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over the years, though he knows not why he is attracted to

WYRMHOLD items that glitter. Munder has had little or no contact with
the outside world, he knows nothing of Zytera and as such,
A moss-covered entrance is revealed behind a switchback if conversed with, will assume that the wars are still going
in the rocky outcrop, blocked by branches, hardy bushes, and on. His mortal remains may be encountered as an event.
small rocks. Pulling the detritus away, you see before you or-
nately carved steps, slick with damp and algae, descending into His masterpiece, Lurtzog, continues to languish in the
darkness. The sound of dripping water from cracks in the stone-
prison. The waning Ruby in his chest keeping him alive.
work above is the only sound. It smells damp, musty and old.
He has regressed to a child-like state and is terrified of leav-
ing his cell, which he has adorned with images of his sim-
BACKGROUND plistic thoughts over the years.

During the Alder Wars, Zgofer had his priests of Rust build
If Lurtzog could be convinced to leave, there is always the
many prisons throughout Ravenland. These prisons held
chance that Imlotel's ruby could be saved (see Area 4).
captives of Algarod's armies, particularly followers of Ra-
ven either as potential bargaining chips, sacrifices or raw
matter for Zygofer to conduct his unwholesome dalliances
on. One such prison was Wyrmhold, also known as The

LEGEND
Black Halls of Woe. It was built by Munder Holte, a pow-
erful druid and a follower of Zygofer.

During the Alder Wars there was a prison,


Munder chose his location in a cave system known as
made to incarcerate the enemies of Zygofer.
Wyrmhold, he used magic to carve out his prison. The
young Drakewyrm Craxus, who had made Wyrmhold it's It is said that within its walls, foul experi-
home was charmed by Munder who at times entertained ments were carried out by the priests that
himself by inhabiting the Drakewyrm's form to terrify sur- built it. Many say these experiments included
rounding villages and eat more unruly prisoners.
a way to become immortal! It was built
Just before the blood mist fell, Munder took in two prison-
around a lair of a great Drakewyrm that the
ers, the Elf Sorcerer, Imlotel Nisirie and the ogre chieftain priests defeated in a great battle. Rumour has
Lurtzog. Munder, on Zygofer's orders removed Imlotel's it that the treasure remains and that the en-
ruby and implanted it into Lurtzog, just so see what would trance to The Black Halls of Woe has been
happen. Imlotel, who had been kept constantly weakened
found once again. Surely it is only a matter of
and hungry was powerless to resist and the foul procedure
went ahead. Imlotel's body was preserved, encased in a vat
time before treasure seekers descend upon the
of magical liquid. ruin.

THE CURSE
When Lurtzog awoke and saw Munder in Drakewyrm
form leering over him, Imlotel's ruby took over Lurtzog
and as a final act of defiance, expended all its energy to curse
GETTING THERE
Munder to spend his eternal days in the Drakewyrm’s body. Wyrmhold can be places in any hex where a small rocky out-
crop can be found. The protagonist of the site, Munder the
To this day, Munder makes his home here, driven mad Drakewyrm exits and enters his lair via a subterranean cave,
over the centuries, he continues his task of twisted jailer, which leads outside. This should be considered when plac-
occasionally venturing out to feed from a subterranean cave ing Wyrmhold.
beneath the prison. He covets his shiny treasures, gathered

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WYRMHOLD
BLACK WINGS AT DUSK The steps are slick but not dangerous, unless one wants to
run or down them, in which case a successful MOVE roll
The players happen upon Ergro, a local farmer who has a
is required, or the player will fall prone. The ceiling, alt-
fantastical and worrying tale to tell. Whilst tending his
hough dripping water, appears sound.
sheep, as the day was waning, he spied, in the distance a
Hanging on the wall, on hooks are 3 rusty sets of manacles,
worm like, earth bound beast moving among his flock. Un-
none of them have pins to secure them, lost long ago.
sure of its size from where he was, he approached and to his
The door at the base of the steps is made from stone
horror realised that it had carried off one of his animals,
and has a rusty iron ring for a handle. In relief on the
leaving blood upon the grass where it’s talons had gripped door is the sign of Rust. It is not locked and can be
it. He watched at the beast slithered north towards a rocky pushed open, into the room.
outcrop, where it descended out of view. His farm is suita-
ble far from civilization and consists of a simple outbuild- 2. CHAMBER of RUST
ing where he grows crops enough to sustain him and sells Two empty sconces adorn the walls of this rectangular cham-
milk and meat to passing trade. ber. Gone are the drips from the ceiling and the floor appears
dry and dusty. In the west wall is a wooden door, banded with
THE EXCITABLE EXPLORERS iron with a sturdy looking lock. In the south-eastern corner is a
two-meter-tall statue of Rust (if the players are not familiar
A commotion in an Inn is caused by two human explorers,
with an effigy of Rust, describe it from the images in the Games-
Perkins, and Winthrop. Neither seem capable of lasting in masters Guide). Unsurprisingly, it is rusty. At the feet of the
the outside world, yet here they are, self-proclaimed mas- statue as what appears to be an alms bowl, fixed to the statue
ters of the land. They have in their possession an old map with a metal rod.
of the area showing the supposed location of Wyrmhold.
They are willing to part with the map for a fee, and maybe On closer inspection the bowl has a small hole in the base,
a share of any treasure, but alas, both are feeling a little un- which attached to the hollow metal rod. When a trickle of
der the weather and do not feel up to taking this on. In blood runs down into the statue a small compartment
truth, they are both craven and make their money by ‘guid- opens at the base. Inside is a wooden key. This key can be
ing’ travellers across the land. Suffice to say, once a travel- used to open the door in the west wall, and is non-conduc-
ler has engaged the services of Perkins and Winthrop, they tive, protecting the use from the electricity trap on the
seldom make the same mistake twice. They are not mali- door to Area 17.
cious, merely slightly delusional, and more than a little in- The door in the western wall is locked but can be picked. If
competent. it is picked using the correct tools and successful
SLEIGHT OF HAND roll it can be opened without alert-
ing the cave spiders within Area 3. It may also be smashed
down with a successful MIGHT check and a blunt weapon
or object. If this is not successful on the first attempt the
LOCATIONS cave spiders within will be alerted and will wait in ambush
of the players.
Unless specified, there is no natural light within the
prison, players will have to rely on their own light sources.
✥ TREASURES: Wooden key to Area 17.

1. THE ENTRANCE
3. THE OLD STOREROOM
A moss-covered entrance is revealed behind a switchback in the
Old desks, crates and barrels litter this room, as do the tough
rocky outcrop, blocked by branches, hardy bushes, and small
looking webs that cover most of the southern wall and northeast
rocks. Pulling the detritus away, you see before you ornately
corner. Through the webs to the south can be seen another closed
carved steps, slick with damp and algae, descending into dark-
door. This was perhaps an old storeroom, with time, there may
ness. The sound of dripping water from cracks in the stonework
be something of use here. There is even a cold looking fireplace
above is the only sound. It smells damp, musty and old.
set into the western wall, above which is a broken, tarnished
mirror in a wooden frame.

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WYRMHOLD
6 The adventurer is able to create fire at
If the players alerted the cave spiders, then they will at- their fingertips for a quarter day in addi-
tempt to ambush the group when they enter, use the nor- tion to 3-5.
mal rules for ambush attacks. Be aware that cave spiders do
not like fire, and anyone holding an open flame will cause Munder had an assistant called Gram, a fellow believer and
the cave spiders to suffer a penalty of -1 to their attack rolls. follower of Zygofer. During a particularly violent incarcer-
It should also be noted that cave spiders are not treated as ation of prisoners Gram was slain. Rather than use his re-
monsters. mains for raw material Munder had a proper resting place
The remains of the room are a mess, there is little of any prepared. Gram however refuses to rest; over time he has
use here except for a crate of rusty chain, some old copper come to repent and feel guilt beyond words at what he had
plates, and an urn of ashes. There is however, hidden in the done in Zygofer’s name. Gram intends to redeem himself
storm shutter in the fire place the remains of a silk bag con- with a goodly act.
taining a silver Effigy of Heme worth 3d6 SP. He knows of Lutzog and Imlotel’s faded ruby. He suggests
The door to the south is unlocked. that he can remove it from the ogre so it can be returned to
the elves. This is a possibility and can happen, which would
✥ CREATURES: 3 Cave Spiders. result in Gram at last, finding peace, and Lutzog being able
✥ TREASURES: Effigy of Heme worth 3d6 SP. to return to his people. The only barrier would be convinc-
ing Lurtzog to go through with it.
4. THE CRYPT Gram is a GHOST and would rise from the sarcophagus if
any enter the room and ask of news of the world. He would
A dusty room contains a human sized sarcophagus, with a
large relief of the sign of Heme atop it. To the east 2 massive ask of Munder and tell his story, and of his desire to repent.
barrels sit against the wall, behind which can be seen a wooden If the players help him, he will allow them to remove the
door. artifact THE BLOODBANE CLOAK from his sarcopha-
gus.
The eastern door in unlocked and the southernmost barrel
contains a small amount (enough for ten measures) of red, ✥ CREATURES: Gram the ghost.
alcohol smelling liquid. This is Bloodfire, created by ✥ TREASURES: The artifact THE BLOODBANE
Munder from the blood of heretics. As a flammable liquid CLOAK
it is similar to a strong spirit, as a foodstuff, drinking it has
varied effects. If the adventurers take a measure roll 1d6 on 5. THE HALLWAY
the table below. A corridor with a vaulted ceiling opens before you. Empty
sconces are fixed to the wall, in between which are a dozen or
D6 Effect so metal rings fixed to the wall, some at neck height, some just
above floor height. A wooden bench that looks as if it would
1 The adventurer immediately falls asleep break if anyone sat on it in in the northeast corner. A splintered
for a quarter day. She cannot be woken barrel is in the opposite one. Two doors lead from this room, one
except by magical means. to the east and one to the west. In the centre of the southern wall
2 The adventurer becomes incredibly hot, is a door frame that once held a door or grate, which is long gone.
and removes all but their small clothes. A solitary, unlit, plane fireplace is also set into the east wall.
They cannot bear to wear anything else
for a quarter day. This effect cannot be re- This room is where prisoners were held before being put
moved accept by magical means. into a cell or kept for longer periods when the cells were
3-5 The adventurer feels imbued with strength full, hence the rings in the walls, used to chain necks and
gaining a temporary bonus of +1 to any feet.
STRENGTH based rolls for 15 minutes. How-
The door to the east is unlocked, above which there are two
ever she suffers one WITS damage imme-
motifs engraved, one above the other. They are the signs
diately which can be healed in the normal
for Rust and Horn, Rust being above Horn. This door leads
way.

3
WYRMHOLD
to the ‘Test of Faith’ room that Munder entertained him- Munder maintained a twisted sense of humour, one of his
self with when torturing captured followers of the heretical pastimes was to break a Raven believer and have them re-
Raven god (see Area 7). It is made from iron and quite nounce their god and embrace Rust. He would then send
strong. them into the room to test their newly found faith. All they
The western door is trapped. It is made completely of metal had to do was exit through the eastern door. The trap still
and has a solitary keyhole in the centre. It has an electricity functions, driven by evil magics and has two parts.
trap, essentially the door is continuously ‘live’. The key The first part of the trap is activated as weight is placed on
from Area 2 can be used to turn the electricity ‘off’ until it the grate, a fire bellows up from beneath burning all adven-
is locked again. Any attempt to pick the lock will trigger the turers on it. Attack with six Base Dice, Weapon Damage 1.
trap. Make an 8 dice attack against any adventurer within This damage may affect AGILITY or STRENGTH. Mak-
arm’s length of the door, and within arm’s length of the ing a successful MOVE roll eliminates this damage in the
next person, creating an arcing chain. Those wearing same way that a DODGE action does but does not leave the
chainmail may reduce this damage using their armour victim prone. The flames continue whilst there is weight
value of the chainmail only. The door is bereft of markings. on the grate.
The second part of the trap is activated when an adven-
6. PASSAGEWAY turer, having reached the eastern end and stepped off the
grate (stopping the flames), turns the door handle, causing
This unlit corridor had doors to the north and west. There is a
pile of old dilapidated crates to the south end of the corridor ob- spikes to emerge from the northern and southern walls,
scuring another door in the eastern wall. There is a lever set impaling all adventurers within the corridor unless a suc-
into the wall next the western door. In the same door is a sliding cessful MOVE roll is made. Attack with six Base Dice,
hatch at about head height. Weapon Damage 2, stab wound.
After the spikes are triggered, they remain, requiring a suc-
The lever resets the spike trap in Area 7, unless the trap has cessful MOVE roll or move at half speed.
been activated, moving the lever does nothing. The western The lever in Area 6 resets the spikes. In times gone by
door is unlocked from this side only and pushes into the Munder might watch the fun from the viewport in the
room. It cannot be opened from the other side at all. It is eastern door.
made from iron.
The crates to the south can be moved easily enough but do- 8. THE DISPOSAL CHUTE
ing so disturbs a swarm of rats that would attack any intrud-
A small, square room supported by a single stone pillar. A pas-
ers, since they have nested inside the rotting remains. They
sage leads off to the north, doorways are set into the south and
are also voraciously hungry. The door behind the crates is
eastern walls. The pillar has 4 iron rings, about head height
wooden and unlocked. fixed into it. The eastern door has an oversized handle and ap-
The door to the north is made from wood and has the em- pears to have no lock. It is also quite rotten.
blem of Heme carved into it. It too is unlocked.
All the doors to this room are unlocked. The eastern door
7. THE WALK OF FAITH leads to a garbage vortex. Anything dropped into it is in-
stantly destroyed and cannot be retrieved. Magical items,
A narrow passageway lies before you. A door is set at each end.
Both doors are made from iron, the eastern door appears to have however, bounce back out.
a hatch at about head height, the handle to activate of which
must be on the other side. The floor is stone at the two ends for a 9. THE FOUNTAIN
meter or so, between which there is an iron grate, the bars are
Stairs lead downwards to a square room with a door in the east
close enough together to walk across. Beneath the grate is dark-
and south walls. Against the west wall is a low, semi-circular
ness. The walls are adorned with intricate stonework showing
fountain. A spout protrudes from the wall above is, not no liq-
burning Ravens, churches, and robed individuals. The door at
uid comes forth, the fountain is dry. Scattered across the base of
the west end is engraved with the words, Renounce the false
the fountain is 2d6 SP.
god, embrace Rust.

4
WYRMHOLD
The southern door originally triggered water coming from banded doors. The east of the room as a large, square hole de-
the fountain, but now the water source has dried up and scending into darkness. A moaning wind can be heard and felt
become tainted. Opening the door into Area 11 now causes here suggesting the pit leads somewhere beneath. Flanking the
pit are two large, dormant braziers. Set against the south wall
poison gas to splutter forth from the spout. All adventurers
is a large table, blood stained, with racks of implements of tor-
within the room suffer the effects of a Hallucinogenic poi-
ture fixed to the wall behind it.
son with a Potency of d6+4. The trap takes time to re-pres-
surise and can only be triggered daily. This room is where Munder committed his twisted exper-
✥ TREASURES: 2d6 silver pieces. iments. The pit leads down into a subterranean cave system
that emerges half a km or so into the surrounding lands.
10. THE PASSAGEWAY Munder uses this to slither out and feed when he needs to.
An un-remarkable passage with wooden doors at each end. When the adventurers first enter this room Munder is not
there, so they have some time to investigate. However,
Both doors are aged and unlocked. shortly after he arrives.

11. TORTURE CHAMBER With a rush of air and a deafening screech a monstrous beast
erupts from the pit and lands before you. Its teeth are rotten,
A large rectangular room with a high, vaulted ceiling comes
into view. Set into the north and west walls are 2 wooden, iron

5
WYRMHOLD
and the smell of carrion comes with it, it fixes its yellow eyes what’s out there. He is not violent but will attack anyone
upon you. who takes his ‘toy’ away from him or who forces him to
leave the room.
At this point, the adventurers may attack Munder or try
If counselled, he may be able to remember his past which
and talk. However, Munder still instinctively attacks any-
may enable the adventurers to coerce him without vio-
thing shiny, for he has maintained the Drakewyrm air of
lence.
superiority.
Lurtzogs cell is daubed with scratched pictures and indeci-
If the adventurers engage him, he will believe that they are
pherable writing. A successful INGIGHT roll would allow
delivering new prisoners to him and insist that they help
the adventurers to piece together the story of how Lertzog
him with his work. He will refer to Lurtzog as the ‘child
ended up in this predicament and the elven ruby within
beast’ and Imlotel’s remains as the ‘flesh of the betrayer’.
him.
One it becomes clear to Munder that the adventurers are
✥ CREATURES: Lurtzog
not who he thinks they are he will attack them.

15. THE EMPTY CELL


12. THE PRISON
This cell is bare, save for a singular, iron bound chest in the cor-
A long passageway, lined with empty sconces and hanging ner.
chains ends in a door at the east end. Set into the south wall are
two iron doors with hatches, one iron gate and one wooden door.
The chest is locked but can be opened with a successful
SLEIGHT OF HAND roll and suitable tools. Inside are
This area is otherwise unremarkable.
various shiny, valuable items. Roll three times on the Car-
ried Precious Finds table.
13. IMLOTELS REMAINS
✥ TREASURES: Three Carried Precious Finds.
The door opens into a square cell filled with a green glow. In the
center of the room is a glass tube filled with green glowing liquid
supported on a brass pedestal. Suspended in the tube is the naked
16. THE COMODE
body of an elf. A hole is clearly visible in its chest. The flesh ap-
pears to have been slowly peeling away over the years leaving the A small room with a privy set against the south wall.
liquid cloudy and tainted.
Unremarkable but serviceable. If used the unfortunate is at-
The body has degenerated so much over the years that it is tacked by a swarm of rats from below.
good for nothing. Munder keeps it around to keep him ✥ CREATURES: Swarm of rats.
amused. Sometimes he animates it just for twisted fun. Ev-
idence that Imlotel’s remains may have been ‘out’ might be 17. THE STUDY
found by way of splash marks on the dusty floor. The top of
This room is layered with thick dust. Bookcases line the walls; a
the vat is open.
large oak desk sits against the west wall next to a floor standing
✥ CREATURES: One restless dead, occasionally. golden candelabra. This clearly has not been entered in some
time.
14. LURTZOG
Munder lost the ability to write years ago as such has not
Passing by iron grate leading into this room you would hear
childlike sobs, but they come from no child. Looking through the been in this room since he was cursed. In it is his journal
grate you can see huddled in the corner is a filthy looking ogre, detailing the whole story of Wyrmhold.
wearing nothing but rags. It plays with a dead rat that is start- Among the tomes is a paper detailing a spell to remove an
ing to fall apart, nursing it and talking to it. elven ruby without harming the host. An adventurer may
use the tomes present to learn the Blood Magic Talent at
Lurtzog has gone quite mad, the life extending ruby within rank 1 as if they had an expert teacher.
him having caused him to regress to a childlike state. He ✥ TREASURES: Golden candelabra worth 10 gold
is frightened and will not leave the cell, as he doesn’t know pieces. Various tomes on arcane arts worth 2d6

6
WYRMHOLD
gold coins to a sorcerer. Ingredients for all Blood MUNDER IN DRAKEWYRM FORM
Magic spells, enough for one casting.
Munder maintains some magic, which he uses in his at-
tacks.

MONSTERS AND NPCS STRENGTH 16, AGILITY 5, WITS 5, EMPATHY 4


SKILLS: Stealth 4, Move 4, Manipulate 5, Insight 4,
Lore 4
CAVE SPIDERS
ARMOR RATING: 8
Cave spiders are not swarms. Each is the size of a small dog, DRAWN TO GLITTER: If the Drakewyrm spots anyone
but big enough to cause a nasty, infected wound. Cave spi- wearing or holding anything that glitters, it will imme-
ders can scale vertical surfaces and move across ceilings. diately attack that person. If this person leaves com-
bat, the Drakewyrm will pursue.
They are also not large enough to be considered monsters,
therefore their attacks may be parried.
D6 ATTACK

STRENGTH 4, AGILITY 4 1 BITE ATTACK! The beast targets the ad-


SKILLS: Stealth 4, Move 4 venturer with the highest STRENGTH and
FEAR OF FIRE: A cave spider suffers -1 dice to its at- bites her with sharp teeth. Roll for the at-
tack roll if attacking an adventurer holding a naked tack with ten Base Dice and Weapon
flame. Damage 2 (slash wound).
BITE: Bite, 4 dice Attack, Stab. Poison potency 4. 2 INSPIRE DESPAIR! Munder invokes despair
and doubt in an adventurer within NEAR
range. Roll for the attack with 6 Base Dice
LURTZOG and Weapon Damage 2 to WITS.
3 CLAW ATTACK! The beast sweeps its
Lurtzog remains a dangerous foe if threatened. If rescued,
claws towards two unlucky adventurers
he would owe the adventurers his life and return to his peo-
within NEAR range. Roll for the attacks with
ple
eight Base Dice and Weapon Damage 2
STRENGTH 6, AGILITY 2, WITS 1, EMPATHY 1 (slash wound) each.
SKILLS: Might 4, Endurance 4, Melee 3 4 ACID ATTACK! The Drakewyrm spews a
TALENTS: - cloud of corrosive acid over all the adven-
MAGIC RESILIENCE: The Power Level of any spell cast turers within NEAR range. Roll for the attack
against an ogre is automatically decreased by D6, due with six Base Dice and Weapon Damage 1.
to the ogres’ natural resilience to magic All victims hit suffer 1 additional point of
RUBY BOUND: Whilst the ruby is within Lurtzog he is ef- damage per D3 subsequent rounds.
fectively immortal. If it is removed, he would continue 5 TAIL ATTACK! The beast uses its long body
to age normally.
to make a sweeping attack against
GEAR: A dead rat called Marlow.
all adventurers within NEAR range. Roll for
the attacks with eight Base Dice
and Weapon Damage 1 (blunt force). All
victims hit by the attack are also
thrown to the ground.
6 IMMOLATION ATTACK! Munder chooses an
adventurer within NEAR range and causes
them to burn from within. Roll for the at-
tack with eight Base Dice and Weapon
Damage 1 (non-specific damage).

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WYRMHOLD
EVENTS
THE RUBY OF IMLOTEL
WANDERING MUNDER
Imlotel’s life ruby is fading, but still contains a little power.
What ever became of Munders human form? Perhaps If it could be returned to the elves, it could be saved, and
Munder made it into a restless dead, so that it continues to perhaps Imlotel would return to reward the adventurers.
walk about the prison, doing chores and such like. Use the
Restless Dead from the Gamesmasters Guide. APPEARANCE

A dull red ruby the size of a human fist. Within it can be


RETRIEVAL OF THE RUBY
seen a tiny pulsing light. The ruby counts as a normal sized
Gram can remove the ruby from Lurtzog’s chest without
item.
harming him, as could the players if they investigate the
study (Area 17) effectively if they have a sorcerer or druid in
EFFECTS
the party. The real challenge here is getting Lurtzog to
agree to it. Reward creative play here because in achieving Whoever possesses the ruby for more than a quarter day and

this the adventuers will gain the artifact THE RUBY OF subsequently receives a non-lethal critical injury whilst still

IMLOTEL. in possession of it heals the critical injury the next time the
adventurer rests.

ITEMS DRAWBACKS

None.
THE BLOODBANE CLOAK
Gram’s old cloak is unmarked and free of mildew or any
signs of wear. It is fastened with an iron clasp fashioned in NOTES
the sign of Heme. When wearing it, an adventurer enjoys This adventure was created from the excellent tables in the
some protection from spells from the Path of Blood list. Gamesmasters Guide. For your information, here is what
I randomly generated for the legend. I missed the pulsating
APPEARANCE sounds off.
Rust in color, this long cloak is made from rough, heavy
material and secured using an iron clasp. The cloak counts Built during the Alder Wars 335 years ago.
as a normal sized item.
It was originally a prison.
EFFECTS
It was built by a priest for unknown reasons.
The builder still lives there.
When an adventurer wearing the cloak is subjected to any
effect from spells from the Path of Blood. If the mechanic
Inhabited by a Drakewyrm
is appropriate, the adventurer enjoys either a +1 bonus of The entrance is covered in moss.
some kind or the spell is reduced by a power level of one. Pulsating sounds.
The GM may rule this as appropriate.

DRAWBACKS

When an adventurer wearing the cloak must roll ENDUR-


ANCE to resist cold, the adventurer suffers a -1 penalty.

8
WYRMHOLD

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