigger. A successful Find / Remove Traps by a
on it. The eyes, nose and mouth are painted
Thief will detect it. The magic spell won’t work as this
black and filled with dozens of small one inch in
is a mechanical trap. Suddenly a black slippery oil diameter black holes. Poison gas will start to hiss
squirts out of the demons mouth splattering towards from the tiny holes in the wall. A thief successfully
the PC. Everyone within 10 foot radius of the trap must searching the door using Find / Remove Traps
make a Save. vs Death. On a successful roll, that can deduce the presence of the of the trap in the
character was able to nimbly jump out of the way. handle mechanism. If triggered everyone within
However anyone that failed now is covered and a 6 foot radius must Players must Save vs Poison
splattered with the flammable liquid. Any lit torches or become poisoned for 1d4 damage. They will
will have a 75% chance of igniting the oil causing a continue to take 1d4 damage every 4 hours until
raging inferno. One minute later the statue will release cured. There is nothing else of any value in this
a flamethrower like attack from it’s mouth. Each chamber.
44
#5. COFFIN TRAP AND SECRET DOOR who will spring out and attack the party when they are
distracted moving the rubble! The Bandits have the
The hallway continues north. Stone stairs lead following treasure: 1000 sp, 6000 ep, 3000 gp, Gems
upwards to the south. To the west is a 10 ft wide (10): 2 x 10 gp, 16 gp, 2 x 50 gp, 70 gp, 75 gp, 2 x
and 10 ft deep alcove with an old casket in it. 100 gp, 500 gp.
Upon careful examination it is made of ancient,
blackened rotting wood and is covered in #7. PIRANHA ATTACK
cobwebs and layers of dust from the ages. It looks You enter a large, damp natural cavern that is about
about the size of a human coffin and has very evil 50 ft by 60 ft in diamter. The whole place is dominated
faces carved into it each one unique with twisted by a pool of water, waist high on a normal man, but
open mouths and wicked eyes. You can also see you can see a natural passage exit in a wall across
strange and archaic magic symbols painted with the pool to the south. As you move your feet you
a flourescence that makes them glow in the dim can tell that you are occaisionally stepping on odd-
light this sinister place. A brief and chill blast of air shaped rocks or sticks or something. The water is
can be felt from the stone wall behind the casket very green with algae and dark spots so it’s hard
or maybe that was just your imagination? to see what the heck it is. Suddenly water bubbles
appear near you in blackness of the muck!
The chill breeze is felt because of a slight crack in the
secret door which is in the wall behind the casket. Swimming in the water are (2d12) Piranhas (AC: 10,
Anyone attempting to search for secret doors should HD: 1/2, HP: 4 each, #AT: 1 [viscious bite], D: 2d8, SZ:
get a slight bonus to their die roll. The only way to get Man-sized, MV: Swim (90 ft./round), MR: Standard,
to the wall is to move the casket which will cause it to AL: Chaotic, Level/XP: 1/10 +1/hp) The items the PCs
pop open. It will also trigger if the PCs open flat out are standing on occaisionally are bones and skulls of
it. If a PC opens the casket, a hidden mechanism is many former dead adventurers! During the chaos of
triggered and the lid suddenly slams shut, smashing any combat in the water with the Piranhas, there is a 1
and trapping the person’s hand inside. This damage in a d6 chance that a portion of one of those skeletons
will cause the injured PC to incur a -1 on any “to hit” may happen to float up in the middle of combat. One
rolls for the next 48 hours or until cured or healed. At of them is wearing a rotten backpack filled with the
the same time, a barrage of 2d4 darts are launched following treasure: (2) Potions of Extra Healing, A +1
from the open mouths and eyes on sides of the Dagger, 1000 cp, Gems (13): 5 gp, 3 x 10 gp, 20 gp,
casket facing the person’s chest. The trapped person 75 gp, 80 gp, 90 gp, 100 gp, 3 x 500 gp, 600 gp.
must then make a Save vs. Death check to avoid
taking damage from the darts or take 1d4 damage #8. SLICING BLADE TRAP
per hit. Inside the coffin is a rotting skeleton wearing: This room is a large and hexagonal shaped. The
(1) necklace of miscellaneous gems worth 3000 walls and floor are covered in dozens of red splatter
cp. There is nothing else of value in this chamber. marks. Maybe it’s just paint? Or maybe it’s blood?
#6. BANDIT SURPRISE On the northern wall, there is a partially collapsed
The party enters a large chamber that is about 50ft rubble hallway passage into a natural cavern and
wide by 30ft deep. On the northern wall a section a wooden door on the east wall. The exit through
of the ceiling has collapsed, creating a massive the partially collapsed rubble hallway provides a
pile of rubble that blocks the far end of the room possible escape, but it may also be filled with its own
however a open natural cavern pathway can be dangers. There is a strong musty smell in the air.
seen leading out to the north but the pile of stone
Out of a hidden slit in the wall shoots a pair of neck
and debris reaches about waist high and is several
high spinning blades. This trap is triggered by a micro
feet deep, making it impossible to pass through
thin trip wire on the ground. When the trigger is sprung
without a considerable amount of time and
the blade is handled as a melee weapon attack
effort to clear it. The party can see that northern
against any PC within 5 feet and must Save vs. Death
passage leading deeper into the dungeon. They
or be instantly decapitated while players who fail a
can hear the sound of water dripping in the
Save vs Petrification take 1d8 damage each. The
distance, suggesting that the passage leads to a
trip wire can be noted and disarmed with a successful
pool or a flooded area.
Find / Remove Traps check but failing the check by
Hiding behind the rubble pile are (4) Bandits (AC: three or more attempts will trigger the trap. A careful
7 [leather armor], HD: 1, HP: 4 each, #AT: 1, D: examination of the blood on the floor will reveal a
1d6 [shortsword], SZ: Man-sized, MV: 120 ft, MR: hidden trap door on the ground which conceals: 5000
Standard, AL: Chaotic, Level/XP: 1/10 +1/hp) cp, Gems (22): 10 gp each, 30 ep and 45 gp.

45
46
#9. THRONE ROOM shift, almost as if it is alive. The air in the cavern is thick
The ruined throne room of this small castle is a with the scent of magic, a perfume that is both sweet
testament to the passage of time and the fall and intoxicating. Suddenly, you hear a voice whisper
of a typical small nobles kingdom. The walls are in your mind that says “Drink Me,” inviting you to take
crumbled and sprayed with graffiti and the floor a drink from the pool. The voice is soft and melodic,
is littered with rocks, debris and broken wood. and it seems to come from all around you, like a
The grand throne, now covered in cobwebs, sits chorus of whispers. You feel a sense of both fear and
at end of the room, its once-fine cushions rotted excitement at the thought of taking a drink from the
and torn. Sitting on the throne is a old man who magical pool, knowing that it could change your
looks like a living skeleton, wearing a crown and life forever... Probably for the WORSE you think? But
knightly clothes with gauntlets and robes holding than again maybe not. As you stand there, gazing
a large magical looking sword. The tapestries at the pool, you feel a sense of both wonder and
that once adorned the walls now hang in uncertainty. Despite your fears, you feel a pull, a
tatters, and the once-shining chandeliers have sense of curiosity and wonder that compels you to
long since fallen from the ceiling, their broken take a drink and explore the secrets that lie hidden
glass scattered across the floor. Despite its state within this mysterious cavern.
of disrepair, the throne room still holds an air of
The water is actually safe and very magical despite he
grandeur, a reminder of the former power and
build up to scare the PCs. If they do decide to drink the
glory of the kingdom that once flourished within
water then one of the following things will happen to
these walls. The man on the throne stands and
them based on which effect would have the best use
speaks to you in a calm and deep voice: “My
on the character drinking it. E.g. if the PC is wounded
blade and I have been waiting for you.”
then Healing Magic would happen to them, etc.
The man is Warwick Diamondfingers (AC: 7
Healing Magic: The enchanted water is filled with
[leather armor], HP: 16, STR: 12, DEX: 18, CON:
powerful healing magic, which instantly mends
16, INT: 10, WIS: 16, CHA: 14, HD: 3, HP: 24, #AT:
wounds and rejuvenates the drinker. Drinking the water
1, D: 1d6 [The Sword Illumina mi Nemesi], SZ:
restores all of the drinker’s hit points and removes any
Man-sized, MV: 120 ft, MR: Standard, AL: Chaotic,
temporary penalties to their abilities, but also causes
Level/XP: 3/30 +3/hp) he will attack and fight to
them to become fatigued and suffer a -1 penalty to
the death. He is wielding “Illumana mi Nemesi”
their attack rolls and saving throws until they have had
[SEE: THE CURSED SWORD P.43]. He gets a +3 bonus
a chance to rest.
to attack and damage rolls, critital hit son a 19 or 20
on the die, and does an additional 1d10 damage to Strength Boost: The water imbues the drinker with
creatures of any opposite alignment> He also gets incredible physical strength, allowing them to lift heavy
a bonus of 1d10 to his initiative. There is also a 50% objects and perform incredible feats of strength.
chance on a d100 that any creature or person killed Drinking the water gives the drinker a +1 bonus to
by the weapon will become a zombie and under their Strength score, but also causes them to become
Warwicks command. In a hidden compartment reckless and suffer a -1 penalty to their Wisdom score
under the tattered seat cushion on the throne is until they have had a chance to rest.
the following tresure: (4) Potions of Healing, 7000
Increased Agility: The water enhances the drinker’s
cp, 1000 ep, Gems (5): 2 x 10 gp, 50 gp, 100 gp,
speed and agility, allowing them to move with lightning-
500 gp. and Jewelry: 6000 gp., Leather Armor +2.
fast reflexes and dodge incoming attacks with ease.
Other than these treasures there is nothing else of
Drinking the water gives the drinker a +1 bonus to their
value in here.
Dexterity score, but also causes them to become more
#10. POOL OF THE RADIANT WATERS vulnerable to traps and other dangers, giving them a
You enter a spacious cavern filled with a shimmering, -1 penalty to their Dexterity score until they have had a
crystal-clear pool of water. The water is illuminated by chance to rest.
a magical soft, glowing light, that emanates from it. Enlightenment: The water grants the drinker a moment
As you inspect the pool, you notice that the surface of clarity and enlightenment, allowing them to see the
of the water is completely still, like a mirror, reflecting world with new eyes and understand the mysteries of
the cavern ceiling above. The water appears to be the universe. Drinking the water grants the drinker a +1
incredibly deep, and you feel a sense of both awe bonus to their Intelligence score, but also causes them
and trepidation at the thought of what secrets might to become mentally unstable and suffer a -1 penalty
lie hidden beneath the surface. The soft, glowing to their Charisma score until they have had a chance
light that illuminates the water seems to pulse and to rest.
47
THE FOREST OF THE FALLEN OAKS: FOREST WANDERING MONSTERS:
This was once a vibrant and sacred forest, lush with The forest is a pretty scary place in the daytime but
huge gorgeous tall oak trees sitting in the south especially notorious at night. The GM should check
east region of the Valley of the Moon. The village for wandering monsters every hour, with a roll of 1 on
cemetery is located deep within it. Local tradition a d6 indicating an encounter. Remember any one of
also requires that a single black rose is to be left on these could be substituted with any NPCs from the
the grave of Luna Santorino once a year. She was a Village of Taldren or the Inn of the Whistling Pig,
young Mystic child, the daughter of the old tarot lady e.g, adventurers, bandits, etc. Roll a d4 or pick from
Esmerelda Santorino [SEE: KEY TO THE HAMLET OF the table below:
TALDREN E.5] The child was the first buried resident of
the cematary after she lost her life in an unxepected 1. Bats - (#1d10): (AC 10, MV: 0 ft / 240 ft flying, HD: 1/2,
tragedy when she was ten years old. Recently a large HP: 1 each, #AT: 1, D: 1d2, SZ: Small, MR: Standard,
Shambling Mound named Slaggariah moved into SA: Swarm, AL: Neutral, Level/XP: 1/5 +1/hp). Highly
the forest making it his home. His presence and the maneuverable, users of missile weapons will suffer a
aura of evil magic around him has caused the forest -3 to hit penalty unless the attacker’s dexterity is 13
to become a dark, wicked and foreboding place. or higher. They must land on their intended victims
The majestic trees that towered overhead have now to attack. There is a 1% chance that those so bitten
been replaced by gnarled and twisted deadwood, will contract rabies, or some similar blood-borne
with vines and sharp thorns rumored to “move and infection.
lash” out at anyone passing. Since the Shambling
Mound has taken power in the woods the location 2. Giant Spiders - (#1d4): (AC: 6, MV: 180 ft, HD: 2+2,
has become a magnet for evil creatures like goblins, HP: 16 each, #AT: 1, D:1d6, SZ: Large, MR: Standard,
skeletons, bandits and more awful things. Slaggariah AL: Neutral, Level/XP: 3/150 + 3/hp)
and these beasts has caused the villagers to shun this
place and no one has left the black rose on Lunas 3. Goblins - (#1d4): (AC: 6, MV: 60 ft, HD: 1/2, HP:4
grave nor have they been able to visit other loved each, #AT: 1 [Shortsword], D:1d6, SA: None. SD: None,
ones. In turn her spirit has risen and now she wanders SZ: Small, MR: Standard, AL: Chaotic Evil, Level/XP:
the cemetery looking for someone destroy this evil 1/15 +1/hp)
and give her tomb a black rose so her spirit can go
back to the afterlife and the forest can be restored. 4. Skeletons - (#1d8): (AC: 7, MV: 120 ft, HD: 1, HP:4
The forest scale is 20 ft per square each, #AT: 1, D:1d6, SA: None. SD: (Immune to cold,
sleep, charm, hold and other mental based attacks)
SZ: Man sized or smaller, MR: Standard, AL: Chaotic
Evil, Level/XP: 1/15 +1/hp)XP: 1/10 +1/hp)

KEY TO THE FOREST OF THE FALLEN OAKS


You are entrance to the creepy Forest of the Fallen
Oaks which now beckons before you. It is dark and
filled with gnarly twisted trees that block out most
of the sunlight, creating an eerie atmosphere. The
ground is covered with a thick layer of fallen leaves
and moss, making it difficult to traverse however
pathways can be seen leading into the trees and
brush. Rumor is that there is an ancient cemetery
located in the heart of the forest and is surrounded
by a dense ring of trees. The only sound you can
audibly hear is the soft rustle of leaves in the wind
and the occasional mournful creak of a twisted
and evil looking tree branch. The atmosphere
is oppressively quiet, and the only movement
comes from the occasional flutter of a moth or
the slithering of a snake. It is a place of rest for the
dead, but it is not at peace. The ground beneath
your feet is no longer soft and yielding but instead

48
once lived here vanished into the forest without a
is covered in sharp rocks and brambles, making it
trace. There is nothing of value here. This could be a
difficult to move quietly and quickly. Despite the
good camping spot for the PCs.
oppressive atmosphere and the dead and dying
forest that surrounds you, you can’t help but feel #3. AN ENCHANTED CLEARING
like you’re being watched. Every time you stop You stumble upon a clearing in the forest where
to listen, the silence seems to grow even more oddly the trees are all actually in bloom. The scent
profound, broken only by the sound of your own of flowers is overwhelming and the air is thick with
labored breathing. The air itself seems to be alive magic. But as you move through the grove, you
with an almost palpable sense of malevolence, as realize that the walls of the maze are constantly
if something dark and sinister is lurking just beyond shifting causing you to lose your sense of direction
the edge of your vision. What is in there? Only one and with each and every way you turn the bushes
way to find out! seem to go on forever. You push your way through,
only to realize that you’re still standing in the grove
#1. THE WHISPERING TREES
only now it is dark, gloomy and dreary. A giggling
You come across a strange, twisted oak tree that voice can be heard in the air.
seems to have the shape of a human face. As
you approach, you notice several of the trees This is an illusion generated by the evil magic in the
are like this and to your amazement a whispering area. All PCs must make a Save vs. Magic or become
voice speaks out that seems to be coming from confused and stand still for 1d12 minutes. During this
the various trees. They speak to you, the voices time a random monster could attack or GMs discretion
echoing through your ears. “Please save us by roll a 1d10 or pick another Forest of the Fallen Oaks
killing Slaggariah the Shambling Mound in encounter and have the PCs suddenly emerge
the cemetery and putting a black rose on the teleported into it.
grave of Luna the ghost child which will free this #4. GOBLIN PIT TRAPS
place of evil... evil... evil...” It feels pretty damned
As you travel through the dense forest, you suddenly
creepy around here.
hear the sound of twigs snapping and leaves
If the PCs succeed in destroying the Slaggariah the rustling around you. Suddenly you realize that you
Shambling Mound and putting the black rose on are surrounded by a group of four ugly goblins
the grave of Luna the ghost child then the forest will brandishing short swords who have set up an ambush
return to normal and ANY of the trees nearby any from behind two makeshift barracades made from
PCs no matter which encounter location they are piles of branches and tree limbs. The beasts are
exploring wil speak in a whisper and say, “Thank you disgusting, one of them has a squashed nose and a
for freeing us!” single hairy eyebrow that spans across his forehead.
Another one has a mouth that is crooked with teeth
#2. THE ABANDONED DRUIDS HUT that are sharp and jagged. His buddy has black or
You come across a ramshackle abandoned druid dark green spots on his skin with a large wart on the
shack in the middle of the forest, surrounded by tall end of his nose. The last one must be the leader as
trees and overgrown vines. The small, one-room he is bigger than the rest, has a large scar running
shack is made of rough-hewn logs and thatched from his forehead to his cheek and wears a ragged
with moss-covered roofing. The door hangs loosely bandanna around his head covering a would.
on its hinges, creaking in the wind. The windows are
small and clouded with grime. The (4) Goblins (AC: 6, MV: 60 ft, HD: 1/2, HP:4 each,
#AT: 1 [Shortsword], D:1d6, SA: None. SD: None, SZ:
Inside the room is sparsely furnished with a simple Small, MR: Standard, AL: Chaotic Evil, Level/XP:
wooden bed, a few chairs, and a small table 1/15 +1/hp) have created a trap made of branches
with a book and a quill pen on top. The walls are and vines that has been cleverly disguised to look like
adorned with various dried herbs, animal skulls, the natural forest floor. The trap is made up of several
and feathers. The air is thick with the scent of deep pits with sharp stakes at the bottom that have
dried herbs and old wood. Cobwebs hang in the been covered with leaves and debris to hide them
corners of the ceiling, and small animals have from view. The goblins, armed with shortswords, begin
made their nests in various corners of the room. to attack the party as they try to navigate around the
The wooden floorboards creak underfoot and a trap. The goblins move quickly and nimbly through the
few have rotted away, creating small holes. The trees, launching surprise attacks and then disappearing
overall feeling of the shack is one of abandonment back into the foliage. The party soon realizes that the
and mystery, as if the druid cemetery caretaker who only way to avoid the trap is to take the fight to the
49
goblins themselves. The (4) Pit Traps are a 10 x 10 trap hand over their valuables and weapons, or face the
door which opens below the players feet! Any Thief consequences. The bandits are heavily armed and
or PC that can successfully Find / Remove Traps or armored, making them a tough challenge for the
use magic to check of the floor will note the edge players. However, if the players are able to defeat
of a potential lid that would be the pit’s possible them in battle, they may find a stash of stolen goods
cover. If it triggers then anyone falling in will take hidden nearby, including gold, weapons, and other
1d6 damage for every 10 feet. Players that Save vs. treasures. Alternatively, the players may be able to
Petrification will take 1/2 damage. negotiate with the bandits, offering them a valuable
#5. THE UNDEAD ATTACK item or information in exchange for safe passage
through the forest. They carry the following treasure:
As you venture deeper into the forest, the trees
(1) Shortsword +1 and (5) Gems: 50 gp, 100 gp,
begin to thin out and you find yourself in a small
200 gp, 400 gp, 500 gp.
clearing. In the center of the clearing is a large,
ancient tree, its bark blackened and cracked #7. THE WINGED BEAST STATUE
with age. As you approach, you realize that the As the party wanders through the forest, they
tree is surrounded by a circle of bones, arranged come across a clearing that seems out of place.
in a strange pattern. Suddenly, you hear a In the center of the clearing stands a statue made
rattling sound and several skeletons rise up from of dark stone, its features twisted into a grotesque
the ground, their bones creaking and groaning expression. The statue is of a figure that seems
as they move. They brandish rusted swords and half-man, half-beast, with long claws and sharp
tattered cloths and begin to advance towards teeth. The statue appears to be ancient, with
you, their glowing eye sockets are fixed on your cracks and bright green glowing moss growing
group. As you draw your weapons and prepare on its surface.
to defend yourselves, you notice that the bones
in the circle around the tree begin to glow with The statue is an old and harmless. Aside from the
an eerie green light. The skeletons seem to draw creepy vibe, this would actually be a good place to
strength from this energy and their movements camp and rest.
become more coordinated and purposeful. You #8. THE SITUATION
realize that this circle is some sort of magical trap, You enter a clearing in the woods with the dead
and that you need to find a way to disrupt it if you body of a male adventurer with his belongings
want to defeat the skeletons. laying on the ground all splattered in fresh blood.
Another human male wearing ragged clothes
Roll initiative as (4) Skeletons (AC: 7, MV: 120 ft, is hunched over the body and has a surprised
HD: 1, HP:4 each, #AT: 1 [Shortsword], D:1d6, SA: and scared look on his face when he sees your
None. SD: [Immune to cold, sleep, charm, hold group. He stands up then locks eyes with you and
and other mental based attacks] SZ: Man sized awkwardly exclaims, “Thank goodness you are
or smaller, MR: Standard, AL: Chaotic Evil, Level/ here! They attacked us... bandits! Ambushed
XP: 1/15 +1/hp) spring up and attack! Buried in us from out of the woods! My friend here was
the corner by the tree with the green light is a sack killed in the melee. I am Almore Blacksword.”
containing: (2) Potions of Healing and 6000 sp, He approaches and reaches out his hand to
Jewelry (2): 100 gp, 1300 gp. There is nothing else shake yours and you notice a few drops of blood
of here or anywhere nearby. on it. “I know where there are some black roses.
#6. BANDIT SURPRISE I can show you,” he awkwardly and nervously
As you move through the forest, you suddenly hear smiles while fidgeting around.
the sound of rustling leaves and twigs snapping The man is a bandit named Almore Blacksword
underfoot. Looking around, you see four bandits (AC: 7 [leather armor], HD: 1d6, HP: 4 each, #AT:
emerge from the shadows, their faces twisted in 1, D: 1d6 [shortsword], SZ: Man-sized, MV: 120 ft,
cruel grins displaying broken teeth as they draw MR: Standard, AL: Chaotic, Level/XP: 1/10 +1/
their crude weapons. hp). He actually just murdered his counterpart over
The (4) Bandits (AC: 7 [leather armor], HD: 1d6, a matter of 80 gp and was surprised by the PCs. He
HP: 4 each, #AT: 1, D: 1d6 [shortsword], SZ: Man- is lying about the roses and will lead the players into
sized, MV: 120 ft, MR: Standard, AL: Chaotic, Level/ danger and if questioned about the bandit attack
XP: 1/10 +1/hp) are a motley crew of rough-looking he will say they retreated. If he joins the party he will
men and women who demand that the players try to rob them and escape in the night. He has a
dagger and the following treasure: 80 gp.

50
#9. PARTY AT THE GOBLIN CAMP #10. THE CEMETERY, LUNA AND SLAGGARIAH
You come across a clearing and are immediately As you walk through the dark forest, the ground
struck by the sight of four goblins, who are sitting beneath your feet becomes uneven, and the trees
around a roaring fire. They appear clearly drunk ahead of you appear twisted and distorted. As you
in high spirits, singing bawdy songs and passing come closer, you realize that you have stumbled
around a bottle of foul-smelling liquor. The goblins upon a small cemetery. The is still and heavy with
notice you and speak in broken Common, the scent of decay, and an unnatural silence hung
“Would you care to join our party and take a over the whole wretched place, broken only by the
swig? Providing you don’t have ‘cooties’.” They occasional rustling of the leaves in the breeze or the
invite you over and they seem pretty drunk and distant hoot of an owl. A thick black wrought iron
friendly enough, offering some of their roasted fence surrounds the overgrown cemetery stands tall
mutton and liquor. and imposing. The fence is old, broken in some spots
and rusted, with creepy intricate designs of evil faces.
The Goblins are so drunk that they will invite the PCs The open gate is the most imposing feature, towering
to sing with them while they are waiting monster above the rest of the fence beckons you to a dark,
friends from E.4. If the PCs eat the food it is very foreboding path leading deeper into the overgrown
tasty, however within a few minutes it soon becomes cemetery. The graves around you are old and
apparent that the goblins have spiked the booze dilapidated, their stones cracked and weathered.
with a powerful hallucinogenic potion. Anyone who Some of them have been pried open, revealing the
drank any of the booze must Save vs. Poison or rotting corpses inside. The smell is overwhelming, and
become drunk for 1d4 hours and the characters will you can’t help but gag as you look around. The trees
now begin to hallucinate they will see double, triple, around the cemetery are gnarled and twisted, their
or even quadruple the goblins and will suffer a “to hit” branches reaching out like skeletal fingers. As you
penalty GMs discretion. (4) Goblins (AC: 6, MV: 60 approach one of the open graves, you hear a faint
ft, HD: 1/2, HP:4 each, #AT: 1 [Shortsword], D:1d6, whispering coming from inside. You peer down into
SA: None. SD: None, SZ: Small, MR: Standard, AL: the dark pit and see nothing but darkness. Suddenly,
Chaotic Evil, Level/XP: 1/15 +1/hp) The goblins a cold, clammy little hand reaches up and grabs at
have the following treasure: 25 gp, 45 cp and 30 ep.

51
your ankle then dissapears into the ground. You
hear a childs giggling laughter coming from the
graves. The twisted trees around you begin to
move, their branches writhing and reaching out
to grab you. Is it the wind? You know you must
get out of this cursed place as fast as you can,
or you too will become one of the undead in this
dark, twisted cemetery. The headstones are eerie
and weathered, many of them toppling over or
broken. Some of the graves have been disturbed,
with dirt and debris scattered about. The air is still
THE CAVERNS OF THE WICKED PEAKS:
and heavy, as if the very forest itself is holding its
breath. A flickering ghost Mystic female child This is a sinister range of mountains that seem to stretch
suddenly appears before you and is a haunting on forever in the south west region of the Valley of
and eerie sight. The child appears to be made of the Moon with miles of jagged and imposing peaks
smoke or mist and flickers in and out of existence, jutting upwards towards the sky. The rocky terrain is
as if trapped between two worlds. Despite her sharp and rough, rising hundreds of feet high, and
ghostly appearance, the child seems mischievous the winds howl around them, making them feel even
and playful, often giggling and teasing those who more ominous. The rocks themselves seem to have
come near. She is dressed in tattered and dirty been carved by some ancient and powerful force,
Mystic clothes in colors of black, grey and white, leaving behind a range of mountains that are both
and her hair is long and unkempt. Her face is pale beautiful and deadly. The peaks are uneven, with
and gaunt, with dark circles under her eyes. The some rising higher than others, creating a jagged
child’s voice is high-pitched and singsong, and her and uneven skyline. The mountains seem to be
laughter echoes hauntingly through the air. As the coated in a dull, lifeless shade of gray, with no signs
ghostly Mystic child flickers in and out of this world of vegetation or wildlife anywhere in sight. The wind
she approaches you slowly and speaks, “I am eerily whistles through the peaks, carrying with it a
Luna...” the spirit of the young girl smiles, looking at sense of foreboding and danger. The rocky terrain is
you expectantly. treacherous, with sharp crags and steep inclines that
make traversing the range a perilous undertaking.
Before the Players can react Slaggariah attacks! (1) The rocks themselves seem to be infused with some
Shambling Mound, (AC 0, MV: 60ft, HD: 9, HP: 48 kind of malevolent energy, giving off a palpable
each, #AT: 2, D: 2d8/2d8, SZ: Large, MR: Standard, sense of evil that permeates the air around them. The
SA: Suffocation [grabs victim if both arms hit in Wicked Peaks stretch out for miles before entering
same round and kills in 2d4 rounds], SD: immune the Devils Spine and only one known entrance
to fire, cold attacks to no damage on save or half, exists (GMs choice of location). Over the last few
weapons do half damage, electricity adds a hit die, months, a mysterious and reclusive Drow Magic-
AL: Neutral, Level/XP: 7/2476) rises out of the bushes User / Alchemist named Linzabar has taken
and plants! It looks like a giant fly-trap type beast! Roll up residence and control of the caves. He has
initiative. If the players defeat the creature then the created a population of Myconids, Violet Fungus,
following treasure will spill from it’s dead vegetation: Spore Servents and a few other awful creatures over
(1) Cloak of Protection +1, (4) Potions of Healing, the last few months to inhabit the place. In addition,
(1) Quiver of 24 Arrows +1, Gems (20): 7 x 10 gp, he has created a form of edible mushroom fungus
40 gp, 3 x 50 gp, 65 gp, 100 gp, 500 gp, 650 gp, 2 known as “Honeyspot” (a very small black capped
x 700 gp, 2 x 1000 gp, 2000 gp. If the Players give mushroom with yellow spots) which he grows,
the child a black rose she will smile and thank the PCs harvests and sells to the Apothecary [SEE: KEY TO
for destroying the beast and then she will return to THE HAMLET OF TALDREN E.25] in the village for
her grave. The wilted plants and vegatation begin to cooking in the locals foods and recipes. The current
slowly start to return to a lush green color. She turns shopkeeper Gwendolyn Wildwood has no idea that
around, smiles and waves goodbye to the PCs then they have the mind controlling effect. Meanwhile
flickers away. If the PCs succeed in destroying the the unsuspecting victims eating the mushrooms do
Slaggariah the Shambling Mound and putting the not know it has a Mind Control effect. He uses them
black rose on the grave of the ghost child then the to control dozens of unsuspecting adventurers,
forest will return to normal and the trees nearby any village explorers and sometimes even monsters that
PCs will say, “Thank you for freeing us!” intrude his place. Many of the village residents have

52
become entranced under his fungi and now are
1. Floating Gas Servant - (#1): (AC: 9, HD: 1 [1 HP],
operating at his will, some of them are common folks
HP: 1, #AT: 1, D: [see below], SA: [see below], SD: [see
and others are adventurers staying in the village or
below], SZ: Large, MV: 30 ft. [floating], MR: Standard,
inn. NPCs under the control of Linzabar will try to
AL: Neutral, Level/XP: 1/10 +1/hp) If the spore is
gain knowledge of any PCs trying to explore the
struck for even one point of damage it will explode,
Caverns, the Keep, the Forest or the Highlands
its gaseous contents react violently to air, and every
and report it to him. He is looking for a dumb, idiotic,
creature within a 20’ radius takes 6-36 hit points of
foolish, weak minded group of adventurers and will
damage (3-18 if saving throw versus wands is made).
consider the current adventuring party as “prime
If a Floating Gas Servant touches or makes contact
candidates” to control. He is trying to build a group
with exposed flesh it shoots tiny micro-organisms into
of folks to do his biddings, battles and deliver him
the victims living matter and will spread throughout
any dream or items he wishes. The sheer scale of
the victim’s system in but one melee round. The gas
the mountains is staggering, their peaks soaring into
spore dies immediately. The victim must get a cure
the clouds above and disappearing into the misty
disease within 24 hours or die, sprouting 2-8 Floating
distance. It is as though they were forged by the
Gas Servant spores.
gods themselves as an otherworldly landscape. A
lonely dark cave entrance can be seen by the PCs. 2. Violet Fungi - (#1d4): (AC: 7, HD: 3, HP: 3-16 each,
#AT: 1d4, D: [see below], SA: [see below], SD: None,
HONEYSPOT MUSHROOMS:
SZ: Small to Medium, MV: 10 ft., MR: Standard, AL:
These are small mushrooms which are quite unique in Neutral, Level/XP: 3/50 + 1/hp) Violet fungi looks like
appearance, with a deep black cap that contrasts shriekers and in fact the two are often found growing
starkly against randomly speckled and sized bright together. These brightly colored mushroom plants
yellow spots. Despite their very small size (about as big are generally 3 to 7 ft tall and each plant has 1d4
as a ball of cotton), the mushroom vividly captures branches potentially growing out of it. If one reaches
attention with its bold colors and eye-catching 5 ft tall, the fungi will have 1 to 2 ft branches. For each
design. Its stem is thin and the gills underneath the foot taller the thing grows, its branches will grow a
cap are an even pattern of yellow back to back full extra foot longer. If a Violet Fungi plant detects
with black, secreting a sweet smell akin to a fresh, any movement nearby, it will wave its branches
flowery honey aroma. These small, but beautiful around releasing dozens of spores. Anyone within
mushrooms are sure to be a delight for any nature 4-6 ft of them will have to Save vs. Poison or all of
lover. However, if someone or something eats one their exposed flesh will begin to rot within 2 rounds.
of them then they must Save vs. Poison or become Anyone who fails their save will require a cure disease
under the effect of Linzabar’s Mind Control for 48 spell or GM discretion to cure.
hours minus the victims Intelligence. E.g a PC with
an Intelligence of 18 would be under the effect 3. Bats - (#1d10): (AC 10, MV: 0 ft / 240 ft flying, HD:
for (48-18 = 20 hours). Once the Save is failed a 1/2, HP: 1 each, #AT: 1, D: 1d2, SZ: Small, MR: Standard,
psychic link is connected with Linzabar himself who SA: Swarm, AL: Neutral, Level/XP: 1/5 +1/hp). Highly
can then instruct the victim through thoughts to do maneuverable, users of missile weapons will suffer a
his biddings, hear him, speak to him etc. The victim -3 to hit penalty unless the attacker’s dexterity is 13
will act normal unless “activated” in the process of or higher. They must land on their intended victims to
doing a task for Linzabar at which point they may attack. There is a 1% chance that those so bitten will
suddenly develop a noticeable slight “tell” e.g, a contract rabies, or some similar blood-borne
nervous tick, blink or twitch. Once again the Mind infection.
Control will wear off after the calculated hours have 4. Myconid Sovereign - (#1d6): (AC: 6, MV: 30 ft,
passed unless they eat another mushroom etc. HD: 2d8, HP: 16, #AT: 1 Slam, D:2d6 [bludgeoning
CAVERN WANDERING MONSTERS: damage], SA: Spore Production and Mind Control
[see below], SZ: Medium, MR: Standard, AL: Neutral,
Wandering monsters will be encountered in the
Level/XP: 2/250 + 2/hp) In combat, the Myconid
caverns or empty dungeon rooms and hallways, or
can release a cloud of spores, which can stun
areas already cleared out by the party. The GM should
creatures for 1d6 minutes that are within 5 feet who
check for wandering monsters every hour, with a roll
fail a Save vs. Paralyzation. It can also communicate
of 1 on a d6 indicating an encounter. Remember any
telepathically with creatures within 30 feet. The
one of these could be substituted with any NPCs from
Myconid Sovereign has additional abilities, including
the Village of Taldren or the Inn of the Whistling Pig,
the ability to command other Myconids and the
e.g, adventurers, bandits, etc. Roll a d4 or pick from
ability to heal its allies with spores.
the table below:

53
KEY TO THE CAVERNS OF THE WICKED PEAKS: entry that winds east and there is another
A vast and expansive mountain range stretches passageway directly south into the depths of the
out before you as far as the eye can see, with cave. The passageway has chains built into the
peaks that are sharp and jagged jutting upwards walls for safety and continues on into the darkness.
towards the sky. The rocky peaks rise hundreds
If the PCs spend too much time here they will certainly
of feet high and the winds howl around them,
attract a wander monster.
making them feel even more ominous. The rocks
seem to have been carved by some ancient #2. SPIDER LAIR SURPRISE
and powerful force, leaving behind a range of This is a vast room with towering piles of rubble
mountains that are both beautiful and deadly. As littering the space. The ceiling is very high and
you approach, you feel a chilly shiver run down jagged (about 100 feet up into darkness. Multi-
your spine, as if the very stones are warning you colored fungi plants grew in thick clusters, their
to stay away. Despite the ominious feeling of brightly glowing in gorgeous flourescent colors.
impending danger, the view is quite breathtaking The spores cast an eerie light over the room. You
in its natural beauty. A single six foot wide and high get the feeling of being watched with the silence
natural entranceway into a cave can be seen only broken by the occasional drip of water.
about 10 feet away from your group. A few very
tiny mushrooms with red caps and yellow dots can If the party spends more than one minute in the
be seen leading a spotted trail into the cave. They room examining the fungi or the gemstones then will
look pretty damned tasty! A soft breeze kicks up be attacked by [2] Giant Spiders (AC: 6, MV: 180
and you can’t help but wonder what creatures ft, HD: 2+2, HP: 16 each, #AT: 1, D:1d6, SZ: Large,
and amazing treasures lie within its depths? MR: Standard, AL: Neutral, Level/XP: 3/150 + 3/
hp) They will drop down from the blackness of the
#1. ENTRY PASSAGE ceiling. Roll for surprise and initiative! The fungi in here
This is the only known entrance way into the are harmless and the gemstones in the rocks are
Caverns of the Wicked Peaks. It is a 6-foot wide Zircon however if the party kills the Giant Spiders one
of them will rip open and reveal a dead recently half-

54
eaten adventurer’s corpse and on it is a backpack
type device, crafted entirely from crystal which
that contains the following treasure: (1) Potion of
sits in the center of it. The keyboard is made from
Healing and 2000 sp, 2000 ep, 300 pp, Gems (17):
four jagged crystal shards about 5 inches in length
4 x 10 gp, 16 gp, 20 gp, 30 gp, 4 x 50 gp, 65 gp,
colored red, green, blue and yellow glinting in the
100 gp, 130 gp, 150 gp, 500 gp, 600 gp.
light. Suddenly one of the keys (the red one) lights
#3. SECRET GARDEN OF VIOLET FUNGI up a makes a beautiful musical note that emerges
A cavern room about 30ft by 40ft stands before from the device as well as lighting up one of the four
you. Filled with colorful green lush plants, a 5ft wide pipe crystal pillars in a scintillating kalaidescope of
pathway stretches out before you which leads to red color which fills the cavern with a hauntingingly
a natural exit on the west wall and northern one beautiful sound, echoing off the walls and causing
as well. The walls and ceiling are dotted with a the gems to pulse with an otherworldly light.
flourescent purple lichen, glittering gems and multi- This musical device operates using four organ type keys
colored mushrooms of all sizes. The air is thick and made from colored crytsals (red, green, blue, and
heavy with the sweet scent of various flowers and yellow) which will light up and produce a tone when
the light from the glowing mushrooms and lichen pressed along with the corresponding crystal pillar (SEE
dances devilishly across the gems and the walls, MAP: Caverns of the Wicked Peaks E.4 the RBGY
creating an almost otherworldly and mesmerizing Pillars). The objective of the game is to repeat the
atmosphere. The flora and fauna in the room pattern of light and sound that the device generates.
seem to be thriving in this strange, subterranean The game starts by lighting up one organ key, and the
garden. The beauty and serenity of the place is player must repeat the pattern by pressing the same
almost enough to make you forget that you are organ key in the same order. The game continues
deep underground, surrounded by darkness and to add another organ key to the pattern with each
danger. round, and the player must repeat the entire pattern
In the room are (4) Violet Fungi (AC: 7, HD: 3, HP: correctly in order to advance to the next musical
3-16 each, #AT: 1d4, D: [see below], SA: [see sequence. If the player makes a mistake, the organ
below], SD: None, SZ: Small to Medium, MV: 10 ft., blasts out a flat horn sound (this could attract any
MR: Standard, AL: Neutral, Level/XP: 3/50 + 1/hp) wandering monsters). If the PCs play the red note key
These brightly colored mushroom plants are generally then the device will play back that red note and the
3 to 7 ft tall and each plant has 1d4 branches next one following this pattern ultimately: [R.RG.RGB.
potentially growing out of it. If one reaches 5 ft tall, the RGBY.RGBY.RGBYY.RGBYYB.RGBYYBG.RGBYYBGR]
fungi will have 1 to 2 ft branches. For each foot taller if the PCs successfully execute that pattern then the
the thing grows, its branches will grow a full extra foot secret door in the SW corner of the room will open.
longer. If a Violet Fungi plant detects any movement The only way the secret door will open is via the organ
nearby, it will wave its branches releasing dozens of playing correctly or one of the following spells: Knock,
spores. Anyone within 4-6 ft of them will have to Save Dispel Magic, Phase Door or Wish.
vs. Poison or all of their exposed flesh will begin to #5. SLEEPING BANDIT CAMP
rot within 2 rounds. Anyone who fails their save will The small cave is dimly lit, with only a faint glow
require a cure disease spell or GM discretion to cure. emanating from a cluster of small, glowing
They will attack the PCs when they reach the center mushrooms in one corner. The walls are rough and
point of the room on the pathway. Hidden under a jagged, with patches of lichen and mold clinging
large purple mushroom in the far corner of the room to the stone. Two narrow passageways lead out
is the creatures pile of treasure: 800 cp, 500 sp and 4 of the cave, one to the east and the other to the
turquoise gems worth 10 gp each. There is nothing west. Water can be seen dripping down the walls.
else of value here. You notice a group of eight dirty, rough-looking
#4. THE MUSICAL CRYSTAL ORGAN bandits sleeping scattered around the chamber,
This is a 40ft by 50ft wide natural cave whose their weapons and gear strewn about the place
walls again are filled with sparkling gems and haphazardly. Their loud snores echo through the
shimmering crystal shards. The walls and ceiling cavern, filling the small space with sound. The
of the cavern twinkle with an inner light revealing bandits seem to be completely unaware of your
a natural passage leads out to the northwest, presence, lost in the depths of their slumber. To get
east and southwest. In the center of the room through them requires some careful navigation
stands four giant 10ft tall crystal pillars about 4ft in and they are spread evenly about the cave to get
diameter surrounding an elaborate musical organ to the other side.

55
If the PCs examine the small mushrooms they have look well-crafted. You notice paddles resting beside
black caps and bright yellow spots, making them them, ready for use. It appears that someone has
easily noticeable against the dull-colored rocks. used these kayaks to explore the cave, perhaps
They appear to be of a variety that is not commonly even to escape through the channel to the east.
found in the area, and it’s possible they have unique There are also cave exit passages in the northeast
properties. However, without proper identification and and southeast corners of the cavern.
testing, it’s hard to say for sure. If anyone can identify
them they are definitely Honeyspot Mushrooms. For The kayaks are safe and sturdy for use. Other than a
every minute the PCs remaining in the room roll a few of the Honeyspot Mushrooms there is nothing of
1d10 and if a 5 or less is rolled than 1d4 of the Bandits value here.
will wake up and alert the others and begin initiative. #7. THE WATER RESCUE
(8) Bandits (AC: 7 [leather armor], HD: 1d6, HP: 4
You enter a large, damp natural cavern that is
each, #AT: 1, D: 1d6 [shortsword], SZ: Man-sized,
about 70 ft by 70 ft in diameter. As you take in the
MV: 120 ft, MR: Standard, AL: Chaotic, Level/XP:
awesomeness of cavern, you are mesmerized
1/10 +1/hp) Each bandit has a small sack with all
by the sparkling gems on the stalagtites and
of their treasure which consists of all of this: 600 pp,
stalagmites which twinkle in the dim light. A 10-
Jewelry (9): 100 gp, 200 gp, 500 gp, a Potion of
foot high rocky plateau looms before you, and as
Healing and a Spell Scroll (Cleric: Augury, Detect
you approach it, you notice the sandy beach that
Evil, Speak with Plants) There is nothing else of value
borders the natural cave pool. The green water
here.
ripples gently, and the dark spots in the water
#6. KAYAK CAVERN create an eerie feeling. Suddenly, you notice a
Stepping into the cave you feel a refreshing wooden kayak in the middle of the pool, with a
breeze of cool, damp air on your skin. As your eyes humanoid figure rowing it. A leak can be seen
gradually adjust to the dim light and you see a large shooting water up from inside it! The person riding
pool of water stretching out in front of you. The pool it begins to panic and turns around to see you,
stretches out about 20 ft deep and 40 ft wide, its with a look of terror in their eyes. “Help! I can’t
surface smooth as glass, reflecting the walls of the swim!” they cry out as the kayak starts to sink. As
cave. You can see two channels that leads out to you move towards the water’s edge, you hear
the east, and at the edge of the pool, you notice bubbling noises from the blackness of the muck,
two kayaks docked on the shore. The walls of the and you feel a sense of unease wash over you as
cave are rough and uneven, with moss and lichen if something else might be swimming in the water.
growing in patches. You notice small stalactites
The man in the kayak is Owen Steelheart (AC: 16
hanging from the ceiling, glittering in the dim
[scale mail, shield], HP: 16, STR: 16, DEX: 14,
light. The cave has a rugged and uneven ground,
CON: 14, INT: 10, WIS: 12, CHA: 8, AL: Neutral,
scattered with small rocks and patches of dirt. In
Languages: Common) a male human 1st Level
the corners of the cave, there are clusters of small
Fighter. He wears scale mail armor has a shield and a
mushrooms with black caps and bright yellow spots, shortsword along with a backpack, which contains
adding a pop of color to the dimly lit space. In the a bedroll, rations (10 days), waterskin and 10 gold
eerie silence you can hear the sound of dripping pieces in it. He can’t swim and will drown within five
water echoing throughout the cavern. The air is filled minutes if the PCs don’t save him. If they rescue him
with a musty smell, mixed with the scent of damp he will loyally join the party. Swimming in the water
earth and vegetation. Careful observation of the are (2) Crocodiles (AC: 4, HD: 9, HP: 4 each, #AT:
kayaks, reveals they are made of sturdy wood and 1 [bite], D: 2d8, SZ: Man-sized, MV: 120 / 40 ft,
MR: Standard, AL: Chaotic, Level/XP: 1/10 +1/
hp). In the far corner of the cave is a skeleton with a
burlap sack loaded with a huge amount of treasure:
(4) Potions of Healing, (1) Wand of Fireballs [10
charges], Gems (34): 2 x 5 gp, 4 x 10 gp, 40 gp,
45 gp, 50 gp, 2 x 60 gp, 10 x 100 gp, 150 gp, 350
gp, 4 x 500 gp, 3 x 1000 gp, 2000 gp, 5000 gp,
7500 gp, 10000 gp, Jewelry (22): 500 gp, 800 gp,
1000 gp, 2 x 1100 gp, 1200 gp, 1800 gp, 2000 gp,
3000 gp, 4000 gp, 5400 gp, 2 x 8000 gp, 17000
gp, 2 x 300 gp, 400 gp, 700 gp, 7000 gp, 8000 gp,
2 x 12000 gp.
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#8. STATUE OF THE GARDEN GNOME #9. GIANT CRAB ATTACK
The cave is filled with water waist high and in the You enter a large, damp natural cavern that is
center is a small rocky island covered in multi- about 50 ft by 60 ft in diamter. The whole place is
colored fungi. A stone statue of a gnome is in knee deep in water about waist high but you can
the center of the island with one hand raised see a natural passage exit in a wall across the pool
beckoning you and one handfull of mushrooms. to the south. Quick examining of the water and
As you approach the small sandy island in the you can is very green with algae and dark spots
middle of the cave pool, you hear a strange with only a few bubbling ripples on the surface.
chanting coming from the mushrooms on the walls. Suddenly you hear a loud, splashing and clacking
Suddenly, the mushrooms begin to glow with an sound, followed by the unxpected emergence
otherworldly light and the statue of the gnome of a massive crab monster from the murky water
comes to life, and speeks: “Who dares disturb the pool in the center of the chamber, its giant pincers
peace of my cave?” the gnome demands in a snapping menacingly. The crab’s hard exoskeleton
booming voice. The gnome’s eyes seem to sparkle shell is a deep blue-green color, covered in algea,
with amusement. “Well, if you seek treasure, there and its eyes glint with an otherworldly intelligence.
is plenty to be found here,” he says, gesturing to The creature is nearly 10 feet tall and 15 feet wide,
the mushrooms on the walls. “But beware, not all and its long, spindly legs can move surprisingly fast.
of them are what they seem.” He then tells you, As it approaches the party, it lets out a deafening
“A fierce creature lies ahead to the north. If you roar, its mandibles clacking together in anticipation
can defeat it and prove your worth, meet me in of a meal as it attacks!
the west cave from that chamber and I will give
you a reward.” He then proceeds to laugh with an This giant crab monster attacks anyone who ventures
wicked grin and slowly resumes his original stone too close to the water’s edge, using its claws to swipe
shape. at its targets and its powerful pincers to crush them.
It is also able to move quickly through the water,
Players will notice that even though when the statue
making it difficult for the party to escape or engage it
is back to its actual stone form, they will still feel like its
in combat. The party will need to be strategic in their
eyes are “watching” them as long as they are in this
approach, as the cave is dark and the water makes
room. The mushrooms on the wall are harmless (GMs
it difficult to see the monster’s movements. They may
discretion) but definitely look evil and menacing in
also need to find a way to lure the crab out of the
color.
57
water, where it is less maneuverable, in order to defeat ESP, Detect Invisibility, 3rd Level: [Flame Arrow, Hold
it. (1) Giant Crab (AC: 4, HD: 8, HP: 48, #AT: 3 [2 Person]. Languages: Common, Dwarfish, Gnome,
claws / 1 pincer], D: 1d6/1d6/2d4, SZ: Extra Large, Goblin, Halfling, Orcish. Dark Elf Traits: Immunity to
MV: 60 ft / 20ft, MR: Standard, AL: Neutral, Level/ sleep spells and effects, and a +2 racial saving
XP: 8/80 +8/hp) After the crab is defeated then the throw bonus against enchantment spells or effects.
rotten, half-eaten body of a former dead adventurer Darkvision out to 120 feet. Spell-Like Abilities: Drow
will float up from under the water. It has a backpack can use the following spell-like abilities once per day:
containing: 6000 cp, Gems (24): 35 gp, 65 gp, 8 gp, dancing lights, darkness, faerie fire. Caster level equals
2 x 10 gp, 50 gp, 70 gp, 80 gp, 90 gp, 100 gp, 200 the drow’s class levels. Weapon Proficiency: A drow
gp, 350 gp, 4 x 500 gp, 600 gp, 7 x 1000 gp. There is is automatically proficient with the hand crossbow,
nothing else worthwile of any value here. the rapier, and the short sword. Spell resistance equal
to 11 + class levels. +2 racial bonus on saves against
#10. LINZABARS WORKSHOP AND CAVE spells and spell-like abilities. A drow who merely passes
As you enter the cavernous room you can hear the within 5 feet of a secret or concealed door is entitled
muttering of a person talking to themselves angrily. to a Search check. Languages: Common, Elven,
In the center of the room, there is a sturdy wooden Undercommon. Bonus Languages: Abyssal, Aquan,
work table, cluttered with beakers, vials, flasks, and Draconic, Drow Sign Language, Gnome, Goblin. Light
strange tools that you can’t quite identify. Sitting at Blindness: Abrupt exposure to bright light (such as
the work table is an eccentric looking male Drow sunlight or a daylight spell) blinds drow for 1 round. He
who has wild white hair, a mustache and bushy has the following treasure hidden under his bed: (2)
eyebrows. He has a mischievous grin on his face, and Potions of Healing, (1) Potion of Invisibilty and a
his eyes twinkle with excitement as he is counting black velvet bag containing: Gems (10): 6 gp, 7 gp,
dozens of small black capped mushrooms with 9 gp, 2 x 10 gp, 35 gp, 50 gp, 120 gp, 450 gp, 550
yellow spots scattered around the table. He stops gp. NOTE: At this point it’s up to GMs discretion and the
talking to himself and slowly looks up to greet you party how they want to handle the remaining part of
eye to eye. He stands up and speaks in Common, this encounter and if they want to engage in combat
“Welcome friends,” he says. “I see you have etc or even take over the operation by killing Linzabar
made it past my giant gaurdian monster... looks himself. Villains of the Undercity (TM), Pirates of the
like I will be having crab for dinner over the next Serpent’s Den (TM) and Land Beyond the Giants
month. I hate seafood. I despise it... but I digress. (TM) are all current or upcoming Maximum Mayhem
So let’s get to the matter at hand shall we? I’m Dungeon modules written by Mark Taormino and
looking for a group of adventurous ones to move published with Dark Wizard Games (tm).
some product for me. You see the last group I
hired were a bunch of idiots and buffoons that
got themselves killed and lost an entire shipment
of my Honeyspot Mushrooms. Now I need a strong
and really SMART group of individuals to start
moving shipments from here all the way to the
Villain’s of Undercity in Los Farport, the Pirates
of the Serpent’s Den and even as far West as the
Land Beyond the Giants but I STILL haven’t found
the right people.” He looks at your group with a
disaproving look and shakes his head sadly. “I hope
they show up one day. Sigh. However until then
if you think YOU can handle a simple mundane
task like this successfully then I will pay you
handsomely.” He smiles and raises one of his bushy
white eyebrows.
This is Linzabar (AC: 7 [cloth armor], HP: 15, STR: 8,
DEX: 10, CON: 9, INT: 18, WIS: 15, CHA: 18, #AT: 1
[Dagger +1], D: 1d4, AL: Chaotic Evil) a male Drow
5th Level Magic-User / Alchemist. Spells: 1st Level:
[Read Magic, Tenser’s Floating Disk, Nystul’s Magic
Aura, Precipitation, Burning Hands, Shield, Mending,
Friends, Grease, Magic Missile], 2nd Level: [Vocalize,
58
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L I C E N S E S
OPEN GAME LICENSE 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
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This printing of the “Village on the Borderlands™” is done under version 1.0a of the Open 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
Gaming License below. becoming aware of the breach. All sublicenses shall survive the termination of this License.
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Notice of Open Game Content: This product contains open game content as defined in the Open 15 COPYRIGHT NOTICE
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1) Distribute this document for free or for profit, provided that no change or addition is made other than adding your name as publisher if the
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Designation of Product Identity: The following items are hereby designated as Product Identity 2) Refer in your own products to the name of this document, and indicate compatibility with the OSRICTM system.
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63
www.darkwizardgames.com
DWGMMD-000 v1 Copyright © 2023 Dark Wizard Games, All Rights Reserved. Made in the USA.
This module is designed for 6-8 characters of levels 1 to 3. The party should consist of Fighters, Clerics, Magic-Users and
Thieves, but you are free to figure out what works best for your group.
1st Edition Style Fantasy Gaming Compatible! This product uses the Open Game License Version 1.0a and is easily
convertable to any First Edition Style Fantasy Role-Playing Games or OGL / OSR Style Systems.
Quotes from the Village on the Borderlands:
“The Inn of the Whistling Pig was awesome up until the tavern owner, Broom Helga, put me in a headlock
for trying to sneak out without paying the bill!” - Valdoroth the Half-Orc Thief

“Hmmm... a couple of old kayaks in a cavern pool with a choice of two dark tunnels to paddle down. One
probably leads to a horrible, quick death and the other probably leads to an even more horrible and quicker
death?” - Longbeard the Dwarven Fighter

“I really enjoyed sharing that mead with those drunken goblins at their wild party camp in the woods!
However, quite frankly, I was a wee-bit offended when they asked if we had ‘cooties’ before sharing the
bottle with us.” - Orion the Human Magic-User

If you like this adventure look for our other titles:


Maximum Mayhem Dungeons #1: Hanging Coffins of the Vampire Queen
Maximum Mayhem Dungeons #2: Secret Machines of the Star Spawn
Maximum Mayhem Dungeons #3: Villains of the Undercity
Maximum Mayhem Dungeons #4: Vault of the Dwarven King
Maximum Mayhem Dungeons #5: Palace of the Dragon’s Princess
Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master
Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee

www.darkwizardgames.com
DWGMMD-000 v1 Copyright © 2023 Dark Wizard Games, All Rights Reserved. Made in the USA.
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