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R A G I N G S WA N P R E S S

GM ’ S M I S C E L L A N Y
THE THINGONOMICON II

SYSTEM
NEUTRAL
Lauro Moraes (Order #31841168)

YOUR TIME IS PRECIOUS

MAKE YOUR CAMPAIGN PREP. EASIER

JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN

Lauro Moraes (Order #31841168)


PATREON.COM/RAGINGSWANPRESS
THE THINGONOMICON II
Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your
session to life? Well fear not! That’s where the 20 Things line comes in. This short, focused compilation gives you, the time-crunched
GM, the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and
bask in your players' adulation.

If your campaign features abnormal lesser undead, alchemist's laboratories, archives and libraries, bandits and brigands, besieged
castles, black dragon lairs, blue dragon lairs, fairs and festivals, fanes of evil, farming villages, fecund jungles, ghostly hauntings,
green dragon lairs, items most wondrous, lich's lairs, local landmarks, minions of evil, noisome marshes, orc villages, red dragon lairs,
ruined castles, ruined cities, ruined monasteries, ruined wizard's towers, shadowed borderlands, smugglers' villages, snow and ice,
sunken ships, torture chambers, travellers' inns, urban chases, vampire's castles, white dragon lairs, windswept moors and wrecked
ships (and whose doesn’t?) The Thingonomicon II is for you!

CREDITS USING THIS BOOK

Design: John Adams, Creighton Broadhurst, Rikh Hart, Steve You can use these system neutral tables either during session
Hood, Mike Welham and Bart Wynants prep or “on the fly” during the actual session. Roll on the
Development: Creighton Broadhurst desired table and describe the result. Remember:
Art: Nicole Cardiff, Paul Daly, Larry Elmore, Rick Hershey, William
McAusland, Matt Morrow, Dave Peterson, Claudio Pozas, Dean • Some players may assume because you describe something
Spencer and Maciej Zagorski (The Forge Studios). Some it is important. This may slow down the party’s progress
artwork copyright William McAusland, used with permission. through the adventure. This isn’t necessarily a bad thing.
Publisher’s Choice Quality Stock Art © Rick Hershey/Fat Goblin • Modify any result so it fit with your game.
Games. Some artwork copyright Paul Daly, used with • Ignore or re-roll inappropriate results.
permission. Some artwork by Claudio Pozas, copyright • Have fun!
Expeditious Retreat Press, used with permission.
Cartography: Dyson Logos To contact us, email gatekeeper @ragingswan.com

All rights reserved. No part of this publication may be reproduced, To learn more about Raging Swan Press, visit ragingswan.com
stored in a retrieval system or transmitted, in any form or by any
means, without the prior permission in writing of Raging Swan You could have got all the books featured in this book for free,
Press or as expressly permitted by law. by joining Raging Swan Press’s Patreon campaign. Learn more
at patreon.com/ragingswanpress
©Raging Swan Press 2021.

Open Content: Except material designated as Product Identity,


the contents of The Thingonomicon II are Open Game Content as
de ned in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written
permission. The moral right of C John Adams, Creighton
Broadhurst, Rikh Hart, Steve Hood, Mike Welham and Bart
Wynants to be identi ed as the author of this work has been
asserted in accordance with the Copyright Designs and Patents
Act 1988.

Product Identity: All trademarks, registered trademarks, proper


names (characters, deities, artefacts, places and so on), dialogue,
plots, storylines, language, incidents, locations, characters, artwork
and trade dress are product identity as de ned in the Open
Game License version 1.0a, Section 1(e) and are not Open
Content.

Dedicated to my friend, Rob Wills, who has gone on his last adventure.

Lauro Moraes (Order #31841168)


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FOREWORD Welcome to the second Thingonomicon. You hold in your hands—


or gaze at—a book jammed full of the cool little details that bring
an adventure or campaign to life. Sadly, these are often exactly the
kind of detail we—as busy GMs—don’t have time to actually design
and prepare. In mechanic-heavy games, stat blocks, encounter
balance and adding just the right amount of treasure get in the
way of us actually breathing life into our game worlds. Sometimes,
this kind of thing is exceptionally hard to come up with in the heat
of the moment.
That what The Thingonomicon II is for. It takes the pressure off
you. Use it before or during the session to take what you need,
and leave the rest. I love that sentiment. As a GM, you know what
works best for you and your players. With a book this
large, there are going to be some things you
don’t like (and hopefully some things you
love!) Use, change or ignore any entry, as you
see t. Rumours of a large, incorporeal black swan
with death-dealing powers stalking those who
misuse our books are completely unfounded.

P AT R E O N
You might be aware Raging Swan Press is on
Patreon. We signed up at the start of April 2015,
and it’s going rather marvellously. The thrust of
our Patreon campaign is to be able to afford better rates of pay for
our freelance game designers. As I’m sure you know, the
economics of 3PP are notoriously tight, but Patreon gives us at
Raging Swan Press a way to increase our freelancer rates. At time
of writing, we’ve already massively increased our word rate to 11
cents a word, which gives me a warm, fuzzy feeling. We want to
pay more, but to do that we need your help! If you sign up, you
get our supplements earlier than normal and cheaper than
normal. Even better, you can pledge what you want and cancel
when you want. If you are interested in supporting us, check out
patreon.com/ragingswanpress or head over to patreon.com and
search for Raging Swan!

THANK YOU!
I hope you enjoy this compilation. More importantly I hope you
nd it useful and that the descriptions herein enhance your
campaign (and make your “job” easier). I also hope your players
appreciate the extra effort you’ve made to make their game more
awesome and immersive.
If you’ve got any comments or questions about Raging Swan
Press, I’d love to hear from you. You can contact me at
[email protected].

Torquay
July, 2021

Lauro Moraes (Order #31841168)



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MONSTROUS LAIRS

If you enjoy the 20 Things line you’ll also enjoy the Monstrous Lair
line. Each two-page, hyper-detailed instalment focuses on one
type of monster’s lair and presents seven tables you can use in
session to add depth and avour to your campaign. The line
comprises (and is also available in compilation format):

• Monstrous Lair #1: Owlbear Den


• Monstrous Lair #2: Troll Cave
• Monstrous Lair #3: Ogre’s Cave
• Monstrous Lair #4: Goblin Raiding Camp
• Monstrous Lair #5: Harpy’s Nest
• Monstrous Lair #6: Minotaur’s Den
• Monstrous Lair #7: Giant Spider’s Web
• Monstrous Lair #8: Ghoul Nest
• Monstrous Lair #9: Wights’ Barrow
• Monstrous Lair #10: Mummy’s Crypt
• Monstrous Lair #11: Dark Creeper Village
• Monstrous Lair #12: Medusa Lair
• Monstrous Lair #13: Aboleth’s Sunken Cavern
• Monstrous Lair #14: Lizardfolk Village
• Monstrous Lair #15: Bandit Camp
• Monstrous Lair #16: Thieves’ Hideout
• Monstrous Lair #17: Witch’s Hovel
• Monstrous Lair #18: Bugbears’ Lair
• Monstrous Lair #19: Gnolls’ Camp
• Monstrous Lair #20: Kobold Warren
• Monstrous Lair #21: Pirates’ Cove
• Monstrous Lair #22: Sahuagins’ Sunken Cave
• Monstrous Lair #23: Troglodytes’ Warren
• Monstrous Lair #24: Roper’s Cave
• Monstrous Lair #25: Scrags’ Sunken Cave
• Monstrous Lair #26: Sphinx’s Cave
• Monstrous Lair #27: Cultists’ Hidden Fane
• Monstrous Lair #28: Smugglers’ Hidden Den
• Monstrous Lair #29: Vampire’s Crypt
• Monstrous Lair #30: Assassins’ Hideout
• Monstrous Lair #31: Wyvern’s Nest
• Monstrous Lair #32: Sea Hag’s Grotto
• Monstrous Lair #33: Dryad’s Glade
• Monstrous Lair #34: Green Hag’s Swamp
• Monstrous Lair #35: Ghost Haunted House
• Monstrous Lair #36: Fire Giants’ Hall
• Monstrous Lair #37: Hill Giants’ Steading
• Monstrous Lair #38: Frost Giants’ Glacial Rift
• Monstrous Lair #39: Otyugh’s Sewer
• Monstrous Lair #40: Drow Outpost
• Monstrous Lair #41: Duergar Outpost
• Monstrous Lair #42: Derro Outpost
• Monstrous Lair #43: Wolves’ Den
• Monstrous Lair #44: Chimera’s Den
• Monstrous Lair #45: Hydra’s Den
• Monstrous Lair #46: Basilisk’s Den

Lauro Moraes (Order #31841168)


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CONTENTS B ANDITS & B RIGANDS 27


1: Bandits & Brigands .........................................................................28
1: Eetu Ilma....................................................................................28
T HE T HINGONOMICON II 1
2: Kosti Ehtaro ...............................................................................28
Credits ....................................................................................................1 3: Hedvig Kulta .............................................................................28
Using this Book......................................................................................1 4: Pekko Miemo ............................................................................28
Foreword ................................................................................................2 5: Jyrki Susi ....................................................................................28
Monstrous Lairs .....................................................................................3 6: Antti Väinö .................................................................................28
A BNORMAL L OW -L EVEL U NDEAD 9 7: Mielikki Uro ...............................................................................29
1: 1,000 Abnormal Ghouls or Ghasts ...............................................10 8: Venla Koira ................................................................................29
Physical Description .....................................................................10 2: Camp Dressing ...............................................................................30
Battle Tactics ..................................................................................10 3: Bandit Loot ......................................................................................31
Treasure .........................................................................................10 Looting the Body ..........................................................................31
2: 1,000 Abnormal Mummies ............................................................11 4: Complications, Hooks & Opportunities .......................................32
Physical Description .....................................................................11 B ESIEGED C ASTLE 33
Battle Tactics ..................................................................................11 1: Minor Events ...................................................................................34
Treasure .........................................................................................11 Daytime Events .............................................................................34
3: 1,000 Abnormal Skeletons ............................................................12 Night-Time Events ........................................................................34
Physical Description .....................................................................12 2: Attacks ..............................................................................................36
Battle Tactics ..................................................................................12 Defences and Counterattacks .....................................................36
Treasure .........................................................................................12 3: Challenges & Complications.........................................................38
4: 1,000 Abnormal Wights .................................................................13 Dwindling Supplies ......................................................................38
Physical Description .....................................................................13 Low Morale ....................................................................................38
Battle Tactics ..................................................................................13
D RAGON ’ S L AIR : B LACK D RAGON 39
Treasure .........................................................................................13
5: 1,000 Abnormal Zombies ..............................................................14 1: Black Dragon Lair Features ...........................................................40
Physical Description .....................................................................14 Dragon Dressing: Female Dragon Names ................................40
Battle Tactics ..................................................................................14 Dragon Dressing: Male Dragon Names ....................................40
Treasure .........................................................................................14 2: Black Dragon Lair Dressing ...........................................................41
Dragon Dressing: Distinguishing Marks ....................................41
A LCHEMIST ’ S L ABORATORY 15
3: Black Dragon Lair Minor Sights, Sounds & Events .....................42
1: Alchemists and their Assistants.....................................................16 Dragon Dressing: What’s the Dragon Doing? ..........................42
1: Erfanna Nackle .........................................................................16 4: Black Dragon Treasures & Trinkets ...............................................43
2: Gillon Duerral ...........................................................................16 Dragon Dressing: Worn Trinkets ................................................43
3: Jusso Ano ..................................................................................16 5: Black Dragon Hoard Dressing ......................................................44
4: Sipri Miemo ...............................................................................16
D RAGON ' S L AIR : B LUE D RAGON 45
5: Vilppu Otra ................................................................................17
6: Vilutar Lempo............................................................................17 1: Blue Dragon Lair Features .............................................................46
2: 20 Things to See in a Laboratory ..................................................18 Dragon Dressing: Female Dragon Names ................................46
3: 20 Alchemical Mishaps ..................................................................19 Dragon Dressing: Male Dragon Names ....................................46
4: Complications & Opportunities ....................................................20 2: Blue Dragon Lair Dressing ............................................................47
Dragon Dressing: Distinguishing Marks ....................................47
A RCHIVES & L IBRARIES 21
3: Minor Sights, Sounds & Events .....................................................48
1: Books in the Common Collection ................................................22 Dragon Dressing: What’s the Dragon Doing? ..........................48
History Books ................................................................................22 4: Blue Dragon Hoard Treasures & Trinkets .....................................49
Religious Books ............................................................................22 Dragon Dressing: Worn Trinkets ................................................49
General Interest Books ................................................................22 5: Blue Dragon Hoard Dressing ........................................................50
2: Books in the Special Collection ....................................................23
D RAGON ’ S L AIR : G REEN D RAGON 51
3: Events Among the Stacks ..............................................................24
4: Folk Among the Stacks ..................................................................25 1: Green Dragon Lair Features ..........................................................52
1: Kuura Puukko ............................................................................25 Dragon Dressing: Female Dragon Names ................................52
2: Eufrosiina Torio .........................................................................25 Dragon Dressing: Male Dragon Names ....................................52
3: Brusi Talvikki ..............................................................................25 2: Green Dragon Lair Dressing .........................................................53
4: Auku Tapio ................................................................................25 Dragon Dressing: Distinguishing Marks ....................................53
5: Inkeri Vaito ................................................................................25 3: Green Dragon Lair Minor Sights, Sounds & Events ....................54
5: Things Among the Stacks ..............................................................26 Dragon Dressing: What’s the Dragon Doing? ..........................54

Lauro Moraes (Order #31841168)








































4: Green Dragon Treasures & Trinkets ..............................................55 2: Village Sights & Sounds: Nighttime .............................................83
Dragon Dressing: Worn Trinkets ................................................55 3: Villagers ...........................................................................................84
5: Green Dragon Hoard Dressing .....................................................56 4: Travellers ..........................................................................................85
D RAGON ’ S L AIR : R ED D RAGON 57 5: Village Dressing ..............................................................................86

1: Red Dragon Lair Features ..............................................................58 F ECUND J UNGLE 87


Dragon Dressing: Female Dragon Names ................................58 1: Camping & Campsites ...................................................................88
Dragon Dressing: Male Dragon Names ....................................58 2: Local Landmarks .............................................................................89
2: Red Dragon Lair Dressing .............................................................59 3: Minor Daytime Events ....................................................................90
Dragon Dressing: Distinguishing Marks ....................................59 4: Minor Night-time Events ................................................................90
3: Red Dragon Lair Minor Sights, Sounds & Events ........................60 5: Wilderness Dressing ......................................................................91
Dragon Dressing: What’s the Dragon Doing? ..........................60 6: Uneventful Travel ............................................................................92
4: Red Dragon Treasures & Trinkets ..................................................61 G HOSTLY H AUNTINGS 93
Dragon Dressing: Worn Trinkets ................................................61
1: Ghostly Adventurers ......................................................................94
5: Red Dragon Hoard Dressing .........................................................62
Aadam Toivas, the Last Guardian ...............................................94
D RAGON ’ S L AIR : W HITE D RAGON 63 Antero Joutsi .................................................................................94
1: White Dragon Lair Features...........................................................64 Eeva Seppo, the Glenmother......................................................94
Dragon Dressing: Female Dragon Names ................................64 Martta Kari .....................................................................................95
Dragon Dressing: Male Dragon Names ....................................64 2: Ghostly Villains ................................................................................96
2: White Dragon Lair Dressing ..........................................................65 Feljin Toppledepple, Devourer of Gold ....................................96
Dragon Dressing: Distinguishing Marks ....................................65 Hannu Laine ..................................................................................96
3: White Dragon Lair Minor Sights, Sounds & Events ....................66 Hurr Dag, Terror in the Dark ........................................................96
Dragon Dressing: What’s the Dragon Doing? ..........................66 Tommo Hirvi ..................................................................................97
4: White Dragon Hoard Treasures & Trinkets ..................................67 Vilutar Tornia .................................................................................97
Dragon Dressing: Worn Trinkets ................................................67 I TEMS M OST W ONDROUS 99
5: White Dragon Hoard Dressing .....................................................68
1: Wondrous Attire ...........................................................................100
F AIRS & F ESTIVALS 69 2: Wondrous Rings ...........................................................................101
1: 10 Fairs & Festivals .........................................................................70 3: Wondrous Rods, Staves & Wands ..............................................102
2: 20 Minor Events ..............................................................................71 Special Note................................................................................102
3: 8 Stalls & Attractions.......................................................................72 4: Wondrous Swords ........................................................................103
1: Kreeta’ Masks ............................................................................72 Scabbards ...................................................................................103
2: Esoteric Lodge of All Knowledge ..........................................72 Special Note................................................................................103
3: Try Your Luck .............................................................................72 5: Wondrous Weapons ....................................................................104
4: The Square ................................................................................72 I TEMS M OST W ONDROUS II 105
5: Lauri’s Cornucopia of Wonder................................................72
1: Customising Wondrous items ....................................................106
6: Blue Boar Tavern ......................................................................72
12 Quirks for a Wondrous Weapon .........................................106
7: Tiera’s Wandering Players .......................................................73
12 Minor Wondrous Item Boons ..............................................107
8: Kytenian’s Performing Bears ...................................................73
12 Minor Wondrous Item Drawbacks ......................................107
4: Hooks, Complications & Opportunities .......................................74
2: 12 Wondrous Daggers ................................................................108
F ANE OF E VIL 75 3: 12 Wondrous Keys .......................................................................108
1: Major Fane Features .......................................................................76 4: 12 Wondrous Longswords ..........................................................109
2: Minor Shrine Dressing ...................................................................77 5: 12 Wondrous Maces ....................................................................109
General Shrine Decorations ........................................................77 6: 12 Wondrous Rings ......................................................................110
3: The Altar...........................................................................................78 7: 12 Wondrous Scroll Cases ..........................................................110
4: Altar Dressing..................................................................................79 8: 12 Wondrous Staves ....................................................................111
5: Clergy & Prisoners ..........................................................................80 9: 12 Wondrous Unholy Symbols ...................................................111
1: Elina Itkonen (Priestess) ...........................................................80 10: 12 Wondrous Wands .................................................................112
2: Lilith Girsu (Priestess) ...............................................................80 L ICH ’ S L AIR 113
3: Makoa Der (Priest) ....................................................................80
1: Outside the Lair ............................................................................114
4: Satu Markku (Prisoner) .............................................................80
Whispers & Rumours .................................................................114
5: Solalith Wilmatyn (Prisoner) ....................................................80
2: Lich Lair Trinkets ...........................................................................115
6: Varma Eronen (Prisoner) ..........................................................80
Horrible Spell Components ......................................................115
F ARMING V ILLAGE 81 3: Lich Lair Dressing .........................................................................116
1: Village Sights & Sounds: Daytime ................................................82 Strange Smells & Sounds ..........................................................117

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Strange Sensations & Events ....................................................117 R UINED C ASTLE 143


4: Lich’s Phylacteries .........................................................................118 1: Outside the Ruined Castle ..........................................................144
L OCAL L ANDMARKS 119 2: Outside in the Ruined Castle ......................................................145
1: Beaches & Bays.............................................................................120 Minor Events ...............................................................................145
2: Hills & Highlands ..........................................................................121 3: Inside the Ruined Castle ..............................................................146
3: Houses & Homes ..........................................................................122 Minor Events ...............................................................................147
4: Ruins & Remnants .........................................................................123 Discarded Gear ..........................................................................147
5: Wildlife & Woods ..........................................................................124 4: Under the Ruined Castle .............................................................148
Minor Events ...............................................................................148
O RC V ILLAGE 125
Lost Trinkets & Treasures ...........................................................148
1: Orc Village Sights & Sounds .......................................................126
R UINED C ITY 149
Unaware of Intruders .................................................................126
Aware of Intruders......................................................................126 1: Evidence of Prior Expeditions .....................................................150
2: Orc Village Dressing ....................................................................127 2: Lost Treasures & Trinkets .............................................................151
Inside an Orc Hut........................................................................127 3: Minor Events .................................................................................152
3: Notable Orcs .................................................................................128 4: Ruin Dressing ................................................................................153
Warriors, Champions & Chiefs .................................................128 Decoration Subjects ...................................................................153
Other Rank & File .......................................................................128 5: Major Ruin Features .....................................................................154
Shaman ........................................................................................128 R UINED M ONASTERY 155
Children .......................................................................................129 1: Outside the Monastery ................................................................156
4: Orcish Treasures & Trinkets .........................................................130 Generic Dressings ......................................................................156
M INIONS OF E VIL 131 The Outer Wall ............................................................................156
1: Assassins & Killers ........................................................................132 Gardens .......................................................................................156
Knut Joutsimies ..........................................................................132 Graveyard ....................................................................................156
Matilda Asikka .............................................................................132 2: Inside the Monastery ...................................................................157
Tiina Unaja...................................................................................132 Generic Dressings ......................................................................157
2: Clerics & Priests ............................................................................133 Place of Worship ........................................................................157
Aatso Vaania ...............................................................................133 Personal Chambers ....................................................................157
Charlotta Asikka..........................................................................133 Public Areas.................................................................................157
Elina Keira ....................................................................................133 3: Under the Monastery ...................................................................158
Eska Tapo ....................................................................................133 Generic Dressings ......................................................................158
Kreeta Tapatora ..........................................................................133 Cellars & Storage........................................................................158
3: Fighters & Warriors ......................................................................134 Cells & Oubliettes ......................................................................158
Aleksi Unti ...................................................................................134 Crypts...........................................................................................158
Hilda Salme .................................................................................134 4: Minor Events .................................................................................159
Kari Rahikka .................................................................................134 5: Treasures, Trinkets & Trash ...........................................................160
Lady Dorothea Otra ...................................................................134 Treasures .....................................................................................160
Pekoe Talvekki .............................................................................134 Trinkets.........................................................................................160
4: Sorcerers & Wizards .....................................................................135 Trash .............................................................................................160
Heta Talvikki ................................................................................135 R UINED W IZARD ’ S T OWER 161
Kalle Lemminkäinen ...................................................................135 1: Outside the Tower ........................................................................162
Lyyli Vess ......................................................................................135 2: Inside the Tower ...........................................................................163
5: Thieves & Spies .............................................................................136 3: Lingering Spell Effects .................................................................164
Brusi Kukurtaja ............................................................................136 4: Strange Sights & Sounds .............................................................165
Jyrki Venemies ............................................................................136 5: Lost Treasures ...............................................................................166
Nikoteemus Repo .......................................................................136
Sikke Arijoutsi .............................................................................136
S HADOWED B ORDERLAND 167
Venla Jutikka ...............................................................................136 1: Borderland Dressings ..................................................................168
2: Borderland Landmarks ................................................................169
N OISOME M ARSH 137
3: Borderland Legends ....................................................................170
1: Camping & Campsites .................................................................138 4: Strange Borderland Events .........................................................171
2: Local Landmarks ...........................................................................139 5: Strange Borderland Folk .............................................................172
3: Minor Daytime Events ..................................................................140
4: Minor Nighttime Events ...............................................................140
S MUGGLERS ’ V ILLAGE 173
5: Wilderness Dressing ....................................................................141 1: On the Streets ...............................................................................174
6: Uneventful Travel ..........................................................................142 Daytime .......................................................................................174

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Nighttime ....................................................................................174 U RBAN C HASES 203


2: In the Tavern ..................................................................................175 1: Alleyway Chase .............................................................................204
Daytime .......................................................................................175 Daytime Events ...........................................................................204
Nighttime ....................................................................................175 Nighttime Events ........................................................................204
Whispers & Rumours in the Taproom ......................................175 Obstacles ....................................................................................204
3: At the Harbour ..............................................................................176 2: Rooftop Chase ..............................................................................205
Daytime .......................................................................................176 Daytime Events ...........................................................................205
Nighttime ....................................................................................176 Nighttime Events ........................................................................205
4: Folk .................................................................................................177 Obstacles ....................................................................................205
Kustaava Montaja .......................................................................177 3: Sewer Chase .................................................................................206
Aatu Kostia ..................................................................................177 Events ..........................................................................................206
Iisak Asikka ..................................................................................177 Obstacles ....................................................................................206
Tahlys Azarian .............................................................................177 4: Street Chase ..................................................................................207
5: Illicit Cargo ....................................................................................178 Daytime Events ...........................................................................207
S NOW & I CE 179 Nighttime Events ........................................................................207
1: Camping & Campsites .................................................................180 Obstacles ....................................................................................207
2: Local Landmarks ...........................................................................181 5: Opportunities & Complications..................................................208
3: Minor Daytime Events ..................................................................182 V AMPIRE ’ S C ASTLE 209
4: Minor Nighttime Events ...............................................................182 1: Outside the Vampire’s Castle ......................................................210
5: Wilderness Dressing ....................................................................183 2: Inside the Vampire’s Castle .........................................................211
6: Uneventful Travel ..........................................................................184 Presentable Locations ................................................................211
S UNKEN S HIP 185 Gore-Splattered Locations ........................................................211
1: 20 Things Around the Wreck ......................................................186 3: The Vampire’s Servants ................................................................212
2: 20 Major Wreck Features .............................................................187 1: Ariquis Garothyn ....................................................................212
3: 20 Minor Wreck Features ............................................................188 2: Caladal Nackle .......................................................................212
4: 20 Pieces of Treasure ...................................................................189 3: Henk ........................................................................................212
5: 2 Ghostly Hauntings .....................................................................190 4: The Vampire’s “Guests"................................................................213
Mielikki Toivas .............................................................................190 1: Hannu Eskola ..........................................................................213
Uoti Kuningas..............................................................................190 2: Mikko Leino ............................................................................213
3: Sonja Keto ...............................................................................213
T ORTURE C HAMBERS 191
5: Treasures, Trinkets & Trash ...........................................................214
1: Notable Torture Chamber Features ...........................................192 Treasures .....................................................................................214
Torture Chamber Dressings ......................................................192 Trinkets.........................................................................................214
2: Notable Instruments of Torture ..................................................193 Trash .............................................................................................214
Lesser Instruments of Torture ...................................................193
W INDSWEPT M OOR 215
3: Torturers.........................................................................................194
1: Baggi .......................................................................................194 1: Camping & Campsites .................................................................216
2: Barkal .......................................................................................194 2: Local Landmarks ...........................................................................217
3: Kustaa Ampuja .......................................................................194 3: Minor Daytime Events ..................................................................218
4: Olavi Aikio ...............................................................................194 4: Minor Nighttime Events ...............................................................218
4: Major Prison Cell Features...........................................................195 5: Wilderness Dressing ....................................................................219
Prison Cell Dressing ...................................................................195 6: Uneventful Travel ..........................................................................220
5: Prisoners ........................................................................................196 W RECKED S HIP 221
1: Antero Kultamies ....................................................................196 1: On Deck.........................................................................................222
2: Nak ...........................................................................................196 2: Minor Events .................................................................................223
3: Pieti Meurakas ........................................................................196 3: Below Decks: Cabins ...................................................................224
4: Rasal Turle ...............................................................................196 Things to Find .............................................................................224
T RAVELLERS ’ I NN 197 4: Below Decks: Communal Areas .................................................225
1: Fellow Travellers ...........................................................................198 Things to Find .............................................................................225
2: Locals & Staff .................................................................................199 5: In the Hold .....................................................................................226
3: Taproom Dressing ........................................................................200 OGL V1.0A 227
4: Sights, Sounds & Events ..............................................................201
Brawl Triggers .............................................................................201
5: Bedchamber Dressing .................................................................202
Things Left by the Previous Guest ............................................202
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Lauro Moraes (Order #31841168)


A B N O R M A L L OW - L E V E L U N D E A D

Lauro Moraes (Order #31841168)


1: 1,000 ABNORMAL GHOULS OR GHASTS 10. This ghoul is a rarity of its kind. It is a coward and ees if the
battle seems lost. If captured, it is very talkative if it seems
cooperation may save its “life”.
One of the most commonly encountered undead, ghouls—and
their more powerful brethren, ghasts—are rightly feared by TREASURE
adventurers for their paralysing touch and disease-ridden fangs.
Sometimes, ghouls yet have some small trinket or treasure about
PHYSICAL DESCRIPTION their person. Roll on the list below, if you determine the creature
has a small item of personal treasure:
A standard ghoul appears thusly:

This hairless, gaunt humanoid has pallid skin, long claw-like nails 1. The ghoul wears a silver earring (worth 5 gp); its twin is
and red eyes that burn with an unholy light. Its long tongue lolls missing—long since torn from the creature’s ear.
from a mouth crammed with horribly elongated, pointed teeth. 2. Three small bronze rings set with coloured glass—nothing
more than costume jewellery—adorn the ghoul’s left hand.
To this basic description, apply one of the entries below: Each ring is worth 1 sp.
3. The creature wears a belt from which hangs a bloodstained
1. This foul beast wears blood-spattered once- ne clothes. pouch; within perceptive characters nd 3 gp.
2. One of the creature’s ears is missing—all that remains is a livid 4. The creature was once a thief. Its worn boots contain a hidden
red scar. compartment in each heel; each contains a single platinum
3. More emaciated than its fellows, the claws on this creature’s coin (but only perceptive characters nd this hidden treasure).
left hand are broken. 5. In life, this poor unfortunate had a penchant for piercings and
4. With but one eye, this ghoul looks almost comical; however, wore four small silver bars (each worth 1 gp) in each ear.
its remaining eye blazes with hate and hunger. 6. The ghoul wears the remnants of a once ne shirt; silver
5. Tufts of blond hair cling to the creature’s scalp. thread (worth 5 gp) decorates the collar and cuffs.
6. Dried blood coats the creature’s chin and chest. 7. Incongruously, in life this poor fellow had three false gold
7. Still wearing torn and bloody clothes, this creature only has teeth. If they are extracted—a foul, dangerous task during
one boot; its other foot is little more than a stump—its toes which the character could contract ghoul fever—they are
seemingly gnawed away. worth 3 gp (assuming the characters don’t confess to where
8. The creature clutches the shard of a sword in its right hand they got the tainted precious metal).
and licks the weapon’s splintered blade as it stalks forward. 8. The ghoul wears thick, torn trousers. It has a hidden ne silver
9. This creature’s neck is laid open—the white glimmer of its dagger (worth 90 gp) strapped to its left shin.
spine is visible behind its writhing muscles and pallid skin. 9. The creature wears a single gold ring set with a tiny black
10. Bizarrely elongated ears—perhaps reminiscent of an elf’s— stone (an onyx) on a broken, swollen nger. The ring (worth
grow from this horrid creature’s head. 50 gp) can only be removed by cutting off the nger.
10. This creature has a stud piercing its overly-long, blackened
B AT T L E T A C T I C S
tongue. Only a perceptive
In battle, some ghouls ght differently to their brethren: character searching the
body spots the stud
1. This starving ghoul immediately feasts on any slain combatant (worth 20 gp) which can
—even one of its own—and only resumes ghting if attacked. only be salvaged by
2. The ghoul stays low and goes for its opponent’s legs, in an removing the tongue.
attempt to trip its target.
3. The ghoul screeches as it rushes into combat and loudly
howls every time it injures its prey.
4. As it stalks forward, this ghoul licks dried blood from its chin
with its elongated, blackened tongue.
5. Clutching two skulls, which it uses as improved missile
weapons, the ghoul skirts combat in an attempt to get at the
party’s (soft-skinned and vulnerable) spellcasters.
6. This ghoul unhesitatingly attacks the nearest opponent.
7. This ghoul is ravenous. If it downs an opponent, it
immediately drags it away to feast in private.
8. Stronger than its fellow, this ghoul grapples and pins its
opponent so its allies may feast on living prey.
9. This ghoul has a dim recollection of its previous life. If it nds
a discarded weapon on the battle eld, it uses it in battle.

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Lauro Moraes (Order #31841168)



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2: 1,000 ABNORMAL MUMMIES 8. The mummy hates followers of good gods, and attacks folk
bearing such symbols before all other targets.
9. The mummy grapples its opponents, before beating them to
Undead creatures raised to guard the ancient tombs of the death with its powerful sts.
honoured dead, mummies are ever-vigilant for interlopers into 10. Abnormally resistant to re, ames do not scare this mummy.
their domain of death and dust. Created through a lengthy
embalming process mummies have all their vital organs removed TREASURE
and replaced with sacred herbs, owers and the like. Thus, they
resist time’s remorseless onslaught well. Sometimes, mummies yet have some small trinket or treasure
about their person. Roll on the list below, if you determine the
PHYSICAL DESCRIPTION creature has a small item of personal treasure:

A standard mummy appears thusly: 1. A gold bangle worth 50 gp encircles the mummy’s left leg.
Wrapped in strips of mouldering linen this humanoid creature 2. One strip of the mummy’s wrappings radiates faint magic. It is
shuf es slowly forward. a scroll of bless.
3. A +1 arrow etched with silver feathers is lodged in a fold in
To this basic description, apply one of the entries below: the mummy’s wrappings.
4. The creature yet wears ancient tarnished silver earrings of a
1. The creature’s eyes—one red and one blue—glimmer balefully. style not wrought for centuries. They are worth 100 gp, but
2. Eldritch symbols cover the wrappings around the creature’s are blasphemous things.
head—giving the impression of tattoos. 5. The mummy wears the unholy symbol of an evil god of death.
3. The wrappings around the creature’s left leg are loose, and Studded with small glittering blood-red rubies the thing is
unravel as the battle rages. beautiful and terrible. It is worth 350 gp.
4. The creature’s blackened wrappings are ragged and—in a few 6. The mummy’s festering burial wrappings are stitched with
places—scorched. silver wire. Removed and cleaned, the wire is worth 75 gp.
5. Dried blood covers the creature’s hands—as if it has 7. Ornate jade jars (worth 100 gp) hold the mummy’s shrivelled
bludgeoned more than one foe to death. internal organs.
6. The heavy, cloying miasma of death radiates from the 8. The mummy wears an ornate silver pendant adorned with a
creature. (Investigation reveals, the mummy’s body is rotting (now defaced) rising sun symbol. The pendant is only worth
from the inside out). 50 gp, due to the damage.
7. The creature’s eyes have been gouged out and it is blind; it 9. The herbs replacing the
has excellent hearing, however, and also sniffs the air like a mummy’s internal organs
hunting hound searching for prey. are rare and well
8. Large and hulking, the creature lumbers about with no preserved. They have a
semblance of stealth. special connection to
9. The creature’s head lolls unnaturally on a broken neck. undeath.
10. The creature wear the ornate funeral mask of a priest. 10. J a g g e d s h a r d s o f
transparent dark green
B AT T L E T A C T I C S
stones (bloodstones)
In battle, some mummies ght differently to their brethren: replace several of the
mummy’s teeth. The
1. This mummy mournfully moans and groans as it enters teeth glimmer in the
combat. It bellows in anger, when damaged. light. Each
2. Driven mad by its mummi cation, this mummy cackles and bloodstone tooth
capers in combat—sometimes wasting actions to do so. enables the
3. Carrying an ornamental falchion into battle, this mummy hews mummy to cast a
mightily with the blade until reduced to half hps (at which minor cleric spell
point, it reverts to its natural attacks). once per day.
4. Every time it strikes a foe, the mummy lets out a deep,
malevolent laugh.
5. If the mummy knocks a foe unconscious, it spends several
rounds battering its helpless enemy to death.
6. Terri ed by re, the mummy cowers away from even the
smallest ame.
7. The mummy was a tomb robber; it sneaks about trying to
attack with surprise (preferably from behind or a ank).

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Lauro Moraes (Order #31841168)


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3: 1,000 ABNORMAL SKELETONS 8. With no legs, this badly damaged skeleton crawls into battle.
It doesn’t use a weapon, instead trying to rip its target’s feet
and lower legs to shreds.
Animated by a foul necromancer’s unholy spells, skeletons are 9. This skeleton beats its enemies to death with a mouldy arm
implacable, low-level foes. Packs of unfeeling, mindless skeletons ripped from a previous victim’s corpse.
can destroy even large groups of adventurers. 10. A glimmer of sentience remains to this skeleton. A thief in life,
it dimly remembers the worth of striking from behind and
PHYSICAL DESCRIPTION
manoeuvres accordingly.
A standard skeleton appears thusly:
TREASURE
This animate skeleton staggers toward you, its bony, claw-like
ngers reaching for your throat. Sometimes, skeletons yet have some small trinket or treasure
about their person. Roll on the list below, if you determine the
To this basic description, apply one of the entries below: creature has a small item of personal treasure:

1. Scraps of hair grow from patches of decomposing esh yet 1. The skeleton wears a worn and stained broad leather belt
clinging to the skeleton’s skull. which holds up the remains of a ragged pair of trousers. The
2. Several bones are missing from the creature’s rib cage. belt has a secret compartment, which holds 3 platinum coins.
3. The entire left side of the skeleton’s skull is crushed and (Only perceptive characters nd the coins).
broken—no doubt the result of a massively heavy blow. 2. This skeleton has gold llings in its teeth; extracting the gold
4. Dirty, torn rags cling to the skeleton’s frame. Covered in yields 1 gp worth of scrap metal.
matted dirt and dried blood they reek of death and the grave. 3. The hilt of the skeleton’s weapon has a small black gem (an
5. Ending in a jagged stump, the skeleton’s right arm is missing onyx worth 15 gp) in its handle.
below the elbow. 4. The skeleton wears a leather necklace around its neck. The
6. Incongruously, this skeleton’s skull—minus its jaw—is wedged beaten copper and bronze locket hanging from the necklace
inside the creature’s ribcage. is hopelessly wrapped around the skeleton’s rib bones.
7. Clad in faded but serviceable clothes this skeleton seems 5. Worn gold coins are wedged into the skeleton’s eye sockets.
more recent animated than its brethren. Its bones are clean— 6. Eldritch symbols are etched into one of the skeleton’s leg
perhaps even polished—and lumps of specially shaped ebon bones. The fell writings are a curse on the living, and are
coal ll its eye sockets. worth 2 gp to a collector of such macabre things.
8. One of the skeleton’s legs is horribly smashed; the lower leg 7. A silver-tipped arrow is wedged in the skeleton’s ribcage.
hangs from the undead’s kneecap. 8. The skeleton wears a small silver ring on its left-hand little
9. This skeleton’s bones are stained a mottled black. (The nger. The ring has the stylised image of a spread sherman’s
skeleton was immersed in oil long ago, which impregnated net. The ring is worth 2 gp, but might belong to a well-to-do
the bones; it burns easily—and brightly!) local family (and therefore may be worth more to them).
10. This tall skeleton’s body is tightly wrapped in strips of 9. Bizarrely, this skeleton wears a ludicrously
mouldering cloth; however, its skull has not been so wrapped. over-sized fur hat sporting a
To the uninitiated, the skeleton could appear to be a mummy. wide brim. The hat is worn,
blood-splattered and
B AT T L E T A C T I C S
essentially worthless;
In battle, some skeletons ght differently to their brethren: however, a secret pocket in
the hat holds a tightly
1. With one missing leg, this skeleton literally hops into battle; folded scroll of cure
reduce its speed by half. light wounds.
2. This undead is faster than its companions; increase its speed 10. This skeleton’s
by half. skull contains
3. Every time, the skeleton lands a successful hit, a few small a largish iron
bones fall away from its body. key wedged into its
4. This skeleton walks particularly loudly and the click click of its b ra i n c a v i t y.
bony feet are audible from a goodly distance. The key
5. After it rst misses in melee, the skeleton drops its weapon u n l o c ks
and reaches toward its foes with claw-like ngers. a nearby
6. Every time it strikes a foe in battle, the skeleton throws back door.
its head in silent exultation.
7. The skeleton has a large, blood-spattered wooden shield—
which it uses to beat its foes to death—strapped to its arm.

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Lauro Moraes (Order #31841168)


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4: 1,000 ABNORMAL WIGHTS TREASURE


Sometimes, wights have some small trinket or treasure about their
Returned to unlife by their own malevolence or perhaps a horri c, person. Roll on the list below, if you determine the creature has a
violent death wights are easily recognisable to those who knew small item of personal treasure:
them in life. Their deadly touch saps living creatures’ life force.
1. Four golden rings gleam on the ngers of this wight’s right
PHYSICAL DESCRIPTION hand. Three are plain (worth 20 gp each). The fourth is a
signet ring (worth 50 gp) and bears a rampant swan sigil.
A standard wight appears thusly:
2. This wight yet wears a belt with pouch attached. The pouch
Rotting and putrid esh hangs from this walking corpse. It eyes holds a score of marbles and a set of slender lock picks in
glow with baleful red light. their own small supple leather pouch.
3. The wight has a sheathed dagger at its belt. The wickedly
To this basic description, apply one of the entries below:
sharp dagger is of gleaming steel and shimmers when
exposed to the light.
1. One of the creature’s arms has lost all its esh; nothing but
4. The wight wears a grimy silver necklace festooned with
gleaming white bone remains.
charms. The charms—also silver but covered in dirt and dried
2. Still clad in ripped and torn furs, this creature had its throat
gore—depict several good-aligned deity’s symbols. The whole
ripped out before it died.
is worth 50 gp.
3. The creature’s face is horridly decomposed; muscles and
5. A steel potion vial lls a secret compartment in the heel of
sinew can easily be made out through the ruin of its cheeks.
one of the wight’s knee-length hard leather boots. The vial is
4. The back of this creature’s skull is caved in; a putrid mass of
broad and at to better t the heel, but is sadly empty. Only
dark grey brain is clearly visible.
perceptive characters nd the hidden compartment.
5. The creature’s throat is horribly blackened and desiccated.
6. A packet of mouldy trail rations lls the wight’s pouch. The
6. Long claw marks run up the creature’s legs. The rotting esh
food is inedible, but is packed in a cloth wrapping decorated
around the wounds is mottled with sullen red splotches.
with a simple map of the surrounding wilderness. The cloth
7. The creature has suffered a vicious head wound; one of its
must be cleaned to reveal the map’s secrets—which could
eyes hangs from its socket and jiggles disconcertingly when
include a hitherto unknown adventure site.
the creature moves.
7. The wight has a longsword scabbard at its belt. The sword is
8. This creature’s face is locked into a horrible grimace of fear
long lost, but the scabbard is a thing of beauty: black leather
and revulsion.
picked out with silvered thread. An intricate design of a
9. As it advances, this creature begins to weep thick, oozing
shing net decorates the scabbard’s tip. It is worth 15 gp.
dark-red tears.
8. The wight carries a mouldy pouch full of coins (17 cp, 45 sp
10. This creature’s back is a mass of claw and bite marks. The
and 3 gp). When slain, the wight falls which bursts open the
wounds are so deep, its gleaming white ribs are visible.
pouch. Coins spill all over the oor.
B AT T L E T A C T I C S 9. This wight has a pair of
battered, gold-
In battle, some wights ght differently to their brethren: r i m m e d
spectacles
1. This wight tries to sneak round the back, and prefers to ght shoved
weak, unarmored opponents. into a
2. This wight clutches a spear, and hurls it before charging. pocket in
3. Before it charges, the creature screams at the top of its lungs. its cloak.
4. Hungry for esh, but cautious, this wight ghts defensively Th e l e n s
unless it believes its foe is no real threat. are missing,
5. If injured by a melee weapon, the wight tries to rip it from its but the spectacles are
attacker’s hands. worth 4 gp as scrap.
6. If the wight slays an opponent, it immediately feasts on the 10. A b r o k e n a r r o w
yet-warm corpse (until it rises to join the undead). protrudes from the
7. This creature has a shattered left leg. It uses a broken spear as w i g h t ’s l e ft c a l f
a crutch and, consequently, moves at only half speed. muscle. Its tip is of
8. This wight wields a huge two-handed axe. It seeks out the preternaturally tough
toughest-looking opponent and batters it into submission. metal—adamantine.
9. Sneaky and cunning, this wight always seeks a anking
position, in battle.
10. This wight tries to rip a defender’s shield from its target’s
hand. If successful, it uses the shield as a missile weapon.
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Lauro Moraes (Order #31841168)


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5: 1,000 ABNORMAL ZOMBIES B AT T L E T A C T I C S
In battle, some zombies ght differently to their brethren:
Brainless, animated corpses zombies are slow, tough and dif cult
to kill. They unfeelingly follow their master’s orders. 1. This zombie is much slower than its companions, due to a
broken leg. It moves at half speed.
PHYSICAL DESCRIPTION 2. As it advances, this zombie stumbles and falls. The next
round, it struggles back to its feet.
A standard zombie appears thusly:
3. This zombie carries a melee weapon. Every round, it has a
This rotting, walking corpse wears only a few soiled rags. It 50% chance it accidentally uses the weapon.
stumbles forward, arms outstretched. 4. This zombie has a shield strapped to its arm. Thus, its armour
class is slightly better than its brethren.
To this basic description, apply one of the entries below:
5. This zombie xes its dead, baleful gaze on one target and
focuses on that individual above all others.
1. One side of the creature’s face is nothing more than a
6. Freshly dead, this zombie leaves a wide trail of slippery blood
suppurating, bloody mess; one of its eyes is missing.
and viscera behind it.
2. The zombie’s left arm is unnaturally bent at the elbow. As the
7. This zombie tries to grapple opponents instead of simply
zombie moves, shards of bone break through its rotting esh.
beating them to death. If successful, it begins biting.
3. Clad in blood-soaked peasant’s clothes, this person clearly
8. This zombie is fast and easily outpaces its fellows.
suffered horrendous wounds before death.
9. This zombie has a smashed voice box. It yips and cackles in a
4. A huge chunk of this zombie’s stomach is missing; a few
similar way to a hunting jackal, as it approaches.
strands of entrails droop from the gaping wound, creating a
10. This zombie moans and groans as it approaches its prey.
skirt of sorts hanging down toward the zombie’s knees.
5. This zombie’s head lolls from side to side in a disturbing, TREASURE
unnatural fashion; its neck is clearly broken.
6. This zombie has no legs below the knee. Consequently, it Sometimes, zombies have some small trinket or treasure about
slowly crawls forward leaving a bloody slime trail in its wake. their person. Roll on the list below, if you determine the creature
7. This zombie’s neck is partially severed; muscles and bone are has a small item of personal treasure:
clearly visible through the gore.
8. This corpulent zombie is naked, and lled with noxious gases. 1. This zombie wears a wide bloodstained leather belt which
If struck with a sharp melee weapon, it explodes coating seems worthless, at rst glance. If the belt it cleaned, however,
adjacent creatures with blood, bone and viscera. a complex pattern of stitches emerges depicting what seems
9. This zombie has no jaw. Blood and gore cover its chest. to be a section of dungeon complete with a secret room!
10. A gaping wound pierces this creature’s rib cage, exposing the 2. One golden hoop earring hangs from one of the zombie’s
badly damaged and desiccated organs within. decomposing ears. The plain band is worth 2 gp.
3. This zombie wears ne, knee-high leather boots that create an
audible clacking sound on stone ooring. If cleaned, the
boots are worth 3 gp, but moving quietly in them is hard.
4. A woven leather necklace hangs around the zombie’s neck.
Perceptive characters spot four thin golden threads, hidden
within its strands. Each thread is worth 5 gp.
5. This zombie has a nger wedged in its mouth which wears a
thin golden ring decorated with beautifully etched leaves and
vines (worth 25 gp), Foul-smelling saliva covers the band.
6. A slender silver chain encircles one of the zombie’s ankles.
Four small charms—representing the four elements—hangs
from the anklet. It is worth 10 gp.
7. A gore-coated dagger juts from the zombie’s chest. The
wickedly sharp silver dagger is wedged between two rib
bones. It is worth 90 gp.
8. This zombie wears the slashed and stained remnants of a silk
doublet. It is essentially worthless, but a skilled seamstress
could harvest enough silk for several hankies and the like.
9. Slipped within its knee-high leather boots, this zombie carries
a small, sharp dagger. Its pommel has a clenched st design.
10. This zombie wears a cloak sporting a deep cowl. Perceptive
characters nd two platinum coins sown into the hem.

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Lauro Moraes (Order #31841168)


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A L C H E M I S T ’ S L A B O R ATO RY

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Lauro Moraes (Order #31841168)


1 : A L C H E M I S T S A N D T H E I R A S S I S TA N T S 3: J U S S O A N O
Enthusiastic, but in (desperate) need of training and restraint.
An alchemist’s laboratory self evidently needs an alchemist.
Short brown hair frames this man’s face, which is set into a
However, beyond the alchemist other folk—the alchemist’s
mischievous grin. The man wears ragged, stained clothes and the
assistants—might work in and around the laboratory Some
faint air of destitution hangs about his person.
assistants might be skilled alchemists in their own right while
others serve as guards, porters, cleaners, cooks and more. Juuso Ano (NG middle-aged male human) embodies extreme
Use the folk below to portray folk the characters encounter in enthusiasm about alchemy, invention and the exploration of his
the laboratory; note, few if any references appear below as to the eld. He works feverishly with the alchemist for experience (and
type of work an NPC does (so that they can ful l any role you the coin necessary to keep his own small laboratory going).
desire). Personality: Juuso has a reputation for being a bit wild and
relaxed about safety and the like. He and his employer are
1 : E R FA N N A N A C K L E constantly at odds—particularly over the alchemist’s “ridiculous”
focus on health and safety in the laboratory. Juuso is a devout
Happy, slightly-obsessed gnome with a dark secret.
follower of Abarin (N greater god of industry and arti ce) and if he
Wearing grubby clothes and a stained apron this one-eyed, rotund had an iota of patience could have made an excellent priest.
gnomish woman has a smile plastered across her broad, Mannerisms: Juuso speaks quickly—the words pouring out of
welcoming face. him like a torrent; only the sharp-eared understand him.
Hook: While friendly, Juuso is poor—the cost of ingredients
Erfanna Nackle (NG female gnome) nds fascination in the
and the “occasional” repairs to his workshop stymie his attempts
alchemist’s art. She is obsessed with experimentation, and can’t
to get rich. He would be delighted to secure a rich patron—
wait to have a laboratory of her own.
someone who could fund his research and help him out now and
Personality: Friendly and cheerful, Erfanna seems in many
then with contributions toward his laboratory’s repairs. He’ll also
ways to be a typical gnome. Sorrow for her twin brother, Janel,
do a deal on training!
however, gnaws at her heart. He died in a tragic accident a
decade ago, and she yet grieves for him. 4: S I P R I M I E M O
Mannerisms: Sometimes, when she thinks no one is looking,
Erfanna’s smile falters and a faraway look comes into her eyes. Works for an assassin guild.
Hook: Erfanna was blamed for her brother’s death and left her
Tall and spry, this man moves with deft grace. Scars and tiny burn
home in shame. Since then she has been essentially alone in the
marks cover his hands and forearms.
world. She craves a deep connection with other people, and if the
characters are nice to her she offers them her services. If they set Sipri Miemo (NE male human assassin 6) masquerades as an
her up in her own laboratory, she promises to craft them all alchemist’s assistant, but is actually a member of an assassin’s
manner of hitherto unknown wondrous elixirs, potions and salves. guild. He has insinuated himself with the alchemist to learn their
many secrets.
2: GILLON DUERRAL Personality: Seemingly a pleasant man, Sipri does all he can
to ingratiate himself with his employer and his employer’s
Borderline alcoholic, ercely loyal to his employer.
customers. Sipri is opportunistic and always looking for a better
A ne handaxe hangs from the broad belt worn by this black- angle. He carefully pumps the characters for information about
haired, dishevelled dwarven man. their needs and adventures, under the guise of his protecting his
employer’s interests. Black-hearted, and utterly without morals,
Gillon Duerral (LN male dwarf ghter 3) prizes loyalty above all
Sipri could be both a terrible enemy or a dependable ally—if the
things and is staunchly loyal to his employer. Gillon has many skills
price it right.
—cook, distiller of alcohol and carpenter. He is a skilled warrior.
Mannerisms: Sipri eyes are constantly in motion; perceptive
Personality: Gillon is quiet, thoughtful and introspective. He
characters feel Sipri is evaluating or measuring them up.
also love brandy, whisky and all other hard spirits. Gillon is a
Hook: The alchemist Sipri works for is rumoured to have
dreamer and has big plans (see “Hooks” below).
discovered—or to be about to discover—a new form of explosive
Mannerisms: Gillon is never far from his silver hip ask (which
paste. The applications of such a discovery are legion—particularly
is normally tucked into his belt). He has developed an incredible
for assassins intent on killing their targets while avoiding the
tolerance to alcohol and often takes a quick sip when he thinks no
dangers of actually striking them down. If Sipri feels the characters
one is looking. He speaks quietly—for a dwarf.
will distract or delay the alchemist from manufacturing this
Hook: Gillon hopes to invent a process to make his beloved
explosive paste he tries to get rid of them. (He doesn’t resort to
liquor even more potent than normal. He believes there is a
violence as this might draw too much attention, but does try to
market for super-strong alcohol, and dreams of discovering the
talk them out of engaging his employer).
process himself, and setting himself up in business.

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Lauro Moraes (Order #31841168)









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5: VILPPU OTRA
Maniacally obsessed with death and life.

With long black hair tied back in a ponytail and taught, angular
features this man has a haughty, aloof aura.

Vilppu Otra (N middle-aged male human) believes alchemy—not


magic—holds the secret to conquering death. Obsessed with this
notion, he works feverishly in his laboratory. His research has led
him to some dark places, and he has come to the attentions of a
powerful necromancer who has secretly started to guide and aid
Vilppu’s work.
Personality: Manically obsessed with his work, Vilppu cares
for little else. He sleeps only when he must and prefers to work at
night. When he needs money, he reluctantly seeks out additional
work in the surrounds; sometimes working as an apothecary,
herbalist and doctor for those too poor to afford magic healing.
Mannerisms: Vilppu’s speech is short and curt, unless he is
discussing his research—something he only does with interested,
learned individuals.
Hooks: Vilppu requires fresh corpses for his research; he has
reached the point where he must try his elixir of life on the dead.
Rumours of grave-robbing reach the characters ears, and if they
investigate the trail might lead back to Vilppu.

6 : V I LU TA R L E M P O
Fugitive hiding from her powerful patron.

Old and stooped, this white-haired woman has white hair and a
careworn expression on her face.

Vilutar Lempo (NG old female human wizard 4) ercely protects


her anonymity. In another life she was Tilda Miela and worked for
the lord of a far-off land. When she discovered the depths of his
depravity, she ed taking much of his gold and all her research.
Now, she lives in fear of being uncovered by the lord’s agents.
Personality: Quiet and guarded, Vilutar nds it hard to make
friends, and is lonely. She is also tired—tired of running and tired of
hiding—and just craves peace. She still loves her work, but it is
becoming increasingly hard to muster the energy to continue.
Mannerisms: Through long practise and habit, Vilutar always
has one eye on the door. For one of such an advanced age, she
has a surprising amount of nervous energy.
Hooks: Vilutar is nervous; strange folk have been seen
hanging around the streets near her workshop and asking
questions of her neighbours. She fears she had been discovered
by her previous master’s agents and does not know what to do. If
she encounters the characters—perhaps if they ask her to craft
something—she asks them to investigate the matter in lieu of
payment (once she has satis ed herself the characters are no the
agents she fears so much).

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2 : 2 0 T H I N G S T O S E E I N A L A B O R AT O R Y 8. Jars of odd ingredients are hidden at the back of high


shelves. Amongst them lie the skin from a ghoul’s hand and
the brain of a serial murderer stored in glass jars lled with
Sought after by rulers, yet often shunned by the populace for their vinegar. Many of the ingredients are illegal and should the
creative madness, alchemists are on a journey of exploration and authorities nd them the alchemist will be in serious trouble.
science. Strange liquids and apparatus, unheard of substances 9. On a stone shelf overlooking the alchemist’s desk sits a jar
and terrifying results are the bread and butter of the often crazed holding a pickled monkey head. The head is a failed
men and women who call this occupation their own. experiment to create a homunculus, and still holds a
semblance of life. Perceptive characters notice the eyes twitch
1. Large glass vats contain thick yellow liquid pregnant with occasionally and its tiny badly-formed hands grasp at things
large golden bubbles. The raising bubbles pop so noisily beyond its glassy prison.
conversation is dif cult near them. 10. A troll’s hand rests in a jar of weak acid to suppress its
2. Heating plates made from thick metal slabs xed onto a stone regeneration abilities. The hand’s green, warty skin is now
kiln heat some strange-smelling substances in copper bowls pitch black and covered with smooth scales, giving it a slightly
and pans. demonic appearance.
3. Racks on the walls and tables hold hundreds of glass and clay 11. Two copper rods that ash every now and then with a bright
test tubes lled with a plethora of multicoloured powders. electrical spark are attached to a confused jumble of tubes
The vials, all made of thick glass, are weighted to prevent and wires. The electrical charge is being generated by a
tipping yet one has fallen and released a golden powder onto reaction between the stomach acid of a giant y and the
the alchemist’s desk. powdered clay found in the nearby marshes.
4. Crystal bowls with copper framing heat over crackling res. 12. Hanging herbs and dried parts of strange animals dangle
Thick white gasses swirling over sandy chemicals, struggle up from the roof beams overhead. Amidst the monkey arms and
glass tubes to be collected in sealed glass jars. chicken legs the calci ed arm of a pigmy witch doctor still
5. A mortar and pestle of thick black-streaked granite hold the contains part of his spirit and it silently waits to wreak its
powdered residue of incinerated plants. The powdery white revenge on the alchemist and anyone unfortunate enough to
ash has clumped together from the moisture of a nearby be nearby.
water ask. 13. A pot of bubbling green liquid sits on a heating plate at the
6. A many-tiered athanor (a furnace) made of heavy clay bricks back of a desk, bubbling gently. A distracted alchemist may
has hundreds of conical asks on its shelves. The metal door leave it heating too long allowing it to boil over and ll the
at its base has been left slightly open by an inattentive area with choking, sopori c gas.
apprentice and the glowing ashes are starting to spill out. 14. Thick liquid, whose bubbles pop like farts, gently simmers in a
7. Polished crystal stirring rods change colour depending on the thick metal cauldron hanging over a re. Despite looking like
temperature of the solution they are stirring. Of varying a typical witches’ dinner the liquid is used to make thick white
lengths and thicknesses they are used in different substances, glaze that heat-proofs the outside of clay ovens and jars.
and sometimes cause explosions if used incorrectly. 15. Retorts made from nut-like plants not affected by sputtering
ames boil away gases before being sealed with a tarry black
paste. The chemicals stored within violently explode when
exposed to air, typically when they are thrown at the
alchemist’s enemies.
16. A sand bath being used unsuccessfully to vaporise dragon’s
acid takes up most of the top shelf of a stone kiln. Hidden
behind it lies a forgotten tube of chemicals.
17. A glass jar containing the white powdery residue from a
random experiment lies precariously on the edge of the
alchemist’s desk.
18. Pans of dried plants ready to be incinerated to make soda ash
for glass rest above kilns near vents where the heat can dry
them out. Several vats of the precious ash are stored nearby
ready for the local glassblower to collect.
19. The contents of a steel bowl rattle and pop furiously over an
intense white ame. The liquid—a thin red blood-like
substances splatters over the nearby workbench.
20. Glass globes with sporadically bubbling liquid, which
changes colours every few minutes throwing eerie light
around the laboratory, offsets the usual dreary glow of the
various other light sources in the laboratory.

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3: 20 ALCHEMICAL MISHAPS 11. Servants are confused to nd the alchemist missing, when
they arrive in the morning. All that remains of the alchemist
are his boots.
Due to the bizarre and wide range of chemicals alchemists use in 12. Despite taking great care an alchemist’s experiment releases
their intricate experiments, alchemists and accidents often go a lethal invisible gas which kills him and his assistants. Local
hand in hand. Not only are the mixtures they make dangerous if authorities barricade the building but a group of thieves
handled incorrectly, the creatures and places they are gathered sneak into the laboratory to steal the recipe.
from present dangers to the untrained or careless. Not all 13. The alchemist discovers how to turn lead into gold. Unknown
accidents are immediately apparent and left to develop can cause to all, the transformation is temporary and wears off within a
more problems than a simple explosion or release of stinking gas. month leaving nothing but calci ed metal behind.
14. Local glassmakers have provided the alchemist with shoddy
1. Working under the intimidating glare of his alchemist master work. Consequently, the alchemist drips acid on his legs
a mining apprentice strikes a vein of explosive material in a maiming them so badly they have to be amputated.
larger rock causing an explosion. 15. Whilst making a rushed batch of ointment to cure a rampant
2. Leaking chemicals have weakened the insides of an athanor. disease savaging the locals the alchemist accidentally creates
When several experiments are bubbling away on its shelves a slow-acting poison which kills the patients instead.
the whole thing collapses sending chemicals and acids 16. Joining forces with a distiller an enterprising alchemist tries to
everywhere. The resulting mess is a bubbling frantic gloop create bubbling gin (with disastrous results).
that oozes outwards and traps everything—expensive glass 17. Whilst extracting the poison from the skin of toads and frogs
retorts and apprentices alike—in its quick-drying embrace. the alchemist accidentally loses a frog. The ensuing deaths
3. An unexpected explosion lls the laboratory with smoke are a mystery to all except the alchemist. Terri ed he will be
sending the alchemist and his servants crashing through the found out and hanged the alchemist prepares to ee.
equipment to escape. A dangerous sentient ooze is freed by 18. The alchemist is working under duress for an assassin who
their frenzied escape and begins to feed—at rst on rats and has captured his family. The alchemist plots a deadly accident
spiders but eventually its trembling senses seek larger prey. for his captor, but it goes horribly wrong and innocent
4. Invisible gas seeps from the edges of a cracked retort, lling bystanders are killed while the assassin survives.
the air with heady fumes that send people into peals of 19. Rats eating from the refuse pile of the alchemist’s laboratory
laughter and hysterical giggles. become charged with manic energy. The rats breed
5. The alchemist excitedly takes delivery of a dangerous repeatedly and succumb to a frenzy of eating. Nearby stores
creature frozen in specially made alchemical ice. and granaries are ravaged, and the local authorities ask the
Unfortunately, the creature has started to awaken and takes characters to track down and kill the rats.
offence to being trapped in its icy prison. 20. Whilst breaking down an exotic rock an alchemist releases an
6. A wagon containing explosive materials is attacked by thieves angry elemental trapped within the stone. As it breaks free,
as it approaches the alchemist’s laboratory. During the melee, the elemental knocks over and absorbs many of the
the thieves accidentally ignite the explosive materials killing alchemist’s chemicals. This exposure gives the elemental
themselves and the drovers. The explosion causes a nearby strange powers, making it much harder to defeat.
building to collapse. Townsfolk are trapped in the ruins.
7. Stone shelves weighed down with too many jars collapse,
dumping their contents on the oor. The resulting mixtures
create dense, choking green gas. As the gas billows through
the room, acid eats its way through the chamber’s oors.
8. As the characters arrive at the alchemist’s laboratory an
experiment goes horribly wrong. A muted explosion,
followed by an outpouring of smoke, from the building’s
windows are the obvious signs of disaster. The smoke,
however, contains powerful hallucinogens and when the wind
picks up it blows over the surrounding neighbourhood. The
alchemist begs the characters for help.
9. An unruly apprentice has been disposing of chemicals in the
nearby sewers. Strange slugs dwelling the sewers have
feasted upon the chemicals, and have develop a taste for
esh after slaying the apprentice. Hungry, they begin to hunt.
10. The alchemist has been experimenting with the corpse of a
murderer. Consequently, the laboratory becomes the home
of a malicious haunting presence that causes experiments to
go wrong with disastrous results.

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4 : C O M P L I C AT I O N S & O P P O R T U N I T I E S 10. A local mine rich in a soft, malleable stone perfect for creating
alchemical equipment has been dug too deep and is now
under attack from unseen horrors from below. The horrors are
Meticulous in their work, many alchemists are not really known for in fact hallucinations caused by a strange gas present in the
their social skills or caring attitudes. Driven to the point of mine and the party—investigating on behalf of a local
obsession they can inadvertently cause disasters just by trying to alchemist— nd themselves the target of enraged miners
get a simple job done, bring an experiment to fruition or by before encountering the strange gas themselves.
searching for the rare substances used in their arts. 11. An alchemist's rival offers to sell cheap goods to the party.
Use the situations below as hooks into intriguing and exciting Unfortunately, many of the items are awed in some way;
side quests for the characters to complete in lieu of paying the some fail completely while others have much reduced
alchemist for their service. ef cacy or even randomly activate.
12. Birds are plaguing an alchemist by breaking his windows to
1. Shipments of meticulously prepared high-quality silica must get at the shiny things inside his laboratory. Investigation
be taken to a glassmaker but another alchemist has got word reveals a local wizard is sending the birds to disrupt the
of the shipment and wants to take it for his own. The alchemist’s work so he might steal the alchemist’s workbook.
alchemist asks the characters protect the shipment. 13. When an experiment goes wrong hallucinogenic gasses are
2. An alchemist experimenting with the restorative powers released into the local sewers causing disruption and chaos in
associated with necromancy needs the contents of a recently the nearby streets. Exploration of the sewers leads to a
hung criminal’s stomach. Unfortunately, the criminal yet hangs hidden laboratory and an unaware alchemist irate at being
from the city gates as a warning to other criminals. disturbed by adventurers.
3. A vial of powdered red dragon scale has been stolen by an 14. Oozes and slimes form part of a clumsy alchemist’s research
apprentice working for a rival. The scales were to be used in but he recently careless let one escape—and one of his
making reproof clay for ovens in a local orphanage. Powerful servants disappeared as a result. The servant’s family ask the
people in the area sponsor the orphanage, and the alchemist party to investigate the disappearance.
is desperate to retrieve the powered dragon scale before the 15. Young nobles are extorting an alchemist for hangover cures
theft is discovered. and love potions. After they refuse to pay for the second time
4. Pretending to be an alchemist, a necromancer needs bits of the alchemist asks the party for help.
dead bodies or undead creatures for his work. He asks the 16. A druid petitions the party for help as an alchemist is
characters to retrieve the contents of several graves and pays destroying the natural habitat while searching for ingredients
a bonus for interesting bits of “monsters” should the party for his experiments. The alchemist is unaware of the damage
nd any. Unfortunately a local church has found out about the he is causing and beseeches the party to act as mediators so
necromancer and their spies report back to paladins and he can rectify his mistakes and secure the ingredients he
clerics who are enraged at this activity. desperately needs.
5. A local wizard needs distilled gorgon's blood for use in the 17. Children target a cantankerous old alchemist with their ire,
creation of the mortar for his tower. Unfortunately, the wizard throwing stones through his window and causing a minor
is a sworn enemy of the only local alchemist skilled enough to explosion which results in a re. As the ames spreads various
properly distill the blood. In addition to hunting down the chemicals and experiments catch re with colourful and
beast the characters must talk the alchemist into taking the dangerous results.
job—which may necessitate doing the alchemist a favour. 18. A noble pays an alchemist for reworks for a party but the
6. Seeing a desperate opportunity a corrupt guard has seized a alchemist takes the money and leaves town. The noble hires
batch of precious chemicals destined for the alchemist’s the party to track the alchemist down. When they reach him
laboratory and tries to sell them on the black market. The they nd he is using the money to support several families
alchemist hires the party to get the chemicals back. ruined by the noble’s greed.
7. Miners have discovered a rich vein of rare chemicals in a new 19. A rare (and dangerous) creature is plaguing the area after
dig. The alchemist hires the party as protection from the hunters killed its young and harvested the body for rare
bandits targeting the mine. When the characters reach the ingredients. A trail of clues leads back to an unscrupulous
mine, they discover many of the miners are stealing the ore alchemist and his jaded mercenaries.
and a corrupt foreman refusing to pay his workers. 20. An ageing alchemist needs help making a homunculus but
8. After selling rare ore discovered in a creature’s hoard to an has somehow managed to follow the instructions incorrectly
alchemist, the party run into trouble when the alchemist with potentially disastrous results. Now the semi-sentient
accuses them of cheating him on the quality. The alchemist homunculus cavorts about the alchemist’s laboratory, making
sends thieves after the party to get his money back. the alchemist’s life a misery.
9. Rumours spread of a rare creature spotted in the local area. A
rich alchemist hears the rumours and hires the party to kill the
beast. Unknown to the characters other parties are after the
creature themselves, and react badly to their rivals.

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ARCHIVES & LIBRARIES

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Lauro Moraes (Order #31841168)


1: BOOKS IN THE COMMON COLLECTION 2. The Book of Tides: The Book of Tides is the scared text of the
Storm Mistress. It not only teaches of the timeless beauty of
the ocean but also records details of tides, storms and other
A library is nothing without books. Some libraries hold but a few nautical phenomena stretching back centuries. It records
dozen tomes while others hold thousands. No matter the size of shipwrecks, the faithful’s strange sighting at sea, details of the
the library it no doubt has books on a variety of subjects. many monsters dwelling in the sea’s deaths and more. Every
Use the list below, to generate the details of books the library copy is slightly different as individual worshippers add to the
keeps available for the general public. store of information therein.
3. Cults and their Doings: This short pamphlet features
H I S TO RY B O O K S
sensationalised stories and a series of lurid pictures depicting
foul cultists in the midst of their blasphemous rites. Much of
1. The Bloodstained Prince: This small leather tome is a the pamphlet’s contents are clearly rubbish and are based on
recounting of the (doomed) attempt of Crown Prince Ilasual public misconceptions of various evil religions. However, one
Nenonen to seize the throne of Ashlar from his sister, Aelliah section detailing the Fellowship of the Onyx Trapezohedron is
Nenonen. The book ends with a chapter speculating on the accurate and depicts be-robed worshippers slowly crushing
Bloodstained Prince’s unknown fate. their victims under a gigantic trapezohedron suspended from
2. Five Ships: This book recounts the story of the legendary Lost huge chains.
Treasure Fleet of the Five Sisters. It tells how the ve sisters— 4. Scripture of Law: This vast tome contains teaching, stories
refer to both as freebooters and pirates—sailed to a far off and lessons by some of Darlen’s (LG greater god of law,
land and discovered a vast treasure. On their voyage home, order, justice and the sun) early, prominent followers. It is the
the sisters fell to arguing before a savage storm blew up from faith’s most important book and a bedrock of the church.
the west. The tempest sunk all ve ships and only a few sailors
survived the tragedy to return to their home ports with wild
GENERAL INTEREST BOOKS
tales of islands rising from the deep and many-tentacled
beasts that slew their shipmates. 1. On the Road (An Accounting of the Many Journeys and
3. Doom Among the Gray Spires: Almost two centuries ago, an Hardships of Hilppa Jutikka): Hilppa Jutikka was a merchant
adventuring party—the Company of the Blue Shields— dogged by bad luck, happenstance and ill-fated events. To
penetrated deep into the Forest of Gray Spires. This book is read his book is to marvel he survived long enough to write it.
the story of their expedition. It tells of encounters with A careful reading of the book, however, reveals, Hilppa was
demon-worshipping elves, the discovery of stone statues simply inept.
depicting a race of one-eyed giants and other strange events 2. The Beauty of Numbers: This book deals with mathematics
and discoveries. and its application in a wide range of situations. As well as
4. Vilimzair Aralivar—His Amazing Life: This oft-read book tells providing practical instruction in numeration, the book
the incredible story of Vilimzair Aralivar. Vilimzair rose from includes a rambling appendix dealing with the study of
humble origins to become both a fearsome pirate captain probabilities, numerical patterns and the like that apparently
and the greatest bard the world has ever known (according to shapes the world and everything in it.
the book). Strangely, the book is graf tied as if the readers 3. Beyond the Horizon: This small book contains the sea diary
had grown angry at Vilimzair’s incredible escapades. of Jegor Kalamies, and details his many journeys. He
describes terrible storms, desperate battles against pirates
RELIGIOUS BOOKS
and more. Jegor also included some rough sketch maps of
various locales that might be of interest to adventurers
1. I Walked the Earth: This small dog-eared, singed book is an planning a sea voyage.
autobiography of Juhana Ehtaro the so-called “Walking 4. The Deeds of Power: This slightly treasonous book relates—in
Priest”. Juhana was a devout breathless detail—the alleged deeds and doings of the
half-elven follower of Behron Nenonen family. Much of the book may—or may not—be true,
reputed to have seen more but some interesting nuggets, particularly of Arndul
lands and strange places Nenonen’s exploration of Gloamhold, appear within. Other
than any other scandals—hints of illegitimate children and a dark, unrecorded
traveller. The book secret—also appear in the book.
contains interesting
descriptions of many
f a r- o ff , h i d d e n o r
mythical places of
potential interest to
adventurers.

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2: BOOKS IN THE SPECIAL COLLECTION the world. The text goes into great detail about the warning
signs of impending doom and the events leading up to the
world’s destruction. Some people suspect the end has
The vast majority of books in a library are nothing more than already begun and scour the book for information on how to
tomes of mundane knowledge, travelogues, diaries and other survive the impending apocalypse.
normal writings. A few books, however, are different. A few books— 8. Esteri’s Workbook: A work by a minor mageling, this thin
either because of the foul things they reveal, the power they hold book presents Esteri’s early research into several new spells.
or their monetary value—are kept away from the public in the One is entitled Esteri’s Scorching Burst while another is
library’s special collection. intriguingly called Esteri’s Many Faces. The book is a scrappy,
Use the list below, to generate the details of the books the disorganised affair, but beautiful doodles artfully depict what
library keeps in its special collection. each spell was meant to achieve.
9. Wondrous Worlds of In nity: This treatise describes, in
1. Encyclopaedia Geographia: This massive leather-bound beautiful owing Elven text, the multiverse of planes
book weighs almost 20 pounds. Each page is almost two-foot stretching away from the Prime Material. While no plane is
wide by three-foot long. The book presents maps, discourses detailed in great depth, this book is an excellent primer. The
and studies of the terrain for hundreds of miles in every book closes with a list of places in the world at which the
direction. Some of the maps are copies of ancient maps from barriers between the planes are particularly weak.
now fallen elder or lost civilisations and peoples; these maps 10. The Crown of Flame and Ash (and Other Wondrous and
may depict features or locations omitted from more recent Legendary Objects): Written in a bizarre mix of Dwarven and
maps that could be of interest to adventurers. Elven this book lists in exhaustive detail various artifacts and
2. On the Art: Originally written by Dorotea Laso, On the Art is a other objects of legend. The text relates each item’s history,
treatise on the fundamentals of wizardly magic. Written in the assumed powers and known possessors.
language of dragons it has formed the basis of magical 11. The Chronicles of the Folk of the Goat-Headed Demon:
instruction since it was rst copied and shared centuries ago. Centuries ago, a bizarre cult which worshipped a goat-
For a book on magic it is a common tome and its inclusion in headed demon rose up among the city states perched upon
the special collection is surprising. Investigation, however, the edge of an arid desert. The cult tried to weld the various
reveals this book to be the original! A profession of states into an empire, but internecine intrigues doomed the
marginalia reveals Dorotea’s evolving thoughts and musing attempt to failure. In the aftermath, a small band of
on the nature of magic. particularly devout adherents to the nameless goat-headed
3. The Morankan Manuscript: Written wholly in a strange demon disappeared into the desert’s arid wastes carrying
language—Aboleth—and heavily re damaged, the pages of with them a golden statue said to contain the demon’s soul.
this book are made from some kind of specially prepared 12. The Shimmering Horror in the Night: When the stars are
seaweed. The book is a tract railing against the so-called “new right, certain horrible, otherworldly creatures are said to slip
gods” and their upstart ways. The text talks about many alien into the world from elsewhere. This book details the so-called
concepts and predicts an inescapable ood will soon wipe Shimmering Horror—a creature composed of nothing but
away humanity’s stain upon the world. strange colours and supernatural cold. The book contains a
4. Art & Power: A treatise on the use of magic to gain temporal powerful spell designed to call and bind the Shimmering
power this tract is wholly lacking any moral content and Horror; mercifully, the spell requires certain hard-to- nd
simply deals with the matter at hand. Only a few copies of this components which means it has not been cast in centuries.
book survive to the present day; most are held my amoral folk
or those who use them as evidence of the dangers of magic
in the wrong hands.
5. Lexicon of Shadows: Compiled from many sources, the
Lexicon of Shadows deals with the subject of those hated and
reviled creatures that can live among human society
undetected. The treatise deals with doppelgängers,
lycanthropes and the like and warns of the perils of failing to
be ever-vigilant against the threat such creatures pose.
6. Unnamed Manuscript: This mass of water-damaged, burnt
papers ll a dusty, string-bound leather folder which has
fallen down the back of one of the shelves. It is the
remains of a copy of an ancient manuscript dealing with the
elder demon Amon-Pyr. So hateful and maddening are the
text fragments they can snap an unprepared or weak mind.
7. The Final Word: This deranged series of apocalyptic
prophecies describes in lurid—and insane—detail the end of

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3 : E V E N T S A M O N G T H E S TA C K S 9. A robe-clad man (Ilja Mietti [N old male human]) works


among the stacks sweeping the oor, straightening the
shelves and generally making sure the library is clean and
Although libraries are places of scholarly learning, they aren’t tidy. He keeps himself to himself, but misses little that
necessarily boring places. happens in the library. He is chatty, but crafty, and happily tells
Use the list below, to generate details of minor events the what he has seen—in return for a small contribution to his
characters witness or experience as they explore the library. retirement fund.
10. A scribe (Aamu Neuvo [LN female human]) bustles passed the
1. A scholarly, middle-aged man pushes a small trolley laden party laden down with books she is collecting for her patron
with books through the stacks. Every now and then he stops (Inka Seppo [NG middle-aged female human]) who desires
to take a book from the trolley and return it to its rightful spot copies of certain land records and histories of the
on the shelf. surrounding settlement. Inka is a wealthy widow intent on
2. Quiet whispering comes from behind the stack the character proving her claim over a piece of nearby land; several of her
is perusing. A sharp-eared, nosy character interested in what husband's old rivals are disputing her ownership of the land.
is going on could eavesdrop on the conversation The 11. A burst of muf ed laughter, followed by muttered cursing
whispering could be furtive—perhaps two plotters are comes from nearby. Investigations, reveal two bearded
meeting in the library—or amorous—a courting couple have middle-aged men moving swiftly toward the library’s exit with
met at the library to nd some peace and quiet. several books in hand.
3. A gentle breeze enters the library through an open window or 12. A sudden stiff breeze blows through the library; pages on
door. Dust—dislodged from the covers of several books that open books utter and several readers curse as a result of
have lain undisturbed for years—rains down on the characters. losing their place in the works they were consulting. Moments
4. As #3, but instead of being nothing nothing more than a later, the silence of the library is shattered by a man shouting,
coincidence the breeze is the result of some unseen force or “Thief! Stop Thief!”
power attempting to get the characters interested in a certain 13. The library’s roof is aged and leaking. Shelves under the leaks
book. Alternatively, the dust could land on the oor in a have been emptied of books while in other places iron
particular pattern such as an arrow pointing in one direction, a buckets are placed to catch the drips from above.
holy symbol or the like. 14. A trio of obvious adventurers—rough men clad in travel-
5. Two scholarly folk are arguing over who gets to read a stained leathers and cloaks—stand around a table on which
particular book rst. Both of them have urgent business with they have unrolled a map of the local area. They are engaged
the book and both are impatient fellows full of their own in a quiet, tense conversation.
importance. Both also have a hand on the book’s cover and, 15. An intense, obviously nervous man stops the party and ask
as the argument escalates, they start trying to yank the tome them if anyone knows how to get into the Special Collection.
out of the other’s hands. Eventually, one of the scholars wins He is exceedingly vague as to his reasons for wishing to
and the other staggers back into a bookshelf. peruse the Special Collection’s restricted stacks and ees the
6. A precariously placed, teetering pile of books covers a small library if challenged.
side table butted up against a bookcase. Careless characters 16. The pungent smell of mould and rot lls the air around a
moving passed the table may dislodge the books which bookshelf. Investigations reveal the smell emanates from a
tumble to the oor with a loud series of thumps. Moments singular, worm-riddled book of obvious ancient provenance
later, an irate member of staff appears and demands to know that has been mis led here.
what has happened. 17. A small, lithe man clutching a wide leather belt in one hand
7. Perceptive characters notice a dark shadow creeping across bursts into the library. He is out of breath and has clearly been
the top of a bookshelf seemingly intent on something running. He dashes away from the door. Moments later a
unseen. The shadow is in fact a black cat given the run of the woman, wearing wizard’s garb, bursts into the room, spots the
library to keep vermin—mainly rats and mice—at bay. It is man and gives chase.
friendly and happy to be stroked and petted. 18. Two children have snuck into the library with the express
8. A fat middle-aged man sits at a desk muttering to himself as purpose of causing mischief. They creep about rearranging
he copies out something from a large book set on the table in books, moving furniture into bizarre arrangements and so on.
front of him. The man—Isto Mielikki—is researching the history Their occasionally sniggering can be heard among the stacks.
of the surrounding settlement and is searching for early maps 19. A book suddenly ies off a shelf and hits a character in the
of the place. (He works for a client who has elected to remain back of the head. Is the library haunted or is a mischievous
nameless.) If the characters strike up a conversation with Isto prankster at work?
he asks them if they know anything about the settlement’s 20. A shout of, “Fire!”, shatters the library’s quiet. Smoke billows
early years. Two days after completing his research, Isto is from a haversack leant next to a bookshelf. Panic ensues.
brutally murdered. If the characters hear of this death, they
might wonder what he found in the course of his studies…

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4 : F O L K A M O N G T H E S TA C K S Brusi is an adventurer just making a name for himself as a brave—if


a little foolhardy—companion.
Personality: Brusi is surprisingly cerebral for a warrior and
The characters will not be the only people in the library; many folk loves to read. History is his passion and he could happily spend
come to consult the books and scroll kept therein. days among the stacks reading anything historical he can get his
Use the NPCs below, to portray the folk the characters meet as hands on. He particularly loves reading about battles and wars
they explore the library. and is more knowledgeable than most sages on such subjects.
Mannerisms: When thinking deeply or just nervous, Brusi
1 : K U U R A P U U K KO
cocks his head to one side. He is also proud of his physique and
CN middle-aged male human wizard 2 often stands in a way designed to show off his muscles.
Hook: Brusi has just learnt something interesting about an old
Corpulent and half-crippled this middle-aged man wears ill- tting
battle eld and is desperate to show-off his knowledge—that after
red robes.
the battle a hidden tomb was dug for one of the heroes who fell
Chronically unwell and un t Kuura blames most of his failures on during the carnage. Brusi wonders if the barrow—and its treasures
his various ailments. Kuura works as a scribe and researcher for are still there!
hire, although he styles himself a sage.
Personality: Easily distracted by wine, women or the latest
4: A U K U T A P I O
fad, Kuura will never amount to much. In his heart of hearts he N middle-aged male human cleric [Morden] 4
knows this, and it makes him bitter. For all that, he has a keen
intellect and could become a puissant wizard if he applied himself Intricate tattoos cover this bald, but bearded, man’s face and arms.
to the task. Auku follows Morden the god of magic and is at the library to gain
Mannerisms: Kuura has a gamy left leg and walks with a access to the Special Collection. Thus far, he has been stymied,
pronounced limp. and he is growing increasingly frustrated.
Hook: Perpetually in need of coin—his expenses far outweigh Personality: Full of the belief in his own importance, Auku
his income— Kuura introduces himself to the characters and offers looks down on those of lesser intellect or achievement. A devout
his services. followers of his god, he seeks to increase his knowledge of the
mysteries of magic.
2: EUFROSIINA TORIO
Mannerisms: Auku has a deep booming voice and makes
LG old female human expansive hand gestures when making an important point.
Hook: Auku accosts a character and begins to rant about the
Stooped and round-shouldered this hunched old woman carries a
library and its staff. If he discovers the party have gained access to
large bag in one hand and has a look of geniality on her face.
the Special Collection he loudly demands to know how they
Eufrosiina is a well-to-do member of the local community. Her managed such a seemingly impossible feat.
husband is long dead and the library is now an important part of
her life.
5: I N K E R I V A I TO
Personality: Fascinated by history, and a little bit infatuated LN middle-aged female human
with one of the library’s staff, Eufrosiina is often among the stacks.
She is genial and well-off and keen to natter about almost Brown pigtails frame this stout, plain-looking woman’s face. She
anything. She is is particularly knowledgeable about local history, wears simple, oor-length robes.
and happily shares her knowledge. Inkeri works at the library and brooks no abuse of its books or its
Mannerisms: Eufrosiina is tactile and often gently touches rules. In her own mind, the library is her domain and she defends
those with whom she is speaking (particularly when she has has a it zealously.
drink or two). Personality: Unimaginative, but dogged, Inkeri works hard to
Hook: A character spots Eufrosiina lurking among the stacks maintain the library and its collections. She craves order and hates
and may grow suspicious as to her behaviour. In truth, she is chaos and confusion. She also dislikes loud noises and surprises.
merely waiting to snatch a few minutes of conversation with the Mannerisms: Inkeri speaks slowly and clearly, and hates to
object of her infatuation. repeat herself.
Hook: If Inkeri comes to believe the characters are guilty of
3 : B R U S I T A LV I K K I
transgressing the library’s rules she dogs their every move, and
NG male human ghter 3 actively looks for a reason to throw them out.

Youthful, broad-shouldered and vigorous, this well-dressed young


man looks out of place in the library. A longsword, its hilt worn,
hangs from his left hip.

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Lauro Moraes (Order #31841168)


















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5 : T H I N G S A M O N G T H E S TA C K S 9. Graf ti carved into the wood of a bookshelf reads, “For the


ultimate knowledge, seek the rose.”
10. Wet footsteps mar the library’s oor. Strangely, they start at
Although a library is obviously full of books, there are other things one bookshelf and end in a nearby study niche.
of note in such a place. 11. A tall statue of a winged warrior woman stands on a plinth,
Use the list below, to generate details of minor objects of overlooking the library. The statue is clearly old; the woman is
interest the characters discover as they explore the library. missing the tip of her nose and her sword is shattered low
down near its hilt. The statue has stood here for years, and no
1. As if dropped, a single book lies open, cover up, on the oor. one knows for certainty who or what it represents.
A perceptive character notices specks of fresh blood on the 12. Several portraits of stern, well-to-do folk hang from the walls.
cover. A smear of blood mars the open pages. Characters All were clearly wealthy or important in some way.
searching around in the vicinity of the dropped book discover Intermingled with portraits are three pictures of legendary
a bloody handprint on one shelf and might even discover a places as imagined by a wild, macabre artist. Each—a lava-
faint trail of blood drops leading off deeper into the library. spewing mountain, a ruin-topped island emerging from a
2. Perceptive characters notice a small section of books jut out raging sea and a great rift disappearing into shadow- lled
slightly further than the surrounding tomes from the wall. depths—have an air of malignant threat about them.
Investigating behind the books discovered a small scroll
sealed with wax. Only by breaking the seal can the party
discover what message the scroll holds. Perhaps a spy has left
a message here for their contact or the scroll is a love note
between illicit lovers.
3. The worn and dusty statuette of a curled-up cat serves as a
bookend to a short section of books. Under the dust, the cat’s
onyx eyes glimmer like pools of black re. The statuette
could be nothing more than bookend or it could be an
atypical type of gurine of wondrous power accidentally
placed here years ago and promptly forgotten.
4. A small wooden desk lls a niche set between two
bookshelves. Open books lie scattered across the desk. A
cursory glance suggests the person using the desk is
researching evil cults. However, of the reader there is no
sign (although a small satchel under the desk may
contain clues to the owner’s identity).
5. An iron torch sconce juts from the end of one bookcase.
The sconce is wrought in the shape of an ornate scroll
tube with a fan of papers emerging from one end. A
torch wreathed in magical ame pokes out from among
the papers.
6. Dusty windows high up in one wall—or perhaps the
ceiling—let in a faint light from outside. The dust on
the windows is thicker in places than others which
creates an interesting pattern on the oor below.
7. As #6 above, except the windows are of stained
glass and have been wrought to glorify Morden the
god of knowledge and magic. The faint light
ltering through the glass creates a multi-hued
pattern on the oor. Once a year, on the night most
scared to the god the multi-hued light comes to
rest on a certain agstone now partially
obscured by a bookshelf. A secret niche
under the agstone holds a spellbook
lled with unique or rare spells.
8. Faded, dusty tapestries hang from the
library’s walls. Some depict maps of the
surrounding area while one presents a stylised
view of the entire continent.

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Lauro Moraes (Order #31841168)



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BANDITS & BRIGANDS

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Lauro Moraes (Order #31841168)


1: BANDITS & BRIGANDS Personality: Hedvig has no problem with some light thievery,
but she is not evil. Killing, except in self-defence, feels wrong to
her and she worries she may be forced to kill someone soon.
The NPCs below could be members of virtually any bandit gang. Mannerisms: Hedvig often lapses into silence, and stares off
Brief stats (alignment, sex, race, class and level) appear for each into space seemingly focusing on nothing. Some of her fellow
individual. The GM should ignore the class and level entry, if they bandits nd this off-putting and rude.
do not t the bandit gang encountered by the characters. Hook: Hedvig is plotting to betray her fellows. She plans to
1: E E T U I L M A steal some of the gang’s choicest treasures and escape to a better
life. She does not like the ever-present threat of the hangman’s
Recently turned to a life of banditry, Eetu is keen to prove noose and dreams of a better, purer life on the frontier.
himself to his new “friends”.
4: P E K KO M I E M O
Wearing dirty armour and travel-stained clothes this burly man
looks like he has lived in the wilds for some time. He has long, This snivelling man does not want to be here at all.
unkempt jet-black hair and black eyes. Lank black hair frames a wan face set into a gloomy look of
Eetu (NE male human ghter 1) is new to the gang; several weeks acceptance. Several bruises mar his face. He wears crude, padded
ago he was forced to ee his home after nearly beating a armour and carries a spear.
neighbour to death over some trivial matter. Pekko (N male human ghter 1) was give a stark choice; join the
Personality: Eetu doesn’t see why he should work; might is gang or die. Unsurprisingly, he chose to join up and bitterly
right and he can simply take what he wants from others. He likes regrets his current lot.
in icting pain, but hasn’t actually killed anyone yet—but that’s not Personality: It’s always someone else’s fault and he’s normally
through lack of trying. the helpless victim—at least that’s how Pekko sees things.
Mannerisms: Eetu has an intense, aggression- lled stare Mannerisms: Pekko often sighs before speaking and rarely
which he xes on his enemy. gets animated or excited about anything.
Hook: Obsessed with revenge against the man he blames for Hook: Sent out on business by his master, Pekko fell into the
his current lot, Eetu plots a midnight return to his home village to bandits’ clutches. He blames his master for his current lot and
even the score. cannot wait to wreak his revenge.
2: K O S T I E H TA R O 5: J Y R K I S U S I
A murderer and rapist, Kosti is feared by his friends and Dirty and unkempt, Jyrki cares only for himself and his pet.
enemies alike.
This unkempt, dirty-faced man wears a lthy tunic. Face screwed
Thin and wiry this man exudes energy and malice. He wears a dirty up in a squint, he seems surprised or confused.
cloak with a deep hood and rests a hand on his dagger's pommel.
Jyrki (NE male human ghter 1) has terrible table manners—for
Kosti (CE male human ghter 2) is a thoroughly foul and odious him, eating is a full contact sport; the front of his jerkin and chin
individual. He has few friends in the gang and soon his fellows will are splattered with the remnants of his last meal. He has a pet
grow tired of him and eject him from the band. weasel with whom he shares his food.
Personality: Consumed with his own lusts, he cares nothing Personality: A tad forgetful and often distracted, Jyrki is prone
for others except in regards to what they can do for, or give, him. to making assumptions. Arrogant and hateful, he is an unpleasant
Mannerisms: Kosti has named his dagger, “Eye Gouger” and fellow. He only loves his pet, and cares more for it than he does for
is always sharpening or polishing the weapon. any of his companions.
Hook: Kosti has a grudge to settle with Venla Koira (see #8), Mannerisms: Jyrki is always digging in an ear or nostril for
who last week stopped him raping a woman the gang accosted something tasty.
on the road. In the confusion of battle, he seeks to even the score. Hook: Jyrki mistakes one of the characters for a childhood
3: H E D V I G K U LTA friend and calls out to them. If the characters fall into the bandits'
hands, he protects the PC in question until he discovers his
A reluctant bandit, Hedvig is plotting to steal from her gang mistake. Then, he savagely beats the PC.
and ee in search of a better life far away.
6: A N T T I V Ä I N Ö
Tall and rangy with a weatherworn face this half-elven radiates
competence as well as weariness. One-eyed bandit veteran of many years living in the
wilderness and preying on travellers.
Hedvig (CN female half-elf ranger 2) is as capricious and wild as
the winter wind. She loves the outdoors, but grows tired of a A ragged, dirty bandage covers this man’s right eye. He wears his
bandit’s life. She has also seen how her companions treat their hair closely cropped at the sides and slicked back on top.
captives—particularly women—and is becoming increasing
uncomfortable in the gang.
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Antti (CE middle-aged male half-orc ghter 2) is a veteran bandit Mannerisms: With a laugh like a hyena, Mielikki often gloats
who has survived the destruction or disbandment of many bandit loudly over those in her power.
gangs. He has a nely-honed survival instinct and no loyalty Hook: Mielikki plans to seduce and then kill the gang’s leader.
whatsoever to his companions. She use the characters’ arrival to ingratiate herself with her target.
Personality: Coarse, simple and violent, Antti is in some ways
the perfect bandit. He believes might is right and cares nothing
8: V E N L A K O I R A
for those falling into his clutches. For him, mercy equates to Heavy debts forced Venla into a life of banditry and wild-
leaving his victims alive and partially clothed. living. To her surprise, she has found she enjoys the life.
Mannerisms: When nervous, Antti reaches under his bandage
and rubs his empty right eye socket. Skinny and lithe, this woman wears her brown hair closely
Hook: Antti believes the gang is doomed, and is sneaking out cropped; she wears large bronze bangle-style earrings.
of the camp when the characters attack. Venla (CE female human ghter 3) enjoys the bandit lifestyle—
7: M I E L I K K I U R O particularly being unshackled from the society’s rules.
Personality: Living in the moment, Venla is wild and
Sneaky, duplicitous and manipulative, Mielikki wants to unpredictable. She doesn’t enjoy violence for violence’s sake—
overthrow the gang’s boss. viewing it as nothing more than a means to an end.
Mannerisms: Quick to laugh and quick to anger, Venla wears
Tall, and muscular, this brown-haired woman exudes con dence.
her emotions openly.
She wears tightly cut studded leather armour.
Hook: One of the characters takes Venla’s fancy and if the
Mielikki (CE female human thief 2) knows she’s destined for party fall into the bandits’ hands she tries to have her way with him
bigger, better things. (or her).
Personality: Mielikki hates weak people, seeing them as
nothing more than sheep to be preyed on. She uses others
without guilt and lives for the moment.

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2: CAMP DRESSING 11. A large empty barrel stands near the main re pit. An axe is
embedded it its lid and dried blood covers both the axe and
the barrel. Here, the bandits butcher rabbits, deer and other
Bandits prefer hidden, defensible lairs which—preferably—lie close creatures caught in the surrounds.
to a ready source of victims such as a well-traveled road, bridge, 12. Under a pine’s low branches, a thick tarpaulin covers a large
ford or narrow, sunken lane. pile of rewood stacked close to the central re pit.
Use the list below, to add points of detail and interest to such a 13. A short distance outside camp, several crude grave-markers
bandit camp: show where several of the gang have been laid to rest. They
dead could have succumbed to battle injuries, a freak
1. A crude, waist-high wall of tree branches, tree stumps and the accident or virulent disease. The markers do not record
like surrounds the camp. The barrier will not keep out names or causes of death.
determined intruders, but provides cover for the camp’s 14. A knotted rope hangs from the boughs of a large tree
defenders—and keeps some wandering animals away. growing on the camp’s fringes. A makeshift platform among
2. A hodgepodge of tents, lean-to shelters and so on stand the tree’s branches serves as a concealed lookout spot.
haphazardly throughout the camp seemingly without any 15. Four cows and two sheep are penned in a small makeshift
order or plan. Small camp res smoulder in front of many of enclosure in the camp. Proceeds of recent raids, the animals
the tents. will soon be slaughtered for meat.
3. The skinned and dressed carcasses of several woodland 16. Six shuttered lanterns hang from the branches of various trees
animals—a brace of rabbits, several squirrels and a deer hang scattered about the camp. At night, the lanterns are lit—except
from an A-frame near a central cooking re. when enemies are in the locality.
4. One part of the camp is given over to a meeting place of sorts 17. The ground on which the camp stands is slightly sloped; the
with tree trunks arranged as crude benches around a central bandits have dug at areas into the hillside for their tents.
re-pit. A stack of rewood lies nearby. 18. A large oak stands at the centre of the camp, its heavy
5. Trash and rubbish are scattered on the ground outside, and branches reaching down almost to the ground. It is dry, but
within, the camp. A short distance away, the bandits have dug dim, under the tree’s canopy. Graf ti mars the oak’s wide,
a series of latrine pits in a sunken hollow. Even unwary gnarled trunk.
intruders smell the latrines before blundering into them. 19. The camp stands amid the ancient, tumbled walls of some
6. A larger tent—what looks to have once been a noble’s pavilion ruin now swallowed by trees, brambles and weeds.
—rises above the rest in the centre of the camp. Herein dwells 20. The bandits have set tripwires designed to make a loud noise
the bandit chieftain. around their camp. Only three pathways into the camp are
7. Wisps of smoke from the camp’s many camp res drift devoid of the traps.
upwards through the trees; the sunlight slanting down from
above creates many shiv lights giving the camp a strange,
almost otherworldly feel.
8. A shallow ditch—a half-hearted attempt at a moat—runs along
a short portion of the camp’s boundary; the lazy bandits gave
up soon after starting their work; a few rusting shovels and a
mattock lie on the ground nearby.
9. Well trodden earthen paths wend their way through the
camp; obviously the bandits have laired here for some time.
10. An empty wagon—without its attendant horse—is d ra w n
up under a tree; an awning hangs down over the
wagon, obscuring what lies beneath (a pair of
bedrolls set up “dangerously” close together by a pair of
courting bandits).

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Lauro Moraes (Order #31841168)



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3: BANDIT LOOT LOOTING THE BODY


Bandits carry many odds and ends about their person. Victorious
Bandits, if successful, accumulate much loot from their victims. adventurers are sure to loot the fallens’ bodies. Use this list, to add
Much of this loot is mundane, while other pieces comprise colour and avour to the proceedings:
jewellery, coins and other portable treasures. Use the list below, to
bring avour and detail to the bandits’ hoard: 1. One silver teardrop earring worth 2 gp hangs from the
bandit’s left ear. The bandit’s long, lank black hair hides the
1. Sacks, boxes and barrels hold food, wine and other staples. earring from a casual search.
With the exception of the barrels and casks holding wine and 2. A battered tinderbox, 4 sp, a short length of twine and a
other drinks (which are kept near to the leader’s tent) the rest whetstone ll the bandit’s pouch.
are scattered throughout the camp. 3. In his boot, the bandit has hidden a dagger with a curious
2. Several horses are tethered to hitching poles driven deep into curved blade design. The weapon is obviously old, and is
the earth. The horses stand under a crude shelter of woven missing its tip.
tree branches; bits, bridles and saddles lie nearby. 4. This bandit had a short length of red silk hidden behind his
3. Several sacks hold bolts of fresh linen and other cloths; a belt. (He took the scrap of silk from an ex-lover to remember
small bolt of white silk is hidden at the bottom of one of the her by).
sacks. The silk is worth 20 gp—easily more than the rest of the 5. A thick leather cloak with a deep cowl lls the bandit’s
cloth combined. backpack along with other odds and ends including a
4. One of the bandits is lucky enough to have a canvas tent of waterskin, a day’s worth of rations and a small sack.
particularly good design large enough to sleep three people. 6. This bandit collected daggers; he has four hanging from his
It is essentially rainproof and a great boon to those travelling belt and one shoved into each boot. His belt pouch contains
in the wilderness. a whetstone and small dirty rag along with a small oil ask.
5. Three suits of chainmail languish in the leader’s tent; she 7. This bandit wore a leather necklace on a thong around his
intends to gift them to trusted members of the band—but neck. Four small silver charms—misshapen leaves—or perhaps
hasn’t yet decided who is worthy of such treasures. clover leaves—hang from the thong. The charms are worth 3
6. A holy symbol decorates the cover of this large leather- gp as a set.
covered book. It is a holy book of the local faith stolen from a 8. A small sketchbook and several sharpened chunks of
wandering priest. charcoal ll a small sack stuffed into the bandit’s pack.
7. The bandits recently captured Alpo Lemminkäinen (LG male Pictures of local wildlife scenes as well as scene of village life
human cleric 1), a wandering acolyte of the local religion, and ll much of the book.
have sent a message to his church demanding a ransom. The 9. A book with a torn cover contains a series of local tales,
message was sent two weeks ago, and the bandits are legends and songs. The book once belonged to a bard—it
growing tired of waiting for a reply. In the meantime, they was his commonplace book—until he fell afoul of the group.
force Alpo to serve them around the camp and to use his Its current owner has added a few stories of his own—the
spells for the group’s bene ts. change in handwriting (for the worse) is noticeable toward
8. A tinker’s wagon stands in the camp. The wagon holds a vast the end of the book.
selection of agricultural equipment along with pewter bowls, 10. A pair of ne leather gloves are tucked into this bandit’s belt,
cups and so on. Packed in sawdust and straw in a large Clearly, they are not his; monogramed initials—A.H.—decorate
wrought iron cauldron lie a dozen bottles of ne wine once both gloves. The bandit also has a beautifully carved pipe and
destined for a noble’s table. a pouch of expensive pipe-weed. The pipe looks like a
9. A beautifully carved set of gargoyles stand on a low wagon. dragon—the pipe’s smoke issues from its mouth.
Destined for a local noble’s home, the gargoyles look to be 11. The bandit wears a slender golden ring on the smallest nger
horrifying demons. They are stoutly tied down to the wagon— on his left hand. The ring is of elven arti ce and beautifully
perhaps too stoutly… wrought, but this is not immediately evident as the bandit has
10. A small heap of blankets and commoners’ clothing lls one of covered it in dirt and mud to make it look virtually valueless.
the bandits’ tents. None of the tent’s contents are particularly (Perhaps he feared a companion would steal it).
valuable, but cunning bandits could have hidden something 12. Tucked under his jerkin, this bandit wears a primitive tribal
within the pile. necklace—something a barbarian, goblin or orc might wear.
11. Two sealed barrels each contain eight gallons of lamp oil. The The necklace could foreshadow another local threat the
symbol of a shuttered lantern is burnt onto each barrel’s lid. characters might soon meet; the necklace could be a piece of
12. A bundle of furs lls a chest in the leader’s tent; amid the war booty or a gift—depending on whether the bandits are
rabbit, beaver and fox pelts is a large black bear’s pelt— friendly with their “neighbours” or not.
complete with the creatures’ head.

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4 : C O M P L I C AT I O N S , H O O K S & the bandits’ loot as property of their lord while the new
bandits may attack the party if the characters seem weak.
O P P O RT U N I T I E S
Finally, the soldiers may need convincing the characters are
not bandits themselves.
Adventures are rarely simple affairs; strange events, shifting 4. A virulent disease ravages the bandit camp; when the
alliances and fate’s capricious whim often conspire to make characters arrive many of the gang are suffering its effects. If
adventurers’ lives…interesting. the plague is airborne, the party could become infected
Use the table below to add complications, adventure hooks during the inevitable ghting their arrival heralds. In
and opportunities into any encounter involving bandits: particularly serious outbreaks, the bandits could be suffering
from plague. Some characters may not feel comfortable
1. One of the bandits is plotting against the group’s leader and returning to the nearby town or village until they can ascertain
uses the characters’ interference in the gang’s affairs to set whether they are infected.
her plan in motion. Either through action or inaction, the 5. As #4 above, except the outbreak of plague is no accident. A
bandit seeks the death of the gang leader and lordship over local lord arranged for the bandits to take three wagons piled
the band’s survivors. high with corn, grain or cloth. Several infected rats lurked
2. The characters arrive at the camp as the bandits are preparing among the trade goods and it is they who have infected the
to move out. Thus, the bandits have broken down their tents, camp. (The characters may encounter the rats as they move
loaded up their pack animals and their leaders are mounted through the camp).
and ready to go. When the characters attack, the leaders ee 6. The bandit chieftain has just been challenged—ill-advisedly—
with the packhorses carrying all the group’s loot leaving the by one of his minions for leadership of the band. Most of the
gang’s rank and le to face the intruders. bandits are distracted by the ensuing ght, when the
3. The characters are not the only ones hunting the bandits. A characters’ arrive.
rival gang or patrol of soldiers arrive shortly after the
characters attack the camp. Soldiers likely attempt to claim

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BESIEGED CASTLE

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Lauro Moraes (Order #31841168)


1: MINOR EVENTS N I G H T -T I M E E V E N T S
Though ghting may stop once night falls, minor incidents still
The besiegers and the defenders must contend with the vagaries occur. Additionally, both sides use the quiet and cover of night to
of nature, logistics, morale and their enemies. The minor events plot or conduct espionage or sabotage.
below will not turn the siege’s tide in anyone’s favour, but canny
commanders can use them to their advantage. 1. The full moon, previously cloaked by clouds, becomes free of
its obscurement and gives the defenders a clear view of the
D AY T I M E E V E N T S enemy encampment.
2. An explosion shakes the castle, waking all but the soundest of
Most of the action in a castle siege takes place during the day,
sleepers. The explosion’s source is unclear even to the night
unless many of the combatants can see in the dark.
watch, but the castle appears undamaged. Unfortunately, a
fraught wait until morning is required before the defenders
1. A messenger pigeon avoids an arrow storm, but relief at the
can make a true assessment.
bird’s survival is short-lived. It arrives with dire news: a week-
3. A small group from the besieging army attempts to in ltrate
long delay for expected reinforcements and supplies.
the castle. They plan to scout the castle’s defences, inhibit the
2. A mercenary band arrives to offer their services at an
defenders’ ability to hold off the siege or create an opening
exorbitant fee. However, they prove more than capable as
(or enlarge an existing one) so a larger force can break in.
ghters and boast an elven sharpshooting archer who can
4. The night grows quiet, as the enemy seems to settle down for
easily pick off foes at great range. If rebuffed, they threaten to
the night. Suddenly, wolf howls from too near the castle break
make a similar offer to the enemy.
the silence. Are the wolves preying on the besiegers or part
3. Steady rain has turned the surrounding land into a mire,
of their forces?
which gives the defenders a break from battering rams and
5. A member of the besieging encampment loudly plays a
other direct attacks from siege engines. However, the enemy
discordant tune on a brass instrument. The instrument’s
forces continue to use catapults.
player keeps the racket up for the entire night, and the sound
4. A kettle of vultures circles overhead, potentially unnerving
penetrates even the densest castle walls. The rest of the
those in the castle or among the besieging army.
encampment is either used to the noise or uses wax or
Alternatively, an unkindness of ravens or other group of
another means to deaden it.
portentous (either good- or ill-omened) birds ocks to the
6. A group of commoners displaced by the con ict threads its
ramparts and begins calling loudly.
way through the enemy encampment. The people seek
5. One of the castle’s towers collapses, providing the besieging
shelter in the castle and offer to help in any way they can, but
army easy access to the castle. As the siege-laying army
their numbers threaten the already dwindling supplies. A spy
clambers over the rubble, defenders must turn them away
or assassin could lurk among the refugees.
and strive to make the pile of rubble unclimbable.
7. A meteorite streaks across the night sky. Augurs from both
6. A lightning strike or errant ember ignites dry vegetation. The
sides try to ascertain whether its appearance bodes good or
re builds and threatens to sweep across the battle eld.
evil. Likewise, a partial or full lunar eclipse, or the appearance
While the castle acts as an inherent buffer against the re,
of a comet or other celestial event, might provoke concern
smoke inhalation or ery material carried aloft by the wind
about its portent.
pose threats to the defenders.
8. Members of the night watch hear the sounds of construction
7. Strong winds blow away from the castle toward the enemy (or
from behind a copse. Camp re light necessary for the
vice versa). Powerful gusts render the use of incendiary
builders to see their work illuminates the top of a siege
munitions a dangerous prospect.
engine visible over the tallest trees.
8. A well-respected leader of the castle garrison dies in battle,
9. A team from the besieging force begins, or continues
from natural causes or through foul play. Regardless of the
digging, a tunnel under the castle. They have chosen a
circumstances, members of the guard must quickly pay their
location where their digging cannot be heard or do their
respects to their fallen leader. If the cause of death is suspect,
work while a louder sound (for example, the cacophonous
it prompts an investigation, provided it does not interfere with
instrument playing in #5) conceals their toil.
the castle’s defence.
10. Rain (either a continuation of the rain from daytime event #3
9. A seemingly neutral party arrives under the ag of peace to
or a fresh storm) douses camp res and makes conditions
negotiate the cessation of hostilities. Their purpose for doing
miserable for the besiegers. Fortunately, the structure
so may be purely altruistic or may conceal sinister intentions
provides a respite for everyone but the night watch.
for either side of the con ict.
10. A massive crack forms in the castle’s foundation due to the
strain of repeated attacks by siege engines or through a shift
in the underlying earth. A team of engineers must repair the
crack before it spreads and creates an opening through which
the invaders can pour.

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2 : A T TA C K S enemy’s warriors without injuring or killing the innocents
desperately trying to reach the safety of the castle.
10. Pairs of allied (perhaps mercenary) giants carry wagons full of
The besieging force will likely try a number of inventive tactics to enemy warriors toward the castle walls, which they plan to lift
breach the castle’s walls. Use this list below, to generate the basic up onto the battlements. The warriors within are equipped
details of such actions. with heavy shields and lengths of knotted rope. They plan to
clear a stretch of the wall, let down their ropes and hold the
1. Warriors run toward the castle walls carrying long ladders. breach until their fellows arrive.
Some of the attackers carry tower shields, and these warriors 11. The besieging force uses catapults to hurl the diseased
are rst up the ladders. They hold the shields above their bodies of animals—and perhaps even their own dead—over
heads to protect themselves from the defenders’ missiles. On the castle walls.
the ground, archers unleash a storm of arrows to keep the 12. The besieging force sends a small group to offer parley and
defenders’ head down. to ask for the garrison’s surrender. This is a trick, and a small
2. The attackers draw up several wagons lled with wood, straw band of elite warriors use the distraction to creep toward a
and other combustible materials. Much of the material piled lightly defended section of wall.
into the wagon is damp. When the wind blows in the right
direction—toward the castle—they set the wagons a ame. DEFENCES AND C O U N T E R AT TA C K S
Smoke billows from the wagons, which the attackers begin to
push toward the castle walls. Behind the wagons, obscured in Given enough time, the castle’s defenders can devise numerous
the smoke, lurks the assault force. countermeasures to withstand a siege. Oftentimes, though, attacks
3. At dusk, the enemy draw up a large force opposite one of the come with less warning, requiring impromptu solutions. Use the
castle’s walls. The warriors make a lot of noise—banging their list below to set up the castle’s existing defences along with any
weapons on their shields, taunting the defenders, singing and countermeasures used during the heat of battle.
so on. The spectacle goes on as night falls. The display is a
diversion—several enemy champions creep toward another 1. A water- lled moat is one of the surest defences against
wall intent on using stealth to enter the castle. Once inside, battering rams and other siege engines used to directly attack
they plan to open the main gates for their fellows. the castle. If a moat proves impractical, a small team can dig
4. The attackers dig a tunnel to undermine a wall or tower. strategically placed trenches and cover them with natural
Observant characters—or perhaps those sent out to disrupt material to conceal them. Additionally, breaking up the
the enemy camp—spot the tunnel entrance, or the hidden ground around the castle hinders ladder placement.
piles of spoils carried away from the tunnel. When the tunnel 2. Several cauldrons stand in the castle grounds fed by wood-
is nished, the sappers plan to pack it with oil-soaked wood and coal-burning res. While the inhabitants may have to
and set it on re. The resultant collapse should cause a suffer cold nights, the cauldrons lled with water, sand or oil
collapse and breach the castle defences. provide a deadly threat to invaders using scaling ladders.
5. The enemy pile a wagon full of barrels of oil and other highly 3. A supply of quarried stones acts as ammunition for catapults
ammable substances. To dissuade the castle defenders from situated within the castle. These stones can destroy opposing
shooting at the wagon, they tie (or nail) captives taken from siege engines or atten swaths of enemy combatants. In dire
the surrounding locality to the front and sides of the wagon. situations, livestock or corpses can serve as missiles.
When the enemy are ready to attack, heavily armoured 4. Rounding castle walls helps de ect battering rams and make
warriors push the wagon towards the castle gates. the walls less susceptible to breaching. Though less effective,
6. As number 5 above, but instead of captives the enemy have grease, liquid fat or other slick substances create a similar
“armoured” the wagon by nailing many shields to its sides, effect in a pinch.
front and over its wheels. 5. Battlements grant protection for archers, allowing the
7. Using sword and ame, the attacking troops drive a huge defenders to take advantage of higher ground without fear of
herd of cattle at the castle gates. They hope either the reprisal. Rubble and planks of wood serve as weaker
panicked animals will sunder the gate in their panic to escape protection. Hoardings provide greater protection from missile
or the heaps of dead animals will pile so high they can use weapons and enables defenders to move about unseen.
them to scale the walls. 6. Many castles fall prey to invaders digging tunnels under the
8. The enemy use catapults to hurl balls of pitch-soaked aming walls. Extending the foundation is dif cult even with ample
hay bales and the like against the castle walls. The aming warning, but a few stone blocks in easily compromised areas
missiles do no damage but create dense clouds of smoke thwarts quick access. Defenders can use cauldrons of water to
which hide an imminent attack. ll tunnels and drown would-be intruders and set up traps to
9. The enemy have many captives and slaves. They set the protect obvious entry points.
captives free and drive them toward the castle. They then 7. Many siege engines are constructed primarily of wood;
charge forward. Quickly, the two groups become arrows or ballistae bolts coated with pitch and set a ame are
intermingled, making it hard for the defenders to target the useful agents of their destruction.

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8. Erecting redundant outer and inner walls of increasing height gain intelligence on their enemy’s numbers and capabilities.
allows the castle to absorb hits from siege engines, wears Escaping with that information, while not divulging
down enemies scaling the walls and accelerates attrition of counterintelligence, is crucial for this tactic’s success.
enemy forces. 11. A small band of defenders creeps out at night to dig small
9. Both the besieging army and the castle’s defenders use holes along the attackers’ expected line of attack, in the
messenger birds to inform their leaders of events and to hopes of disrupting their charge. The group need guards,
request reinforcements or resupply. Archers on both sides and the characters are asked to accompany them.
wait to shoot down the birds. Employing trained birds of prey 12. The defenders have a small supply of enemy equipment and
to attack smaller birds proves similarly useful. uniforms. Volunteers are asked to join an intelligence-
10. Though risky, castle defenders can allow themselves to gathering sortie into the enemy camp.
become the enemy’s prisoners. While imprisoned, they can

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3 : C H A L L E N G E S & C O M P L I C AT I O N S 10. Fresh Air: With so many bodies crammed into a small space,
and the reduction in sanitation, coupled with the
decomposing bodies of the dead and the res of the
The defenders’ lot in a siege is a hard one. besieging forces wafting over the castle, a miasma of death
hangs over fortress. Sickness and plague could result, unless
DWINDLING SUPPLIES
something is done.
When a castle is under prolonged siege, supplies will run low. Use
this list, to determine what shortages bedevil the defenders.
L OW M O R A L E
Prolonged sieges take their toll on even the doughtiest warriors,
1. Iron & Coal: The castle’s blacksmith is hard at work repairing and ebbing morale can prove more dangerous than enemy
the garrison’s arms and armour and forging new arrowheads, attacks. The castle’s lord or lady, or others in charge, must mitigate
crossbow bolt tips and the like. Unfortunately, this frenzy of the causes of hopelessness among the soldiers and deal with its
activity is eating into his stock of raw materials—iron bars, coal effects. Use this list, to determine the nature and level of the
and the like. (The castle’s bowyer/ etcher, leather worker and despair faced by the defenders.
other essential crafter could also be in a similar situation).
2. Animal Fodder: Because the castle is under siege, more 1. Several defenders wish to surrender. The castle’s lord or lady
beasts of burden and horses are stabled within its walls. must assuage their fears and inspire them to keep ghting.
Sadly, supplies of animal fodder are running low and soon the 2. Tempers are among the castle’s guardians and ghts break
stablemaster must slaughter some of the animals. out, with each side blaming the other for failures and losses
3. Healing Supplies: A constant stream of wounded soldiers suffered during the siege. The situation requires a calming
and the like make their way to the castle’s healers—either in uence to restore faith within the ranks.
clerics, apothecaries or army surgeons. This constant demand 3. Defenders sneak out of the castle at night to make a deal with
is depleting the healers’ supplies of bandages, unguents and the besieging army, hoping to trade safety for intelligence on
the like. Alternatively, the castle’s clerics could be running low the defences. The traitors have convinced themselves
on consumable magic items such as potions and scrolls. everyone will die during the siege, so they hope to spare
4. Wine & Ale: The castle is running low on wine and ale to themselves from certain doom.
slake the defenders’ thirst. During particularly harrowing 4. Rumours about horrible treatment by the enemy spread
times, the castle’s lord uses both drinks to boost the morale among the defenders. While this might seem to bolster
and bravery of his soldiers. When the castle runs dry, a mutiny resolve among them, they instead suffer sleepless nights as
—or collapse in morale—could ensue. their imaginations run wild considering the torture awaiting
5. Oil & Torches: A constant watch must be kept—particularly them should the castle fall.
during the hours of darkness when evil’s forces are at their 5. The castle’s defenders believe the decisions made by their
most dangerous. Such activity requires the expenditure of leaders are lacking so they plan to overthrow them.
much lamp oil and prepared torches for the castle’s human 6. The defenders threaten to strike for better conditions or pay
defenders are at a disadvantage in the dark. for their work. Their threats intensify and their demands
6. Firewood: The castle needs wood for its res to boil water, become more unreasonable as the siege’s duration stretches
cook food, light the blacksmith’s forge and for heat. Wood is from days to weeks.
bulky, and the castle’s supply is running low. Will someone 7. Rumours circulate among the castle’s inhabitants about a
slip over the wall to get more? (And if they do, how will they supernatural enemy among the besiegers. This intensi es the
retrieve a decent supply?) inhabitants’ fear and degrades their ability to keep ghting.
7. Pigeons: The castle has a small supply of messenger 8. Members of the night watch feel taken advantage of, since
pigeons, but are running low as most have been despatched they must remain alert overnight while others bene t from the
with requests for reinforcements, more supplies and the like. luxury of sleep. They become less attentive and more prone
Can the characters sneak through the enemy lines to retrieve to napping during their watch.
more birds from a group of nearby scouts? 9. Low morale spreads to the of cers, who second guess their
8. Masonry & Mortar: Enemy action has damaged parts of the decisions and poll their followers for advice on how to handle
castle’s ramparts and crenellations. The castle’s supply of the siege. This forces the followers to take matters into their
masonry and mortar are running low as the stonemasons own hands or requires the lord or lady of the castle to replace
patch up one piece of damage after another. (Alternatively, the ineffective leaders.
the castle could be running low on planks and other prepared 10. People begin to hoard food out of fear of dwindling supplies.
wood as they use it to repair gates, hoardings and so on). Arguments about food rationing become more frequent. In
9. Compassion & Caring: Surrounded and under constant extreme cases, someone poisons or purposely spoils the food
attack, the morale of the castle’s garrison and those seeking so no one can eat.
shelter within, is falling. Arguments become more common,
and small ghts erupt over trivial matters. Someone must
calm the situation before it spirals out of control.

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DRAGON’S LAIR: BLACK DRAGON

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Lauro Moraes (Order #31841168)


1 : B L A C K D R A G O N L A I R F E AT U R E S 11. Foul swamp water oozes down the walls of this low-lying area.
The oor appears to be normal—just mud—but is in fact
quicksand almost 15 ft deep.
A black dragon’s lair is rarely nothing more than a dismal, sunken 12. The ceiling is unstable and riven with deep cracks. Excessive
cave stuffed full of treasure. Black dragons are wily, cunning and noise—the sounds of a loud combat—or explosive spells or the
in-tune with the surrounding environment. Their lairs re ect their dragon’s breath weapon striking the ceiling causes it to
intrinsic connection with the surrounding swamp or marsh. collapse, burying everyone under piles of sodden mud.
Use the list below, to add major features of interest to the
black dragon’s lair. Such features are both avoursome and things DRAGON DRESSING: FEMALE DRAGON NAMES
for the characters to interact with as they explore the lair.
All dragons—even baby dragons—should have names.

1. A large pool of fetid, dirty swamp water covers the oor in this
1. Arveairaul
area. In places, the water is almost ten-foot deep; sometimes
2. Oskagham
the dragon bathes here.
3. Golosvaer
2. A wide swath of deep, glutinous mud covers the ground. The
4. Malmere
mud smells noxious and is thigh-deep in places. If the dragon
5. Akkanskad
has recently passed by here, its tracks are visible in the mud.
6. Harnmiir
3. A tangle of roots grows down through the ceiling and quests
7. Alyrithosk
almost all the way to the oor. The roots form a thick curtain of
8. Klauthix
sorts and obscures whatever lurks beyond. Things might live
9. Urythevureim
in the roots or perhaps the dragon has interwoven pieces of
10. Bahormere
metal in the brous growths. Incautious characters passing
through the roots cause the broken shields, bits of armour DRAGON DRESSING: MALE DRAGON NAMES
and so on to jangle together.
4. A sinkhole pierces the lair’s ceiling; mud, fetid swamp water All dragons—even baby dragons—should have names.
and the occasional swamp denizen fall into the hole and end
up in the dragon’s lair. Faint light lters down through the 1. Alymmcalaun
sinkhole dimly illuminating the surrounding area. If the 2. Irfeltot
sinkhole is wide enough, the dragon may use it as a 3. Mornaugsurr
secondary way into and out of its lair. 4. Surmajier
5. A large rotting tree trunk, its leaves branches ripped off lies 5. Hoonryx
on its side in the mud. Mud coats the trunk, which must be 6. Ryxmajier
climbed over to get further into the lair. 7. Autharaul
6. Part of one wall has collapsed creating a viscous eld of mud 8. Galaddor
and rubble which partially blocks the corridor. Perceptive 9. Thalugos
characters notice the wall around the collapsed area is 10. Malaejalan
pockmarked with acid scars and slightly melted in places.
Characters digging through the rubble—a long, dirty job—may
discover the remains of some of the dragon’s foes (Perhaps,
some of the interlopers’ equipment has also survived).
7. Mosquitos, and other annoying, biting,
insects, swarm in this area. They greedily
attach onto any exposed skin and
generally make the explorers’ lives miserable.
8. A high, steep bank of mud cuts the area in
half. Several small dirty rivulets ow down
the escarpment creating a small pool at its
base. Explorers climbing the bank discover it is
slippery, and they get muddy.
9. A few cut and dressed stones sunk into the mire hint at
some ancient stone wall or other building. Investigations
reveal indistinct carvings worn down by immersion in water
and mud decorating some of the stones.
10. Deep bogs, intermingled with shallower pools only about
one-foot deep, pockmark the oor. The deep bogs are almost
four-foot deep.

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2: BLACK DRAGON LAIR DRESSING 12. The dragon’s name is carved into the wall in overly large,
crude letters. The name is carved in the language of dragons
and so its meaning may not be evident to the characters.
Black dragon lairs are different to normal dungeons.
Consequently, the minor pieces of dressing should highlight this DRAGON DRESSING: DISTINGUISHING MARKS
difference. Signs of previous exploration—dropped and broken
Black dragons are as individual as any member of a species; they
equipment, the splintered, burnt corpses of previous adventurers
all have a unique appearance.
and the like—will also be visible.
Use the list below, to add depth and avour to the lair’s minor
1. A vivid patch of white scales highlight’s the portion of the
features:
dragon’s chest between its front legs.
2. A livid, dirty scar runs down the dragon’s left front leg. By the
1. Small patches of melted metal pockmark the lair’s oor.
looks of the scar, the wound never healed properly. The
2. Gouges in the wall show where the dragon has sharpened its
dragon favours its other leg.
claws. Clever characters can use the marks to estimate the
3. One of the dragon’s eyes glimmers balefully at its enemies; a
dragon’s size.
mass of scar tissue surrounds the other milky white eye.
3. Pitted bones cover swaths of the oor. Many show the tell-tale
4. The dragon’s two horns are curved into tight spirals and are
marks of acid; others are crushed and smashed.
set close to the creature’s head.
4. Small pools of stagnant water ll hollows in the oor.
5. The dragon’s frill is tall, but ragged, and extends about three-
5. A thin sheen of mud covers the oor; the bones of several
quarters of the way down its long, sinuous neck.
creatures—perhaps lizardfolk, crocodiles or the like—jut from
6. Foul-smelling, slightly steaming drool drips from the dragon’s
the glutinous paste.
jaws. Several of the beast's lower fangs end in jagged,
6. The stump of a discarded, mud-covered torch lies on the
blackened stumps.
muddy oor. Nearby, footprints head deeper into the lair.
7. The stench of rotting vegetation and fetid swamp water
7. Several small hummocks of drying mud dot the area. The
intermixed with a slight, noxious tang of chlorine emanates
largest of the hummocks is almost three-foot high; the
from the dragon.
hummocks resemble overly large molehills.
8. The dragon’s red-rimmed eyes are different colours; the left
8. The entrance to a small ants’ nest pierces the oor; here,
eye is blue, while the other is green.
hundreds of ants scuttle about their business.
9. The decomposing body of a lizardfolk lies partially buried in
the mud. One of the lizardfolk’s legs is missing.
10. A confused miss mash of tracks criss-crosses
the area. The track go hither and
thither; in a few places a larger—
draconic—footprint overlays the
others. A skilled tracker can tell many
of the tracks were made by folk
running.
11. Someone or something has
excavated a deep hole near
a wall. The hole is about
ten-foot deep and is
slowly lling with
water; claw marks
are evident in the
mud—perhaps the
dragon, or one of
its servants, dug
the hole.

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3: BLACK DRAGON LAIR MINOR SIGHTS, 12. The characters encounter a pocket of fetid swamp gas.
Perhaps the gas was blown into the lair from outside or this
SOUNDS & EVENTS
area has a particularly high concentration of noxious gases. In
any event, the smell is revolting and the party’s natural light
Dragon lairs are not staid, unchanging places. While they might sources turn blue and icker sullenly.
have only one resident, things of minor note still happen within.
Use the list below, to add minor sights, sounds and events to DRAGON DRESSING: WHAT’S THE DRAGON DOING?
the black dragon’s lair: Black dragons don’t just hang around their lair waiting for
adventurers to wander inside.
1. A faintly acidic smell hangs in the air; it is heavier, closer to
the oor and is particularly marked in “low-lying” portion of 1. The dragon is sleeping on its back after a large meal of
the lair. melted elf. The beast is unprepared for battle and furious to
2. Dirty swamp water drips from the ceiling. The constant pitter discover intruders in its lair.
patter of water hitting the oor makes hearing subtle sounds 2. The dragon is slowly pulling apart two lizardfolk corpses and
in the lair harder. eating them in a surprisingly dainty fashion. The smell of
3. From the direction of the lair’s entrance, a faint wind sighs melted esh gives the party some clue to what they will
through the area; it plucks at the water or mud coating the discover before they enter the chamber.
oor creating small wavelets that break against the chamber 3. The dragon is faking sleep and is expecting trouble (either it
walls and the characters’ ankles. has noticed the intruders or its sixth sense has alerted it to
4. Small pieces of mud fall from the ceiling and land on the oor impending danger). It has already cast any long duration
with quiet splatting sounds. Alternatively, the mud splashes protective spells it knows.
into a nearby muddy puddle. 4. The dragon is happily sorting through its hoard, examining its
5. A quiet squelching sound reaches the characters’ ears, from most beloved treasures. It is muttering and chuckling to itself,
deeper into the lair. when the characters arrive.
6. A faint, low mist covers the ground, giving the mud an odd, 5. The dragon has just nished torturing and eviscerating a
ethereal look. The mist swirls and eddies about the captive. As the characters arrive, it tosses aside the limp
characters' ankles as they move through the cavern—paranoid corpse and licks the unfortunate’s blood from its claws.
characters may think the wisps of mist resemble tentacles 6. The dragon is stalking about its lair in search of one of its
reaching up from the oor. treasures that it has just discovered is missing. It is muttering
7. A sudden splash from a nearby pool shatters the quiet. loudly about thieves and what it will do to the thief when it
Something might lair in the pool or perhaps something fell captures him.
into the fetid water. Large ripples over ow the pool’s bank. 7. The dragon is rubbing its scaly body into the mud coating
8. A small sickly green-coloured swamp viper slithers across the one wall and moaning with pleasure as it covers a hard-to-
oor; it is not aggressive and ees if approached. get-at itch.
9. Perceptive characters hear a quiet, low chuckle from 8. The dragon is a devout worshipper of Tiamat. When the
somewhere deeper into the lair. The chuckle goes on for characters arrive, the dragon is praying to his dark mistress in
about half a minute before fading away. hopes of gaining some unspeakable boon. Thus, he sees the
10. A sudden gust of sullen wind redolent with the smell of decay intruders as a test (or perhaps a gift) sent by Tiamat herself!
and the faint hint of marsh gas sweeps over the party.
11. A jumbled mass of pitted and partially melted bones,
intermingled with scraps of rotting and rusting equipment,
shows where another adventuring party met their doom. The
dragon has removed any surviving treasures or trinkets to its
hoard; there is nothing of value here.

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4: BLACK DRAGON TREASURES & 13. Finished with a copper wash so as to appear green, this ne
plate armour has elaborate dragon-shaped pauldrons.
TRINKETS
14. This small steel shield has a single, wickedly curved spike
protruding from its boss.
Dragons are renown for their vast treasure hoards—it’s one of the 15. The graven symbol of the dwarven god of war decorates the
main reason adventurers seek their lairs. While much of the hoard heads of this heavy all-steel warhammer.
likely comprises coinage and the like, inevitably other interesting 16. This once ne golden statuette depicted a dragon curled up
objects—of a variety of values—will be mixed in with the rest. asleep. The green dragon has vandalised the statuette
Use this table below, to add depth and avour to the however, prizing out its gemstone eyes (which lie somewhere
dragon’s hoard and assign a value to each piece of treasure in the hoard) and scratching and melting some of the
suitable for your campaign. statuette's ner features.
17. Delicately wrought, this large, almost man-sized porcelain
1. A spear rests upright against a wall, chest or other large piece vase has delicate blue and red wave-like patterns painted all
of treasure. Its shaft is fully ten-foot long and its point is long over its body.
and tapered. Several tribal charms—feathers, strips of 18. This black onyx paperweight is carved into the shape of a
snakeskin and the like—now caked in dried blood hang from rampaging boar.
the haft. 19. A sodden and ruined velvet pouch holds a set of ve ivory six-
2. A book entitled, “Vilimzair Aralivar: His Amazing Life” lies sided dice.
open on an upturned chest. The book’s title is embossed in 20. This sable battle standard bears the plain white crest of a
gold leaf and the pages are rendered in beautiful, owing rampant swan.
elven script. The book details—brie y—the life of the
legendary pirate-bard Vilimzair Aralivar and his motley band DRAGON DRESSING: WORN TRINKETS
of inept followers. Black dragons are vain creatures. Sometimes they’ll augment their
3. A black-stained hardwood mask of a leering crocodile face appearance with various shiny baubles. Some might be magical,
leans against a pile of coins. The mask has lost the straps that others might be merely pretty.
once held it to a warrior’s face, but is an excellent example of
a local lizardfolk tribe’s war masks. 1. This dragon has daubed several strange symbols on its chest
4. A muddy silver mechanical bird lies on its side at the bottom using different colour mud. The mud is dried and cracked.
of an ornate, blood-splattered silver cage. The bird has tiny The symbols are decorative, and don’t mean anything in
red, glimmering eyes crafted from ecks of ruby. The bird’s particular, but some characters may waste valuable seconds
key still nestles in its chest; turning the key activates the bird trying to discern their meaning.
which then sings and utters its wings. 2. The dragon wears three large, heavy gold bands as eyebrow
5. Four small jade statuettes are scattered throughout the hoard. rings. The three rings faintly jingle when the dragon moves its
One depicts an owlbear, another a minotaur and the last two head violently.
archaic hunters dressed in simply garb. The four statuettes are 3. The dragon wears an over-sized golden teardrop-shaped
obviously a set. pendant on a thick silver chain around its neck. Faint cracks
6. Bound in scarlet-hued leather this large book bears the title, criss-cross the pendant’s surface which could have magical
“Dragons and their Ilk”. The book’s yellowed pages are mud- powers or it could be merely decorative. (Alternatively, the
stained and dried blood mars several pages. pendant could be the broken phylactery of a long-dead lich).
7. Its collar and hems decorated with ne silver thread woven 4. A beautifully wrought leather bracer with sigils picked out by
into all manner of arcane symbols this bright blue wizard’s thin silver wire covers one of the dragon’s claws.
robe is surprisingly intact and unblemished. 5. The dragon wears a plain silver torc as a monocle.
8. This bright white hunting horn crafted from a unicorn’s horn 6. A massive earring of gold, silver and brass shaped like a
hangs from a short supple leather thong. grinning skull hangs from the dragon’s left earlobe. The
9. This thin, narrow box is beginning to rot, but its contents—two earring is of giantcraft.
bolts of red silk—are in excellent condition. 7. The dragon wears a thick, iron signet ring on the smallest
10. Rolled up tightly in an iron scroll tube this parchment map nger of its left claw. The ring bears the heraldic symbols of
depicts—in exquisite detail—the surrounding swamp. crossed spears over a crocodile’s head.
11. The hilt of this ve-foot long greatsword is missing—melted 8. Two cloaks sized for hal ings or gnomes—one blue, the other
away by the dragon’s breath. The sword’s blade, however, is in red—are woven together to form a jaunty scarf of sorts which
excellent condition and remains sharp. If repaired, its the dragon wears about its neck. The dragon is proud of its
workmanship is so ne it could be used in the crafting of a scarf and tries to keep it clean.
magical weapon.
12. Thin and fragile, this plain platinum ring is sized for a hal ing—
or perhaps a human's smallest nger.

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5: BL ACK DRAGON HOARD DRESSING of a muscular man yet lies within. He has clearly been dead
for months. The platemail is, sadly, ruined.
12. The sodden bloodstained remains of a once ne lady’s riding
Black dragon hoards can be immense in scope and value. Among saddle lie upturned amid the hoard, covered with coins and
the treasures and trinkets, however, most dragons have also other precious objects.
accumulated objects that might not fall under the traditional 13. A plain set of pan pipes crafted from hollowed bones and
heading of treasure, but which are interesting and avoursome lashed together with green and red string lies hidden among
none-the-less. other treasures. Perhaps a gem or two is wedged inside the
Use the list below, to add such objects of interest to the pipes and might be overlooked by casual searchers.
dragon’s hoard: 14. A large iron-banded chest lies on its side, its lid shut, but not
locked. The chest is lled with mundane bits and bobs that
1. Pieces of broken and splintered wood lie intermingled with have captured the dragon’s interest.
the dragon’s hoard. All are rotting and decayed. 15. Shards of a smashed tankard lie at the bottom of a shredded,
2. Skulls of the dragon’s slain enemies are set about its hoard rotten backpack along with a coiled black leather whip.
atop decaying wooden stakes or spear shafts driven deep 16. An apothecary’s set of pouches still attached to a stout belt
into the ground. encircle the waist of a skeleton buried under the hoard. The
3. A rotting barrel partially sunken into the mud holds several pouches contain nothing but rotting herbs and spoiled
weapons including two spears, a rusting longsword and a unguents and the like. The whole smells slightly off-putting.
longbow without its string. 17. Mushrooms sprout among the hoard; some are small while
4. A chest lies amid the dragon’s hoard; its lid has long since others have grown monstrously large.
been snapped off, but the dragon still uses the chest to hold 18. Rusted and pitted with age this 20-foot long sinuous iron
treasures which might be ruined if they got muddy or wet. chain lies like a slumbering snake under the dragon’s hoard.
5. The dragon has created raised beds and pillars of mud to 19. Ten jars of honey ll a straw- lled box. Although the straw is
better display some of its choicest treasures. These rise above rank and rotten, the honey is still perfectly edible.
the main body of the hoard to a height of between ve and 20. This brass candelabra lies on its side in the mud. Originally
15 ft. Some of the pillars are slender affairs that collapse if designed with six arms, one of them has snapped off and is
anyone tries to scale them. lost elsewhere in the hoard.
6. Shallow channels gouged into the oor, divert the worst of
any fetid swamp water away from the dragon’s bed and
hoard. Bones and the remains of various animals—and
perhaps previous would-be dragonslayers—choke some
sections of the channels.
7. A small pyramid comprising a score or so skulls watches over
the dragon’s hoard. Golden coins have been delicately
placed in each skull’s eye sockets.
8. Faded, mud-streaked tapestries hang down the chamber’s
walls. The wall hangings comprise not just tapestries, but
rugs, battle ags and the like all taken from the dragon’s
previous victims. The party may recognise some of the ags
as being from vanished adventuring companies, questing
nobles and the like.
9. The dragon has scratched a crude map of the
surroundings on the ceiling of the cave. The
map depicts various settlements and the like as
well as several mysterious caves which the party
did not know previously existed. The dragon has also
drawn various gures on the map—humans, lizardfolk and
the like to remind it which races live where.
10. A cunning, but crude, trap wards the chamber. The
dragon has excavated a deep pit in front of the
chamber’s entrance and roofed it with branches
covered in mud. Characters stepping onto the
seemingly solid oor plummet into a fetid,
mud- lled hole.
11. A rusting set of partially melted plate armour lies
among the hoard. The rotting, disembowelled corpse

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D R A G O N ' S L A I R : B LU E D R A G O N

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Lauro Moraes (Order #31841168)


1 : B L U E D R A G O N L A I R F E AT U R E S dumping piles of rubble onto the oor. Beneath some such


piles may lie the crushed, broken remains of those who
sought to slay the dragon.
A blue dragon’s lair is rarely nothing more than a cave stuffed full 10. A large colony of bats—tolerated by the dragon as a natural
of treasure. Blue dragons are wily, cunning and in-tune with the early-warning system—lairs on the ceiling. If disturbed, they
surrounding environment. Their lairs re ect their intrinsic swarm before eeing the light source; they y toward the lair
connection with the desert. exit or some deeper recess of the cave; they do not y toward
Use the list below, to add major features of interest to the blue the dragon’s inner sanctum.
dragon’s lair. Such features are both avoursome and things for 11. A dense eld of rubble and boulders covers the oor. Placed
the characters to interact with as they explore the lair. here deliberately by the dragon to make exploration by land-
bounded creatures harder, some of the stones shift
1. A deep drift of ne, shifting sand lls the area. Blown here by alarmingly underfoot. Characters wise in the ways of caves
the wind—or perhaps placed by the cunning dragon—the sand can determine the rubble came from the ceiling; a close
swirls and billows about when a strong wind—such as that examination of the ceiling reveals deep claw marks
caused by the beating of mighty wings—sweeps through the suggesting the rockfall is not natural.
area. 12. A wide, deep pool blocks further progress. A few at stones
2. A small subterranean stream ows beneath this area, creating jut from the water providing a precarious set of stepping
a weak spot in the oor. Characters weighing more than 80 stones. Several underground springs feed the pool, which
lbs. walking on the unstable section cause it to collapse into a never runs dry. The dragon enjoys bathing in the pool, and
10-foot deep crevice running across the chamber. signs of something large emerging from the water are easily
Unfortunately, quicksand lls the hole. visible in the surrounding soft sand.
3. Rippled dunes of sand ll the passageway, blocking line of
sight. Cunning characters can use the dunes as cover to get
deeper into the lair. The wind has effaced all tracks of DRAGON DRESSING: FEMALE DRAGON NAMES
previous explorers (or lair occupants) although here and there
white bones emerge from the sand. All dragons—even baby dragons—should have names.
4. A deep, sand- lled crevasse splits this area in two. The ssure
appears to be only 20-foot deep but is lled with soft sand to 1. Zyrephtratain
a depth of 30-foot. Characters falling into the sand sink slowly 2. Malaevoar
to the bottom. (Alternatively, the dragon—or its servitors— 3. Wyrvalam
could lurk below the sand; they wait for the characters to pass 4. Zundaedarth
by before emerging to attack intruders from behind.) 5. Aryxondalah
5. A series of hidden sinkholes lurk beneath the sand, ready to 6. Lothtornabal
entomb explorers. Characters walking across a sinkhole cause 7. Endorosballax
it to collapse into a sandy pit. Even worse, sand continues to 8. Seyrtreois
ow into the sinkhole from the surrounds for 1d6 rounds
(potentially suffocating a victim caught within).
DRAGON DRESSING: MALE DRAGON NAMES
6. A forest of strange, albino cactuses grows throughout this All dragons—even baby dragons—should have names.
area. Some of the cacti are as large as small trees; all have
prickly, thorny growths. 1. Oskthotgos
7. A veritable swarm of scorpions dwells here. Their tracks are 2. Klauthurakamere
easily visible in the sand, and—curiously—the dragon hasn’t 3. Nymsaryne
killed or driven forth this vermin. (The dragon uses the 4. Calaunalae
scorpions as an intruder alarm and even encourages their 5. Aerosuythe
numbers to grow by dumping the occasional corpse in the 6. Jharangkar
area for them to feed upon). The bones of several creatures 7. Etharmurhmal
festoon the area. 8. Durgaradace
8. A high drift of sand lies piled up against one wall. The drift
obscures the entrance to a passageway or chamber beyond.
(The dragon simply burrows through the sand). Perceptive
characters may nd the placement of the sand odd—the rest
of the area is not similarly buried in sand).
9. Sections of the wall and ceiling throughout the lair are
blackened, scorched and even melted—hinting at the
awesome power of the dragon’s lightning breath. In some
places, where the ceiling bears scorch marks, it has collapsed

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Lauro Moraes (Order #31841168)



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2 : B LU E D R AG O N L A I R D R E S S I N G DRAGON DRESSING: DISTINGUISHING MARKS


Blue dragons are as individual as any member of a species; they
Blue dragon lairs are different to normal dungeons. Consequently, all have a unique appearance.
the minor pieces of dressing should highlight this difference.
Signs of previous exploration—dropped and broken equipment, 1. A vivid scar, surrounded by malformed scales, runs from the
the fused, burnt corpses of previous adventurers and the like—will dragon’s forehead down between its eyes.
also be visible. 2. The scales on the dragon’s belly are a beautiful light blue
Use the list below, to add depth and avour to the lair’s minor colour—akin to the cloudless desert sky.
features: 3. Blue dragons have a single massive horn atop its head; this
dragon’s horn is missing its tip.
1. Piles of gleaming white bones lie amid the lair’s shifting 4. The dragon’s scales are beautiful deep blue; desert winds
sands. Some of the bones are clearly of desert animals— and sand have scoured them completely smooth.
camels, hyenas and the like. Others are obviously human. 5. Several ragged holes pierce the dragon’s bat-like wings; the
Many are splintered and crushed; some are fused together. holes create a high-pitch whistling sound when the dragon
2. A suspiciously dragon-shaped depression in the sand hints at aps its wings.
the size of the lair’s inhabitant(s). Perhaps the lair’s resident 6. The dragon’s protruding fangs are particularly sharp and
recently rested here. curved, although it is missing two fangs from its underbite.
3. A small, jagged shard of blue scale lies half-buried amid 7. Most of the dragon’s scales are coloured a deep iridescent
gently shifting sands. The scale clearly came from a dragon, azure; a patch under its chin is of a deep indigo hue—perhaps
but because it is a fragment of a larger scale, it is impossible this is a draconic birthmark or a family trait?
to accurately determine the dragon’s size. 8. A large iron bolt, shot from a heavy crossbow, protrudes from
4. Gouge marks in the walls show where the dragon has the dragon’s left shoulder. The wound is an old one, and the
sharpened its claws. Canny characters can use the marks to dragon’s scales have regrown in a ragged fashion about the
gauge the dragon’s size. old injury.
5. A large mottled red stain on the oor shows where someone
or something bled long ago. The stain is large—easily ten-foot
in diameter.
6. The remains of a gnoll raiding party lie scattered about the
area. The party comprised a half-dozen individuals; their
scorched and burnt remains, and their
melted, burnt or fused equipment,
provide mute testimony to the potency
of the dragon’s breath weapon.
7. A confused mess of large, clawed footprints
in the sand coating the oor show where the
dragon has come and gone. The most recent
footprints lead away from the party.
8. A three-foot natural step divides the area in two;
wind-blown sand has piled up against it, forming an
almost ve-foot wide drift.
9. Faded words, daubed onto the wall in dried blood,
read, “Your doom awaits. Flee if you can. Go no further.”
10. A narrow, half-foot wide crack cuts through the ceiling. A thin
curtain of ne, dry sand sporadically sifts down from above
obscuring what lies beyond. Consequently, the ne sand
covering this area’s oor is deeper than elsewhere in the lair.
11. A mangled and broken steel shield lies discarded on the
oor. A single draconic fang pierces the shield at the
epicentre of the damage.
12. The mouldering skeleton of some unfortunate explorer
stands trans xed on a spear driven up through its groin. The
spear’s tip nestles in the deceased’s skull. The dead explorer
still seems to have most of his equipment. (If the dragon can
create magical traps this is a perfect place to set one.)

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3: MINOR SIGHTS, SOUNDS & EVENTS 12. Small cracks crisscross the oor. Faint wisps of warm steam
rise from the cracks. As the characters approach, the volume
of steam seems to increase. (This effect is a natural
Dragon lairs are not staid, unchanging places. While they might phenomenon and follows a set pattern—the characters' arrival
have only one resident, things of minor note still happen within. here is nothing more than a coincidence.)
Use the list below, to add minor sights, sounds and events to
the blue dragon’s lair: D R A G O N D R E S S I N G : W H AT ’ S THE DRAGON
DOING?
1. The heavy, pungent stench of ozone hangs in the turgid air.
The smell is strongest near the oor. In areas with good air Blue dragons don’t just hang around their lair waiting for
ow, the stench is noticeably fainter. adventurers to wander inside.
2. A light wind blows through the lair, whipping up small dust
devils from the oor that twist, turn and dance before 1. The dragon is sleeping after a large meal. It is unprepared for
dissipating. This could be a singular event, or it could happen battle and has cast no defensive spells (except those with
on a cycle—as wind enters the cavern through any number of particularly long durations).
cracks and crevices. 2. The dragon is shaming sleep and may be very aware of
3. The sound of rocks tumbling to the ground comes from intruders in its lair. In this instance, it has taken preparations
deeper into the lair. Alternatively, this sound could come from for battle (including casting defensive spells).
the lair’s entrance. Paranoid characters might fear they have 3. The dragon is rolling on its back, to scratch an itch, among its
been trapped inside by the rockfall. treasure hoard.
4. Outside, the wind whines about the lair’s entrance like a 4. The dragon is admiring one of its choicest treasures and
living, breathing creature, obscuring the characters’ tracks. muttering to itself.
5. A faint hum and crackle of electricity in the air permeates the 5. The dragon is just nishing a light snack of “camel and rider”.
area. Worryingly, the phenomena’s point of origin is dif cult Blood and gore cover the ground; luckily for the characters, it
to identify. eats away from its hoard—blood-drenched treasure is so
6. A half-dozen columns of pale light pierce the gloom. They dif cult to clean, sort and sell.
emerge from small holes in the ceiling. As the sun passes 6. The dragon is away hunting.
overhead the shafts of light move and then fade before the 7. The dragon is away from its lair but returns shortly after the
sunlight pierces other nearby holes. characters reach its hoard.
7. A deep thunderous roar sounds from deeper inside the lair. 8. The dragon is conversing with a captive humanoid of the
The lair’s strange acoustic properties cause the sound to echo opposite sex. It is deep into a conversation about courting
for a few seconds before it fades away. rituals and initially does not notice the intruders. (Either
8. Sand sifts down through cracks in the ceiling, lightly dusting design a captive NPC or have the dragon slay the unfortunate
the characters’ heads and shoulders. Unlucky characters get in the rst round of combat.)
sand in their eyes.
9. Shadows move on the ceiling at the limit
of the party’s lights. (The party has
disturbed a small colony of
bats.) If the characters
continue onwards, the bats
take ight, swarm and ee. The
utter of their wings echoes
through the lair—perhaps alerting
the dragon lurking beyond.
10. A deep chuckle—redolent with
menace and anticipation—echoes through the
lair. Perhaps the dragon knows the characters
have invaded its home and is amused by their pathetic
attempts to surprise it.
11. The least perceptive characters begins to feel the party is
being watched from some unknown, hidden place. Wherever
the party goes in the lair, the feeling persists. If the
characters retreat before facing the dragon, they can’t
shake the feeling for the rest of the day—even when they
camp for the night.

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4 : B LU E D R AG O N H OA R D T R E A S U R E S & Two of the quills are of high enough quality to be used in


scribing magical scrolls.
TRINKETS
17. A pouch holds a small collection of highly-polished shells.
Several of the shells have strange sigils daubed on them in
Dragons are renown for their vast treasure hoards—it’s one of the purple ink.
main reason adventurers seek out their lairs. While much of the 18. A hunting horn, banded in iron, hangs from a short leather
hoard likely comprise coinage and the like, inevitably other strap. Sand chokes the horn—it must be cleaned out before it
interesting objects—of a variety of values—will be mixed in with the will sound once again.
rest. 19. A small, plain coffer holds an iron incense burner along with
Use this table below, to add depth and avour to the dragon’s three small packets of exotic-smelling leaves.
hoard and assign a value to each piece of treasure suitable for 20. The bloody, shredded remains of a man’s white shirt lie
your campaign. intertwined with the treasure. Perceptive characters notice the
shirt still has several of its silver buttons—each stamped with
1. A small sandstone statuette depicts a desert deity revered by the sigil of a noble family from a kingdom bordering the
local nomads. Its glimmering blue eyes are tiny sapphires. desert.
2. An ornate leather saddle decorated with beautiful etchings of
seemingly endless desert dunes. Dried blood cakes the DRAGON DRESSING: WORN TRINKETS
saddle’s underside.
Blue dragons are vain creatures. Sometimes they’ll augment their
3. A shredded backpack lies under a pile of coins. A pocket-
appearance with various shiny baubles. Some might be magical,
sized, leather-bound book lies within. The book is the diary of
others might be merely pretty.
Armdel Jeral a wizard of growing skill obsessed with nding
a certain ancient buried necropolis said to lie hidden deep in
1. This thick banded golden ring is worn as smooth as glass. The
the desert. The journal stops abruptly but could contain
dragon wears it on the tip of one of its claws.
enough information to whet the characters’ appetite for
2. This dragon wears an ornate, but bent, silver torc as an
further adventure.
armband of sorts. Several pale orange stones (carnelians)
4. A drawstring velvet bags holds an ivory and jet chess board
adorn the torc.
along with a mahogany box containing matching pieces.
3. The dragon wears a single golden wire earring. Sized for a
5. An ornate two-handed scimitar with a beautiful wave-like
giant, the earring should be a delicate thing depicting a
pattern running along its blade rests in a plain, worn leather
lidless eye, but it is surprisingly sturdy.
scabbard. The scimitar’s handle is well worn, and the weapon
4. A sender black silk rope interwoven with delicate silver wire
is in excellent condition.
serves as a necklace of sorts for the dragon.
6. Three tightly wound bolts of silk (blue, red and white) ll a
5. The dragon has three silver rings wedged onto various fangs.
leather sack.
The rings are worn and pitted. Bits of the dragon’s meal are
7. A keg of ne white wine. The keg lid is slightly loose, and only
wedged between the rings and their attendant teeth.
half the wine remains.
6. A battered locket hangs from a stout silver chain around one
8. This eerily lifelike stone carving of a man’s head is missing its
of the dragon’s claws. It contains a picture of a handsome
jaw, and the nose has been snapped off. (This could be the
hal ing man wearing a battered gem-encrusted helm.
remains of a petri ed adventurer).
7. An oversized iron ring forged in the shape of a snake eating
9. A book cover crafted from some kind of thick, heat-resistant
its own tail. The ring is incredibly detailed and has resisted the
leather (a chimera’s hide). Unfortunately, the book’s contents
general wear and tear of being worn by a dragon amazingly
have long since been lost.
well. It is obviously old.
10. A faded parchment map. Large sections of the map are
8. The dragon wears a silver crown that clearly once graced the
missing. Its centrepiece is a large bay. A mountain looms over
forehead of a giant or similar creature. The crown’s
the bay. A name—Gloamhold—is emblazoned above.
centrepiece is a rearing swan with its wings outstretched.
11. A small cache of thick, square silver coins. Each has a hole in
Transparent red stones (spinels) serve as the swan’s eyes. The
the middle.
dragon loves the crown, and prefers to remove it before
12. A large cast iron cauldron holds some of the dragon’s more
combat to keep it safe from harm.
valuable coinage.
13. Decorations of cavorting water nymphs decorate the lid of
this small iron-bound coffer. The coffer is locked.
14. A small worn brass lamp lies forgotten on its side, half buried
in the sand.
15. A tightly bound bale wrapped in thick canvas holds a great
mass of packed leaves—tea.
16. Tied shut with a strip of red leather, this worn leather wallet
holds a collection of ne quills and other writing materials.

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5 : B LU E D R AG O N H OA R D D R E S S I N G parts of the clock are missing; it is unrepairable without


considerable expense and skill.
9. Four iron candlesticks and a score of long, thin candles ll a
Blue dragon hoards can be immense in scope and value. Among battered box. The box’s lid is nailed shut, but the dragon has
the treasures and trinkets, however, most dragons have also pried off one corner to see what lies within.
accumulated objects that might not fall under the traditional 10. Of black iron, this large blacksmith’s anvil stands upright amid
heading of treasure, but which are interesting and avoursome the dragon’s glimmering treasures. Three huge scratches mar
none-the-less. one side of the anvil.
Use the list below, to add such objects of interest to the 11. Buried in a small niche in the oor under the treasure lies a
dragon’s hoard: skeleton curled up into a foetal position. (Sadistically, the
dragon buried alive a thief under the riches he had so
1. A wagon’s splintered remains languish among the hoard. coveted).
Missing one wheel, it lies on its side; the remains of the 12. One skeletal leg emerging from a worn, high leather boot.
wagon’s torn reins dangled lifeless, hinting at the draft 13. The wreckage of a vanity screen painted with a beautiful
animal’s likely fate. desert scene lies amid the treasure. Splinters lurk to annoy the
2. Five large plain earthen jugs stand together. Three are still unwary looter.
stoppered while two are cracked and broken. The three intact 14. The jagged shard of an ornate ivory comb lies amid the mass
pitchers hold water, but the water has spoiled over the years. of coinage.
Each jug bears its maker’s mark on the base. 15. Scorched and burnt books lie scattered amid the treasures.
3. The remains of a pair of large, splintered barrels lie among Several have large bite marks taken out of them.
the treasure. The insides are charred—deliberately—and once 16. A pile of humanoid skeletons lies neatly stacked next to a
held brandy. wall. Many of the remains show signs of excessive violence.
4. The shattered shards of a once beautiful crystal decanter lie 17. Several boxes and barrels—all broken open—are piled
under heavier treasures. Crushed by the weight of the together haphazardly. All contain food or drink; such contents
treasures lying above, the glass shards lurk ready to catch the are either now missing or mouldering.
greedy, grasping hands of inattentive looters. 18. A 20-foot length of good quality rope lies coiled in an iron
5. An ornately carved statue of a half-nude warrior posed in a bucket. The rope is tied to the bucket’s handle.
heroic stance lies on its sand, half-buried by treasure and 19. Two wagon wheels; one has the desiccated body of a gnoll
sand. The gure is in excellent condition, except it is missing chained to it. Investigations reveal the recently-dead gnoll
its head (see #8, Treasures & Trinkets; this could be a petri ed probably died of thirst.
adventurer or nothing more than a statue). 20. A packing box full of sawdust contains a dissembled
6. A tightly wound, dusty arras stands on its end, leant against a chandelier. At rst glance, the chandelier appears to be
wall. Blackened by lightning—sadly damaged when the particularly ne—crafted from crystal. However, it is made of
dragon slew its owner—it has minor value as a shelter or rug cheap glass (and the box is heavy and bulky to transport).
but none as a decorative wall hanging.
7. Carvings of nymphs cavorting in a pool of clear water
decorate the sides of this small, portable stone font.
8. A tangled mass of gears, pieces of metal and shards of glass
are the remains of a sophisticated mechanical clock. Several

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DRAGON’S LAIR: GREEN DRAGON

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Lauro Moraes (Order #31841168)


1 : G R E E N D R A G O N L A I R F E AT U R E S choke the ssure and a faint charnel smell rises from its
shadowy depths.
9. The dragon has covered the oor with deep soil and tried to
A green dragon’s lair is rarely nothing more than a cave stuffed full plant various trees and shrubs to obscure several exits from
of treasure. Green dragons are wily, cunning and in-tune with the the area. Many of the trees and shrubs are dying from lack of
surrounding woods and forests. Their lairs re ect their intrinsic light, although voracious growths of mould and mushrooms
connection with the surrounds. grow throughout the gloomy, dying “forest”.
Use the list below, to add major features of interest to the 10. A pile of splintered tree trunks lies in a precarious pile against
green dragon’s lair. Such features are both avoursome and things one wall. The pile is ten-foot high and comprises a dozen or
for the characters to interact with as they explore the lair. so large trunks piled haphazardly atop one another. The
dragon uses the pile to block a small cave mouth—within it
1. A thick curtain of roots grows down through the ceiling. In keeps prisoners and snacks. The pile is unstable and could
places, the growths are so thick they could obscure small easily collapse if the wrong trunk is removed.
hiding creatures such as very young dragons. 11. A worn pathway wends its way up a steep slope. Wooden
2. A root easily two-foot thick burrows through the ceiling and stakes topped with grinning skulls along with torn, shredded
down into the oor. The root—the tap root of a large and pieces of animal carcass and the like ank the trail. These
ancient tree above—is so thick it could provide cover to those macabre decorations are both a warning and declaration of
ghting or hiding nearby. the dragon’s might.
3. The earth and mud oor is churned up as if something large 12. The stark, fossilised denuded splintered trunks of an ancient
and powerful has been digging here. The resultant furrows buried forest thrust from the oor of the cave. Some of the
and ridges of loose, damp soil create areas of dif cult terrain. trunks are little more than stumps while others rise to
4. Incongruously, a huge, albino oak tree grows in the middle of surprisingly loft heights.
the chamber. Its lofty boughs spread wide and scrape the
area’s ceiling. DRAGON DRESSING: FEMALE DRAGON NAMES
5. A wide sinkhole in the lair’s ceiling emits light into the
All dragons—even baby dragons—should have names.
dragon’s lair. Grass, saplings and bushes grow under the
sinkhole upon a small hillock of soil, creating an oasis of
1. Oskaryxon
underground woodland.
2. Felmarun
6. A large pool of deep, murky water lls much of the area.
3. Skadbalix
Tracks in the pool’s muddy banks show where the dragon has
4. Ragothnym
slid into the water. Wily characters can study the tracks to get
5. Marungos
an idea of the dragon’s size. Several narrow sunken ssures
6. Kerinmal
feed the pool and the dragon may use these ssures as a way
7. Miirangkat
to enter and exit its lair.
8. Trainteros
7. A stream wends its way through the dragon’s lair before
issuing forth from the lair’s main entrance. The stream ows DRAGON DRESSING: MALE DRAGON NAMES
through a series of deep pools and down several small
waterfalls before it reaches daylight. The sound of owing All dragons—even baby dragons—should have names.
water makes it hard to hear stealthy movement in the stream’s
vicinity. The stream’s water tastes foul. 1. Maruxlym
8. A deep, wide ssure cuts the lair in half. The jagged ssure is 2. Umeroth
the result of some ancient earth movement and is 60-foot 3. Toszjanc
deep. The oor on the ssure’s far side is ten-foot higher than 4. Authaseyr
the oor closer to the lair’s entrance. Bones and 5. Goslylingeir
decomposing bodies—the remains of the dragon’s victims— 6. Ujharraul
7. Andquirin
8. Seyrgoth

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2: GREEN DRAGON LAIR DRESSING 12. A swath of lichens, fungus and mushroom grows in this dank
cave. Several of the mushrooms have been ripped out of the
oor—only jagged stumps remain. A character wise in the
Green dragon lairs are different to normal dungeons. ways of nature can determine the mushrooms are of a sort
Consequently, the minor pieces of dressing should highlight this which gives mild hallucinations to those ingesting them.
difference. Signs of previous exploration—dropped and broken (Perhaps the dragon is fond of the mushrooms and comes
equipment, the splintered corpses of slain adventurers and the here to eat a few and dream strange dreams of ancient
like—will also be visible. glimmering treasures and forgotten people).
Use the list below, to add avour to the lair’s minor features:
DRAGON DRESSING: DISTINGUISHING MARKS
1. A faint noxious scent hangs in the air throughout the lair.
Green dragons are as individual as any member of a species; they
2. The trunk of a splintered elm tree lies against a wall. Its white
all have a unique appearance.
bark is torn and splintered. From a distance the dirty white
trunk looks like a gigantic bone.
1. The dragon’s normally impressive nose horn is splintered and
3. An owlbear’s disembowelled and partially eaten corpse lies
broken; only a jagged stump remains. Drool continually
scattered about the chamber. By the looks of things the
dribbles from the dragon’s mouth.
owlbear was a particularly large specimen—but its size availed
2. The green dragon’s wings have a network of brown-coloured
in naught when it encountered the green dragon.
veins running throughout them which gives them the look of
4. Bats roost in the cave; the dragon tolerates them as they are a
huge leaves.
good early warning system for intruders entering its lair.
3. The dragon’s scales are a variety of shades of green; some
Slippery piles of bat guano cover the oor.
are very light green while others are so dark green they could
5. A long length of corroded and pitted thick iron chain lies
almost be black. The overall mottled effect is both unsettling
across the corridor; one end is still wrapped around a large
and useful (for the dragon) as camou age.
skeletal arm, far bigger than a normal human’s arm, that
4. Blessed with a long, serpentine neck this green dragon
appears to have been yanked from its socket.
moves its head back and forth in a hypnotic fashion before
6. A large crossbow bolt—probably shot from a heavy crossbow,
striking at its foes. Its eyes are close-set and surmounted with
lies on the ground. The bolt’s iron head is bent and buckled.
rows of tiny hornlets.
7. A large mound of rusting and rotting equipment sprawls
5. Dappled with patches of light and dark green, the dragon’s
across the oor; much of the gear shows signs of obvious
wings look a little like a forest’s canopy. The patches of dark
violence and the faint smell of chlorine hangs in the air above
green are more predominant toward the dragon’s body.
the pile. Vermin—rats or perhaps even more dangerous
6. This dragon has high nostrils and protruding teeth that curve
creatures like rot grubs—might infest the pile, and attack
downwards over its jaw. It also has a long and slender forked
anyone searching the mound for treasure.
tongue. The pungent smell of chlorine gas surrounds the
8. The mouth to the next passageway looks—to paranoid
dragon. It speaks with a slight lisp.
characters—a little bit like the gaping maw of some vast
7. Ragged holes pierce the dragon’s left wing near its tip. When
subterranean beast. Stalagmites and stalactites even lend the
the dragon ies or aps its wings, it emits a high-pitched
appearance of teeth or fangs to the cave mouth.
whistling sound through the holes, which makes it less
9. A swath of malodorous bog covers a section of low-lying
stealthy than its brethren.
cavern oor. A faint, rank smell issues forth from the bog
8. A high, dark green crest starts at the back of the dragon’s
which is fed by several small streams issuing from the cavern
head and continues all the way down its neck as it diminishes
walls. Mushrooms grow in profession at the edge of the bog
in height until it ends between the dragon's shoulder blades.
and a faint covering of slightly luminescent green fungi gives
the whole area an unwholesome glow.
10. The gutted carcass of a deer hangs from a small outcrop high
up on one wall of the cavern. The deer’s blood—which has
begun to dry—coats the wall and oor below the carcass.
Other swaths and splatters of blood on the walls and oor
indicate the deer is not the rst creature to be hung here.
(Here the dragon hangs its choice kills to ripen).
11. A greenish dust clings to the walls and oor of this area.
Several strange and irregularly shaped “shadows” on one wall
suggest the dragon once unleashed its foul poisonous breath
here. Perhaps canny characters can use the size of the dusted
area to estimate the range and scope of the dragon’s
fearsome breath weapon.

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3: GREEN DRAGON LAIR MINOR SIGHTS, 8. A putrid smell hangs in the air. Characters investigating the
smell discover a blood-smeared narrow crack in one wall
SOUNDS & EVENTS
which twists and turns for about 20-foot before reaching a
small natural cave. Within the cave lies the decomposing
Dragon lairs are not staid, unchanging places. While they might remains of a forester or hunter. Characters investigating the
have only one resident, things of minor note still happen within. corpse discover a badly lacerated leg was likely the cause of
Use the list below, to add minor sights, sounds and events to the man’s death.
the green dragon’s lair: 9. Loud screams accompanied by deep chuckling and chanting
in the language of dragon’s reaches the party’s ears. The
1. The thick stench of chlorine gas hangs thickly in the area, and screams suddenly end, and are replaced by the sound of
is particularly bad in low-lying areas. Short characters—or rending and tearing esh.
those lying down—may even suffer laboured breathing. 10. A faint earth tremor strikes the lair. Dust, dirt and gravel sift
2. A breeze passes gently through the cave bringing with it the down from the ceiling onto the oor which vibrates as if
slightly stronger smell of fetid gas; the party’s nonmagical struck repeatedly like a drum. Characters running, or those
lights dance and icker in the wind. unsteady of their feet, may fall during the tremor, which lasts
3. A small brown rat scuttles toward the party. The rat keeps 30 seconds or so.
close to the wall and ignores the characters unless they attack 11. Greenish brown spider webs—impregnated with the dragon’s
(in which case in ees). poisonous gas—waft in the slight breeze; several unhealthy-
4. A large, faded white chalk arrow daubed on the wall points looking spiders scuttle about the webs.
further into the lair. Moss has begun to grow over the arrow, 12. At the party’s approach a small swarm of (harmless) bats takes
suggesting it has been here for some time. light from their roosts on the ceiling and mill about. The bats
5. The clatter of small falling rocks echoes through the cave from ee the party’s light, ying off in a random direction. (Their
an unknown point. By the sounds of things, the rock fall was ight might alert the dragon to the presence of intruders).
minor, and could not have blocked the party’s escape route…
6. The sudden harsh cacophony of battle lls the air. It sounds DRAGON DRESSING: WHAT’S THE DRAGON DOING?
like another band of explorers have already discovered the Green dragons don’t just hang around their lair waiting for
dragon. From the shouts and screams, the battle does not adventurers to wander inside.
seem to be going well for the erstwhile dragon slayers. A
sudden loud whooshing sound, some choked screams and a 1. The dragon is sleeping after a large meal. It is unprepared for
general clatter of armoured bodies hitting the oor seem to battle and easier than normal to surprise.
spell the end of the battle (or perhaps one-sided massacre). 2. The dragon is lazy and shamming sleep in the hopes of luring
7. A thick cloud of acrid, green-tinged fog blows through the a tasty meal close enough to grab and eat without undue
lair. Although it does not in ict damage on the characters, the effort. If the party hesitate, the dragon even attempts fake
fog stings their eyes and reduces visibility to around 20-foot. snoring to lull them into a false sense of security.
3. The dragon is rolling around in its treasure hoard trying to itch
a particularly hard-to-reach spot high up on its back. It is
distracted and might not notice intruders.
4. The dragon has just nished dining on an owlbear and is
preparing to gather up the creature’s remains before
throwing them out of the lair (or into whichever hole serves as
its rubbish dump). Its rst act when it spots intruders is to hurl
the remains at the nearest interloper, instead.
5. The dragon is sorting through its hoard in search of new
trinkets to wear. It is distracted, when the party arrives and is
admiring several rings.
6. The dragon is contemplating some task or could be
relearning its spells (if it is a spellcaster). Alternatively, the
dragon pretends to be in some kind of trance so as to fool
intruders into believing it is unaware of their presence.
7. The dragon is sharpening its claws on the trunk of a massive
oak tree it has dragged into the lair for that very purpose.
8. The dragon is digging a hole in the oor. Perhaps it intends to
hide a choice piece of treasure therein or perhaps it is
burying a body or some object too foul to keep in its hoard.

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4: GREEN DRAGON TREASURES & 13. Three large matched jars hold a thick, foul smelling liquid.
This is embalming uid. Each of the jars is marked with the
TRINKETS
elven symbol for death.
14. A bolt of red velvet lls a tightly drawn leather sack. An
Dragons are renown for their vast treasure hoards—it’s one of the intricate knot protects the sack’s contents.
main reason adventurers seek out their lairs. While much of the 15. A large collection of clean and highly polished shells lls this
hoard likely comprises coinage and the like, inevitably other bulging pouch. Many of the shells are small, but two large
interesting objects—of a variety of values—will be intermingled with white ones came from an oyster.
the rest. 16. Seemingly near worthless this pewter jug may attract the
Use this table below, to add depth and avour to the dragon’s attention of a suspicious treasure hunter. Scratching at the
hoard and assign a value to each piece of treasure suitable for pewter—merely a false covering—reveals the silvery glimmer of
your campaign. platinum beneath!
17. This vial holds specially prepared ink suitable for the scribing
1. A small ingot of pure adamantine lls an exquisite teak coffer. of spells into a spellbook. The vial holds enough ink to scribe
The coffer is locked, and unsurprisingly heavy. The key lies ve levels of spell.
somewhere in the dragon’s hoard. 18. Closely packed fragrant leaves ll this small cedar wood box.
2. A large tapestry depicting a mighty castle surrounded by The leaves are tea and are surprisingly valuable.
woodland is tightly rolled up and kept off the oor by a bed 19. Sized for a dwarf, this heavy crossbow is inlaid with strips of
of coins. The tapestry is large—10 foot by 20 foot when beaten iron that glimmer in the light. The crossbow’s string is
unfurled—and heavy. interwoven with ne silver wire.
3. A ledge about 12-foot off the oor holds a small collection of 20. Beautiful owing elven script spelling out the name “Wyrm
books. The books comprise several diaries and travel journals Bane” decorates the blade of this slightly curved but perfectly
along with three minor spellbooks. balanced longsword.
4. A bronze gong stands incongruously amid the other
treasures; the gong’s hammer hangs from a hook on its frame. DRAGON DRESSING: WORN TRINKETS
The dragon likes the sound of the gong and sometimes icks Green dragons are vain creatures. Sometimes they’ll augment
it with one claw—thus it sports several scratches and dents. their appearance with various shiny baubles. Some might be
5. This half- nished marble statue depicts a beautiful dryad magical, others might be merely pretty.
emerging from a mighty oak. The statue is over 12-foot tall,
but only the uppermost eight feet have been completed. 1. Three heavy glimmering golden rings hang from the dragon’s
Chisel marks on the remainder show where the sculptor left earlobe. The three are a matched set.
started his work; clearly he was interrupted. 2. A wide torc of beaten gold encircles the wrist of the dragon’s
6. Miraculously intact, this brass-rimmed hand-held magnifying left arm. The torc is a primitive thing with the look of ancient
glass lls a small custom t leather pouch. The initials G.G. are work about it.
carved into his black-stained wooden handle. 3. The dragon wears a thick silver chain around its neck. The
7. Missing its shoulder strap this haversack seems to contain chain’s intended use was to restrain a werewolf, but the
naught but a mass of sodden paper and parchment. A dragon stole it from an unfortunate hunter who encountered
diligent searcher, however, discovers the deeds to a ruined much more than he bargained for. A carving of a moon
farmstead set at the edge of the woodland in which dwells decorates each of the chain’s links.
the dragon. 4. The dragon wears a black choker set with a single translucent
8. A ring of tiny pearls decorate the handle of this ornate two- red stone (a ruby) around its long, sinuous neck.
foot long walking stick. Dried mud clings to the walking stick’s 5. The dragon wears a wide leather belt as a headband, and has
other end and a bloody handprint mars its shaft. set glittering black gems (large onyxes) in the belt’s holes.
9. This small stone statuette of a lighthouse is incredibly 6. The dragon is blind in its left eye and wears a small dented
detailed. A tiny magical light glimmers from the top of the steel buckler as an eye patch of sorts. The faded image of a
carving—which may have additional magical powers (perhaps blue-hued prancing pony decorates the old buckler.
similar to an instant fortress). 7. The dragon wears a wide brown leather belt wrapped tightly
10. Hanging from a ne silver chain this silver-plated whistles lets around its left foreleg. It could wear it thus to protect an old
out a high-pitched shrieking sound when vigorously blown. injury, or the belt might have magic powers.
11. Painstakingly drawn onto a large, supple piece of parchment 8. The dragon has recently fallen upon and destroyed a patrol of
this map of the surrounding forest is breathtakingly detailed the local lord’s men. It wears the patrol’s bloody ag as a
and shows several hitherto unknown potential adventure sites short cape.
hidden deep in the woodland’s unexplored reaches.
12. Carefully folded into a large, heavy sack, this waterproof tent
is large enough for six people.

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5: GREEN DRAGON HOARD DRESSING 15. An as yet unopened plain chest holds a large selection of
cheeses, several clay jugs lled with pickles and pickled
onions and four large packets of smoked and salted beef. All
Green dragon hoards can be immense in scope and value. are in excellent condition; the chest has clearly not been in
Among the treasures and trinkets, however, most dragons have the dragon’s hoard long. A heraldic device on the chest’s lid
also accumulated objects that might not fall under the traditional mark it as property of a local noble family.
heading of treasure, but which are interesting and avoursome 16. A large, rusting cage lies on its side amid the hoard. The cage
none-the-less. is about ve-foot wide by ten-foot long and is the kind of
Use the list below, to add such objects of interest to the cage used to transport prisoners by wagon. The jumbled,
dragon’s hoard: mouldering remains of three rag-clad individual lie within.
17. This dragon likes to display its kills. Crude stakes—nothing
1. The splintered and torn remains of a set of bagpipes lies more than sapling trunks thrust into the oor display the
among the dragon’s hoard. Dried blood coats the pipe’s heads of its recent kills. A head tops each of the stakes (some
supple leather bag. of the heads may even still wear jewellery). Some stakes yet
2. A splintered and rotten empty wagon lies on its side against have their branches and the dragon has decorated these with
one wall. It is missing its wheels and is in a terrible condition. various body parts.
3. A smashed, once ornate, bronze lamp of exotic design lies 18. A ne, but now dented, tinderbox etched with the sigil of an
among the hoard’s coins. Foreign-looking runes of perhaps exploding reball lies among the other treasures. The
magical origin are etched into the lamp’s squashed body. tinderbox once belonged to Armas Nenonen a mage of
4. The rotting torso of a muscular man lls a rent mail shirt. minor repute who disappeared some years ago.
Dried gore covers the armour both inside and out. 19. An iron coffer stands erect on one end among the other
5. A smashed and dented steel conical helmet lled with coins treasures. The dragon has scratched the coffer’s lid, but the
stands upside amid the hoard. The helmet once had leather cunningly hidden locking mechanism has resisted its attempts
ear aps, but only one—bloodstained and shredded—remains. to force entry. Something inside the heavy coffer rattles, if it is
6. Intricate carvings of a woodland scene replete with pixies, a picked up.
unicorn and capering elves decorate this chest. If the chest 20. This large beaten bronze sculpture seems to depict some
wasn’t missing its bottom, it would be quite valuable. kind of squatting headless toad-creature. It is an ugly, hateful
7. The stump of a brass candlestick rises from the mass of coins thing best destroyed.
and other valuables in the dragon’s hoard. Elsewhere, amid
the coins, lies the other part of the candlestick covered in dry
melted black wax.
8. Deep claw marks in the oor bare mute witness to the
dragon’s scratching and sharpening of its claws. Several coins
—and perhaps a few easily overlooked gems—are stubbornly
wedged in the cracks.
9. A jagged, broken sword blade lurks among the hoard’s
glimmering treasures; distracted searchers could cut
themselves badly on the once- ne weapon’s stump.
10. Dirty water lls several small hollows in the oor; snapped
bones emerge from the water of one such hollow, while
the others might conceal small objects the dragon has
lost track of over the years.
11. An iron scroll tube contains a heavily water-damaged
scroll. The scroll once held a powerful magic spell,
but its magic has long since faded.
12. A pile of worn and dirty clothes lies next to the
hoard. The dragon sometimes rests its weary head
on this pillow of sorts. It also hides its choicest
treasure deep in the pile.
13. Glimmering coins ll a black wrought iron bucket.
A short length of rotting rope yet hangs from the
bucket’s handle.
14. The remains of a broken and splintered oak cask
lies amid the hoard. The cask’s interior is charred,
and it once held ne brandy; the dragon has long
since guzzled the spirit.

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DRAGON’S LAIR: RED DRAGON

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Lauro Moraes (Order #31841168)


1 : R E D D R A G O N L A I R F E AT U R E S Fire is particularly weak; the rock is a shard of elemental stone


that has somehow pierced the barrier between worlds. Skilled
spellcasters may be able to carve a piece of the rock away for
A red dragon’s lair is rarely nothing more than a cave stuffed full of use in crafting certain fire-based magical items).
treasure. Red dragons are wily, cunning and in-tune with the 9. A veritable river of magma oozes through the caverns.
surrounding environment; their lairs should reflect their intrinsic Bubbling up from some deep repository, it flows sluggishly
connection with fire, flame and heat. through the cave system out into the world. In several places,
Use the list below, to add major features of interest to the red the river cuts caverns in twain forming a dangerous barrier to
dragon’s lair. Such features are both flavoursome and things for the cross. (The profusion of lava and the resultant heat is the main
characters to interact with as they explore the lair. reason the dragon chose this cave as its own and it loves
bathing in the molten rock).
1. Billowing clouds of hot steam drift from jagged cracks in the 10. Geysers of hot mud dot several sections of the cave system.
cavern floor. The steam hinders visibility and a gently breeze The geysers explode every now and then showering the
blows it toward the lair’s main entrance. surrounds in scorching hot mud. The muffled thumps of these
2. A pool of bubbling, boiling water divides the area in two. Fed explosions are audible through much of the rest of the caves.
from deep, super-heated springs the pool is a favourite place Thick, slippery mud covers the walls, floors and ceiling in the
for the dragon to bathe. The pool is 20-foot deep and the geysers’ vicinity.
water is scaldingly hot. Creatures in the pool without fire 11. The broken skeleton of a dragon lies among the rubble and
resistance or immunity are quickly boiled to death. ruin of an old battle. Chunks are missing from the walls,
3. One section of wall is partially melted. Clearly, it has been gouges in the floor show where claws struck stone and so on.
exposed to a sudden blast of incredible heat. A slag heap of The dragon’s vertebrae at the base of its neck are shattered;
cooled rock heaped in strange and weird shapes lies at the this was likely the killing blow although many of its bones show
base of the wall. The top of a partially melted helmet sticks out signs of extreme, savage violence.
of the slag heap, but is impossible to remove without magic or 12. In the distant past, the dragon’s lair was one large cavern in
mining tools. Diligent characters discover the remains of a which fire giants built a great hall. A deluge of lava buried
warrior encased in the rock (perhaps still bearing some magical much of the giants’ home; here and there, ancient stone work
items of note). —huge, cunning fitted unmortared stone blocks—emerge from
4. Deep piles of splintered and scorched bones cover the floor to the walls, floor and even ceiling.
a depth of several feet. The vast amount of bones hinders
land-based movement and provides macabre evidence of the DRAGON DRESSING: FEMALE DRAGON NAMES
dragon’s rapacious hunger.
5. As #4, but the bone piles hide several deep holes in the floor. All dragons—even baby dragons—should have names.
Such bone-filled pits are excellent places for baby dragons to
lurk and play. Alternatively, a characters accidentally stepping 1. Galadwyr
into such a hole quickly sinks to the bottom of an ever-shifting 2. Irfelseyr
morass of bones. Escaping without help or magic is virtually 3. Bahroskax
impossible. 4. Andusksurr
6. Lava seeps up from far below into this area through fissures in 5. Vincgosbane
the floor before flowing away deeper into the lair. The air here 6. Alymmnur
is super-hot and heat shimmers obscure vision. Occasionally, 7. Vaerosrithux
pressure builds up in the chasms and lava then spurts forth like 8. Aryxonirden
a fountain potentially deluging anyone unfortunate enough to
be passing at that moment. Evidence of these occasional
DRAGON DRESSING: MALE DRAGON NAMES
explosions—small patches of lava dripping from the ceiling are All dragons—even baby dragons—should have names.
evident to those paying attention.
7. Suffocating clouds of steam stream from a wide vent in the 1. Aerosmere
floor. The steam is so dense it blocks all vision and anyone 2. Klauthlym
without fire resistance or immunity lingering in the cloud 3. Aleumeringeir
experiences trouble breathing. Characters in the steam must 4. Malwaur
hold their breath or start to suffocate. 5. Zyrephnabal
8. A great shard of black rock shot through with vivid red veins of 6. Jalanfel
some other mineral thrusts upwards through the floor. Easily 7. Thotaeros
20-foot in diameter the rock literally pulsates with heat. The air 8. Daerevthrinn
near the stone is scorchingly hot and anyone touching the rock
without magical protections is horribly burnt. (At this point, the
boundary between the Prime Material and Elemental Plane of

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2: RED DRAGON LAIR DRESSING 12. Ripples of smoothed stone—stone melted by intense heat
before cooling—comprise the cavern floor. A line of footprints
—clearly the dragon’s—mar the otherwise wave-like patterns
Red dragon lairs are different to normal dungeons. Consequently, on the floor.
the minor pieces of dressing should highlight this difference. Signs
of previous exploration—dropped and broken equipment, the DRAGON DRESSING: DISTINGUISHING MARKS
splintered, burnt corpses of previous adventurers and the like—will
also be visible. Red dragons are as individual as any member of a species; they all
Use the list below, to add depth and flavour to the lair’s minor have a unique appearance.
features:
1. A vivid scar runs down the dragon’s snout from a spot roughly
1. The air is particularly hot. So intolerable is it that anyone between its eyes. Two jet black curled horns protrude from the
without resistance or immunity to fire starts sweating profusely. back of the creature’s head.
Explorers lingering in the vicinity too long suffer from heat 2. Small red and black horns festoon the dragon’s cheeks and
stroke and extreme dehydration. lower jaw. The stench of sulphur and burnt flesh hang in the air
2. A cracked, partially crushed skeleton of a giant lies draped about the dragon.
over an upthrust jagged rock. Evidently, something incredibly 3. This dragon’s eyes literally burn with lust or avarice—small
strong attacked the giant. Perceptive characters notice the flames leap about its irises as it surveys its foes. Brighter, fiercer
skeleton shows no sign of fire damage. flames dance about its nostrils and mouth.
3. A flap of burnt and blackened flesh is stuck to the wall at the 4. Ragged holes pockmark the dragon’s long, scarlet wings. Wisps
end of a large smear of dried blood. of smoke and flame emerge from its nostrils.
4. A great swath of fused and broken stone comprises the floor. 5. With a particularly long, sinuous neck and swept back straight
In the centre of the devastation lies the sooty outline of a horns this dragon has a distinctive profile.
humanoid figure its arms outstretched over its head. 6. One of the dragon’s mottled black and red horns is as straight
5. The floor is so hot the characters can feel the heat through as a spear shaft while the other curves dramatically upwards
their shoes. In places, the leather of the shoes almost sticks to away from its body. Both horns are flecked with white.
the floor such is the heat radiating from the stone. 7. Only a ragged stump remains of the dragon’s left ear; jagged
6. Soot, flakes of scorched bone and other burnt, but teeth marks are visible in the remaining portion. From the looks
unidentifiable, things cover everything in the area. Amid the of things the creature that tore away the ear had massive fangs.
ruin lie burnt and melted weapons, pieces of armour and other 8. Most of the dragon’s teeth are jagged stumps but its horns are
destroyed adventuring gear. From the volume of remains, it massive bone white affairs curving high above its head. Heat
seems a fair-sized party met their end here. and the stench of smoke and brimstone radiates from the
7. A single bent scarlet scale the size of a buckler is wedged into dragon in waves.
a small fissure in the wall. The scale glimmers enticingly in the
party’s lights.
8. A wide fissure pierces one blackened, scorched wall. Within,
perceptive characters make out the tell-tale glimmer of metal.
Investigation reveals a skeleton yet covered in bits of burnt,
decomposing flesh wedged into the end of the fissure. All
around the unfortunate, the stone is blackened, burnt and—in
places—partially melted.
9. A rudimentary carving—perhaps done by the dragon with a
claw—of a five-headed dragon decorates the floor. The five-
headed dragon is depicted rearing back with all its mouths
gaping wide.
10. Six grinning skulls glower down at intruders from a high ledge
cut into the stone above the entrance to a tunnel leading
deeper into the lair. Of the skulls, four appear to be from
giants while the remaining two seem draconic. (If the dragon
has a familiar or other tiny servant this is a good place for it to
be hiding and keeping a watch out for intruders).
11. Pools of bubbling water fill gouges in the floor. The water is
boiling hot—heated by geothermal activity below. the dragon
has placed some minor, near worthless treasures (see Table 5:
Red Dragon Hoard Dressing) in the pools to entice foolish or
greedy explorers to risk severe burns to retrieve the objects.

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3: RED DRAGON LAIR MINOR SIGHTS, 8. Macabre decorations festoon the walls. Here, the
decomposing mangled remains of the dragon’s slain enemies
SOUNDS & EVENTS
hang from ledges and outcrops. As the characters observe the
scene, the sinews in one of the bodies finally gives way and the
Dragon lairs are not staid, unchanging places. While they might two pieces fall to the ground with a disturbing, wet double
have only one resident, things of minor note still happen within. “splat” sound.
Use the list below, to add minor sights, sounds and events to 9. Two glimmering lights—at about a human’s head height—
the red dragon’s lair: appear at the extent of the party’s lights. The lights are shards
of glassy rock set into the wall, although paranoid adventurers
1. The pungent smell of burnt flesh, wood and something else may initially think they are the dragon’s eyes.
hangs heavily in the air. 10. A deep, throaty chuckle redolent with evil and malice echoes
2. A distant roaring akin to a far-off powerful wind echoes through the lair.
through the air. The sound comes from deeper into the lair and 11. Without warning, the cavern begins to violently shake, and
subsides as quickly as it began. small pieces of rock fall from the ceiling. Some characters
3. A bestial roar shatters the quiet. Whatever is making the sound could lose their balance and stumble or fall. After a few
could be angry or in pain, but it is hard to tell as the roaring seconds, the minor earthquake dies away.
quickly tails away into silence. 12. Suddenly the heat in the area climbs to near-furnace levels.
4. A jet of (harmless) hot steam bursts from a narrow fissure in the Jets of flame burst from a nearby passageway or fissure. This
floor catching the character stepping over the crack by could be nothing more than an outpouring of flame from a
surprise. This can be nothing more than a minor occurrence or volcanic vent or the dragon could be playing with its fiery
could be foreshadowing of a larger, more dangerous burst of breath—unaware the characters are near.
scalding steam (perhaps #1 or #7 on Table 1: Red Dragon Lair
Features). DRAGON DRESSING: WHAT’S THE DRAGON DOING?
5. Disturbed by a sudden gust of wind, clouds of billowing ash
Red dragons don’t just hang around their lair waiting for
and soot swirl around the party; when the wind subsides the
adventurers to wander inside.
characters are coated in grey dust; it gets everywhere—
including in their eyes, ears and mouths.
1. The dragon is sleeping after a large meal of roast elf. It is
6. The loud, harsh clatter of falling rocks sounds from elsewhere
unprepared for battle and furious to discover intruders in its lair.
in the lair.
2. The dragon is slowly roasting two human corpses transfixed on
7. It is particularly hot in this area. The turgid, close air seems to
a long steel-shafted spear. The smell of burning flesh and the
have an oppressive heat to it that saps energy and vitality from
crackle of flame gives the party some clue to what they will
any who linger in the area for more than a few minutes.
discover before they enter the chamber.
3. The dragon is faking sleep and is expecting trouble (either it
has noticed the intruders or its sixth sense has alerted it to
impending danger). It has already cast any long duration
protective spells it knows.
4. The dragon is happily sorting through its hoard, examining its
most beloved treasures. It is muttering and chuckling to itself,
when the characters arrive.
5. The dragon has just finished torturing and eviscerating a
captive. As the characters arrive, it tosses aside the limp corpse
and licks the unfortunate’s blood from its claws.
6. The dragon is stalking about its lair in search of one of its
treasures that it has just discovered is missing. It is muttering
loudly about thieves and what it will do to the thief when it
captures him.
7. The dragon is rubbing its scaly body up against a rocky
protrusion is one wall and moaning with pleasure as it scratches
a hard-to-get-at itch.
8. The dragon is a devout worshipper of Tiamat. When the
characters arrive, the dragon is praying to his dark mistress in
hopes of gaining some unspeakable boon. Thus, he sees the
intruders as a test (or perhaps a gift) sent by Tiamat herself!

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4: RED DRAGON TREASURES & TRINKETS or it could have belonged to a wizard who fell in battle against
the wyrm.
17. Filled with a travelogue, several maps of the surrounding area
Dragons are renown for their vast treasure hoards—it’s one of the and three quills and two cracked and empty vials of ink this
main reason adventurers seek their lairs. While much of the hoard leather satchel has a black and blue stain on its bottom.
likely comprise coinages and the like, inevitably other interesting 18. Wholly of silver construct this delicate mirror is missing its
objects—of a variety of values—are mixed in with the rest. glass, shards of which lurk among the surrounding treasures.
Use this table below, to add depth and flavour to the dragon’s 19. Six fragile clay pots containing alchemist’s fire fill a bulging
hoard and assign a value to each piece of treasure suitable for your leather belt pouch.
campaign. 20. This open-faced helmet of shining steel wrought with etched
gold and silver filled wave-like patterns rests upside in the
1. Of blackened steel, this thick, heavy two-handed sword sized hoard, and is filled with coins and gems.
for a giant is almost ten feet long. Nowhere is the weapon’s
scabbard evident. Similarly whatever was wrapped around the DRAGON DRESSING: WORN TRINKETS
sword’s handle is gone making the weapon harder to wield.
2. Small blobs of precious intermingled metals—gold, silver and Red dragons are vain creatures. Sometimes they’ll augment their
platinum—lie throughout the hoard. (These were created by appearance with various shiny baubles. Some might be magical,
the dragon’s breath dripping onto the hoard and melting others might be merely pretty.
whatever they landed on).
3. Set with a red spinel in its pommel, this longsword—although 1. A silver necklace set with a gleaming red ruby hangs around the
covered in dried blood—yet retains its sharp edge. An dragon’s neck.
inscription on the blade reads, “For His Everlasting Glory”. 2. Several gold and platinum coins glimmer from the dragon’s
4. This golden statuette represents a hideous squatting toad-like underbelly—the coins are pressed into the gaps between the
creature with tentacles. In places, the statuette is worn— dragon’s scales to create a shimmering effect.
suggesting it is relic of some bygone age. 3. The dragon wears three thick golden rings on the claws of its
5. This pendant of an ant transfixed in a lump of amber hangs left forearm. The rings are sized for giants and have giantish
from a simple leather thong. The leather is surprisingly runes speaking of kingship and power etched into their bands.
resistant to fire and flame; a hidden elemental power could 4. The dragon wears an ornate silver and gold necklace set with
lurk within the pendant. various geometrically-shaped charms as a bracelet. The
6. This raven-shaped brooch is carved from a chunk of obsidian. bracelet softly tinkles, when the dragon moves.
It glimmers evilly in the light and two tiny flecks of ruby serve 5. The dragon has bathed in molten gold, which has cooled and
as the bird’s eyes. solidified all over its body; this gives the dragon a mottled gold
7. Of cast iron, this skull symbol hangs from a thin leather thong. and red hue. (Some observers may even conclude the dragon is
Dried blood covers the skull, but a small secret compartment a golden construct!)
inside could hide a small potion vial or similar treasure. 6. The dragon wears an orange signet ring on one of its claws;
8. With beautiful carvings of cresting waves and birds wheeling taken from a questing member of a royal family centuries ago it
above a small sailing ship this engraved ivory tusk is an object is much sought after by the noblewoman’s descendants. The
of rare beauty. ring’s sigil comprises crossed longswords over a crown.
9. Carved from a single piece of stained wood, this teetering 7. A pendant—a golden chain set with a glimmering blue sapphire
tower has a distinct list to the left. —hangs round the dragon’s neck. The sapphire is large, flawless
10. Containing pungent perfume, this small iron vial fits into the and seems to shine with an inner radiance.
handle of a small silver mirror. 8. The dragon is missing an eye. In its place, it has jammed a large
11. Contained in a small velvet bag this ivory hairbrush and comb glittering deep blue stone (a spinel). The stone glimmers in the
set is inlaid with mother of pearl. light and gives the dragon a sinister, but slightly comical,
12. Beautifully wrought angelic figures overlook this six-foot tall appearance—about which it is highly sensitive.
silver mirror.
13. This well worn leather saddle with matching saddle bags lies
among the treasures. Miscellaneous travelling gear fills the
bags (although a small precious treasure could also lie within).
14. Set with tiny pieces of cut glass (or perhaps diamonds) this
black leather choker is sized for a human or elf. It is missing its
clasp, but is easily repaired.
15. Oversized and thick of base this golden candelabra lies on its
side. Dried wax covers its base.
16. With its cover decorated with a single lidless eye sigil this
weighty and thick tome is a spellbook. It could be the dragon’s

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Lauro Moraes (Order #31841168)



5: RED DRAGON HOARD DRESSING 12. A swarm of rats infest the hoard, growing fat on the dragon’s
leavings. The dragon catches and kills all it sees, but the rats
live in small fissures in the rock and so some alway survive the
Red dragon hoards can be immense in scope and value. Among dragon’s predations.
the treasures and trinkets, however, most dragons have also 13. A teetering pile of broken and scorched armour stands amid
accumulated objects that might not fall under the traditional the hoard. The pile is a sculpture of sorts—the dragon enjoys
heading of treasure, but which are interesting and flavoursome seeing how high it can make the pile before it collapses.
none-the-less. 14. Several choice items in the hoard lie together on a pile of furs
Use the list below, to add such objects of interest to the and other soft fabrics.
dragon’s hoard: 15. An 18-foot length of partially melted chain hangs from a rocky
outcrop in one wall. The chain is thick—it looks strong enough
1. The blackened shards of a particularly fine set of full plate to perhaps ensnare a dragon!
armour are scattered throughout the hoard. The large pieces 16. A cracked and broken hammer head lies on its side amid the
show signs of being gouged or cut open (so the dragon could treasures. Nearby lie the charcoaled remains of its handle.
get at the tasty snack inside). 17. A roughly 20-foot-diameter steep-sided pit is gouged out of
2. The dismembered, mouldering remains of animals and the floor. Its bottom and sides are blackened and cracked as if
humanoids lie throughout the hoard. Many of the corpses having been subjected to repeated high temperatures.
show signs of teeth marks; clearly the dragon has eaten well. Fragments of bone lie at the bottom amid ash and soot. (Here,
3. Incongruously, a blackened wrought iron cage stands amid the the dragon cooks its meals alive).
glittering treasures of the dragon’s hoard. Scraps of burnt flesh 18. This twisted and shattered lantern looks like it exploded from
and fragments of burnt clothes are yet stuck to the cage’s thick within—its body looks like it has been peeled outwards by
iron bars. some powerful force.
4. A broken pick handle is wedged into a fissure in the floor; the 19. The decapitated, charred corpse of a huge black bear lies atop
pick head is nowhere to be found. a pile of bones; the pile comprises the remains of both animals
5. A large wooden chest, banded with thick strips of iron, stands and humanoids. Maggots infest the bear’s corpse.
half-buried among the hoard. The dragon uses the chest to 20. The skeletal remains of another dragon the same size as the
hold some of the treasures it covets the most. If battle goes hoard’s owner lie where the creature fell; mounded treasures
badly, the dragon tries to grab the chest and fly away. fills the beast’s splintered ribcage. Glimmering gems fill the
6. A ledge overlooking the treasure hoard holds the severed dead dragon’s eye sockets.
heads of scores of individuals; these are folk who have tried to
loot the dragon’s hoard and failed. The dragon has placed
their heads here so the thieves can stare down for all eternity
of the treasures they so coveted.
7. The shards of a shattered crystal ball lie in the ruins of a torn
backpack. Parts of the backpack are bleached white as if
stained by some unwholesome liquid.
8. A torn and scorched war banner hangs limply from
the remains of a splintered staff. The remains of
the scarlet banner depicts a rearing swan
outlined with silver thread.
9. A massive rent in the front of this ordinary
set of chainmail renders the armour useless
(and impossible to don without risk of
serious injury).
10. Three shards of a beautifully carved white
oak staff lie scattered amid the hoard. The
wood bears carvings of runes of power
—particularly those dealing with
magical healing.
11. Blood covers this studded leather
dog collar sized for a gigantic
hound (or perhaps a tiger).

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Lauro Moraes (Order #31841168)





DRAGON’S LAIR: WHITE DRAGON

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Lauro Moraes (Order #31841168)


1 : W H I T E D R A G O N L A I R F E AT U R E S 9. A multitude of slender, razor sharp icicles hang from the


ceiling almost reaching the oor. The glistening icicles cluster
thickly together creating a series of small maze-like passages
A white dragon’s lair is rarely nothing more than an ice cave for explorers to traverse. One wide avenue of splintered and
stuffed full of treasure. White dragons are wily, cunning and in- broken icicles shows where something—in all likelihood the
tune with the surrounding environment. Their lairs re ect their dragon—passed by.
intrinsic connection with the surrounding ice and snow. 10. Large boulders emerge from the ice oor and walls of this
Use the list below, to add major features of interest to the area giving it a strange, studded appearance. Carried here by
white dragon’s lair. Such features are both avoursome and things the ice, the misshapen boulders form a series of makeshift
for the characters to interact with as they explore the lair. stepping stones. Some are quite small while others are the
size of a wagon. All are frozen into immobility. Several rocks
1. A dense eld of ice stalactites hang from the ceiling like the also emerge from the ceiling—melting the ice around the
shining fangs of some gigantic creature. Some are so stones cause them to plummet to the ground, with potentially
immense they almost reach the oor and can provide limited fatal consequences for anything beneath them.
cover from attacks. Weird, ever-shifting shadows, created by 11. Huge ice sculptures of astonishing complexity and skill loom
the party’s lights, cluster thickly among the stalactites. out at the characters from one high wall. The sculptures
2. The oor is of dense, hard-packed ice covered with a light depict a white dragon hunting and killing a variety of
dusting of snow. Consequently, the ground is incredibly creatures and humanoids. The sculptures ank a tunnel
slippery. Unwary explorers could slip and fall. leading further into the lair. Paranoid characters may assume
3. As #3 above, except the oor slopes steeply down to another the sculptures are part of some kind of trap or are animate
area—or perhaps even a precipitous drop into a crevasse. guardians that will activate when intruders get too close.
Characters slipping and falling slide into this other area with 12. The ice forming the oor is so pure and unmarred it is
potentially fatal consequences. completely transparent. In fact, at rst glance a distracted
4. The oor is nothing more than an ice bridge of varying explorer may believe the oor is actually somewhat lower—a
thickness stretching over a chasm. Some sections are thick level of hard packed opaque ice about 15 feet down. (If the
and easily support a PC’s weight. Other areas—by accident or dragon is particularly devious it could have dug some pits out
design of the dragon—are thinner and may collapse when of the ice into which the characters could blunder.)
walked upon. Characters falling through the ice end up in the
area below, likely taking falling damage and becoming DRAGON DRESSING: FEMALE DRAGON NAMES
trapped in a slippery prison.
5. The shattered remnants of several large stalactites litter the All dragons—even baby dragons—should have names.
ground, creating areas of rubble dif cult to pass through.
Other large stalactites hang from the ceiling. Perceptive 1. Bahrtosz
characters notice cracks running through several of the 2. Malaeosk
stalactites. They are unstable, and if subjected to loud noises 3. Mereseyr
or re magic collapse into the chamber below. 4. Xinirfel
6. A large part of the ceiling has collapsed, partially blocking the 5. Aghamnabal
way ahead with a pile of ice and snow. Climbing over the 6. Reozthalu
tumbled ten-foot high obstacle is dif cult as the jagged 7. Aradacevureen
shards of ice are slick and, in some cases, razor-sharp. The 8. Turacepalax
pile also blocks line of sight to what lies beyond.
7. A jagged crevasse cuts this area in twain. The crevasse is
DRAGON DRESSING: MALE DRAGON NAMES
between ten- and 20-foot wide and about 40-foot deep. A All dragons—even baby dragons—should have names.
roiling, freezing mist obscures what lies at the bottom. Narrow
passageways hidden by the mist could lead to a sub level or 1. Turacikkan
provide refuge from the large, savage dragon lairing in the 2. Iyliammurh
upper caverns. 3. Jalanmal
8. A rambling pile of frozen bones forms the leavings of the 4. Dalaghdarrh
dragon’s meals. A cursory search of the frozen mass turns up 5. Andraturac
huge humanoid bones (from frost giants) as well as other 6. Othimdurg
splintered remains from unidenti able sources. 7. Sorlothtor
8. Nymur

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Lauro Moraes (Order #31841168)



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2: WHITE DRAGON LAIR DRESSING 12. A network of minute cracks and ssures honeycomb the oor
and part of one wall. The cracks are not dangerous—yet—and
are just a result of the surrounding snow and ice moving and
White dragon lairs are different to normal dungeons. shifting.
Consequently, the minor pieces of dressing should highlight this
difference. Signs of previous exploration—dropped and broken DRAGON DRESSING: DISTINGUISHING MARKS
equipment, the frozen, gnawed-upon corpses of previous
adventurers and the like—will also be visible. White dragons are as individual as any member of a species; they
Use the list below, to add depth and avour to the lair’s minor all have a unique appearance.
features:
1. The dragon has a livid, red scar running down its snout. The
1. Faint footsteps of a booted, human-sized individual are visible wound is old, and has not healed well. Several of its bottom
in the soft snow. The footsteps lead deeper into the lair; they teeth are broken and jagged.
do not return. 2. The dragon’s scales are incredibly white and unmarred by any
2. The large, clawed footsteps of a dragon are clearly visible in markings, scars or other discolouring. The scales glimmer in
the snow. Canny characters can use the footprints to estimate strong illumination creating a nimbus of dazzling light around
the size of the dragon that made them. the creature.
3. The air is particularly cold. Ice crystals form on and around the 3. The dragon’s scales are not completely white; its underbelly is
characters’ noses and mouths as well as in their eyebrows. It is mottled grey and white. The scales running up the underside
so cold here, it takes the characters’ breath away. of its neck are mostly grey.
4. A faint mist covers the oor to around ankle depth. The mist 4. Missing one talon from its back left foot, the dragon favours
does not overly obscure vision. Perceptive characters notice its right when walking. It has a short, slender neck.
the mist seems to be issuing slowly from somewhere deeper 5. The dragon has a small and sharp beak on its nose and a
into the lair. slender, almost graceful chin. A few of its scales on its throat
5. A faint shadow in the ice alerts the characters to something have a slight blueish tinge.
vaguely man-sized entombed in the frozen wall. If the 6. An impressive pure white crest tops the dragon’s head, and
characters hack the wall down, they discovered the frozen, the tips of its wings have a faint pink tinge.
disembowelled body of a human. (Hacking the wall down 7. The dragon has strangely coloured eyes—one is red while the
takes several minutes and makes a fair bit of noise, which other is a pure, cobalt blue. Both burn with a feral intensity
might alert nearby lair inhabitants). when the dragon gazes upon foe or food (which is normally
6. Great gouge marks in the snow and ice show where the same thing).
something large and powerful has scrapped and torn at the 8. A large, ragged hole pierces the dragon’s left wing, near its
wall and oors. powerfully muscled thigh.
7. A single ten-foot wide ice pillar sprouts from the oor linking
it to the ceiling. The ice is opaque and incredibly hard—
compacted as it is by the vast weight of the ceiling pressing
down from above.
8. A pool of water once lay here, but it has long since frozen
creating a patch of incredibly slippery oor. The ice is slightly
opaque and within the characters can see the
indistinct entombed forms of several
creatures. The ice is thick and easily
supports the party’s weight.
9. In this portion of the lair, the rippled
ceiling ice is incredibly pure and
clear. Thus, some small amount of
light lters down from above giving the
ice a beautiful—and unexpected—bluish hue.
Consequently, the illumination is brighter here than in the rest
of the lair.
10. A large snowdrift lls part of this area. Higher than a man is
tall, the snowdrift serves as the dragon’s larder—the frozen
corpses of several creatures lie inside awaiting the dragon’s
attentions.
11. A slab of rock emerges from the frozen oor, providing cover
from what lies beyond. Deep gouges mar the rock’s surface.

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Lauro Moraes (Order #31841168)



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3: WHITE DRAGON LAIR MINOR SIGHTS, the party—and the surrounding area—with snow and shards of
ice. The collapse causes no damage to the party, but paranoid
SOUNDS & EVENTS
characters might suspect some kind of trap.
12. Through some strange trick of the light, part of the wall ahead
Dragon lairs are not staid, unchanging places. While they might is both slightly transparent and re ective. Because of the lair’s
have only one resident, things of minor note still happen within. unique characteristics, a faint re ection of the dragon appears
Use the list below, to add minor sights, sounds and events to in the wall. At rst glance, it could appear the dragon is a
the white dragon’s lair: ghostly gure. Unfortunately, if the characters are carrying
lights the re ections are two-way and the dragon might spot
1. Cracking sounds emanate from the ceiling and walls resulting the party approaching unless it is asleep or distracted.
from the ice moving and shifting. The noise is ongoing, but
not a warning of imminent structural collapse. D R A G O N D R E S S I N G : W H AT ’ S THE DRAGON
2. A shard of ice breaks free from the ceiling and plummets to DOING?
the ground, barely missing one of the characters.
White dragons don’t just hang around their lair waiting for
3. A high pitched whistling—the sound of the wind passing
adventurers to wander inside.
through many small cracks and crevices in the ice— lls the air.
It also grows slightly colder while the whistling sounds, which
1. The dragon is sleeping after a large meal of yeti. (The remains
may worry paranoid characters.
lie scattered nearby). It is unprepared for battle and has cast
4. Shreds of mist cling to the cold oor. As wind sweeps through
no defensive spells (except those with particularly long
the area, the mist leaps and coils like a living thing into
durations).
strange, eldritch shapes reminiscent of snakes, or perhaps
2. The dragon is shaming sleep and may be aware of intruders
even ghosts, before settling back to the oor.
in its lair. In this instance, it has taken preparations for battle
5. Faint howling from outside penetrates the lair. Some
(including casting defensive spells).
characters might think the howling to be nothing more than
3. The dragon is rolling on its back, to scratch an itch, among its
the wind, others might identify it as the calls of a pack of
frozen treasures.
hunting bears or—perhaps—the faint call of the dragon
4. The dragon is admiring one of its choicest treasures and
returning to its lair.
muttering to itself.
6. A sudden wind blows through the area, whipping up the soft,
5. The dragon is just nishing a light snack of yeti. Blood and
uncompacted snow blanketing the oor. The snow urry
gore cover the ground; luckily for the characters, it eats away
swirls about the characters for a few moments before settling
from its hoard as blood-drenched treasure is so dif cult to
back to the ground.
clean, sort and sell.
7. Shadows play and dance deep in the ice wall. The effect is
6. The dragon is away hunting.
caused by the sun and clouds scudding through the air high
7. The dragon is away from its lair but returns, dragging a dead
above the lair. The dancing shadows speed up—or slow down
frost giant, shortly after the characters reach its hoard.
—depending on the wind’s speed.
8. The dragon is using its claws to scratch a design into the ice
8. A faint sobbing—or perhaps a mewling—reaches the party’s
walls of its lair. The design is comprehensive and covers much
ears. A few minutes later a horribly mauled frost giant child
of the walls. Anyone damaging the walls with a re spell gains
crawls into sight. The child has left a smeared blood trail on
the dragon’s particular ire.
the icy oor—a trail that leads back to the dragon.
9. As the party advance, several ominous cracks sound from
under the ice beneath their feet. Although, they may fear the
oor is unstable, nothing untoward happens. Alternatively,
after the cracking sound the oor gives way beneath the
characters' feet, but the chasm below the oor is only
about ve feet deep; the characters escape any real
injury, but must still climb out of the hole.
10. From somewhere deeper into the
lair the characters hear a deep
whooshing sound followed
by a deep chuckle redolent
with evil, malevolent intent
and sadistic humour.
11. With only the briefest of
warnings a large chunk of wall
behind the characters cracks and falls
away. It hits the oor and explodes pelting

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4: WHITE DRAGON HOARD TREASURES & 14. This ripped front cover of a large book—perhaps a spellbook
or grimoire has a secret slip pocket; perhaps a small treasure
TRINKETS
such as a scroll lies within.
15. A small sack, tightly tied with string, contains 20 packets of
Dragons are renown for their vast treasure hoards—it’s one of the salt and 20 packets of pepper along with enough beef jerky
main reason adventurers seek out their lairs. While much of the to sustain a traveller for one week.
hoard likely comprise coinage and the like, inevitably other 16. A wolf fur-edged cowl tops this voluminous scarlet cloak. The
interesting objects—of a variety of values—is mixed in with the rest. cloak has fangs for buttons and four internal pockets.
Use this table below, to add depth and avour to the dragon’s 17. A monocle attached to a slender golden chain lies in a
hoard and assign a value to each piece of treasure suitable for padded box small enough to t into a pocket or pouch.
your campaign. 18. A pair of soft, velvet slippers lie one inside the other under
some coins. Anyone wearing such shoes in the mountains
1. A ten-gallon wooden barrel has been staved in on one side. must have been insane—or protected by powerful magic.
The liquid inside— ne brandy—was frozen by the intense cold 19. The stopper of this empty cast iron vial is attached by a ne
of the dragon’s breath and has formed a spilled puddle by silver chain to the vial’s neck. The runes for magic and healing
the barrel. The frozen puddle of expensive brandy is stuck to are picked out on the vial in silver to match the stopper’s
the barrel making retrieving this treasure tricky. slender chain.
2. A gigantic white winter wolf fur cloak—once belonging to a 20. This slender belt comprises nothing but hundreds of small
frost giant—lies draped over a portion of the hoard. The fur is iron rings.
incredibly soft and keeps the wearer warm in all but the
coldest climes. DRAGON DRESSING: WORN TRINKETS
3. A ripped and torn belt pouch lies amid the snow and ice.
White dragons are vain creatures. Sometimes they’ll augment their
Only perceptive characters—or those searching very, very
appearance with various baubles. Some might be magical, others
carefully—realise some of the ice crystals in the pouch are in
might be merely pretty and shiny.
fact small, unblemished diamonds.
4. A beautifully forged battleaxe is stuck to the nearby treasures
1. The dragon wears a golden torc as an armband or bracelet
by a thick layer of frost. The weapon’s head has a ne coating
(depending on the dragon’s size).
of frozen blood—the dragon’s—on the blade. One severed—
2. Several small glimmering rubies are wedged between the
frozen—hand yet clasps the axe’s haft.
scales around the dragon’s eyes. The glimmer red ecks of
5. Two carefully bound piles of wolf and bear pelts roughly the
light give the dragon a fell, demonic aspect.
size of a human’s torso lie close to one another. The piles are
3. The dragon wears a necklace comprising several interlinked
bulky, but the pelts are of excellent quality.
silver and gold necklaces sized for humans. A forgotten locket
6. Wrapped in a strip of faded, blue silk this small statuette
hangs from one of the smaller necklaces.
represents a hunched yeti-like gure. Strangely the creature
4. A single, fat golden ring—its surface thick with glistening
has a human’s face twisted into a sadistic grimace. (The
hoarfrost—decorates the tip of the dragon’s crest.
statuette is a representation of a local nature spirit—the
5. Several gold rings lurk on the tips of the dragon’s claws. The
capricious god of the surrounding mountains).
rings are rmly wedged on, but every time the dragon rolls a
7. Some kind of foul-smelling grease which has somehow
natural 1 for an attack roll one snaps and falls off.
resisted the freezing temperatures in the dragon’s lair lls this
6. The dragon has wrapped a bloodstained polar bear fur cloak
large pot. (The grease is melted whale blubber and has many
around its right forearm. It likes the rusty red splash of colour
uses including being used to protect creatures from
on the cloak and is eager to refresh it.
hypothermia’s deadly effects).
7. The dragon wears a gigantic giant skull as a helmet of sorts.
8. This bronze and silver armband is sized for a human and has
The skull gives the dragon a slightly ridiculous, comic
been cunningly worked into the shape of a writhing dragon—
appearance, but the skull—which once belonged to its most
its open jaw ending just above the wearer’s wrist.
hated enemy—has great sentimental value to the beast.
9. A pair of heavy silver candelabras. One yet holds a stub of
8. The dragon wears a small, cracked and frozen metal box
thick red candle.
around its neck on a thick iron chain. The key for the metal
10. This cracked crystal decanter has a silver stopper cleverly
box—actually a lich’s phylactery—is long lost. Within the box,
wrought into the shape of a rearing swan’s head. Magic can
strips of leather crafted from human skin name the lich—
repair the crystal.
Ningal Kutha; if the phylactery is smashed, the lich is
11. A silver unholy symbol of a skull missing its jaw.
immediately aware of its destruction—and who broke it.
12. A long bronze-edged hunting horn complete with strap. The
horn creates a long, undulating sound when blown.
13. This small iron statuette depicts a slender tower—perhaps a
wizard’s tower or a lighthouse.

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5: WHITE DRAGON HOARD DRESSING 12. The shreds of a wide leather belt are still attached to a bronze
belt buckle shaped like a gaping demon’s mouth.
13. Shreds of ribbon in bright colours such as yellow, orange, red
White dragon hoards can be immense in scope and value. Among and blue are scattered throughout the hoard.
the treasures and trinkets, however, most dragons have also 14. A once ne, now shattered bronze long-necked ewer etched
accumulated objects that might not fall under the traditional with an engraved mountain scene is missing its bottom.
heading of treasure, but which are interesting and avoursome Nothing but snow and ice remain within.
none-the-less. 15. This lacquered hardwood travel case once held a lute (the
Use the list below, to add such objects of interest to the shattered lute lies elsewhere in the hoard). The case’s catch is
dragon’s hoard: also missing.
16. A stout oaken travel staff worn at one end and decorated with
1. The disembowelled frozen corpse of a yeti lies among the a half-dozen (frozen) eagle feathers tied to the other with
treasure. Some of the dragon’s treasure has slipped into the slender, near invisible string.
creature’s chest cavity. 17. A pile of frozen bodies lies stacked against one wall. All are of
2. The splintered bones of a long-dead explorer lies humans (or whatever humanoid race dwells in the
intermingled among the dragon’s hoard. The unfortunate’s surrounding locality) and are naked. Nearby, covered in
skull still wears the shattered remains of a once ne iron drifting snow lies their shredded clothes and so on.
helmet decorated with fantastic etchings of mountains and 18. A length of pitted and corroded chain almost 20-foot long
valleys. Sadly, due to the helmet’s condition, it is essentially lies intertwined among the hoard.
worthless (and dif cult to remove). 19. A healer’s bag, minus its shoulder strap, full of clean, unused
3. A deeply dented and scratched metal shield far too large for bandages, jars of frozen unguents and a small surgical kit.
a human to use effectively lies amid the hoard. The dragon 20. A single scrap of parchment lies under a light dusting of
has lled the concave shield with coins. snow; the only marking on the parchment is a faintly traced
4. The treasures lie around a large shard of cloudy ice carved— pentagram picked out in red and black ink.
crudely—into a rough image of a dragon rearing up on its
hind-legs. It looks like the ice sculpture was never nished—
perhaps the carver did not survive the experience because
the dragon was displeased with his efforts.
5. A bulging backpack is partly obscured by a snowdrift. Sadly, it
contains nothing more than a wadded up blanket and three
days of frozen rations.
6. A small wooden coffer stands amid the treasures; its broken,
upturned lid lies nearby.
7. The splintered remains of a small open-backed cart lie on
their side. Bits of the cart are scattered throughout the
treasure pile.
8. A backpack holds a tightly wound coil of knotted 40 ft. long
rope. Two snowshoes are strapped to the outside of the pack.
9. The remains of a wood sledge with once-beautifully carved
runners depicting such strange creatures as walruses and the
like. Scraps of straps hang from the sledge, but whatever they
secured is gone (and probably somewhere in the dragon’s
hoard or belly.)
10. A harpoon, missing the bottom three-foot of its shaft, is
impaled in the ice. Slender rope still hangs from
the harpoon’s blade.
11. Tw o p a i r s o f w o o d e n s n o w
goggles sized for
particularly small—
p e r h a p s
hal ing—heads.

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F A I R S & F E S T I VA L S

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1 : 1 0 F A I R S & F E S T I VA L S and open to anyone. The winner receives the Wolfbane Cloak,
a symbol recognised throughout the region.
7. Festival of the Chimera’s Crown: Trios of townsfolk tethered
Almost everyone loves a good party. Festivals are often used as by a short length of rope wearing monstrous masks chase
reminders of a settlement’s history or as reverence to a spirit or children through town. Stalls line the plaza handing out tiny
deity. They are an important aspect of life in settlements of every leather pouches lled with our citizens toss at the tethered
size from tiny shing villages up to cosmopolitan trade cities. trios to knock wooden crowns from their heads. Once all the
Use the list below, to add some spice to the PC’s visit to a fair: crowns are removed, the town gathers in the square to
commemorate the heroes who faced the legendary chimera.
1. Wisp Mote Festival: Vendors selling candies and sweetmeats 8. Harrow’s Fall Festival: At the centre of town, a well-dressed
line the avenues during the day. At night, strange blue motes cloth mannequin sits upon a wooden throne. During the day,
of light rain down from the skies as the townsfolk dance, drink citizens mockingly bow to the statue when they pass by. At
and sing in the streets. The annual celebration commemorates dusk, celebrants bombard the mannequin with colourful dyes
an ancient pact forged between the fey and the town's before it is paraded through the streets and eventually burned
founders. At the stroke of midnight, the wisps of light freeze in at a feast in front of the town’s main church.
mid-air and all manner of fey creatures appear in the streets to 9. The Apprentice Games: Young townsfolk dressed in the garb
join the celebration. of apprentice arcanists gather outside an old ruin just beyond
2. Carnival of Kuligar: The citizens have gathered in a clearing the edge of town. An aged wizard waits at the ruin’s entrance
just outside town. Strange mechanical contraptions whirl and to signal the start of a race to collect a hidden orb. The
clank within a clearing alongside several large pavilion tents. A apprentice who retrieves the orb is given a feast in their
barker calls to anyone and everyone to join him on a honour and is taught the ritual to summon a familiar.
fantastical journey. A few brave families can be heard laughing 10. Carnival of the Delve: An array of monstrously decorated
from large compartments as they are tossed about by the tents and wagons outside town promise entertainment and
whirling and swinging motions of the strange machine; each lavish prizes to those daring the trials within. Each tent
machine bears a phrase that declares it to be a numbered trial contains a complicated obstacle course with a different
of an individual named Kuligar. dungeon theme. After paying a small fee, participants nishing
3. Festival of Scarlet Flames: Alchemical lamps burning a deep the course in a set amount of time receive a tiny chest of
red hue cast the streets in a sinister nocturnal light. Several assorted baubles and knick-knacks as their prize.
hooting and laughing townsfolk with faces painted red and
garbed in dark robes battle each other with wooden swords.
Observation reveals several of the robed combatants have a
dark red sigil embroidered on the backs of their garments.
These marked individuals appear to be passing a coin
between them as they battle through the streets.
4. Feast of the Troll King: A carved wooden troll, ringed by
tables brimming with food, sits in the central plaza. Citizens
moving through the square take bits of food; leaving some on
a plate in front of the monstrous carving. The festival lasts for
an entire week as locals regularly replenish the tables with
food. Throughout each night, the food placed in front of
the carven troll gradually disappears.
5. Day of Walking Memories: Every year, on the rst day of
autumn the ghosts of those buried within the
graveyard manifest over their graves. The
townsfolk awaken at dawn to meet the spirits.
Throughout the day the living and deceased
discuss events of the past year as well as what
is to come. As the sun sets, the spirits return
to their graves in a silent procession. Once all
of the shades have vanished, the townsfolk
hold a feast in the central square.
6. Wolf Hunt Jubilee: Bowyers and etchers hock
their wares in the town square. At the gates, men and
women string their bows and examine their arrows.
Next to the gate stands a scoreboard lled with
names. The competition is a three-day event, held once a year

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2: 20 MINOR EVENTS (see 8 Stalls & Attractions overleaf). He is happy to direct


people to his employer’s stall.
11. A troubadour (Ari Kultimo [NG male human]) wanders the
Fairs and festivals are full of sights, sounds and excitement. crowd strumming his lute and singing a happy, merry song.
Beyond the main attractions, dozens of minor events befall The man has a good, strong voice.
festival-goers. 12. Two drunks clutching jacks of ale, which they quaff from
Use the list below, to add depth and avour to the characters’ between bouts of intelligible singing, stagger through the
visit to the fair. crowd singing and laughing at each other. Both are much the
worse for wear and stink of booze. If they don’t notice the
1. An amorous couple—paying no attention to anyone but party, they might stagger into the characters.
themselves—blunder into the party. The pair are innocent of 13. A young child (Kerttu Kalpio [young female human]) stands
any sinister intent, but suspicious characters may suspect a alone amid the crowds, crying. She has lost her parents and is
pickpocketing attempt. scared. If a character hoists her onto shoulders, one of her
2. Laughing child rush through the crowds playing a wild game parents quickly spots her. They both rush over to reclaim their
of tag. One child—desperate to not get caught—hurls herself daughter and thank the characters profusely for their aid.
through the legs of one of the party. An unwary or distracted 14. A noblewoman—or perhaps the wife of a wealthy merchant—
PC may be knocked to the ground by the sudden impact of a glides through the crowd trailed by two servants carrying a
hurtling child. variety of boxes and bundles. A grizzled, stout bodyguard
3. Shouts and laughter, coming from a nearby attraction or stall, walks beside the noblewoman—his eyes constantly roving the
drift over the crowd. Whatever is going on over there, people crowd in search of threats. She has no time for social inferiors.
are having a good time and more drift over to investigate the 15. A ragged child (Jegor Nousia [CN male human thief 1])
commotion. approaches the characters and tries to talk them out of a few
4. Shouts of, “Thief!” and, “Pickpocket” sound from close by as a coins. He explains, he wants to have a good time with his
richly-clad merchant points an accusative nger at a small boy friends, but his parents are too poor to spare any coin. He
cowering against a stall or wall. This could be a case of thickly lays on the emotional blackmail and is a persistent
mistaken identity, or the boy could be a thief. In any event, the fellow. If it becomes obvious he is wasting his time, he loudly
angry merchant seems intent on thrashing the boy. swears at the characters, wishes them bad luck and darts
5. A juggler moves through the crowd plying his trade—keeping away into the crowd.
ve whirling cudgels in the air. A drunk festival-goer decides it 16. A balding, stocky man (Kössi Ora [N middle-aged male
would be hilarious to throw something at the juggler—an human]) pushes a handcart through the throng from which he
apple core, empty wine jack or something similar. sells jacks of red wine for 1 sp. The wine is thin and vinegary,
Unsurprisingly, this distracts the juggler who drops his but he knows much of what is going on—he could be a useful
cudgels. A loud argument ensues. source of information for the characters. Kössi is a good way
6. Doing a roaring trade, a man (Ahti Hopea [LN male human]) of introducing interesting rumours to the party.
moves through the crowd selling hot meat pies from his small 17. Niilo Paaso (NE male human thief 2) wanders through the
handcart. Spotting the characters—and gambling they have crowd wearing a ludicrously stereotyped wizard’s out t
coin to spare—he makes a beeline for the party. His tasty meat complete with many stuffed pouches and a pointy hat. He has
pies cost 5 cp each. impressive sleight of hand skills which he uses to amaze
7. A stray dog trots through the crowd on the hunt for dropped children. While he does so, his accomplices Aili Ehtaro (NE
food. It spies the remains of a dropped pie, and darts forward female human thief 2) and Miro Slycaller (CN male hal ing
to wolf it down. Alternatively, if the characters are eating the thief 3) pick the pockets of distracted onlookers.
dog might follow them around begging for scraps. 18. Birds soar overhead; occasionally one or more swoops to the
8. Three children walk through the crowd laughing and talking. ground to gobble up some dropping morsel of food. If the
Two are clearly trying to impress the third, and their boasts birds get aggressive, they try to steal food from children’s
and jests become ever more outlandish. hands. Most of the birds are normal creatures, but a wizard’s
9. A well-to-do family wander among the various attractions, familiar could lurk in the ock for some unspeci ed purpose.
enjoying the day. The four children dart about laughing and 19. A sudden burst of rain sends festival-goers dashing for cover
joking with one another. Occasionally, one or another of the under trees and in tents. The downpour only lasts 20 minutes,
children demands a coin from their parents for a treat or visit and some of the undercover attractions do a roaring trade in
to a stall. Laughing, their parents dispense the coins the meanwhile.
seemingly without a care in the world. Perceptive characters 20. Two old people—a husband and wife—totter through the
notice a trio of thugs trailing the family. crowd; a three small dogs—little more than puppies—dart
10. A tall, smiling man (Eerik Ihamuoto [LN male human]) about their legs, playing happily, and investigating
wanders the crowd shout loading in a deep, booming voice everything.
of the bargains to be had at Lauri’s Cornucopia of Wonder

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3 : 8 S TA L L S & A T T R A C T I O N S himself out to noblemen and the like to train their children in the
ne art of fencing.

Beyond the fair or festival’s main event, most have countless side • Entry Fee: 5 sp.
attractions. Local merchants sell their produce to revellers, and • Prize: 5 gp.
other folk put on special attractions—games of skill, special
services and so on. Use the entries below, to add such features to 5: L A U R I ’ S C O R N U C O P I A OF WONDER
the fair or festival:
Two wagons, drawn up next to each other, form this makeshift
1 : K R E E TA ’ M A S K S stall. Here Lauri Saarelainen (CN male human) sells bric-a-brac,
odds and ends and other bits and bobs he has bought from hard-
This stall sells a variety of colourful face-masks from head-high up customers desperate to turn their assets into cold, hard coin.
racks. Most masks depict particularly lurid caricatures of various His carts hold an incredible array of objects. Organisation has
creatures—orcs, dragons, goblins and the like while a few also wholly escaped Lauri, however, and everything is jumbled
depict predatory animals such as hawks and wolves. The together—there is no rhythm or reason to the display. If the
storekeeper, Kreeta Tuntia (NG female human), is a pleasant characters search through the jumble, they might nd something
woman well-used to parting customers from their coins. of interest. If they do, roll on the table below to determine what
they nd:
• For Sale: basic animal or monster mask 1 sp, detailed mask 3
sp, ornate dragon mask 1 gp. 1. This pair of well-shod boots with worn heels has a gash across
one of its soles. Perceptive characters notice magical symbols
2: ESOTERIC LODGE OF A L L K N OW L E D G E
pertaining to speed picked out in silver thread on the back of
This tall, jet black tent glowers over the surrounds like a brooding each shoe.
giant. A sign driven into the ground nearby reads, “Esoteric Lodge 2. This dagger is more of a short sword—being almost 18-inches
of All Knowledge”, and the faint scent of incense wafts from within long. It has an oversized pommel, which can be unscrewed to
the tent. Inside, Sakarias Vaania (LN old male human wizard 4) tells reveal a hidden compartment big enough for a potion vial.
fortunes. The oor is thickly carpeted, and esoteric symbols cover The weapon needs sharpening and comes with a worn, but
the tent’s inner walls. A glowing brazier provides a faint light, and serviceable, sheath.
heady incense lls the air. 3. A strange stubby, prickly plant lls a battered clay pot.
Knowledgeable characters recognise the plant as a cactus.
• Services: basic divination 1 sp, fortune telling 2 sp, How it got here, remains a mystery as Lauri can recall virtually
spellcasting services 25 gp x spell level. nothing about the seller. Hidden in the pot, beneath the dry
earth, lies a forgotten trove of 3 pp.
3 : T RY Y O U R L U C K 4. This cracked silver hand mirror has traces of stone clinging to
its handle. Disturbingly, the stone remnants seem to be
Dozens of pitted wooden targets set at different heights and
patterned in a way similar to a hand’s grip. The stone can be
distances stand throughout this dimly lit tent. One end of the tent
chipped off, but doing so scratches the mirror’s handle.
is open to customers but is blocked off by a wooden counter.
5. Intricately carved, this wooden ship is missing its sails and
Dozens of (poorly weighted) darts lie on the table. As potential
rigging. Careful examination of the model reveals means to
customers approach, the wizened stall-keeper—Kylli Uro (CN old
attach lengths of ne string and small pieces of canvas to the
female human ghter 2)—challenges them to hit three targets to
model to fully depict a ship under full sail.
win a prize.
6. This small book is a travelogue; it is water stained and has
several torn pages. As well as a traveller’s general description
• Services: three darts 5 cp, seven darts 1 sp.
of the lands he travelled through, it also has several hand-
• Prizes: basic stuffed toy, jack of weak ale.
drawn maps of the surrounding region. The maps are not to
4 : T H E S Q UA R E scale but do show all large regional features and settlements.

Here, a whip-thin man stalks a roped-off square. The man (Torsten 6: B LU E B OA R T AV E R N


Kainu [LN middle-aged male human ghter 7]) brandishes two
Three sides of this vast, gaudy pavilion have been pulled back to
wooden rapiers and offers to ght anyone daring to step into the
create an open-air tavern. On all three sides, a stout ten-foot high
ring. The rules of the ght are simple: the rst one to strike his
stake driven deep into the ground holds a carved blue-faced boar
opponent three times with his wooden rapier wins. Torsten is
akin to a ship’s gurehead in size and style aloft.
friendly and often ghts mock battles with children (which he
Upturned barrels scattered about the interior serve as make-
loses) if no serious customers dare the ring.
shift tables about which gather a happy throng. The tavern’s bar
His brawny son, Samppa (LN male human ghter 3), himself an
stands at one end of the tent; here the crowd is deeper as many
accomplished fencer, collects entries fees and (rarely) dolls out
festival-goers try to get served. Harried servers push their way
prize money. When not working fairs and suchlike, Torsten hires
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through the people carrying drinks to the various tables. The legends of ancient events pertaining to upcoming adventures into
tavern’s crowd is good-natured, but a small patrol of the watch the performances.
loiter nearby to keep an eye on the revellers.
8: K Y T E N I A N ’ S P E R F O R M I N G B E A R S
• For Sale: mug of ale 4 cp, pitcher of wine 2 sp.
Kytenian Pyloninn (NG male half-elf ranger 5) wanders from
settlement to settlement with his two young trained bears. A
Pekko Salme (NE male human ghter 3/rogue 3) owns and runs
consummate animal trainer, Kytenian has raised the pair since he
the Blue Boar Tavern, aided by his extended family. The family are
found their mother dead in the woods amid a circle of slain orcs.
travellers—always on the road to the next market day, festival or
The two juvenile bears—My and Solal—travel everywhere with
fair. Although he appears a bluff, welcoming fellow the Blue Boar
Kytenian in his specially reinforced wagon. He is a friendly and
tavern has a sinister side—Pekko is a black-hearted thief, murderer
popular man, and his charges are well-trained—something he
and kidnapper who uses the Blue Boar tavern as a cover to go
shows off in a popular show which involves the bears fetching and
about his sinister doings. Worse than that, his extended family
carrying things, dancing—sometimes with people plucked from
have similar proclivities and the group prey on those who appear
the crowd—and so on.
weak or vulnerable. Pekko is wary of tangling with adventurers and
Kytenian is also a trainer of animals for hire. A sign on his
avoids any confrontations with such folk.
wagon proclaims him as such. If hired, he requires 1 gp a day as
7 : T I E R A ’ S W A N D E R I N G P L AY E R S well as food and lodgings; to complete his duties, he needs
somewhere quiet to train his new charge. He only works with
This small travelling troupe of actors, bards and sundry stage natural animals—he wants no part of training potentially sentient
performers wander the land and make their living performing monsters.
certain plays and comedies to the masses. Typically found in
towns and cities where the audience is plentiful, they sometimes • Angry Bear: A small boy in the crowd is in a mischievous
perform at large festivals and fairs. mood. While Kytenian is distracted, the boy throws small
Led by the charismatic Rusi Tiera (NG middle-aged male sticks, peddles and anything else he can get his hands on at
human) the group perform a series of short plays, sketches and the bears. Eventually, one missile strikes Solal in the eye. The
other performances during the day. Many of their performances sudden pain sends the bear in a wild frenzy. Solal roars loudly
require fantastical costumes and relate epic tales of heroes of old. and tries to get at his tormenter. Terri ed, the crowd scatters.
Most have no basis in reality, but the GM could insert rumours or

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4 : H O O K S , C O M P L I C AT I O N S &
O P P O RT U N I T I E S

Sometimes, the characters’ visit to the fair or festival passes


without undue excitement or fell event. Other times, either
through accident or the design of some other festival-goer, events
go awry.
To inject more excitement into the characters’ visit to the festival,
roll on the table below:

1. A gang of pickpockets target the crowds. Well organised and


aggressive, the gang moves through the revellers
indiscriminately; they avoid obvious adventurers, but their
activities do not long go unnoticed by their victims. As a
general cry goes up, many commoners turn to the characters
to “do something” about the “bandits” and “ne’er-do-wells”.
2. One of the many fair’s entertainments comprises trained
animals of a ferocious sort—wolves, bears or perhaps
something even more exotic such as a mountain lion. During
the performance, one of the animals gets loose and jumps
into the crowd. Panic ensues as peasants rush to g e t a w a y
f ro m t h e a n i m a l w h i l e i t s o w n e r
desperately tries to recapture it before
the watch—or someone else—slays it.
3. Desperate, Inkeri Väinä (NG female
human thief 2) approaches the
characters; she is a travelling
troubadour but has fallen foul of a
local thieves’ guild or the like over a
misunderstanding. While performing for
the crowds she has noticed several
unsavoury types watching her and has begun
to fear for her safety. She asks the characters to escort her
safely away from the fair. In thanks, she offers to compose a
song in the party’s honour. If this doesn’t work, she knows
several rumours and legends—one or more of which could
propel the party into their next adventure.
4. As the day passes progressive darker and more gloomy
clouds gather over the festival. In mid-afternoon, the heavens
open and a deluge sends many festival-goers running for
cover. The rain is so heavy, the ground quickly turns to mud,
and the event is washed out. (This could be seen as an ill
omen depending on the nature of the celebrations).
5. A small group of local citizens doesn’t believe the community
should celebrate the event after which the festival is
dedicated. Once the festivities are in full swing, they arrive
and begin to be generally disruptive—shouting, getting in the
way of festival-goers and so on. Tensions quickly rise, and
before the watch arrives to control the situation, a brawl
breaks out.
6. A sudden outbreaking of screaming heralds some dark event.
Investigations reveal a murder has taken place—in broad
daylight! As the watch arrive, several of the peasants accuse
each other of the wicked act and confusion reigns.

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FANE OF EVIL

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1 : M A J O R F A N E F E AT U R E S 9. A huge statue depicting the fane’s patron stands fully 20-foot


high on a dais in a shadowy alcove. Large chunks of green
stone (malachites) glimmer in the statue’s eye sockets. A
Redolent with evil the foul acts of veneration perpetrated in a fane aming brazier stands in front of the statue, cloaking it in
of evil irredeemably leave their mark upon the fabric of the place. shifting shadows.
The design and decoration of such a locale mirrors its patron’s 10. A wrought iron cage with jagged bars stands behind the altar;
abhorrent proclivities. big enough for four humans (at a squeeze) the cage is where
the priests keep their sacri ces. It reeks of despair.
1. Two large, vividly painted stone statues of devils or demons 11. Yellowing bones ll deep precisely cut channels hacked into
ank the fane’s entrance. The beasts are depicted in the act of the oor. From above, it is obvious the channels form a
striking at those entering the shrine. Beyond, a veritable forest gigantic, unholy symbol.
of slender pillars holds aloft the ceiling. Carvings of lurid 12. Complicated arrangements of bones—mostly leg, arm and rib
scenes of slaughter and sacri ce decorate each pillar. bones along with many skulls—decorate the walls. Stuck in
2. Small iron candle sconces jut from the walls. Wrought to look place with some kind of adhesive, the bones come from
like grinning skulls each sconce has a hinged lid—the skull’s scores—perhaps hundreds—of individuals.
forehead opens—to enable the changing of the candle within. 13. Two pyramids of skulls—as high as a grown man’s shoulders—
When lit, the candle’s light icker in the skull’s eye sockets and ank the chapel’s main entrance. Carefully stacked, the piles
gaping jaw. can be knocked over with a strong push. Doing so, scatters
3. Purple and red tapestries depicting disturbing geometric the skulls across a wide area.
shapes hide the wall behind the altar. The tapestries hang in a 14. Two huge iron braziers lled with coal and other foul things
peculiar, unsettling way; their folds hint at deeper, perhaps belch noxious smoke into the air. Each brazier is large enough
non-Euclidean, mysteries hidden in their decorative patterns. to hold two bodies. Black sludge, soot and fragments of
4. Thick, viscous blood-like liquid oozes down the shrine’s walls bones around the braziers’ bases hint at what is burnt within.
into deep channels running around the room which funnel 15. Some sections of the chapel’s walls are crumbling, as if being
the liquid into a central pool. (Iron in the rock is responsible eaten away by something inside. (The horrible in uence of
for the water’s blood-red hue). the fane’s lord is at work on the very fabric of the place). The
5. Six 20-foot deep pits pierce the chapel’s oor. Each is barely stone crumbles at anything but the gentlest touch.
ve-foot square and is used to hold prisoners and sacri ces. 16. An oppressive gloom—the manifestation of all the evil acts
Nearby, a ladder crafted from leg bones lies on the oor next committed herein— lls the shrine. Nonmagical light is only
to a wall. half as effective as normal. The gloom does not dissipate until
6. Nauseating bas relief carvings of foul otherworldly creatures the shrine has been reconsecrated to a good-aligned power.
pursuing and killing humans in horribly graphic ways 17. Wrought iron cages—barely large enough for a human to
decorate the walls. crouch in—hang from the ceiling. Skeletons lie within most of
7. As #6, but perceptive characters discover a hidden niche the cages. A clever sets of wheels and pulleys enable the
opened by slipping a small blade into a jagged belly wound raising and lowering of the cages.
in one of the carved dying humans. 18. A ten-foot wide cleft in the rock pierces the oor and cuts the
8. A three-panelled brass screen wrought into terrible scenes of shrine in twain. A narrow stone span bridges the gap, and
devilry and suffering partitions off part of the room. The bulky faint sounds drift up from below. Beyond the chasm, a thick
screen weighs 200 lbs. black curtain, decorated with unsettling, otherworldly
patterns, hangs from the ceiling all the way to the oor
obscuring sight of what lies beyond.
19. The oor comprises dozens of gravestones stolen from
nearby graveyards. The inscriptions on each are vandalised or
effaced. Filled with burnt and splintered bones a six-foot long,
three-foot wide and seven-foot deep hole in the oor may be
nothing more than a bone pit. However, the bones could also
hide a secret burial crypt or reliquary.
20. Alcoves pierce the walls. Inside each stands an upright
sarcophagus with an ornately carved lid. Each sarcophagus
holds the remains of a worshipper. Some might animate,
when the chapel is threatened.

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2: MINOR SHRINE DRESSING G E N E R A L S H R I N E D E C O R AT I O N S


Places of worship are almost always extensively decorated.
A fane of evil is a dark and disturbing place different to many
other sites the characters explore during their careers. Many small 1. Skull and bone carvings decorate the walls and ceiling.
features mark this as a foul locale. 2. Crude drawings done in charcoal of tentacles and other
disquieting, sinister shapes cover every at surface.
1. A strange otherworldly smell of some kind of alien, unknown 3. A list of names (of sacri ces) along with dates (of the
incense hangs in the air. unfortunate’s death) daubed in blood cover the walls. There
2. An old sarcophagus' lid is set into the oor. The inscriptions are hundreds of entries.
on the lid are faded and indistinct. Prising up the lid is dif cult 4. Gleaming white skulls ll scores of niches cut into the walls
—it has been mortared into place. (It might ward access to a and pillars. Prayers to the shrine’s patron cover the
hidden burial vault or merely have been used as an expedient surrounding walls in an array of handwriting and styles.
repair.) Many cracks pierce the surrounding oor. A faint (cold 5. Long, plain curtains of red, yellow, black and purple hang
or warm) breeze issues forth from their depths. from the chapel’s walls or pillars.
3. A faint, indistinct haze hangs in the air. Discarded purple 6. Grotesque piles of bones arranged in strange shapes dot the
robes lie on the oor. chapel’s oor.
4. Rusting chains and manacles hang from iron spikes driven 7. Articulated skeletons draped upon wooden posts stand along
deep into the walls. the shrine’s walls and ank the altar. Fell symbols daubed in
5. A large battered bronze gong hangs from a stand against a blood cover the walls and oor.
wall. A heavy hammer leans against the same wall. 8. Many half-completed, or ill-formed, statues carved into the
6. Tall wrought iron candelabras standing about the room hold walls and pillars are designed to look like the carved
thick red candles. creatures are clawing their way out of the stone.
7. Glowing coals ll several iron braziers set about the room. 9. Frescoes (or tapestries) of horrible, otherworldly scenes of the
Each emits a cloying smell. patron’s home plane cover the walls.
8. Ancient and worn copper and silver coins ll the deep cracks 10. A checkerboard of red and black tiles covers the oor.
in one wall. 11. A huge unholy symbol carved in bas-relief dominates one
9. A smell akin to that of wet dogs hangs in the air. wall. The symbol is at least ten feet high.
10. Many tiny cracks pierce the walls, oor and ceiling. 12. A massive carving of the dark lord’s symbol decorates the
11. A faint sobbing sound reaches the characters’ ears. oor. It must be walked upon to reach the altar.
12. Many iron nails pierce the oor. They form a trail of sorts
leading towards the fane’s altar.
13. Faint graf ti—names, dates and so on—mar one wall. One set—
“JK + IL”—stands out from the rest.
14. Dark, ickering shadows ll the fane’s deepest reaches.
15. Six plain pewter cups stand atop a two-gallon barrel half- lled
with harsh-tasting brandy.
16. Black, oily water lls a crude font hacked from a slab of rock.
Rearing from the oor like the back of some striking, primeval
serpent the font itself seems ready to strike interlopers.
17. The oor is of laid agstones; each has an esoteric symbol of
ominous shape carved into its upper surface. Graf ti defaces
one agstone. It reads, “Hail his dark glory”.
18. The lower portion of a frayed tapestry 15-foot long and a
little over ve-foot high, is scorched and burnt. Ash and soot
cover the rest, obscuring whatever scene the tapestry once
displayed.
19. Voluminous black and red silk robes, an unholy symbol
sewn into the chest, complete with deep hoods hang
from wooden pegs. The robes are sized for humans.
20. A small oaken box stands on a slim three-foot high
stone pillar. A small hole pierces the box’s lid which is
padlocked shut. The box contains a variety of coins—
offerings left by the fane’s congregation.

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3 : T H E A L TA R 8. A vast pile of bones covers the oor around the altar. In


places, the bones are three-foot deep; the pile contains the
remains of scores of individuals dumped here after their
The centrepiece of any shrine or chapel is its altar. Altars sacri ce. Some might animate as guardians.
dedicated to dark powers, however, are markedly different to 9. This altar comprises hundreds of skulls bound together with
those raised up in honour of good-aligned patrons. magics of the most ineffable sort. The skulls begin murmuring
as good-aligned individuals approach and scream in anger if
1. Twisted and scorched sets of armour—many emblazoned with such a living creature touches or is placed upon the altar. The
a holy symbol and containing decomposing body parts— altar stands in the centre of a large pentagram daubed on the
comprise this altar. oor in dried blood.
2. Comprising a sturdy table built from wood taken from a 10. The unholy sigil of the shrine’s patron is cut into the altar top.
Abyssal forest and covered in a thick, blood-encrusted hide Dried blood and gore lls the grooves.
torn from some primeval beast, this altar is a relic in its own 11. A shallow pit lies beneath the altar. Within lies the skeletal
right. A pit in front of the altar holds a great mass of bones— remains of the shrine’s rst high priest or some other
the leavings of the priests’ many sacri ces. luminary. This could also serve as the resting place of an
3. The shrine’s altar stands upon a ve-foot high stone plinth, unholy relic or a warped and twisted good-aligned relic.
dominating the chamber. Four sets of worn, shallow steps 12. This altar comprises a chunk of razor-sharp, magically
lead up to the altar. hardened smoked glass. Disturbing shadows—thrown by two
4. A shallow 20-foot wide re pit stands in front of the altar. nearby braziers—writhe in and around the altar. A large
Within lies a mass of charred wood, ash and other pentagram, picked out in silver and gold, covers the oor
unidenti able things. A small pile of oiled wood stands around the altar.
behind the altar, ready for the next service. 13. An irregularly shaped chunk of grey rock shot through with
5. Fell magic imbues the fabric of the altar; a faint, grey mist red veins of some kind of mineral serves as the shrine’s altar.
constantly ows from its stone, lling the surrounding room to Chips in its surface show where a sacri cial blade has been
a depth of two-foot. As mist drifts from the shrine it slowly wielded a little too enthusiastically.
evaporates into nothingness. 14. Of stone, this blackened and scorched altar looks like it has
6. A jagged chunk of black basaltic rock serves as the shrine’s been repeated set a ame. The faint smell of burnt esh hangs
altar. The top of the boulder has been smoothed and deep in the air around the altar. A small coffer behind the altar
grooves are cut in the rock to channel and catch the sacri ce’s holds a half dozen vials of particularly ammable, foul-
blood. Deep niches in the rear of the altar hold several prayer smelling oil.
book, sacri cial weapons and various dirty bowls used to 15. Gnarled, rust-red roots have burst from the oor to entwine
collect blood and internal organs torn from the living themselves round the altar. The roots are preternaturally
creatures sacri ced on the altar. tough and resist cutting or burning. Re-consecrating the
7. Tiny pinprick-sized holes pierce the altar’s upper surface. The shrine to a good-aligned power, or dousing the roots with
altar contains a cunningly hidden compartment lled with holy water, cause them to quickly shrivel and crumble to dust.
dried and congealing blood. The door to the compartment 16. Almost 15-foot long, this altar is designed to “host” two
faces the congregation and can be opened by pressing down sacri ces at once. Roll again to determine its other features.
on a certain part of the altar. Opening the door causes a wave 17. Roughly hewn from the stone comprising the oor, this altar is
of congealed blood and gore to slop forth. immoveable. Iron bands set with glimmering black and red
gemstones decorate the sides of this symbol-graven altar.
18. Built from hundreds of leg and rib bones, this altar is bound
together by the souls of all those who have died for the glory
of the shrine’s patron. Only an exorcism or similarly powerful
divine magic sunders the bond holding the altar together.
19. Forged from an irregularly shaped lump of iron, the altar has
many symbols graven into its surfaces. A faint, but noticeable,
warmth emanates from the altar.
20. A mix of lead and bones lls a rent in this altar, which was
clearly almost cleaved in two by a single, titanic blow at some
point in the past.

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4 : A L TA R D R E S S I N G 13. Ready for the next ceremony, the altar has been doused with
unholy water.
14. A ragged white bloodstained sheet covers the altar. The
Adventurers will inevitably nd many strange, fell or blasphemous bloody remains of the last sacri ce yet lie upon the sheet.
things on or near an altar dedicated to an evil power. 15. A small iron bound coffer contains a score or so burnt,
smashed or bent holy symbols belonging to common good-
1. Standing next to a coiled, thick silver chain this golden aligned faiths. Some symbols have empty mounts from
thurible is constructed to look like a tiny cage. Beautifully whence precious gems have been prised.
wrought gures contorted in poses of agony are visible 16. Covered in stretched, tattooed human skin, this kettle drum is
inside. Flickering ames in the thurible make it look like the a macabre, blasphemous creation. Two worn leg bones serve
tiny gures' shadows are writhing in agony. About the altar, as drumsticks.
ecks of dry, rust-red blood decorate the oor. 17. This nameless book, bound in some kind of supernaturally
2. A cluster of small bottles and jars stands behind the altar; tough leather type material, contains a discourse on the
they contain certain unguents and powders used during the nature of Hell and the Abyss along with descriptions of their
foul services held here. denizens’ characteristics.
3. Of beaten bronze, this old, fragile bell hangs from a new 18. A single glisteningly pure white feather fully two-foot long
wrought iron stand. Faint and worn illegible carvings decorate plucked from an angel’s wing lies on the altar. Steeped in
the bell while bloody handprints—obviously from many blood and ichor, a glimmer of goodness yet lingers in the
different individuals—cover the altar. feather—a glimmer the fane’s priests are keen to stamp out.
4. Dried blood and ecks of gore cover the altar. Dried vomit 19. Af xed to a golden base this inhuman skull has had its top
and blood stains its rear. The altar smells of decay. removed and the brain cavity coated with molten lead. Within
5. A miniature gong, complete with a tiny bone hammer, stands the “cup” lurks a foul-smelling liquid lled with unidenti able
atop the altar. Nearby lie a set of pan pipes crafted from chunks of horrible things.
hollowed out bones. 20. A scroll wrought from ayed and stretched (human) skin
6. A scroll of cured human skin, which bears a prayer of cosmic contains a litany written in blood dedicated to the shrine’s
evil, lies unfurled on the altar. A skull holds down each corner patron. This foul thing lls a simple one-foot-square wooden
of the scroll. With glimmering black gemstones (onyxs) frame. An ornate wooden chair, black with age and worn
inserted in their eye sockets, and complicated whorl patterns smooth by countless years of use, has a back carved into the
etched into their forehead these highly polished human skull likeness of a mass of coiled serpents. It stands mere feet from
are macabre works of art. the altar.
7. A small brass idol stands atop the altar. It is worn as if it has
been caressed by hands uncountable. Four candlesticks
covered in melted wax cluster about the idol. A small, stout
wooden box holds another dozen thick candles whose shape
is reminiscent of long bones.
8. This wickedly curved sacri cial dagger has a hollow blade
and handle so that when it is plunged into a living sacri ce’s
heart the blood sprays forth over the priest carrying out the
sacri ce. Two pairs of rusted and blood-soaked manacles
are set into the altar’s top.
9. A single candle, as thick as a man’s forearm, stands
on the altar amid a puddle of melted wax. A vast
array of teeth—some cracked and broken— ll the
many cracks and niches pockmarking the altar.
10. A bloodstained leather scourge set with
jagged shards of rusty chainmail is coiled
atop the altar.
11. A small pyramid of skulls decorates the altar.
A half-dozen broken or bent holy symbols
belonging to a range of good-aligned
powers lie around the pyramid. Dried blood
coats many of the symbols.
12. A small brazier lled with ash and splintered,
scorched fragments of bone and other
unidenti able things stands upon the altar.

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5: CLERGY & PRISONERS 4: S AT U M A R K K U (P R I S O N E R )


Clad in dirty, ragged commoner’s clothes this dirty, horribly thin
A shrine of ineffable evil is nothing without worshippers, priests, woman has her left arm bound in a crude sling.
prisoners and sacri ces. Use the NPCs below, to portray such
odious individuals. In all cases—for maximum exibility—only a Satu Markku (NG female human) believes she has nothing to live
minimum of game-related statistics appear for each NPC. for and is nearly catatonic with fear. She has seen her husband and
children sacri ced and is now simply waiting to die.
1 : E L I N A I T KO N E N ( P R I E S T E S S ) Personality: A broken woman, Satu barely clings to reason.
The deaths of her family has left her without purpose; if she is not
This darkly beautiful woman wears plain, but tight- tting, robes helped through the aftermath of her ordeal, she’ll likely drink
designed to show off her impressive curves. herself to death.
Mannerisms: Clutching herself with her one good arm, Satu
Elina Itkonen (CE female human cleric) comes from a family of rich
huddles in a corner shivering uncontrollably. She speaks softly
merchants. Spoiled her entire childhood, she fell under the
and often bursts into tears.
in uence of a demon-worshipping maid and slew her father in a
Hook: If given half a chance, she wildly attacks any of the
t of pique when he denied her a new dress.
fane’s clergy taken prisoner by the party. If she is not restrained,
Personality: Utterly merciless, Elina covets the high priestess’
she’ll beat them to death.
position and has no moral compass beyond pleasing herself. Elina
is capable of deep, but transitory, love. 5: S O L A L I T H W I L M AT Y N (P R I S O N E R )
Mannerisms: Elina is well aware of her beauty; her every
movement is calculated to distract and confuse others. Wiry and tough, this half-elf wears ripped and torn peasant’s
Hook: Elina is plotting against one of the other priesthood, clothes. De ance blazes in his eyes.
who rebuffed her advances. She sees the characters as useful
pawns to use in exacting her revenge. Solalith Wilmatyn (NE male half-elf assassin) tried to assassinate
one of the fane’s priests, but was caught and imprisoned. His fate
2: LILITH GIRSU (PRIESTESS) remains unclear; the high priest has not yet decided whether to
sacri ce or recruit the brutal, ruthless half-elf.
Short and dumpy with dark brown hair and blue eyes this woman Personality: Ruthless and vindictive, Solalith sacri ces anyone
wears a plain black robe cinched at the waist with a chain-link belt to ensure his own survival or advancement. Blessed with insight
decorated with tiny devil and demon pendants. into what makes people tick, Solalith is a master manipulator.
Mannerisms: Solalith has a penetrating, challenging stare; he
Lilith Girsu (CE female human cleric) believes a guardian demon
never blinks.
protects her and has otherworldly visions of strange things.
Hook: Seemingly a peasant, Solalith offers a surprisingly large
Personality: Deluded in her belief of an otherworldly
reward for his rescue and return to civilisation. He explains the
guardian, Lilith is a dangerous foe. Capricious and sadistic, she
amount away as his family’s life savings. The money may—or may
enjoys in icting pain on others.
not—materialise.
Mannerisms: Lilith uses curses voluminously and speaks in an
archaic fashion using words long fallen from general usage. 6: V A R M A E R O N E N (P R I S O N E R )
Hook: A minor trickster spirt is bounded to Lilith’s chain-link
belt; it sends her strange dreams and enjoys manipulating its Manacled hand and foot this woman has been viciously beaten—
“owner”. If the belt is claimed by another, it simply transfers its her face is a mass of bruises and her nose is obviously broken.
attention to that unfortunate.
Varma Eronen (LG female human paladin 4) tried to slay all she
3 : M A KOA D E R ( P R I E S T ) found in the temple, but was taken prisoner; the fane’s clergy have
enjoyed beating her.
Obese with a sallow countenance and ill- tting, stained robes this Personality: Varma is and pious and feels responsible for the
man wears his short-cropped black hair slicked back. other prisoners’ safety. She is brave and eagerly joins the ght
against any surviving clergy.
Makoa Der (CE male human cleric) bullies anyone weaker than
Mannerisms: Obviously in pain, Varma is stoic in the extreme
himself, but is terri ed of pain and physical violence.
and won’t accept healing until her fellows have been tended.
Personality: Scared for much of the time, Makoa is convinced
Hook: Varma wants to save the souls of any surviving
his fellow priests are plotting against him.
members of the fane’s clergy. She believes only the cleansing re
Mannerisms: Makoa’s whole demeanour screams “coward”
will save their immortal souls and plans to burn them all to death
for all to see; he rarely makes eye contact with others and seeks to
for their good.
avoid offence wherever possible.
Hook: Makoa surrenders as soon as he is injured and begs for
mercy. He tries to ingratiate himself with his captors and doesn’t
want to pay for his crimes.

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FARMING VILLAGE

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1 : V I L L A G E S I G H T S & S O U N D S : D AY T I M E 8. The clang of metal on metal—the sounds of the village


blacksmith at work— ll the air.
9. Two villagers carrying baskets, and deep in conversation,
Most rural farming villages are a hive of activity during the day. stroll toward the characters.
Villagers work in the fields or in their small kitchen gardens while 10. A trapper returns to the village, the skinned and gutted
children tear around and visiting traders go about their business. bodies of a half-dozen rabbits hanging from a long pole he
Use the list below, to add interesting sights and sounds to the carries over his shoulder.
characters’ daytime exploration of the village. 11. Urgent calls for help, and wild gesticulations, from a pair of
villagers working in a eld indicate a horrible accident has
1. Children clad in dirty shifts run along the road laughing and just occurred. Moments later, one of the villagers collapses.
joking among themselves. They quiet at the sight of the 12. A chill wind blows through the village, plucking at the
adventurers and give the party a wide berth. characters’ cloaks and sending the smoke drifting from the
2. A villager pushes a handcart along the road piled high with villagers’ homes wildly cavorting through the air.
wood freshly cut from a nearby copse. A woodsman’s axe 13. A pack of running, laughing children surround the characters;
balances precariously atop the wood pile. The villager nods in they are playing “Catch Me If You Can” and the party are a
friendly greeting as he passes by. handy obstacle to be used to avoid capture.
3. Thin streams of smoke drift upwards from several chimneys. 14. Three women stand close together deep in conversation;
From the nearby houses, the laughter of children and the nearby a dog noses through the woods in search of an
everyday sounds of life softly ll the air. interesting smell.
4. Villagers work in the elds, ploughing the earth, weeding and 15. A cat sits atop a high roof, watching people come and go
and so on. Here and there, children run up and down waving below. At the other end of the roof, two birds are doing much
their arms and shouting to scare away the birds that land to the same.
peck at the soil and the seeds therein. 16. As #15 above, but slowly—so slowly—the cat edges down the
5. A trader (see Table 4 for sample NPCs) rumbles into the roof toward the birds.
village on a cart piled high with boxes, barrels and sacks. 17. Clouds scud across the sky, bringing alternating patches of
Several children run alongside the cart laughing and the light and shadow to the village.
trader shouts at them to get away. 18. Heavy rain lashes the village. As the day goes on, the roads
6. A ock of birds nesting in a stand of trees at the end of the turn into muddy morasses.
village suddenly screech and take ight. Perceptive characters 19. A horseman, in a fearful rush, gallops through the village.
spot a cat slinking through the trees. Villagers scatter in his wake.
7. Villagers—both alone and in small groups—walk the streets 20. A distant roar—perhaps a bear, troll or other wandering
going about their daily business. Most greet the characters predator—echoes through the air.
with nods or smiles although a few seem scared or awed by
the adventurers, their weapons and their relative wealth.

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2: VILLAGE SIGHTS & SOUNDS: 6. A husband and wife sit outside their house enjoying a quiet
conversation and drink. They watch the adventurers as the
NIGHTTIME
party passes by. The man gestures at them, says something
and the woman laughs softly.
The villagers work hard during the day and as dusk falls most return 7. Rustling at the side of the road presages the appearance of a
to their homes to eat and rest. Others visit the tavern or friends’ mongrel dog—perhaps a stray or a farmer’s pet—with a stick in
houses while courting couples sneak away from their families for its mouth. It looks at the characters, drops the stick and wags
some privacy. The feel of a rural farming village at night is much its tail.
different to that of its daytime. 8. A fox darts through the village, accompanied by its two pups,
Use the list below, to add interesting sights and sounds to the looking for prey. It is cautious and avoids any large group of
characters’ nighttime exploration of the village. people, but could be coxed out into the open by a druid,
ranger or the like.
1. A mangy cat emerges from the undergrowth into the soft 9. A farmer carrying a partially shuttered lantern hurries through
moonlight holding something in its mouth. It darts across the the village to his eld. The man is absent-minded and left a
road and into the shadow of a building. valuable tool—a hoe—there when he nished work. He is
2. From somewhere off in the distance, an owl hoots loudly. A worried someone has stolen the hoe and is barely civil to the
few minutes later, the owl hoots again, but this time from characters if they engage him in conversation.
further away. A soft wind blows across the village, rustling the 10. Field mice nose about among the weeds and grass growing
leaves and crops. between buildings in search of food. Only perceptive
3. Thick clouds scud across the sky. As they pass in front of the characters, spot the tiny creatures.
moon, the village is plunged into periods of near darkness. 11. Two men—one carrying a blazing torch—march through the
4. Soft laugher emerges from deep shadows clustering about a village. Both are armed with a spear and wear leather armour;
tree or building. Perceptive characters—or those with the the men are in the militia and tonight is their turn to “do the
ability to see in the dark—spot two villagers locked in a rounds”. They do not expect any trouble—the patrol is a local
passionate embrace. The two are blissfully—and completely— tradition that stems from bandit attacks long ago.
unaware of the characters. 12. A man staggers down the road, singing quietly to himself. He
5. The sounds of drinking, laughter and revelry emerge from the is clearly drunk. As the characters approach, he totters off in
village tavern. Outside the tavern, several people stand about the other direction. Shortly thereafter, the characters hear a
drinking and talking. soft thud as he falls over.

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3: VILLAGERS 8. Juho Paaso (CE male human) is a blackguard and villain.


Near universally reviled by his neighbours, Juho only cares for
himself. Currently embroiled in a number of disputes with
A village is nothing without its villagers. Many are merely ordinary other villagers over debts and land boundaries he sees the
folk trying to get by and to provide for their family. Others are party as a means to an end. If given the chance, he spreads
traders or perhaps even retired adventurers and the like. vile rumours regards his enemies and tries to suggest any
Even ordinary folk can be interesting, however. Use the table woes the village faces are their fault. With big, black bushy
below to portray random villagers the characters encounter on the eyebrows, a tangled beard and gloriously untended hair he
road, working in the fields or drinking in the local tavern. cuts a distinctive gure.
9. Hannu Viti (CN middle-aged male human) knows best.
1. Albin Kari (NG middle-aged male human) is a brawny fellow Luckily, for almost everyone he meets, Hannu is wise in
well used to long days spent working in the elds. His clothes whatever subject is being discussed. Most people try and get
are dirty and hands calloused. He is respectful, but wary, of out of a conversation with Hannu as quickly as possible—and
any heavily armed strangers visiting the village. he is so wrapped up in himself he doesn’t have a clue how
2. Leena Ilma (NG female human) carries a full basket of others view him. He is stocky, short-haired and has a podgy
household supplies—a small bag of our, a selection of face riven with acne and scars from a childhood disease.
vegetables and so on—on her hip. (She is off to barter with the 10. Riitta Tornio (NG middle-aged female human) is short and
village blacksmith for some urgent repairs). dumpy. She is Hannu’s (see #9 above) long-suffering wife and
3. Eljas Kekko (CN young male human) is the terror of the knows exactly how most people view her husband. She hates
village. Wild, precocious and utterly out of control he wanders confrontation, and has long since given up trying to
the streets looking for mischief—and the adventurers as “improve” Hannu. Riita is a popular gure around the village—
newcomers are his new target. His father is a drunk, and his and would be more popular if it wasn’t for her husband!
mother is dead. Eljas is big and strong for his age and has 11. Sanni Torio (NG middle-aged female human) is an introvert
distinctively short-cropped brown hair. who isn’t that keen on chatting to wandering adventurer types
4. Azakial Vonothvar (NE male half-elf thief 2) came to the (and anyone else she doesn’t know well). Skinny, with short
village 20 years ago to escape a murder charge in the nearby brown hair she loves being outside and is often accompanied
city. He nds life in the village boring, but safe, and is looking by her children and dog. Sadly, her husband died several
for excitement. He has a wife he doesn’t really like and yearns years ago in a farming accident and she is quite lonely, but
for escape. The characters’ arrival may tempt him to put his hasn’t met anyone worth getting to know. Wealthy compared
old skills to use once more. Azakial has jet black hair and to her neighbours she is tired of fending off ill-suited suitors.
violet eyes. 12. Esko Panu (LG male human cleric 1) is a failed village priest
5. Liisa Arpia (CG young female human) is brave and inquisitive, who would rather his past stay in the past. Thrown out of his
and obsessed with adventurers. If the characters are church in a distant village for inappropriate contact with a
obviously adventuring types, she hangs around them trying to woman in his congregation he has ed here to hide and
overhear their stories and so on. Liisa dreams of becoming a atone for his sins. He has managed to keep his past and
powerful wizard and of wandering the land slaying evil. Her spellcasting abilities (mostly) a secret—one neighbouring
parents—poor peasants—have no way of paying for the family knows of his powers after he saved their son from a
education necessary to make her dream come true; she tries nasty injury in icted by a poorly-wielded scythe. He is wary of
to talk any wizard in the group into taking her on as an others from his faith, suspecting any clerics among the party
apprentice. Liisa has startlingly blue eyes and platinum are searching for him so he may be returned to his former
blonde hair. church for punishment. In conversation, Esko comes across as
6. Filpus Ilma (CN young male human) never goes anywhere surprisingly charismatic and well-read for a “normal” peasant.
without his beloved mongrel Brak (N dog). Brak has mottled
black and white fur and is little more than skin and bone. The Note: Most villagers are normal, mundane folk. If a villager
two are inseparable and spend much of the their time playing presented above has no class listed assume he or she is a typical
in the elds to keep birds and other pests away from the commoner of the appropriate race.
crops. Filpus is inquisitive and the arrival of adventurers
intrigues both Filpus and Brak. Sadly, Filpus has a seemingly
inexhaustible supply of questions; if indulged, he asks his
questions one after another after another.
7. Katri Ano (N old female human) is the oldest human in the
village and is a great store of local legends, lore and gossip.
Despite her age she has a prodigious memory and her mind
remains sharp. She walks with a cane and her eyesight is not
good. Katri spends her time visiting friends and chatting, and
she can be encountered almost anywhere in the village.

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4 : T R AV E L L E R S is a memento of a close encounter with orcs raiders a year or


so ago.
7. Aleksi Tiera (N male human) deals in scrap metal and travels
It is a rare village indeed that sees no villagers except wandering the land with his horse and cart collecting up broken items
adventurers. Merchants and traders come to make coin, bards visit and the like to sell to blacksmiths and other craftsmen in
to tell tales and other folk are merely passing through on the way nearby towns and city. He is a skilled woodworker, mason and
to somewhere else. general builder who barters his expertise for the scrap in
Use the list below, to portray travellers arriving in the village which he deals. In truth, Aleksi is a spy for a powerful lord;
during the characters’ visit. being a scrap merchant is a cover for his real job—keeping an
eye out for threats and opportunities his lord can exploit.
1. Frans Vaito (N male human) is an odd-job man and labourer 8. Orkas Kilak (LG male dwarf ghter 2) is on the way to a
for hire. Af icted with an insatiable wanderlust he never stays nearby castle to oversee some urgent repairs caused by a
in any place for long. When the characters leave, he asks if he nasty case of subsidence. Orkas is a smidgeon racist, and
can accompany them (as long as they are not off into the when deep in his cups at the local tavern derides all human
wilderness on some “foolish quest”). stonemasons and builders as shoddy workmen. He also
2. Jussi Seppo (NG male human) is a small-time merchant with complains about the weak ale and generally annoys the locals
dreams of the big time. After a few foolish deals, he is down with his boorish behaviour.
on his luck but is always searching for the one trade or deal
that will make him rich. If the characters seem rich he Note: Most travellers are normal, mundane folk. If a traveller
promises them he has a wide-range of contacts from whom presented above has no class listed assume he or she is a typical
he can get almost anything. This isn’t entirely true, but he commoner of the appropriate race.
does his best to meet his clients’ needs. He’ll need a
handsome retainer, though, for expenses.
3. Miina Kulta (N female human) is ill—she has contracted the
plague and although it has not yet fully manifested itself she
is contagious (and feeling a little bit under the weather). Miina
is a skilled silversmith looking for somewhere to settle down
far away from her controlling husband. She stays at the village
inn; unfortunately, her condition rapidly deteriorates.
4. Kaapro Miela (NE male human thief 3) has come to the
village in search of easy marks. His plan is to travel with such a
group, rob them blind one night and then ee. He particularly
enjoys travelling with trusting merchants and the like. Kaapro
is tall and brawny and looks more like a warrior than a thief.
He suggests travelling together for “mutual protection” from
bandits and the like.
5. Rekiina Salme (LN middle-aged female human) works as an
agent for a wealthy merchant dwelling in a nearby city. She
wanders the countryside looking for good business
opportunities for her master. She is discrete, and keeps her
employer’s details secret until a deal is done. With greying
brown hair and sharp, inquisitive eyes Rekiina dresses well
and travels with her trusted manservant, Silas Bramblehill (LN
male hal ing) who is himself a keen observer of goings on.
The two act more like friends than master and servant. Rekiina
carries a substantial sum of coin.
6. Kurt Vasara (LG male human paladin 2) is a questing knight
searching for evil to slay and wrongs to right. While well
equipped, Kurt does not carry much coin, trusting in his
divine patron and the kindness of the common folk to provide
for his daily needs. While serviceable, much of his gear is
battered and dirty—he has spent much time on the road of
late and is beginning to dream of a comfortable bed and a
good cooked meal. Kurt is muscular and tall, but a long scar
runs from his forehead over his left eye and down his cheek—it

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5: VILLAGE DRESSING 13. Some sections of the village streets are cobbled, but in most
places the cobbles—if they ever existed—have sunk deep into
the mud.
Villages have many minor points of interest and flavour; they are 14. Thick man-high hedges bound this section of the road from
not boring, sterile places. Each settlement has its own style and the villagers’ homes and kitchen gardens. The hedges
character which the GM can use to bring the place alive in the effectively channel traf c; in the wet months, this section of
players’ minds. road is a notorious quagmire; locals avoid it, if possible.
Use the list below, to add minor points of interest to further 15. Over the years the passage of so many wagons, cattle and
bring the village to life. people has eroded the road which is now a sunken lane.
Steps cut into its banks reinforced with wooden risers provide
1. Deep wheel ruts scar the road leading through the village. In access to the nearby houses.
autumn or winter rainwater lls the ruts while in summer the 16. Three elm trees growing in an almost straight line stand a few
sun bakes them hard. Incautious travellers could trip and fall if feet back from the road; their boughs create an area of
they do not take care. shadow and shelter. Weary travellers often rest here, before
2. A tall, wide-girthed tree throws its thick leafy boughs high out continuing their journey. Sometimes, children gather under
over the road. Graf ti, cut into the tree’s bark, decorates its the trees to sell knick knacks and refreshments, or to simply
trunk and a swing rope hangs from one stout branch. The tree have fun.
is a popular meeting place for courting couples and the like. 17. Wind chimes hang from various trees scattered throughout
3. A crumbling, dilapidated barn stands amid a stand of dense the village’s bounds and tinkle quietly in the breeze.
weeds and saplings. Birds perch atop the barn’s sagging roof, 18. A small pond stands where three elds converge. A weeping
cawing loudly. willow’s bough hangs low over the water; perceptive
4. Weeds, brambles and other bushes grow along the road, characters can hear the faint quacking of ducks emanating
providing many places for wildlife—and perhaps mischievous from the pool.
children—to hide. 19. Stone menhirs ank the roads entering the village. The
5. Wide hedges of carefully tended bushes and trees separate menhirs are ancient boundary posts and predate the village;
the village elds. no one knows who raised them or why, but several have
6. A small, partially overgrown shrine dedicated to the god of unreadable weathered sigils carved into their surfaces.
travellers stands back from the main road leading into the Strangely, the village has not grown beyond the markers.
village. The shrine looks little visited. Clearly the villagers do 20. A large tree recently fell onto a farmer’s home. Luckily, no one
not maintain it. was inside at the time, but the house was wrecked. When the
7. Many small holes dot the ground in and around the village. characters arrive, the villagers are just organising themselves
Most are only a few feet deep and have clearly been hurriedly to remove the tree and start repairs. The farmer’s family are
excavated. If the characters ask around, they learn a party of staying with friends; if the characters offer any help, the
adventurers passed through recently and were overheard villagers are delighted to accept.
discussing burying their treasure for safe keeping in the
locality. The villagers are trying to nd it!
8. A small, weather-beaten sign partially hidden by weeds,
directs visitors to the village inn.
9. A half-full stone water trough and hitching post
stands next to the road.
10. A small spring bubbles up from the ground, creating
a small pond in a shallow depression. Bull rushes
and the like surround the pond; children come
here to swim and play in warm weather.
11. Neatly placed stones bound the major
roads passing through the village. In the
spring, wild owers grow between the
stones and the villagers take great care over
the display.
12. A cart—one wheel broken—stands by the
road; tools for repair lie nearby, but
of the carter (or wheelwright) there
is no sign.

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FECUND JUNGLE

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1: CAMPING & CAMPSITES 6. Two large trees have fallen across one another at right-angles
to form two walls. Part-sunken into the soft jungle ground, the
trees obscure the view of a carefully set camp. Small shrubs,
Travellers in a fecund jungle would be wise to seek a good vines and lichen, grow upon the trees’ rotting trunks.
campsite. 7. An abandoned treehouse juts from the low branches of a
massive hardwood tree. The remains of a rope ladder hang
1. A huge, densely crowned, tree casts deep shade below it, from the house’s door to about 15 ft. above the ground. The
which has created a clearing of sorts. The tree stands by a house is sound, but its timbers loudly creak in strong winds or
small stream, making this locale an ideal campsite. (The water when explorers venture inside. Rotting furniture and other
source may attract nocturnal animals, which could cause the odds and ends lie scattered around the interior. The
party problems). inhabitant's skeletal remains sprawl amid the ruin.
2. Dense stands of red and black owers surround this 8. A steep-sided craggy chunk of rock rears from the jungle
campsite. The owers nod in the breeze and are laden with oor. Explorers must scale its vertiginous snake- and bird-
pollen. The sopori c pollen may lull the party's guards into infested anks to reach its zenith. The hill’s peak commands
deep slumber, at night. an excellent—if exposed—view of the surrounding terrain.
3. A line of stone markers, overgrown with vines and tottering 9. A gentle slope of soft, knee-high grass runs down to the bank
with age, lead to a sunken road. The road ends at an of a fast owing river. Large stones in the river serve as
underground tunnel, which has collapsed about 40 feet in stepping stones making it easy to cross the river’s white
from the entrance. The tunnel could make an agreeable water. Several natural hollows—on both sides of the river—
campsite—if the party can clear it of the vipers dwelling within. offer concealment from casual observation, but are prone to
4. A small cave, obscured by dense vegetation, burrows into the ooding after heavy rain.
side of a hill. The gurgle of running water betrays a small 10. A small rocky cleft provides a sheltered campsite.
hidden stream issuing from the hill. Monkeys dwell in the Unfortunately, though, the cleft is prone to ooding after all
nearby trees; they screech, if intruders approach. but the lightest rain.
5. A low, dome-shaped barren hill provides an exposed
campsite. Jungle animals shun the hill, however, so the party’s
rest is uninterrupted.

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2: LOCAL LANDMARKS 8. The Ziggurat of Ancient Shadow stands amid a swath of


dense forest. Here, daylight rarely penetrates the forest's
lofty, intertwined canopy. Legends identify a nameless race of
Much of a jungle’s fecund landscape is unremarkable and snakefolk as the ancient's ziggurat’s builders. A collapse has
mundane; however some features become local landmarks used blocked the only obvious tunnel into the structure's interior.
as waymarkers, meeting places or boundary markers in the 9. Dense stands of mangrove trees bound this wide lake. Two
jungle’s near-trackless depths. islands, overrun by mangrove trees, stand amid the lake's still
waters. The rotting remnant of an extensive wooden building
1. A vertiginous escarpment rises from the fecund jungle. Noisy stands on the larger of the two islands. Part collapsed, the
streams splash down from the Giant's Table plateau atop the building was the home of an eccentric hermit who claimed
escarpment. A tumbled ruin sprawls atop the rocky plateau. the lake as his home. He has been dead for years, but locals
Only skilled climbers or birds can reach the ruin which could name the place, Restless Spirit Lake. Several people have
be a temple, palace or tomb. drowned in the lake, and the hermit's ghost is blamed.
2. Many small sinkholes pierce the jungle oor in this locality. 10. The Well of Lost Souls pierces the bedrock of this range of
Choked with rampant vegetation, the sinkhole pose oft-shunned hills. The well—a ooded sinkhole—intersects with
signi cant danger to unwary travellers. Many of the holes a sunken cave system. Centuries ago, a now extinct people
intersect with a labyrinthine, miles-long cave complex. A small used the well for thousands of ritual sacri ces. Thus, did they
tribe of carnivorous albino apes dwells in the caves. attempt to win their blood-crazed gods' favour, but found
Knowledgeable travellers avoid this area, as a result. only their own ruin. Mounds of bones and ancient artefacts
3. The Old Man’s House squats atop a steep-sided hill jutting yet lie visible in the deep, clear water and ensure a trickle of
through the jungle canopy. The rambling pile of tumbled visitors to the site.
stone was once a large building, and its basic oor plan is still 11. Crowned with vine-choked trees, the Giant’s Dyke forms a
evident. Rumours, of fell lights at night and a vampire circle roughly one mile in diameter. Local legend has the
slumbering beneath the ruin, keep locals away. time-worn dyke as the boundary of a giant’s now decayed
4. The overgrown and shunned Palace of the Silver Princess lies and lost farmstead.
in a narrow valley. The palace's jagged, vine-choked towers 12. Towering above its neighbours, the Sky Tree is over 5,000
yet jut skyward; as a consequence, the place is easy to nd. years old. Its crown is dense and lofty. Rumours describe the
Legends tell of an exquisite silver statue of a beautiful Sky Tree as a wizard’s tower of sorts, although no one knows
princess guarding the ruin. At night, the statue comes alive to who dwells at its zenith.
hunt and kill any interlopers invading the ruin.
5. Travellers describe this swath of low-lying, mosquito-infested
bog as a hellhole. Known as the Mire of Hopelessness it lls
the land between three steep hills. Portions of the mire
have the qualities of deep and deadly quicksand.
6. Stunted, gnarled and densely-packed trees choke the
sunken cairns scattered about this valley. This is the Valley of
the Dead. Animal activity in the valley is much reduced and
random encounters with such are rare. Perceptive characters
may glimpse ethereal spirits moving through the valley's
lingering gloom.
7. The Giant’s Road runs dead straight for ve miles through
the jungle. The road is 20-foot wide and paved with cut
stones of impressive uniformity. Some of the paves
have begun to sink under time’s remorseless
onslaught but the road is still useable. The road ends
at a crumbling cliff edge overlooking a mist-
shrouded valley. When the mists thin, stepped
ruins cut into the valley's cliffs become visible. A
legion of legends and wild stories hang over the
valley and the ruins. Several expeditions
exploring the valley have
disappeared without trace.

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3 : M I N O R D AY T I M E E V E N T S 4: MINOR NIGHT-TIME EVENTS

Few journeys in a fecund jungle are wholly without incident. Few folk travel the jungle in the dead of night, but that doesn’t
mean nothing happens to those camping under the stars.
1. Clouds of biting and stinging insects surround the party.
Many of the insects carry disease which can cause blindness; 1. At night, the jungle comes alive with the roars and calls of
some of the party may get infected. many animals—both predators and prey. Getting a good night
2. Loud rustling overhead in the trees heralds the arrival of a sleep is dif cult, in these circumstances.
troop of monkeys. The monkeys play and chatter, but scatter if 2. Shafts of soft moonlight pierce the jungle canopy, lancing
they detect a lurking threat. A druid, ranger or elf can down to the party’s campsite. As the night draws on, any
befriend one or more of the monkeys. A friendly monkey guards notice the moonlight creeping toward those sleeping.
does not risk its life for their new friend. It is like the shafts are some kind of silent, preternatural
3. A leopard emerges from the dense vegetation growing hard nighttime predator.
against the trail. The big cat carries the limp body of a 3. Thick clouds pass in front of the moon, plunging the jungle
monkey in its mouth. The leopard regards the party without into deep darkness. Rustling in the undergrowth and the calls
fear before darting away. of nocturnal animals seem ampli ed. The jungle quietens,
4. The party comes across a trail of booted footprints. A tracker when the moon re-emerges from behind the clouds.
can determine someone passed this way recently. This could 4. The crash of something large falling through a tree’s canopy
be another group of travellers, local hunters or a lost party's shatters the air. A muf ed thud heralds the thing reaching the
own tracks. ground. A falling rotten branch or the sound of a creature
5. A huge constrictor snake lies coiled above the trail on a wide tumbling to the ground could be the cause of the sound.
tree branch. The snake has recently eaten and is lethargic. If 5. Ants swarm about in the dead of the night, searching for
attacked, it slithers away to digest its meal elsewhere. food. If the characters have left food on the ground—even in
6. As a party member is about to drink from their ask, an packs—the ants carry away much of it to their nest.
adventurous monkey jumps down from a branch and grabs it. 6. A constrictor snake slithers through the dark of the night,
The monkey ees, whether successful or not, to a nearby tree. hunting for prey. The predator only attacks a hal ing, gnome
7. A small yellow- and red-striped viper slithers across the trail. It or similarly-sized companion animal.
is not interested in ghting, and ees if attacked. Characters 7. Sudden snarls and whines erupt from some distance away.
blundering after it quickly lose the trail. The noise wakes all but the heaviest sleepers. A ranger or
8. Thick spider webs stretch between the low-hanging branches druid can con rm that somewhere nearby two large animals
of a tree near the trail. Large brown spiders scuttle about battle to the death.
within, among the cocoons of many unfortunate insects. 8. Soft rain falls upon the camp. The rain is persistent, and
9. The ground is wet and boggy, and the characters’ feet quickly reduces a guard’s chance to hear or see anything
get soaked. If the heroes don’t dry their feet when they rest approaching. By dawn, the rain has drenched anything or
they could develop trench foot. Characters with trench foot anyone not under cover.
only move at half speed. 9. The stars blaze, high above the jungle canopy. A perceptive
10. The characters stumble out of the jungle onto the banks of a guard notices something large pass in front of the stars. The
sluggish stream. The buzzing of mosquitos lls the air. creature heads in a random direction, and does not
Characters lingering here may get infected with malaria (or investigate the camp.
some other horrible disease). 10. A silent jet black leopard pads into camp, hunting for food.
11. Thick vines grow among the fecund moss and grass covering Uninterested in large prey, it only attacks small humanoids or
the ground. Unwary characters could trip and fall if they don’t animals. It ees, if injured.
spot the coiled vines. The vines could be nothing more than a 11. Heavy rain deluges the camp for much of the night, reducing
natural occurrence or a crude trap. the ground to a sticky, muddy morass. Only a robust tent
12. The characters enter a dense stretch of jungle, which they provides any shelter from the deluge. By morning, deep
must hack their way through. Many small animals dwell in the puddles lie all around the camp. If the rain continues
area, but the tangle is too dense for larger creatures. Thus, throughout the day, travel is dif cult and miserable.
this is a safe place to camp. 12. Monkeys chatter incessantly in the trees near the camp, from
early in the morning. They wake all but the heaviest sleeper.
When the birds join in with their morning chorus, sleep
becomes impossible.

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5: WILDERNESS DRESSING 6. A rotting spear—of curious, but primitive design—lies tangled


in a bush. The spear’s tip comprises sharp, re-hardened
obsidian of blackest hue.
While vast swaths of a fecund jungle may seem boring and 7. The shattered bones of some long-ago traveller lie in the
unremarkable, travellers will—no doubt—encounter some things of shadow of a large tree. The unfortunate’s equipment has long
minor interest. ago rusted or rotted away. Investigating the bones reveals,
something powerful has feasted on the tasty marrow within.
1. A huge tree lies part-buried in the gloom of the jungle oor. 8. A narrow, but deep, stream, ows from a rocky upland over a
Lichens, vines and smaller shrubs grow on the rotting trunk series of small waterfalls in a narrow gully. The stream is
creating a living wall. The tree is over 100-foot long and over audible from some distance such away, and the gully
half its bulk has sunk into the earth. provides an excellent place to rest.
2. Without warning, the party reach a deep gorge cutting across 9. With little warning, the dense undergrowth gives way to a
their path. A fast- owing river lls the gorge. Nearby, the small swath of savanna. The ve-foot high grass undulates in
mouldering remains of a rope bridge span the gap. The the breeze and a faint susurration lls the air.
bridge is not strong enough to support heavy travellers. 10. A pile of skulls, weathered and bleached, stand in a vine-
3. The ruin of a wooden hut stands in the gloom of a stand of choked pyramid about six-foot high. The grinning skulls watch
trees atop a small rise. Deep shadows lled the tumbled and over the trail, providing—perhaps—a warning or serving as a
rotting hut. Rudimentary signs of agriculture suggest boundary marker.
someone tried to make a (likely solitary) life here. 11. A crumbling statue of a cruel-faced man has part-sunken into
4. A pit—its oor laced with sharpened wooden stakes—straddles the soft jungle soil. Digging out the bottom half of the statue
the trail. The corpse of a gorilla lies amid the splintered reveals the man to have a snake’s tail.
stakes. Investigation reveals the gorilla has been dead only a 12. A huge ants’ nest towers astride the trail, and a multitude of
day or so. (Whoever dug the pit may lurk nearby and won’t large ants quest all about for food. If disturbed, the ants
take kindly to the characters making off with their catch.) swarm from their nest to attack.
5. A tribal territory marker looms over the trail. Lurid and stylised
cravings of nature spirits decorate the marker. Lichen and
creepers obscure some of the carvings, suggesting it has
been here for many years.

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6 : U N E V E N T F U L T R AV E L 4. The party nd a network of winding game trails threading


through the dense jungle vegetation. This discovery speeds
their movement. In the afternoon, the trails debouch into an
Some days, an adventurer’s life is full of danger and excitement. arid plain.
Many other days are boring and uneventful. 5. The jungle is alive with the sounds of its innumerable
denizens. The party see many animals and bird during the
1. The party slog through dense jungle, pierced only by day; if they choose to hunt, they are more successful than
occasional game trails. The heroes end the day hot and normal and feast well when they rest.
exhausted. 6. The party make slow progress until they come to a dried up
2. The day is hot and the terrain hard and unforgiving. The river leading in the general direction they wish to go.
jungle is alive with the sounds of large animals. Luckily, the Following the river, they make good time for the rest of the
party encounter nothing dangerous. day, and easily nd an agreeable campsite.
3. Dark clouds scud across the sky before deluging the jungle
(and party) with hot and heavy rain. The party get soaked and
the ground turns into a sucking bog.

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G H O S T LY H A U N T I N G S

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1 : G H O S T LY A D V E N T U R E R S Antero Joutsi terrorised the local common folk, often stealing to


fund his boisterous lifestyle, which most often involved excessive
drinking, gambling, brawling and vice. He also went on a
A A D A M T O I VA S , THE L A S T G UA R D I A N successful adventure to nd an evil wizard. His proud boast was
that he had slain a “dragon”, actually a wizard’s pseudodragon
LG male human ghost (in life, paladin 7)
familiar, while the rest of the adventuring party slew the wizard.
When he returned from his great adventure, he was arrested
Detecting Aadam’s Presence: A feeling of safety pervades
and framed for the murder of Inga, a local farmer’s daughter with
Aadam's Tower, making any who visit feel well-protected and
whom he had fallen in love. He was found guilty by a jury of 12
secure. A slight glow, which pushes back the darkness, emanates
locals in a short trial and was quickly unceremoniously hung by
from Aadam’s bardiche. His incessant chanting can be heard
the neck until dead.
within the tower itself, along with sound of his armour scraping
It was fortunate (for him) that Antero was hung on the last day
against itself as Aadam ceaselessly patrols the keep.
of the year, as the country's nal person to die every year is
On mid-winter’s day, his tower is assaulted by shadowy
offered the chance to return to “life” by becoming “the Dead
demons, and Aadam ghts furiously to beat them back. Aadam
Prince”. The Dead Prince’s duties include carrying away the bodies
and the demons are readily visible in the moonlight as his heroic
of evil folk when they die. Antero seeks attention by tapping on a
actions of centuries past are replayed for all to see.
door or mournfully wailing like a banshee.
This ageing warrior wears battered, archaic plate armour and When the evildoer is dead, Antero’s helpers lift the physical
wields a fearsome bardiche. Although short, he exudes an aura of body and its soul into the cof n and carry them away.
power, and moves easily despite his heavy armour and bulky As well as his duties as the Dead Prince, Antero can sometimes
weapon. His lips move constantly, and the cadence of a chant can be seen near a lake consoling Inga’s spirit, especially on clear,
be heard from all around, although speci c words are impossible dark nights just before dawn.
to discern. A symbol of the Lord Protector adorns his breastplate. Personality: Being at heart more of a coward than he cares to
admit, Antero follows any evil character he knows will get into
Aadam Toivas protects his home from any intrusion of evil. His
trouble. He only appears when the evildoer is at death’s door.
vigil is unceasing.
Mannerisms: Antero has no time for good-aligned folk,
Personality: Honest almost to the point of rudeness, Aadam
preferring if nobody will die soon to follow and occasionally
speaks of things as he sees them. He feels responsible for any
protect those who live the high life.
goodly creatures, particularly within his tower, and defends them
Rest in Peace: Antero can rest in peace if he performs his
against any threat. Stoic in the extreme, Aadam does not bemoan
duties for a year and a day. Antero is always seeking revenge on
his fate, and instead thanks his lord for the opportunity to continue
the local townsfolk who convicted him and clings to the hope that
to serve. He forever patrols the structure bearing his name,
if he can arrange their deaths while he is the Dead Prince he may
seeking threats to defeat and innocents to protect.
be able to return both himself and Inga to life.
Mannerisms: Aadam's gait is that of a soldier. He marches
through his tower, investigating the slightest thing left out of E E VA S E P P O , THE GLENMOTHER
place. He tends to scratch his chin when thinking, and to pick his
nose if no-one is looking—bad habits in life that haven't left him in NG female human ghost (in life, druid 9)
death. Dawn and dusk nd him on his knees in the tower’s shrine,
offering prayers to his Lord. Detecting Eeva’s Presence: If watching carefully, one might see a
Rest in Peace: Local rumour suggests Aadam will nally rest if swirl of loose leaves, dust or sand, moving against the wind. Plants
the forces assaulting his tower each year ever win; this might be seem more vibrant, and subtly reach towards her. Seeds—even
true, if the mid-winter battle was anything more than a recreation those in backpacks, sacks and pouches—also begin to grow,
of events gone by. In truth, it is his dedication to the Lord Protector splitting open to reveal bright green shoots. The scent of spring
that ties Aadam to the tower. Should the tower itself, or the shrine blossoms lls the air when Eeva is near.
within, be destroyed, Aadam takes it as a sign he is no longer
The apparition wears a simple brown habit over her slight frame,
needed, and allows his spirit to go to is nal rest.
and uses a simple stave to support herself as she walks. Long grey
ANTERO JOUTSI hair ows freely down her back, framing a wizened and kindly face.
She holds a willow basket, full of seeds and bulbs, in her free hand.
LE male human ghost (in life, thief 3) She reaches in and selects a few kernels by rolling them between
her ngers before casting them about seemingly at random; green
Detecting Antero Joutsi’s Presence: Generally seen as a tall shoots spring forth as the seeds take root.
skeleton gure with a revolving head that can see in all directions,
Eeva Seppo nurtures her beloved woods, and eschews violences
Antero drives a spectral cart carrying a glowing cof n. Four
no matter the provocation.
ghostly gures accompany him.
Personality: The Glenmother is known to be both kind and
This tall skeleton’s head revolves in a complete circle so that it can nurturing; more than once she has returned a lost child home
look all around. from her woods. Paci stic by nature, Eeva is highly protective of
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her home, using powerful druidic magic to turn away without seducing a local paladin who was working for the local lord. She
combat those not welcome. Eeva’s eyes reveal her sadness, as she accidentally revealed the location of the Patseys hideout. The
can no longer feel the land as she once did. result was inevitable; she was arrested and sentenced to death.
Mannerisms: A druid in life, Eeva is constantly planting new Her body was buried in an unmarked grave close to the inn, but
seeds in her woods, or caring for its trees and plants. She wears a the cursed swamp grew, swallowed up her grave, and awoke her
near constant smile, but never talks, preferring to let her actions restless, black-hearted spirit.
speak for her. If addressed, Eeva simply stands or sits patiently, Personality: Martta always appear willing and able to perform
nodding along as she listens, before directing or showing the for any character or party that stops for the night or stays until late
speaker along the path she thinks will most likely aid them. at the Prying Eyes.
Rest in Peace: Eeva gave her life to the woods, and entombed Mannerisms: Martta always appears charming. She is of great
her own body inside a mighty oak when her death was near. If this assistance to any evil character staying at the Prying Eyes in the
tree can be found and destroyed, the Glenmother loses her hopes they help her lure yet another group of victims to their
anchor to this world. Eeva is aware of this, and protects this tree doom in the swamp.
above all others (without using violence). She also knows that Rest in Peace: Martta will rest if she can nd a way to dispel
should she possess a powerful enough animal, she may be forever the swamp’s ancient curse. Obviously, she needs minions—or
lost in that form. She fears she might lose control in her new body, willing fools—to help her. Lifting the curse will release her spirit.
and become a threat to the land she
cherishes.

M A RT TA K A R I
CE female human ghost (in life, ghter 6/thief
3/bard 4)

Detecting Martta’s Presence: Appearing as a


young lady dressed in a tted black dress,
Martta lingers around the Prying Eyes river
tavern. She often leads patrons to an old
rickety bridge nearby. When they fall from it—
after she possesses them—she leads them to
their untimely demise somewhere in the
nearby dismal, boggy swampland.

This beautiful, but stern, women wears a tted


black dress, and a white shawl about her
slender, bony shoulders.

Martta Kari performed many times at the Tivoli


—a well regarded local theatre. She was also
the well-known owner of the Prying Eyes
tavern (where she also performed nightly).
She, however, was secretly working with a
gang of river pirates called the Patseys. She
passed on information about her customers,
many of whom ended up dead in the swamp
after the Patseys robbed them.
However, the river gang didn't know the
swamp was cursed by an evil warlock, only
nding out when their victims’ animate bodies
staggered and squelched out from the marsh.
In a vicious cycle of violence all the river
pirates were soon dead. However, they also
returned as undead and used Martta to entice
yet more unfortunate creatures to their deaths
in the swamp.
Being the adventurous sort, Martta wanted
to sell her tavern to new owners and move on.
Unfortunately, she made the fatal mistake of
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2 : G H O S T LY V I L L A I N S
Hannu Laine captained the dread pirate ship, Royal Swan. Killed in
battle by cannon re, Hannu could not bear to be separated from
FELJIN TOPPLEDEPPLE, DEVOURER OF GOLD his beloved treasure—especially his ne pearls. His last wish was to
be buried at sea with as much of his hoard as possible. His loyal
CE male gnome ghost (in life, thief 4)
crew wrapped his body in one of the ship's sails together with
some of his most valuable pearls, weighed him down with
Detecting Feljin’s Presence: From a distance, comes the harsh
cannonballs and threw him overboard in deep water. Royal Swan
clack of metal striking stone—the sound of Feljin hard at work
was captured soon thereafter, and its crew executed. Hannu's
searching for his beloved gold. When he gets closer, any nearby
treasure or his body have never been found.
gold begins to emit tiny golden particles that oat towards his
Since his death, Hannu has sought to recover all his remaining
pouch; any gold touched by Feljin immediately evaporates into a
treasure, using many different creatures to help him. If a character
golden mist and ows swiftly into his pouch.
by some misfortune comes into possession of one of Hannu's
The eyes of this ghostly gnome dart to and fro, madness obvious missing pearls, the ghostly captain tries to retrieve it. His
within. A crown of molten gold partially covers his head and face, hauntings can drive his target mad. Once possessed, a character
and terrible burn scars are visible across much of the rest of his tries to return the item to Hannu's hoard before being driven to
body. The gure wears charred mining clothes and a leather tool collect more treasure, particularly pearls, for him.
belt. He holds an iron pick in one hand. The gnome wears a large Personality: Forthright and aggressive, Hannu seeks to exploit
blackened pouch at his side, from which the clink of coins can be the weakness of anyone possessing one of his pearls. Hannu hates
clearly heard. cowards and respects strength, regarding his pearls as an
instrument to slay the weak and the source of his power.
Feljin Toppledepple covets gold in any and all forms.
Mannerisms: Hannu hates any character that drinks any form
Personality: Avaricious beyond the comprehension of most
of alcohol. He is always seen fondling his pearl necklace and looks
living creatures, Feljin covets anything golden. He will do anything
as though he still means business. However, Hannu can be kind to
to procure more, rst through trickery, and then by force if
the strong, perhaps helping out in a ght or passing a tiny pearl to
necessary. Focused entirely on the procurement of gold, Feljin is
a brave character to complete a vital trade or gain a new treasure
oblivious to all else, and may be easily tricked by clever
for his treasure hoard.
adventurers. Should he become aware of such trickery Feljin
Rest in Peace: Hannu only rests in peace if a possessed
relentlessly attacks those he sees as foes.
character becomes captain of their own pirate ship. He then leave
Mannerisms: Feljin slurs his words through ruined lips, and
forever, merely asking the ship be named Royal Swan.
peers short-sightedly at whoever has his attention. He absent-
mindlessly rubs his awful burns, leaving small akes of ghostly skin HURR DAG, TERROR IN THE DARK
behind as he staggers about. His free hand often drops to his
pouch, stroking it lovingly. Should a character offer the ghostly NE female bugbear ghost (in life, assassin 4)
miner gold, the gnome offers a gem in exchange. He promises
more gems for more gold. Detecting Hurr’s Presence: In Hurr Dag’s vicinity it feels as if
Rest in Peace: Feljin died a terrible death; such was his something malevolent is watching and waiting to pounce.
obsession with gold he attempted to rob a vault by setting it on Shadows move of their own volition. A smell not unlike charred
re before breaking into the burning building. He died covered in rubber burns the inside of a character’s nose and sticks in their
molten gold. Now gold sustains him, and Feljin slowly wastes throat, and the hairs on the back of their neck rise. The ring to
away if prevented from feeding upon it for a month. Legends say which Hurr Dag is bound seems to icker with an inner re, if
that placing fool's gold in his pouch may also disperse his spirit. examined closely. It burns brighter, as Hurr Dag gets hungrier.
The pouch itself remains should Feljin be destroyed; it is cursed
Easily eight feet tall, with a build to match, this ghostly bugbear
thing that devours anything placed within.
wears leathery hides. Her glowing crimson eyes pierce the
HANNU LAINE darkness from above yellowed teeth, staring at her prey as she
looms over them, umbral axe gripped tightly in her st. Shrunken
LE male human ghost (in life, ghter 5) heads hang from her belt, expressions of horror forever etched on
their faces.
Detecting Hannu’s Presence: The smell of sea salt and the
Hurr Dag looms over her prey, enjoying the fear and terror her
creaking of cordage grows steadily louder as Hannu approaches.
appearance often creates.
In his presence, pearls glow with a dim glow.
Personality: Hurr Dag is spiteful and cruel, literally feeding on
Wrapped in glowing green mist, this ghost appears to be a male her preys’ fear. She loathes elves most of all, and always predates
human wearing a green tricorne with a blue-green peacock upon them rst seeking revenge for her own death. Always jittery,
feather, a dark green waistcoat and dark green pantaloons. His any conversation with Hurr Dag is fraught, as she quickly becomes
grizzled face is a mass of scars and cuts. A necklace of golden aggressive at the slightest provocation.
pearls hangs around his neck.
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Mannerisms: Hurr Dag prefers to approach those who sleep, party to clear out an infestation of undead or even greater evil, as
lling their slumber with nightmares before they awaken with her long as he thinks the characters can also help him.
standing over them. The villainess then leaves, returning each Mannerisms: Tommo dislikes any character showing
night, lling her victim with growing dread. Given the chance, Hurr indecision, much preferring chaotic good and evil-aligned
Dag avoids combat as she instead prefers the chase, and to feast characters. Tommo has a wild temper, and exhibits poltergeist-like
upon the fear she generates. Tied to the cursed ring she stole behaviour to scare anyone who doesn’t meet his standards. If he
from an elven princess, she makes life a living hell for its wearer. really hates somebody, he lures them into his misty demiplane.
The former bugbear chieftain rarely enters conversation, but Rest in Peace: For Tommo to rest in pace, he must succeed in
when she does she smacks her lips, as if savouring the taste of a grand quest to atone for his evil deeds.
terror on the air. Her st tightens on her axe at every movement,
and her eyes constantly icker to the sides, alert to any threat. V I LU TA R T O R N I A
Rest in Peace: Hurr Dag is bound to a cursed magical
LE female human ghost (in life, wizard 17)
amethyst ring of elven manufacture, forced to remain close by
forever. Should the ring be placed in an elven forge and struck
Detecting Vilutar’s Presence: Vilutar searches for adventurers
with an elven hammer, it shatters, and Hurr will be exorcised.
to help her, and is not tied to any one location. She favours
Stories persist however that breaking the ring any other way might
lurking in laboratories, libraries and the studies of powerful
give her even greater powers.
mages. She mutters to herself incessantly, and adventurers
T O M M O H I RV I likely rst hear her before she comes into view. Depending on
her apparent age when the characters encounter her she
NE male human ghost (in life, ex-paladin 9) could be shuf ing, walking or skipping. She is not initially
hostile, but defends herself vigorously and fearlessly—after all,
Detecting Tommo’s Presence: Tommo appears after a bloody she knows she cannot die.
ght in which no mercy was asked for or given Often, he appears
Wisps of glimmering multi-coloured mist swirl around the
with a group of ends come to remove the dead. Sometimes he is
translucent gure of a woman. The woman’s visage changes—
seen carrying them into the demiplane surrounding his endish
growing subtly older before your very eyes—as she approaches.
mausoleum, where few dare enter and from where nobody has
returned to tell the tale. Vilutar hunts incessantly for an end to her cursed existence. A
As a paladin, Tommo fought in many epic battles against the powerful wizard in life, Vilutar was on the cusp of discovering the
force of evil. He nally met his match one night, however, when he secret to lichdom when old age claimed her. With her dying
was seduced by a succubus hours before a climactic battle. breath she cursed time itself, and time heard her. Now, trapped in
Although the forces of good won the battle, Tommi unhesitatingly a perpetual daily cycle of youth, middle-age and (temporary)
sacri ced several of his unsuspecting comrades to pursue his new death Vilutar is desperate to escape her predicament. She needs
evil goals. His oldest retainer struck him down when his per dy help, though, and woe betide any adventurer daring to refuse her
was revealed. Most folk supposed he died with honour on the demands for assistance.
battle eld, and all who know the truth are now dead. Personality: Vilutar is arrogant and believes she can defeat
After the battle, the local lord built an elaborate mausoleum time itself. Supremely powerful as a wizard she commands respect
on the site to honour the dead and remember Tommo's past and obedience from all those she encounters. If she does not get
deeds. There, Tommo attracted more and more of his demonic what she desires, she ies into a terrible rage. For all that, though,
friends by committing atrocities amongst the living and spreading Vilutar is a woman of her word. She offers great wealth and power
fear among the locals. to anyone who will retrieve certain objects she requires to “lift her
Such was the horror and inedible evil of Tommo’s deeds that curse immemorial.”
the mausoleum and its surroundings were drawn into their own Mannerisms: Vilutar refers to herself in the third person—
small shadowy demiplane. Anybody entering the demiplane nds which can be tremendously irritating. Her voice changes as she
it challenging to nd the mausoleum, as it frequently shifts from grows older, and she enjoys over-doing the effects of the ageing
place to place among the blasted landscape. process upon her body. She wails, she screams and she moves
increasingly slowly and haltingly as time exacts its daily revenge
This ghostly, armoured warrior clutches a glowing scarlet
upon her.
longsword and a black shield emblazoned with a glowing scarlet
Rest in Peace: Vilutar has discovered she can escape her
skull and crossbones.
curse by completing the process which will transform her into a
Personality: Tommo continues to pursue evil for the sake of it, but lich. Unbeknownst to her, the formula she is researching will
has memories of his former life and service to the forces of good. interact with her curse and actually transform her into a ghost-lich
He is now growing tired of his new allies and is interested in —a new form of powerful undead which will enjoy the bene ts of
discover how he can atone for his evil deeds. both forms.
Tommo can appear to be solid and mortal. He is a charming
conversationalist when he wants to be. He could work with the

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ITEMS MOST WONDROUS

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1: WONDROUS ATTIRE 12. Wildly impractical this exquisite cloak comprises two
interwoven layers of delicately wrought lace. One layer of lace
is black while the other is white. Gold and silver braiding
Boots, belts, robes, cloaks and hats can all be imbued with potent decorates the cloak’s hem. The vestment provides no
magical powers. From the humble cloak of protection and the protection from the elements whatsoever.
cloak of the elvenkind to the much sought after boots of speed all 13. At rst glance, this worn black leather belt appears to be
such items have great value to adventurers. nothing special. However, a close investigation reveals tiny
Use the list below, to determine what kind of magical attire the black and red beads stitched into the belt. The beads form
characters have discovered. certain magical sigils associated with the belt’s powers.
14. Etched with delicate runes picked out with platinum thread
1. Of supple leather these knee-high boots are incredibly soft. woven into their length these elongated bracers cover the
They t their owner’s feet perfectly and slowly change colour wearer’s entire forearms. The bracers are supple, t
to match the wearer’s out t. Perceptive characters notice the exceptionally well and are secured to the wearer’s arms with
owner leaves much shallower tracks than normal, when crimson silk straps.
wearing the boots. 15. This mottled black leather cloak has a deep cowl. The cloak is
2. With built up heels these sturdy leather war boots are thick a heavy thing and seems to press itself about its wearer’s
and tough. Marred by all sorts of old stains including mud, body. Until the wearer gets used to this sensation it can feel
blood and other unidenti able things these boots appear rather unpleasant—almost claustrophobic. The cloak has two
worthless, and certainly not something a well-to-do large hidden breast pockets.
adventurer or noble knight would willingly wear. 16. These skin-tight gloves of ne calfskin t exceptionally well.
3. This almost blindly white fur cloak is completely without Ornate blue and white stitched lightning bolts decorate the
blemish of any sort. No stain sticks to the cloak for longer than back of the gloves.
a few minutes. Although of fur, the garment is lightweight and 17. Scorched and battered these thick leather gloves have a
no more encumbering than a light-weight summer cloak. woollen lining that keeps the wearer’s hands marvellously
4. This slender golden belt shimmers in the light as its owner warm, but reduces the wearer’s manual dexterity.
moves. Supple and strong it has the exibility of rope and the 18. A simply wrought sigil of a rising sun decorates both faces of
hardness of iron. this heavy, circular silver amulet. The sun—and its rays—are
5. With a deep cowl, and silver and gold threads depicting a picked out in a gold wash. The amulet glimmers invitingly in
bewildering array of esoteric symbols, this jet black cloak the light and is warm to the touch.
clearly once belonged to a wizard or person of similar ilk. A 19. Wrought in the shape of an oval shield this silver brooch has a
faint, unplaceable scent hangs in the air about the garment, thick iron clasp on the back. Several small dents mar the
and does not dissipate no matter how often it is washed. brooch’s surface and a close examination of the piece reveals
6. Several large dents mar these thick iron gauntlets. Two black what could be tiny impact marks.
stones (onyxes) and two transparent yellow stones (citrines) 20. This soft brown leather hat perfectly ts the head of anyone
ll slightly recessed settings on each gauntlet. Although the donning it. A broad band, from which sprout three gold and
gauntlets are dented, the stones are in perfect condition. white feathers, encircles the hat.
7. This scarlet robe has long billowing sleeves. Beautifully
stitched yellow and orange ames writhe up the sleeves
towards the wearer’s shoulders. Similar ames decorate the
robe’s hem. Several discreet pockets inside the robe are
perfectly sized for a small coin or spell component pouch.
8. Set with two small hidden pouches on its back this broad,
well-used and slightly fraying belt is decorated with beautiful
etchings of soaring dragons. The belt’s golden buckle is
forged into the likeness of a smiling dragon’s face.
9. This heavy, owing, but hoodless, cloak comprises a bizarre
mix of brown fur and mottled tawny brown and white feathers
—the cloak is crafted from an owlbear’s hide.
10. These low, soft leather boots are worn with much use and are
incredibly comfortable. Oak leaf sigils woven from thin
bronze wire decorates the ankles of both boots.
11. Little more than silk slippers these red shoes are
immaculately clean and resist all blemishes and
stains. The slippers are af xed to the wearer’s feet
via long, slender silk ribbons.

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2: WONDROUS RINGS 14. Crafted from bronze this old plain ring has strange runes of
obvious magical origin inscribed all over its band. The ring is
old and tarnished with age.
Magic rings are a staple of fantasy gaming, and much sought after 15. This chunky golden ring has an intricately wrought band that
by adventurers. Such objects can call forth or project a range of comprises three coiled, interwoven tentacles. The three
powers and effects, at their owner’s command. tentacles come to together to hold a faintly glowing red gem
To generate a magic ring’s description, roll on the table below. (a ruby) in a recessed setting.
16. A pentagram surrounding the faintly glowing sigil of a lidless,
1. Crafted from a slender piece of magically shaped white ash, staring eye dominates this silver ring’s wide, at head.
this ring appears sized for a human’s little nger. The ring’s Characters steeped in the mystic arts can identify the
surface is incredibly smooth and free of any imperfection. pentagram as one designed to imprison extra-planar beings.
2. This solid, grey-iron ring is chunky enough to be used as an 17. Crafted in the form of a snake-like golden dragon consuming
impromptu knuckleduster. Dwarven runes, whose meanings its own tail this ring is both extravagant and beautiful. Tiny
hint at the ring’s powers, decorate the inside of the band. ecks of glimmering ruby comprise the dragon’s eyes. A close
3. A faint shimmer seems to hover over the surface of this examination of the ring yields the suggestion that the eyes
golden band. The ring reacts in a particularly strange way to are moving—and taking in all that occurs in the surrounds.
ickering torchlight and the like; the ame’s re ections seem 18. This ring has a particularly wide band, which covers half the
to dance and writhe across the ring’s surface as if they are wearer’s nger. Delicately carved ecks of red, purple and
bound within. golden stones (garnets, amethysts and ambers) cover the ring
4. Forged of platinum this plain silvery ring at rst glance seems in a colourful mosaic of simple geometric shapes.
to be nothing particularly special. The ring is incredibly light 19. Thick dwarven runes cover the band of this chunky, dented
and appears worn through much use. Perceptive characters, golden ring. Except for the runes, that speak of the earth and
detect the almost worn smooth sigil of the legendary elven the fearsome power lurking therein, the ring lacks any form of
archmage Firmah Aralivar etched into its band. ornamentation or marks of identi cation.
5. The jagged shards of several teeth are fused into this cracked 20. This ring is not hewn or forged from any known kind of metal
and seemingly brittle bone ring. The teeth jut from the ring, or stone. Instead, it comprises a living band of heatless,
and easily snag on clothes and the like. writhing ames that dance over and caress the wearer’s nger
6. The surface of this plain iron ring is always slick with moisture, that radiates the same amount of light as a candle.
although it never slips from its owner’s nger. Close
observation of the ring reveals tiny beads of moisture
appearing spontaneously upon the band. Experimentation
reveals the liquid is seawater.
7. Grains of multi-coloured sand ll this supernaturally
toughened glass ring. Every morning at dawn, the grains of
sand rearrange themselves into a different pattern.
8. Beautiful carvings of shooting stars, or perhaps ball lightning
or reballs, decorate this exquisite ivory ring.
9. Five small settings each holding a tiny black stone (an onyx)
stand proud from this tarnished silver ring. One of the piece’s
stones is slightly chipped (which may affect the ring’s powers).
The ring is an antique from a distant—now fallen—culture.
10. This chunky golden ring comprises a beautiful translucent
purple stone (an amethyst) encircled by a rearing silver snake.
11. A single large gem setting dominates this ornate silver ring.
Worn and tarnished, the ring is obviously old but the gem
shines with a lustre undimmed by age. Disconcertingly, the
ring’s gem resembles an unblinking eye with a deep blue iris.
12. This golden ring has a boxy, angular design. A procession of
tiny magical runes cover the ring’s head. The work is exquisite
and the individual runes are too small to see without a
magnifying glass or magical aid.
13. Of white gold, this beautiful ring has four prongs designed to
resemble curved ower stems. The ring’s setting holds a
beautifully bright transparent red stone (a jasper). Faint motes
of yellow light dance within the stone and brighten
considerably when the ring’s power is called forth.

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3 : W O N D R O U S R O D S , S TAV E S & W A N D S 11. Comprised of living, writhing shadow this staff constantly
“bleeds” wisps of shadow that quickly melt away. Only those
who can call forth the staff’s powers can actually hold it;
From the common wand of magic missiles to the awesomely rare everyone else’s hands simply pass straight through its shaft
and much coveted staff of the archmagi, rods, staves and wands without any impediment.
can channel awesome power. Such items rarely appear to be 12. This golden staff has an ornate circular head in which is xed
nothing more than a tapered stick or quarterstaff. a brilliant, bright blue chunk of glass the size of a child’s head.
Use the list below, to determine the appearance of the item The crystal glows with a faint yellow light. When the staff’s
found by the characters: powers are used this light strengthens to a deep gold colour.
13. Seemingly impossibly thin, this staff comprises hundreds of
1. A red crystal tops this slender, re-blackened shard of willow. tightly interwoven gold and silver wires. Incredibly light, this
Barely perceptible heat shimmers rise from the wood, and brightly polished staff weighs virtually nothing and makes a
anyone rmly grasping the wand feels the heat pulsing within. high-pitched keening sound when vigorously swung.
2. The grinning skull of an obscenely sized and proportioned 14. This black iron wand has three tines in a similar fashion to a
rodent—its jaws gaping wide—tops this gnarled, twisted length trident. A different colour gem (a yellow citrine, a black onyx
of diseased wood. and an orange carnelian) perch at the end of each tine.
3. Glimmering with a multitude of red, blue and green precious 15. Crafted from a single piece of faintly glowing blue crystal this
stones, this smooth, but thick, piece of iron has an obvious wand pulsates when held. The wielder can adjust the light
grip at one end. The object is surprisingly light weight. given off by the wand from that emitted by a guttering candle
4. Fine gold and silver wire entwine about this length of all the way up to a brightly blazing torch.
beautifully stained oak. At one end, the wires come together 16. This unremarkable wooden staff is the same length and width
in a tightly wound ball giving the whole a bulbous look. as a spear shaft. The wood is worn and has been repeatedly
5. Carved from a single long rib bone of indeterminate origin, varnished. Near the shaft’s mid point several small chips mar
complex etchings of screaming skull faces, ghostly forms and its surface as if someone had ineffectually struck the staff with
other horri c images of death and suffering decorate this a sword or other bladed weapon.
macabre object. 17. Set with a silver cap at one end, at rst glance this stout length
6. This intricately carved length of slightly curved ivory must of smooth and polished wood is nothing more than a nely
have come from a truly gargantuan creature. Complicated crafted walking stick. Close investigation reveals tiny runes
sinuous patterns, that doubtless took a master craftsmen etched into the rod’s silver cap.
months to complete, cover its entire length. Molten gold 18. This three-headed iron staff is a perversion of nature. The
covers one end of the wand. wand’s three heads—dragon, goat and lion—writhe and twist
7. Set with thin coils of electrum, this slender, tapered length of when the wand is activated. While they do not try to bite the
stone looks for all the world like the tip of a stalactite. The thin wielder, they lash out at anyone else coming too close. Each
electrum coils have been fused to the stone, and cannot be of the heads has a different power.
removed without destroying the object. The stone is always 19. One end of this wand comprises a smoothed bone handle
cool to the touch. while the other—which tapers to a ne point—comprises a one-
8. Slightly rusty, this length of iron bar has a jagged point at its foot length of black wood.
tip while its other end is perfectly smooth. Engravings of 20. Forged from black iron this heavy wand has been wrought in
strange and terrible beasts of unknown sorts decorate the the shape of a thick wickedly pointed arrow whose tip has
bar, but are partially obscured by tightly wound bronze and broken off. The “arrow’s” etchings have grooves cut into
copper wire spiralling around the bar. them to make the wand easier to hold. Investigation reveals
9. A chunk of pale blue transparent crystal surmounts this pale the arrow to be hollow; a cunningly concealed catch opens a
white wooden wand. Perceptive characters notice faint motes long thin compartment the perfect size to accept a normal-
of yellow light drifting about inside the crystal. sized wand.
10. Vividly-coloured alternating bands of blue and red paint
decorate this thick golden rod. Three translucent deep green SPECIAL NOTE
gems (emeralds) are set into the wand’s tip, in a triangular
pattern whose apex points away from the rod’s wielder. Wherever possible, the words “rod”, “staff” or “wand” have been
omitted from the above text. Where they do appear, treat them as
interchangeable so you can get the maximum
usage from the items above.

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4: WONDROUS SWORDS bone and its pommel is fashioned into the shape of a large,
lidless eye.
10. Crafted from a long, yellowed bone of unguessable origin,
Magical swords are the quintessential warrior’s weapon. Such this sword has a wickedly serrated blade. Its hilt of iron is
weapons have a wide range of powers and many have a shaped like a attened, elongated skull—the sword’s blade
reputation as impressive as the hero wielding them. emerging from the skull’s gaping jaw. The weapon’s pommel
Use the descriptions below, to bring a sense of wonder and is similarly of bone and is wrapped tightly in a length of
excitement to the magic swords in your campaign. blackened leather embroidered with a bewildering variety of
tiny silver sigils dealing with death, suffering and torment.
1. With a gleaming steel blade and a handle wrapped in worn, 11. When drawn from its scabbard this sword throws off sparks of
supple leather this sword is well looked after. Careful bright, iridescent light. A beautiful shimmering wave-like
examination of the weapon reveals its maker’s mark—a pair of pattern adorns the weapon’s steel blade, which ends in a
crossed swords—etched into the pommel. cross guard set with several small translucent red stones.
2. The handle of this perfectly balanced sword comprises 12. This plain and unadorned sword has a simple bone handle.
smoothed and polished ivory topped by a gleaming silver Leather strips and beautiful many-coloured feathers festoon
pommel. The blade is of watered steel and its wavy pattern the sword’s plain wooden scabbard.
seems to writhe and twist like a living thing in bright light.
3. A large circular black stone ecked with tiny white SCABBARDS
imperfections surmounts this blade’s pommel. The stone is an
onyx and has been magically hardened. If the sword has any Magical swords are special, unique items. It follows, therefore, that
additional powers, they emanate from the onyx; when they do many such weapons would come with a notable scabbard. While
so, the stone’s white ecks glimmer and sparkle. The blade is few scabbards have magical powers, a magic sword’s scabbard is
called Glimmer Star. likely decorated in some way.
4. Of obviously ancient design, this sword’s blade comprises
magically hardened brass. Its plain hilt is much worn and the 1. This red-hued scabbard comprises tiny scales from a red
blade is thinner than normal; a close examination reveals a dragon. It glimmers evilly in the light and is immune to the
few tiny imperfections on its edge. The sword’s bronze effects of re and heat.
pommel is shaped like an oversized acorn. 2. Comprising delicate, mesh-like chain over a thin inner layer of
5. At rst glance, this sword appears to be coated in dried black leather this scabbard is surprisingly quiet.
blood. Further investigation reveals it is forged from a single 3. Mystic symbols of esoteric and fell meanings cover this
piece of supernaturally tough, crimson-coloured glass. In tanned hide scabbard. Delicately drawn onto the scabbard
ickering light—such as that given off by a torch or funeral with blue, yellow and red inks the symbols give some clue as
pyre—the blade glimmers in an evil fashion. A skull-shaped to the sword’s origins and powers.
pommel tops the weapon’s haft. 4. Artfully constructed from thin strips of beautifully lacquered
6. This razor-sharp steel sword has a snake’s head-shaped wood, this scabbard is clearly of elven construct.
pommel. Supple red and black snake skin covers its haft. At its
tip, several tiny holes pierce the blade. A thorough
SPECIAL NOTE
examination of the weapon reveals a small reservoir for Wherever possible, the descriptions above do not reference a
poison in the sword’s pommel. speci c type of sword (such as longsword short sword, bastard
7. Crude pictographs painstakingly etched into this sword’s sword and so on). This is deliberate. Omitting the sword’s type
blade tell the story of a warrior entering a deep cave to slay a increases the utility of the list as a GM can apply the sword’s
mighty, scaled creature that might be a multi-headed dragon description to any weapons found.
or a hydra. Beyond the pictographs, and some deep gouges To determine randomly the type of sword assume 70% of
on its plain cross guard, the weapon is plain and simple—the swords are longswords, 20% are broadswords, 5% are short
kind carried by common soldiers throughout the world. The swords, 4% are bastard swords and 1% are two-handed swords.
weapon comes with a plain scabbard.
8. A dozen tiny precious stones of varying types and hues are
set into this sword’s hilt. A convoluted, serpentine pattern
adorns the blade itself. The weapon’s scabbard is likewise
adorned with many tiny gemstones.
9. Of greenish copper strengthened with steel this sword’s
blade is a thing of malign beauty.
Minutely etched scales
reminiscent of a dragon’s
cover the entire blade. The
weapon’s haft is of some kind of incredibly light, but tough

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5: WONDROUS WEAPONS 9. This mace has a head forged to depict a snarling wolf’s head.
The weapon’s shaft is of some highly polished and worn black
wood. When it strikes a target, the mace snarls and howls like
Not all magical weapons are swords. Dwarves, for example, favour a wolf on the hunt.
battleaxes and warhammers while elves are renowned for their 10. Carved from a single piece of perfectly straight re-hardened
use of bows. wood this spear seems at rst glance to be nothing more than
Use the list below, to determine what kind of magical item the a primitive weapon. A collection of feathers tied just below
characters have discovered. the spear’s point add to this look but its tip is as strong and
sharp as the nest steel weapon. (The spear comprises the
1. Four-foot long with a stout wooden haft wrapped in worn heartwood of a dryad’s tree).
leather and a large iron-shod hammer head this warhammer 11. This battleaxe’s head is heavy and thick. The axe’s haft of
is surprisingly light for its size. polished wood is fully four-foot long. A few minor scrapes and
2. Although its handle is worn with age and use, this battleaxe’s dents mar the axe’s head but otherwise it is in excellent
blade remains razor-sharp. The weapon is clearly old, and condition. When swung it emits a faint keening sound.
careful examination of its head reveals the tiny signs of 12. Cracks radiate through this heavy warhammer’s re-
painstaking maintenance with a whetstone. blackened head. With a shaft of iron, this is a heavy weapon.
3. This mace’s heavy iron head resembles a clenched st. Scenes of heroic battle depicting dwarves slaying giants
4. Scorched and discoloured, this heavy hammer may have once decorate the hammer’s shaft.
been a blacksmith’s tool. However, scores of notches carefully 13. Wickedly sharp this ornate and gracefully wrought throwing
etched into its handle now hint at a more martial use. The axe has holes bored through its handle to lighten its weight;
subtle smell of burnt esh hangs in the air around the the weapon is no less sturdy, however, as the wood came
hammer’s head. from an ancient elven forest and is imbued with the timeless
5. Ramrod straight, this spear’s shaft is perfectly balanced. The magic of the elves.
weapon has a long, tapered head which ends in a wickedly 14. Of elven arti ce, this slender bow has been stained a deep
sharp point. Complicated geometric patterns decorate the and beautiful brown hue. Carefully carved etchings of an
entire weapon. idyllic woodland landscape decorate the bow’s shaft.
6. This slim, wickedly pointed stiletto nestles in a supple Intermingled with the woodland scene are a variety of tiny
scabbard of soft leather topped by a ring of bright white fur. elven magical sigils. The bow seemingly has no string, but
The weapon has a triangular pommel and deep grooves cut when its wielder rmly grasps it a slender, gossamer-like
into the blade to channel blood away from the wielder’s hand. bowstring instantly appears ready for use.
7. Ten barbed arrows nestle in this slightly over-sized quiver. 15. This halberd comprises a stout, well-worn ve-foot long
Resembling small harpoons the arrows cause terrible injuries wooden shaft and a heavy axe-like head. The halberd’s blade
when pulled forth from a target’s body. Each arrow’s etching is painted black, although ecks of some kind of dark grey
comprises two black feathers and one white feather. metal are visible under the head’s black paint.
8. This beautifully polished bolt case holds ve heavy steel 16. A knight’s weapon, this beautifully wrought and perfectly
crossbow bolts sized for a heavy crossbow. Twice as heavy as balanced lance is deceptively light, but incredibly strong. At
a normal bolt, these missiles have ornamental sigils depicting will, the wielder can alter the lance’s length from 10 ft. to 5 ft.
bolts of re, jagged lightning bolts and the like carved into (and back again).
their shafts. 17. Although its haft comprises a length of gnarled and twisted
driftwood and its tines are nothing more than the long fangs
of some kind of unknown beast from the deep ocean this
trident is perfectly balanced.
18. Long and slender—designed for slipping in-between the
joints in a suit of armour—this dagger is a simple, brutal
weapon. Its only decoration are tiny of forks of lightning
etched into its blade.
19. A short spearhead juts from the bottom of this crescent-
bladed battleaxe’s deeply stained, re-blackened haft.
20. This black iron mace’s head is forged in the shape of a
grinning skull complete with short horns protruding from its
ridged forehead.

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ITEMS MOST WONDROUS II

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1: CUSTOMISING WONDROUS ITEMS 6. The weapon creates a great clamour in battle; sounds created
when blows are parried or enemies struck are ampli ed two-
fold. It is almost impossible to use the weapon stealthily.
Virtually every hero craves magical items. Such wondrous objects 7. Blood sticks to this weapon and is hard to clean off. If blood is
enhance their abilities, bestow powers and generally make the left on the weapon for longer than an hour or so, it starts to be
hero more capable. Magic items should, therefore, be wondrous, absorbed into the weapon itself.
and the best, most memorable items are also unique. A +1 8. This weapon weighs only half what a normal weapon of its
longsword is handy, but boring. A glimmering, perfectly balanced type should weigh. It is no less durable, as a result.
weapon engraved with ancient runes of power is far more 9. By grasping the weapon and concentrating, the wielder can
interesting. Use the lists in the following pages, to add avour and change some facets of its appearance including its colour,
excitement to the magic items in your campaign. general condition and apparent ornamentation. Such a
change remains until the owner wills a change.
12 QUIRKS FOR A WONDROUS WEAPON
10. When the weapon was forged, magic was used to infuse it
Almost every adventurer wants a magic weapon—even a monk or with diamond dust. Consequently, it glimmers in the light and
wizard often coverts a magical dagger as a backup weapon (after appears far more valuable than a normal weapon of its type.
all, it’s very hard to punch or magic missile your way out of an Extracting the diamond dust without powerful magic is— sadly
entrapping net!) —impossible.
Not all magic weapons are created equal, however. Some 11. Quasi-sentient this weapon occasionally throbs and pulses in
have greater magic woven into their fabric than others, while its wielder’s hands. Determine the weapon’s alignment
others are studded with gems or jewels or are even forged from randomly. If the possessor commits an action against its
silver, mithral or adamantine. Other weapons are different due to alignment the weapon writhes and twists in its owner’s grasp—
a quirk of fate perhaps owing to their history or fabrication. Such as if trying to escape.
weapons are atypical; they often have an odd appearance or 12. Enchanted to battle and slay a certain kind of creature, the
strange, but minor, additional powers. weapon can act as an early warning system to the presence of
Use this list, to determine a magic weapon’s quirk. Remember, such enemies. When demons, devils, dragons or some other
though, some of the quirks might not make sense for every thematically appropriate creature is within 200 ft., the weapon
weapon. Re-roll, or modify, inappropriate results. quietly buzzes.

1. When whirled vigorously above the wielder’s head for one


round, the weapon emits a high-pitched keening sound not
dissimilar to a scream.
2. When used to slay a sentient creature, the weapon emits a
red glow equal to that of a candle for one hour per hit dice
possessed by the slain enemy. If multiple enemies are slain,
this time stacks.
3. The weapon is quasi-sentient and has a semblance of
feelings. Occasionally, in situations of high stress, these
feelings "leak" from the weapon and spill over everyone
within 10 ft. Only a detailed magical examination of
the weapon reveals the source of these feelings.
4. The weapon once belonged to a feared
assassin or slaver. His evil—and the darkness in
which he lurked—has imbued the weapon
with an unsettling ability. When cloaked in
shadowy (or darker) illumination, wisps of
darkness appear on its blade or haft. These
wisps begin to swim to the weapon's head,
tip or point. If the weapon remains in shadow
long enough, the weapon goes completely black.
This effect fades over the next few days.
5. The weapon is soundless in battle; when used to
parry blows or strike enemies, it makes no sound.

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12 MINOR WONDROUS ITEM BOONS 12 M I N O R W O N D R O U S I T E M D R AW B A C K S


Magic items are great. Adventurers crave them and learned Magic items are great. Adventurers crave them and learned
spellcasters charge exorbitant fees to craft them for wealthy spellcasters charge exorbitant fees to craft them for wealthy
clients. If the owner is lucky, sometimes the magic item has one or clients. Sometimes, though—for some reason or another—the
more additional minor powers. Such abilities could be nothing magic item has some minor drawback or another. Such drawbacks
more than a curiosity. Alternatively, they could serve as a subtle are not normally life-threatening; rather they add a sense of
clue to otherwise hidden, unguessable powers. uniqueness to the item. Alternatively, these drawbacks could serve
Use this list, to determine an item’s minor power: as harbingers of other, worse drawbacks—or even curses—lurking
within the item.
1. The item never gets dirty; mud, blood and dirt slide off it Use this list, to determine an item’s minor drawback:
almost immediately. It is always in immaculate condition and
resists minor tears, dents and the like. 1. The item occasionally—and seemingly randomly—radiates light
2. On command, the item can create a tiny ame for one minute equal to that of a candle. The owner cannot control when this
a day. The resultant illumination is less than that of a candle, light appears or disappears.
but it can be used to light res, ignite dropped oil and so on. 2. This item’s crafter was a glutton. During the crafting process
3. The item subtly throbs when bad weather is imminent. The he transferred some of his cravings to the item. Thus, the
intensity of the throbbing matches the intensity of the owner almost always feels hungry. His appetite would put a
weather. So, for example, just before a light drizzle starts the starving hal ing to shame.
throbbing may be imperceptible. Conversely, before a storm 3. Shadows cluster thickly about the item, creating an aura of
strikes the item loudly vibrates. gloom and a faint feeling of foreboding for the owner,
4. By holding (or wearing) the item, the owner can cause it to whenever its main power is used.
change colour. The colour remains, until the owner wills a 4. The wondrous item is twice as heavy as a normal mundane
change. item of the appropriate type. Due to aws in its construction,
5. Infused with elven magic, the item increases the owner’s however, it is not twice as durable.
ability to see in the dark. In shadowy light or darkness, the 5. When in use, the item often glows with a randomly
owner can see an additional 5 ft. without penalty. determined bright light. Roll 1d8: 1—red, 2—orange, 3—yellow,
6. Every day, at sunrise and sunset, the item pings gently for one 4—green, 5—blue, 6— indigo, 7—violet, 8—no colour. This makes
minute. (This may be particularly useful for clerics who must hiding or using the item surreptitiously dif cult at best.
pray for spells at sunrise, if they cannot see the sun). 6. The owner’s nger and toe nails grow at a prodigious rate;
7. The item has minor powers of divination. If the owner sleeps necessitating their trimming on almost a daily basis.
on a particularly worrisome problem, while wearing or 7. When the item is held or worn, bright light dazzles the owner
holding the item, they are targeted by an augury spell of the and makes her eyes water in a similar way to how drow suffer
same caster level as the item’s main power. In the morning, in bright light.
the owner awakes with the answer foremost in their mind. 8. At some point in the past, the item was exposed to a smell
8. The item exudes an aura of calm within 10 ft. that affects all anathema to dogs. Dogs and wolves will not willingly
domesticated animals. Pets in particular are drawn to the approach the owner. Indeed, they bark and bare their teeth if
owner, and vigorously—and eventually annoyingly—demand the item’s owner approaches them.
attention. If the item’s owner is particularly attuned to an 9. Whenever the item’s owner uses its power, he hears a faint
animal—perhaps a beloved pet or animal companion—they whispering coming from some inde nable source. The
can sense the animal’s base emotions. whispering is too quiet to make out any actual words and no
9. The item has a secret extra-dimensional space within it big one else can hear it.
enough to hold a potion vial or similar item. The owner can 10. Owning the item proves disastrous for the possessor’s hair.
access the compartment by simply touching a certain part of Over the rst few weeks of ownership, the owner’s hair turns
the item. progressively greyer. After a month, it begins to fall out.
10. The item smells strongly of roses. The owner can increase or Getting rid of the item reverses this process over a similar
decrease the intensity of the smell at will—which might give amount of time.
some protection against noxious odours such as the stench 11. The item’s enchanter, a drow or member of another
created by troglodytes and so on. underground-dwelling race, suffered terribly from
11. In subtle and barely noticeable ways, possession of this item agoraphobia. Some of their fear was transferred into the item
makes the owner slightly more attractive to those of the —its owner now feels uneasy in large outside spaces.
opposite sex. Treat the owner’s Charisma score as higher by 12. Bizarrely, the item massively reduces its owner’s resistance to
one, in regards to such folk. alcohol. No matter how “good” a drinker they were, now a
12. Imbued with slight telepathic powers, the item occasionally single glass of wine of agon of ale is enough to render them
detects the thoughts and emotions of those around it, and impressively drunk.
shares such with its owner.

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2: 12 WONDROUS DAGGERS 3: 12 WONDROUS KEYS

Every adventurer should own a dagger. A weapon of last resort, a Dungeons often have loads of locked things—doors, trapdoors
handy tool and useful for cutting your way out of a purple worm’s and even the much hoped for treasure chests. And—of course—
stomach daggers are some of the most common weapons an every lock needs a key.
adventurer will encounter. However, few dungeons seem to have enough keys and even
Use this list, to add interesting and unique magical (or fewer dungeons have interesting or detailed keys. Normally they
mundane) daggers to your campaign: are listed as "a bunch of keys" or " key to the treasure chest in area
6" in the adventure’s text. That's a shame as keys can be
1. The dagger’s pommel is remarkably smooth and highly interesting and even serve as treasure themselves.
polished. The blade itself is wickedly sharp—sharp enough to Use this list, to generate the details of atypical or noteworthy
be used for shaving. keys found in the dungeon.
2. This long-bladed, serrated dagger has a similarly long haft—it
could be wielded two-handed if desired or could even serve 1. This tiny key is made of worn brass. It hangs upon a similarly
as a hal ing’s short sword. worn neck chain. Several faint runes decorate the key’s bow
3. Strange patterns and shapes—perhaps reminiscent of ames but they are now (sadly) unreadable.
or serpents—seem to writhe in this dagger’s blade when 2. This two-inch long iron key slips into a hidden compartment
exposed to direct, ickering light (such as that given off by a in the pommel of an otherwise innocuous dagger. The
torch or camp re). dagger’s pommel must be unscrewed to extract the key. Only
4. This dagger is clearly ancient. Its blade is slender and shows perceptive characters nd the hidden key.
signs of much sharpening over its long existence. The haft is 3. This key's barrel is pitted and scarred as if it had been
also worn, although its leather grip has obviously been splattered with acid. It is exceedingly delicate because of this
replaced recently. damage; if used roughly, if will likely snap off in the lock.
5. This dagger’s tip has snapped off and all that remains is a 4. Large and ornate, this black, cast iron key is almost a foot long
wickedly jagged stump. The dagger’s hilt and haft are and weighs 4 lbs. It could be used as a weapon, in extremis.
wrapped in blood-stained worn leather. 5. This large iron key holds a clever secret—a smaller key hidden
6. A long, serrated and slightly curved blade gives this dagger a in its stem. This smaller key is accessed by unscrewing the
fell, foreign look. A black stone—that seems to almost suck in larger key's bow. Typically, the larger key does not t any lock
the surrounding light—decorates the weapon’s pommel and in the dungeon.
makes the whole slightly heavier than normal. 6. The bit of this barrel's key is worn as if by much use. The lock
7. This dagger comes complete with a sheath made of it ts is similarly degraded.
tremendously rigid hide ayed from some unknown beast. 7. The bow of this cast iron six-inch long key is forged to look
The dagger itself is heavy and wide-bladed. Grooves in the like a skull complete with eyes sockets and teeth. The stem of
blade channel blood away from the haft. the key looks disturbingly like a spinal column...
8. Originally commissioned for an assassin, the steel of this 8. Of brass, this key is still shiny and new; it has practically no
dagger was mixed with ash when forged; thus it is duller and signs of use upon its teeth, but someone has scratched "TC 1"
less re ective than a normal blade. A cunning catch in the into its bow.
pommel opens a small compartment just the right size for a 9. This key is so large—almost two-foot long—surely it is only
vial of poison. ceremonial in nature; the lock required to t this monstrous
9. A leather loop runs through a small hole bored through this key would be huge in the extreme. It weighs almost 10 lbs.,
dagger’s pommel. Designed to be slipped over a hand, the and could be used as a bludgeoning weapon.
loop makes it harder to disarm the wielder. 10. Crafted of multi-faceted, magically hardened glass, this key
10. Stamped with esoteric runes all along the blade, this highly re ects light in strange many-hued patterns. Crafted to
polished and razor-sharp dagger looks particularly lethal. The bypass a magical ward of endish resilience and complexity it
runes speak of death and otherworldly pain. Chips of opens the warded area by casting its shadow on the door in a
translucent blue stones decorate the weapon’s hilt, although certain location.
several of the chips are missing. 11. Forged from thin, tarnished silver this key is a fragile object. If
11. Of glimmering silver, this slender dagger of elven arti ce is it is treat roughly, dropped or the like it will bend or break and
tremendously well balanced. It glimmers and gleams in the not t its lock.
light. It comes with a matching snow-white scabbard. 12. Alternating bands of coloured paint akin to the colours of a
12. Forged from a shard of heat-blasted, carefully carved rainbow decorate this key’s stem. The paint is newly done and
obsidian this dagger has a primal, elemental look to it. Part of of vivid hues, but done in an amateurish fashion. The order of
the weapon are stained with long-dried blood which the the colours on the key is an aide memoire for the bypass
obsidian seems to have partially absorbed. method for a trap hidden elsewhere in the dungeon.

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Lauro Moraes (Order #31841168)





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4: 12 WONDROUS LONGSWORDS 5: 12 WONDROUS MACES

The weapon of the graceful elf warrior, stout human ghter or Used by crusading clerics, strong warriors and the like maces are
divine paladin, the longsword is the mark of a noble warrior. simple, but effective bludgeoning weapons used to smash and
Longswords are some of the most commonly used weapons. crush an enemy.
Use this list, to add interesting and unique magical (or Use this list, to add interesting and unique magical (or
mundane) longsword to your campaign: mundane) maces to your campaign:

1. Plain, unadorned and of solid, functional design this 1. Set upon a haft of stout oak, this mace's oval-shaped head is
longsword holds a wickedly sharp edge. A maker's mark—a worn smooth on one wide.
hammer set under a soaring raven—adorns the hilt. 2. The iron pear-shaped head of this mace glistens as if it were
2. Polished to a mirror-like sheen, this is a noble's weapon. Its wet. A leather loop threaded through the weapon’s haft
hilt is of smoothed ivory and the crossguard is wrapped with makes it harder to drop.
silver and gold wire. 3. Small holes are bored through the mace's spherical head.
3. Chipped and battered, this longsword's blade seems old and When the mace is swung vigorously, the holes create a high-
dangerously weak. The pommel and hilt are of much newer pitched whistling sound.
and solid design; they are clearly not original. 4. This mace has a haft of iron and a small square pommel.
4. Several esoteric sigils denoting victory and glory decorate 5. The haft of this mace is of dull iron worn smooth through
this longsword’s hilt. The weapon’s haft is well worn, implying countless hours of use. Similarly the head is dented and
it has seen much action; however the blade itself is in chipped suggesting it has seen much combat.
excellent condition. 6. The head of this mace was forged to depict a snarling
5. This longsword has an ornate basket hilt, which is chipped demon’s head. Dried blood covers the demon’s face and one
and dented. The blade itself is highly polished and glimmers of the demon's horns has snapped off.
in the light. 7. Lurid scenes of battle and death are engraved on this mace’s
6. The pommel of this serviceable weapon is shaped like a haft. Some of the ornate carvings have been damaged—
clenched, gauntleted st. probably in battle.
7. The hilt of this longsword is of horn wrapped with worn 8. A grinning iron skull sits atop this mace’s haft. The skull has
leather for better grip. It has a simple crossguard inscribed been painted white to appear more “real” but the paint is
with the sword’s name, “Gutripper." faded and chipped. Thus, the skull has a mottled—almost
8. The pommel and crossguard of this crude, heavy longsword diseased—look.
are stamped with Goblin runes. They speak of glory, death 9. When caught in bright light this mace’s circular head gleams
and battle. It is sized for a hobgoblin, not a goblin. and glimmers like the sun.
9. This sword’s pommel is carved from a large shard of onyx to 10. Mystical symbols—worn smooth by use and age—adorn the
represent a grinning skull. Additionally, ash has been worked head and haft of this ornate anged mace. The mace has four
into the blade and haft to give it a dull, dark grey appearance anges—on each, the mystical symbol for one of the elements
that seems to drink in the surrounding light. appears prominently.
10. This silvered steel longsword glitters and glimmers in the light 11. A magically hardened demon skull serves as the head of this
like ice. Runes speaking of goodness, light and glory are blasphemously-shaped mace. The weapon’s haft is of the re-
engraved into the blade while the pommel is decorated with hardened horn or some kind of foul denizen of the Abyss.
the holy sigil of a good-aligned martial deity. This is the kind of weapon wielded by one of evil’s great
11. Forged in the blazing heat of a dying ancient red dragon’s champions.
heart blood this sword glows with a subtle crimson light. The 12. The name of the weapon’s rst wielder—Vilimzair Aralivar—is
blade is super-hard and resistant to all damage in icted by a beautifully (perhaps even reverently) etched into its haft.
lesser weapon. Other names—less well engraved—also decorate the hilt.
12. Glimmering gems of blue, green and red decorate this
sword’s crossguard and pommel. The gems are worth a
SPECIAL NOTE
substantial amount of gold, but if they are removed, the With only minor modi cations, the descriptions above can be
weapon loses its magical powers. used for warhammers and other magical bludgeoning weapons
such as clubs.
SPECIAL NOTE
With only minor modi cations, the descriptions above can be
used for bastard swords, broadswords, short swords, two-handed
swords and the like.

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Lauro Moraes (Order #31841168)




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6: 12 WONDROUS RINGS 7: 12 WONDROUS SCROLL CASES

Famed in legend, magical rings are quintessential magical items. A magical scroll is nothing without a scroll case to hold and
Imbued with a wide range of powers, magic rings are a classic protect it. It follows, then, that some spellcasters might enchant
adventurer’s accoutrement. their scroll cases.
Use this list, to add interesting and unique magical (or Use this list, to add interesting and unique magical (or
mundane) rings to your campaign: mundane) scroll cases to your campaign:

1. This band of burnished silver has patches of obvious wear 1. Of bleached bone, this long scroll case was once the leg
and a few nicks and scrapes mar its surface. bone of some tall creature. Stoppered at one end with a bone
2. Intricate etchings of wind-blown leaves cover this golden plug a leather cap ts over the other.
band. Worn runes—possibly of elvish origin—decorate the 2. Of stretched and hardened leather, this scroll case is
ring’s inner surface, but they are illegible. surprisingly rigid. Investigation reveals the leather is stretched
3. This gold band has three small glimmering stones set within; over a framework of thin, but strong, copper wire.
two glow with a faint reddish light while the third gives off a 3. Decorated with various sigils of esoteric power, this leather
pale white luminosity. scroll case is soft and malleable. The sigils look freshly
4. This golden band has been forged in the shape of a serpent painted and a faint, unde nable smells hangs over the case.
eating its own tail. The serpent is so nely detailed it eyes and 4. This seemingly unremarkable leather scroll case comprises a
fangs are visible as are the tiny scales covering its body. cleverly constructed wooden framework. It conceals a hidden
5. A small rent in the side of this iron ring almost split the band compartment at one end big enough for a few gems or coins
in twain. The repair—while not crude—is clearly visible. (or perhaps even a potion vial).
6. A single setting holding an overly large crystal dominates this 5. Rather oddly, this wooden scroll case opens by pulling the
otherwise plain, but exquisitely forged ring. The crystal glows two ends apart, rather than unscrewing one end. The wood is
with faint red, blue and yellow hues. highly polished and stained a deep brown, but is dented at
7. This thick, smooth platinum ring would be heavy but for the one end—as if dropped.
score or so holes punched through its band. These holes—of 6. Tiny panes of multi-coloured stained glass decorate the
varying sizes—are of common geometric shapes. There seem exterior of this over-sized scroll case. Within, the case holds
to be no obvious pattern to the holes’ placement. several distinct sections making the storage and sorting of
8. This ring seems to be carved from a lump of white- ecked several scrolls easy. The case’s glass decorations glimmer
granite. The outer edge is jagged and uneven while the inner enticingly in direct light.
is worn smooth through wear. The ring always feels cool to 7. Painted white, this scroll case bears a single sigil—a cloud from
the touch. which several lightning bolts rain downwards—upon its
9. This silvery ring is in perfect condition. Its highly polished surface. (This sigil is the device of the case’s rst owner).
band glimmers in the light and astute characters may realise it 8. This cast iron scroll tube is four times as heavy as a normal
is crafted from mithral. Tiny esoteric symbols etched into the scroll case. Etched with pictures of intertwined dragons, it is
inner band speak of the union of magic and the natural world. an object of beauty and could be used as an improvised
10. This signet ring is emblazoned with the image of a shooting bludgeoning weapon in extremis.
star hurtling downwards. The ring itself is of beaten gold, and 9. Plated in silver, this ornate scroll case decorated with etchings
the shooting star etching is picked out with silver. of interwoven geometric shapes is a work of art. At rst
11. This cleverly wrought overly large golden ring has a clever glance, it appears to be worth 5 gp, but a careful examination
secret hidden within. Seemingly randomly etched into the reveals it to actually be worth 50 gp.
ring a series of lines are actually contour lines. When a light 10. The two ends of this scroll case are connected by a three-foot
hits the ring at the right angle, the ring’s shadow throws a long length of rope. The two ends are pull away from each
crude map onto a nearby surface. other to reach the scroll within. One end of the case is
12. Forged for a giant, this thick golden ring or elder arti ce can painted blue; the other is painted red.
be worn as an armband or torc. While worn thusly, the ring 11. This supple scroll case comprises hundreds of highly
still grants its powers to the wearer. polished tiny chain rings connected together in a similar
fashion to chainmail.
12. Vilimzair Aralivar—legendary pirate captain and the world’s
greatest bard—once owned this ornate silver scroll case. The
scene of a great sea battle during which Vilimzair heroically
led his companions to victory aboard his enemy’s agship
adorns the case.

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Lauro Moraes (Order #31841168)




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8 : 1 2 W O N D R O U S S TAV E S 9 : 1 2 W O N D R O U S U N H O LY S Y M B O L S

One of the most potent categories of magical item, staves are The exact appearance of an unholy symbol depends on the
often imbued with immense power. They are much coveted by cleric’s faith. However, some unholy symbols are more than they
adventurers—particularly those such as wizards and clerics that can rst appear.
unlock and control their full powers. Use this list, to add interesting and unique magical (or
Use this list, to add interesting and unique magical (or mundane) unholy symbols to your campaign:
mundane) staves to your campaign:
1. This unholy symbol has a secret compartment; it contains a
1. Almost six-foot in length, this thick oak staff seems strangely single platinum piece minted in an ancient now fallen city
twisted, as if rung out like a wet blanket. The grain of the state. Wrapped in scraps of cloth the coin does not rattle.
wood twists round the staff in a spiral pattern. 2. This holy symbol has a secret compartment; it contains scraps
2. Mystic symbols picked out in blue woad decorate the whole of bone and hair—remnants of a great hero of the faith. The
length of this four-foot long staff. Several of the symbols owner believed they imbued the symbol with extra power.
speak of home, hearth and health while others hint at the 3. This steel unholy symbol has one particularly sharp edge;
magical powers lurking within. From the staff’s size it looks close examination reveals dried blood smeared over the
like it was crafted for a gnome or hal ing. sharp edge.
3. This slender staff is of smooth, polished white wood; it 4. This holy symbol has several spikes. Close examination
shimmers in the light and the air always seems fresh and airy reveals a hidden compartment inside designed to hold
in its immediate vicinity. poison which affects anyone stabbed or cut with the spikes.
4. Knobbly and gnarled, bark still clings to various bits of this The compartment can hold two doses of lethal poison.
brownish-red staff. String of various colours and a couple of 5. This unholy symbol at rst appears to be made of silver;
white swan feathers are tied to one end. however, it is obviously too light to be solid silver; it is actually
5. Five holes pierce the last few feet of this oaken staff. Each is wood covered in silver paint and is essentially worthless.
tightly plugged with a different opaque stone that seems to 6. This unholy symbol is ancient; the ner details have been
glow with a sullen, perhaps threatening, glow. worn smooth by time and the symbol is in poor repair.
6. As straight as a mast and highly polished, this staff is 7. This large, heavy symbol is made of some kind of dense, dark
otherwise featureless except for four runes—one for each of grey metal; it resists damage but has a long crack down one
the elements—beautifully etched into the wood. Perceptive edge. The symbol was once the phylactery of a powerful lich
characters also notice another rune—that for magic—carved in the service of the same dark power; if it was repaired, the
into both ends of the staff. lich might return to unlife.
7. At rst glance this staff appears to be wooden, but a close 8. This metal unholy symbol comprises the melted down
examination reveals it to be of dull iron painted and etched to remains of several holy symbols; some of their details yet
appear like wood. The staff is three times heavier than normal. remain. Observant characters can make out several different
8. This staff comprises scorched and blackened wood. A ne good-aligned defaced symbols in its body.
layer of charcoal coats the burnt wood, and covers the hands 9. Large and unwieldy, this unholy symbol is sized for a giant.
of anyone carrying or touching the staff. The wood is vaguely Clips allow the symbol to be “opened” and the whole to be
warm to the touch. worn as a necklace (or collar).
9. This seemingly fragile staff is comprised of different thick 10. This unholy symbol hangs from a particularly long chain that
bands of coloured glass mimicking the colours found in the allows it to be worn at navel height. Some of the chain’s brutal
various prismatic spells: red, orange, yellow, green, blue, links are dangerously thin.
indigo and violet. 11. This oversized symbol has a notch at its base. A weapon’s haft
10. This short four-foot long staff is crafted from a long, slightly can be inserted, which transforms the symbol into a jaggedly
curved bone. Perhaps the rib bone of some gigantic beast, vicious mace or morningstar.
the staff has symbols relating to death, destruction and unlife 12. Imbued with the souls of those sacri ced to a dark power this
carved into its length. unholy symbol is a thing of horror and blasphemy. The
11. Of blindingly bright white ash this plain, unadorned staff at symbol ensnares the sacri ces’ souls at the moment of their
rst glance appears to be nothing particularly special. In the death. When used as a focus to cast a spell, the symbol lets
dark, however, it emits a soft white glow in a ten-foot radius; forth a deluge of screams which sound like a veritable choir of
undead nd this light disconcerting; mindless undead will not the damned. The intensity of the screams depends on the
enter the area. level of the spell cast.
12. Once the haft of a legendary warrior wizard’s spear used to
slay a mighty dragon, this staff now contains the heroine’s
spirit. She possesses immense eldritch knowledge, and can
telepathically communicate with the staff’s owner.

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Lauro Moraes (Order #31841168)



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10: 12 WONDROUS WANDS 5. Made of black cast iron, this long wand has been polished to
a high sheen. Tapered to a wicked point at one end, it could
easily be used as a weapon in extremis.
Wielded by wizards and cleric alike magical wands can hold 6. This iron wand comprises four strands of metal braided
powerful magics their owners use to either blast their enemies or together in a style reminiscent to rope. At one end, the four
heal their allies. strands come together to create a basket of sorts, which
Use this list, to add interesting and unique magical wands to contains a lump of mottled grey granite.
your campaign: 7. Carved from the leg bone of some undoubtably vicious (and
certainly large) beast this wand is obviously ancient arti ce.
1. Of plain, unadorned iron this short, but heavy, wand has a Yellowed by age and use, the bone is brittle.
large violet crystal set at its tip. Strange shadows move 8. Wrapped with strips of multi-coloured silk this wand is of
sluggishly within the crystal. obvious exotic arti ce. Crafted from some sort of
2. Intricate carvings of geometric shapes and esoteric glyphs tremendously light wood it is easy to wield.
decorate this long, slender wand of willow. Picked out with 9. Crafted from a magically preserved icicle about the length of
pigments of many hues the glyphs and shapes stand in stark a man’s forearm, this wand does not melt no matter how hot
relief to the plain white wood. the surroundings become. Cold radiates from the wand and it
3. Holes of various sizes pierce this slender oaken wand. (The shimmers and gleams in the light.
wand weighs only half as much as normal). Several red strings 10. This two-foot long length of scorched oak is burnt almost to
and a single length of faded yellow twine are woven through charcoal at its tip. It yet feels warm to the touch.
the holes. 11. A silvery skull tops this short and heavy golden bar. Black
4. Although it appears to be rotten almost to the point of gems—onyxs— ll the skull’s eyes and glow evilly when the
collapse this wand is as tough as iron. The faint smell of wand’s powers are employed.
mould hangs in the surrounding air. When the wand’s powers 12. Comprising contained and shaped mist rendered substantial
are called forth, the wand’s already dark hue deepens through powerful magics this wand is cold and clammy to the
noticeably and small pieces of wood ake away. touch. When its powers are summoned, the mist writhes and
twists within its magical prison.

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Lauro Moraes (Order #31841168)



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LICH’S LAIR

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Lauro Moraes (Order #31841168)


1: OUTSIDE THE LAIR of the slain dragons as undead servitors and/or puissant
magical traps.
3. Obsessed with its unlife, the lich researches even more
A lich’s lair is a terrible, fell place; it is—after all—the home of an powerful states of unending life. It pays handsomely for
evil, undead spellcaster of great power. Such locale are rarely tomes of lore or esoteric components to aid its research; thus
mundane places; magic can permeate the very fabric of the lair. not all who brave its lair are immediately slain.
Such effects often bleed into the environs. 4. The lich has developed fell magics to split a target’s soul from
Use the list below, to add detail and avour to the area outside its body. It imprisons souls in specially prepared gems; once a
the lich’s lair: soul is captured, the unfortunate becomes the lich’s slave or is
blasted into oblivion.
1. An ever-present light fog redolent of some nameless, heady 5. Merciless and drenched in evil, the lich takes particular
spice lingers in the lair’s vicinity. The fog does not hinder delight in torturing and tempting paladins and good-aligned
vision overly, but living creatures spending much time in its clerics. Any such folk surviving the lich’s attentions are forever
depths suffer from watering eyes and mild sneezing ts. changed...
2. Skulls, bones and other gruesome remains litter the ground in 6. Growing increasingly paranoid the lich has long since ed to
the vicinity of the lich’s lair. The closer one gets to the an even more hidden and warded locale. It has left many fell
entrance, the deeper and more prevalent are the remains. servants in its old lair to punish those who dared to believe
Some of the bones are obviously old, while others appear they could best it.
relatively recent.
3. The trees, bushes and other foliage in the lair’s vicinity are
warped and stunted. Of unwholesome and ill-looking
appearance even their hues seem odd or unnatural.
4. Rubble and stones that once comprised some kind of
elaborate building lie scattered about the ground
surrounding the lair’s entrance. Some of the rubble sports
aged and weather-worn ornate scrollwork.
5. The trail leading to the lair is worn smooth as if by the action
of countless feet. Here and there, scraps of mouldy or rusting
equipment lie scattered about.
6. Wisps of darkness dribble from the lich’s lair. They waft
upwards like smoke before evaporating into nothingness.
7. No animal will approach within several hundred yards of the
lich’s tomb. Adventurers with a strong connection to nature—
druids, ranger and elves in particular—sense death lurking in
the chill air.
8. So much evil magic lurks in the lich’s lair that it has poisoned
the surrounds. Vegetation is grey, almost colourless, and
crumbles into dust if touched. The soil holds no moisture or
fertility. Nothing healthy grows here.

WHISPERS & RUMOURS


Many whispers and rumours shroud a lich’s legend. Spellcasters of
surpassing power, they have seen and done much in their long
lives and can wield powers scarcely conceivable by the average
peasant. Stories of lichs and their deeds are the meat and drink of
tavern talk.
To use the rumours below, substitute your lich’s name for “the
lich”. Decide which rumours are true, and which are false, based
on your campaign.

1. The lich is surpassingly dangerous—as is its lair. Within, the


very walls and the air itself can come alive to slay intruders.
Countless adventurers have died screaming in its lair.
2. While yet alive, the lich battled dragons in pursuit of their
ancient lore and mounded treasure. The lich took trophies
from each of its kills to decorate its lair and enchanted some

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Lauro Moraes (Order #31841168)



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2: LICH LAIR TRINKETS HORRIBLE SPELL COMPONENTS


Without exception, lichs are powerful spellcasters. Such creatures
Few types of undead strike as much fear into adventurers’ hearts have need of many strange, esoteric and deeply unpleasant items
as liches. Powerful spellcasters, evil and immortal they number to complete their fell magics. Characters exploring a lich’s lair are
among the most puissant of evil’s servants. bound to discover some such items. Use the list below, to
As be ts their power, their lairs are often full of fabulous determine what they nd:
treasures. Among such treasures, however, lie more mundane, but
nevertheless interesting, trinkets.  Use the list below, to generate 1. Burnt scraps of leathery parchment intermixed with a dried
the details of such trinkets: powdery residue of bone and blood lls a small crudely
wrought and dented iron bowl. The writing on the parchment
1. This worn and ancient skull has had its top removed and its is (luckily) illegible.
eye sockets, mouth and nose blocked up with melted iron. A 2. A boiled and shrunken head, its features set into a terrible
golden skull cap now tops the skull, which contains a ask’s rictus of fear, is displayed on an iron stand atop a small plinth.
worth of unholy water. The head’s glassy, mostly lifeless, eyes stare into the room—as
2. A faded portrait, covered in grime, dust and cobwebs depicts perhaps they have done for years without counting. The head
the lich as it was in life. A dusty blanket has been thrown over looks like it might once belonged to a human male.
the picture and its heavy, ornate frame. 3. A small iron statuette forged to depict a devil and an angel in
3. The rent remains of a ripped and bloody sack lie on the a lusty embrace. The statuette is incredibly—scandalously—
ground. Smears of blood and viscera cover the surrounding detailed and depicts an act so vile paladins and the like, or
oor. A single, now mouldering, nger wearing a cheap brass those with particularly sensitive souls, might openly weep at
ring lies folded in the sack’s remains. The nger bone is the blasphemy it depicts.
cleanly sheered off. 4. The powdered remains of a variety of different-hued gems
4. Several potion vials sit on a dusty shelf. Over the years, their mixed with a blood paste decorate the oor in the shape of a
stoppers have rusted or shrunk, and the potions within have certain, forbidden rune dealing with eternal undeath.
slowly evaporated leaving behind a dried scum coating the 5. A humanoid’s spinal cord; its various bones are daubed in red
bottom of each vial. and purple paint. There seems to be a pattern of sorts, but its
5. Brightly polished steel shields cover one wall. All identifying purpose is maddeningly unclear.
marks have been scoured from their surfaces, which are 6. A bone ask seems suspiciously heavy for its size. The vial has
almost as polished as a mirror. a black stone stopper etched with the symbol for the soul.
6. A strange, musty odour redolent of rotting esh and moist Within the container, the characters discover a thick, viscous
earth hangs in the air. In certain deep or remote parts of the black liquid that de es identi cation.
lich’s lair, the smell is almost overpowering. The smell 7. A long, thin leg bone painstakingly etched with rust red runes
emerges from a seemingly simple clay bottle (which radiates dealing with death, undead and control. (The runes are
magic of an indeterminate sort). picked out with a specially prepared blood paste).
7. A pile of dusty manuscripts, portfolios and other books stand 8. A beautifully woven rug rolled tightly into a tube and
near the lich’s workspace. Untouched for years—perhaps wrapped in oilskin. The rug has a baf ingly complex, and for
decades—the pile sags precariously to one side. some reason disturbing, pattern woven into it with silver
8. An ornately carved stone sarcophagus holds the mouldering thread. A faint, exotic scent hangs in the air around the rug.
remains of the lich’s rst love. The lich is reluctant to simply 9. This dagger is obviously used as a sacri cial item. Carved
animate the remains; instead it has been researching how to from a monstrous tusk its tip is thick with dried blood and
create an intelligent skeleton with a range of powers be tting viscera. Its pommel holds a dull black, jagged chunk of onyx
the person’s life. Its research notes along with love poems and that seems to suck in the light.
rambling tracts about how much the lich misses its love ll a 10. This large, once unimaginably valuable, diamond is riven by a
large leather bound book standing on a lectern nearby. multitude of cracks. It seems impossible the gemstone is still
9. A small ornately carved iron box lled with rune-covered mostly in one piece. A chunk of stone is missing from one
scraps of parchment lies behind a poorly hidden secret door. side, and a strange, unwholesome grey mist slowly dribbles
This is the lich’s decoy phylactery; its real phylactery is hidden from the remaining stone. (This was once the centrepiece of a
elsewhere. rival lich’s phylactery, but the lich used it to power his own
10. A partially melted silver torc of archaic design lies discarded “ascendancy” to undeath .)
on the oor. Half the torc is missing, and the rest is horribly
damaged; it only has value as scrap metal.

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3: LICH LAIR DRESSING 10. A once majestic fresco adorns one wall. Great rents in the
mural now show where someone bashed it with a heavy
object. Shattered plaster lies mounded against the wall.
A lich’s lair is a terrible and dangerous place. Few adventurers are 11. A mass of jumbled bones completely lls a deep niche cut
brave enough to explore a lich’s lair (and fewer still are powerful into the oor. Several grinning skulls stare up from the
enough to survive the experience). Such a place should be macabre spectacle. The remains of literally dozens of
memorable and avoursome; this is not an average, run-of-the- individuals lie within the niche.
mill dungeon. Strange—and perhaps deadly—sights and sounds 12. The ceiling is painted jet black. Onto this has been daubed a
should be the norm. star map of sorts. With extensive study, a knowledgeable
Use the list below, to add detail to the characters’ explorations. character can discover the map depicts a rare alignment of
constellations that will not occur for another 300 years.
1. Splintered and scorched bones, wisps and scraps of 13. An ornately forged brass wand with a burnt-out blue
equipment and death's faint miasma ll the area. The walls gemstone at its tip lies discarded on the oor. Forged to look
are similarly pitted and burned; powerful magic was once like a fork of lightning, the wand is an impractical shape for
unleashed here. The carnage is impressive; perhaps a dozen easy storage. The rst character to touch the item feels a faint
people died in the con agration. tingling in their hand; perhaps the wand’s magic is not
2. Shadows haunt the lair’s nooks and crannies; mundane light entirely depleted.
has trouble banishing them. The whole place feels 14. Incongruously, a single jet black brick of preternaturally
claustrophobic as the darkness clusters thickly about the smooth stone juts from the wall by about one inch. The stone
characters’ lights. could be the trigger for a trap, nothing in particular or
3. Tiny oating motes of glimmering multi-hued light oat perhaps the keystone for some kind of powerful magic.
gently through the air. In some places, the motes seem 15. The next door the characters encounter is strengthened with
attracted to the characters (or perhaps the warmth of their life scorched panels of beaten brass. Several (blurred) runes are
force) while in others the characters repel them. When a mote engraved into the brass. Knowledgeable characters can
touches warm esh, it explodes into non-existence. determine the runes were part of a magical trap (which has —
4. Crumbling mortar and fallen stones have revealed a hidden probably—already been triggered).
niche cut into one wall. A gallimaufry of dusty skulls and 16. Glimmering stones set in a sprawling pattern decorating
bones have tumbled from the choked hole and spilt onto the much of the ceiling. The stones glimmer and sparkle in the
oor. Investigations reveal many of the bones bear party’s lights like stars. Investigations reveal the stones each
unmistakable signs of violence. protrude slightly from the rest of the ceiling and; graven
5. Fell arcane runes of unspeakable evil decorate the walls. runes decorate several of the stones. A knowledgeable
Seemingly burnt into the very stones themselves the runes character realise the glimmering stones represent a star map.
are jagged and harsh. Some of the jagged holes in the rock Perceptive characters spot a single black stone set among the
are surprisingly deep—deep enough for a foolish (or brave) others; the stone is placed where no star is known to shine.
explorer to thrust his ngers all the way inside... 17. Scrawled on the wall in dried and smudged blood are the
6. Fine grey dust coats the oor; knowledgeable characters can words, “We should not have come here.” The writing grows
determine the dust is akin to that created by the disintegrate fainter toward the end of the sentence as if the person writing
spell. The characters discover another grey pile in the next it grew tired (or ran out of blood).
area they explore. 18. A statue, depicting the lich in life, stands upon a small plinth
7. A broken pick juts from the lock on the next door the in a niche in one corner. The niche is cut so the statue can see
characters nd. The pick has jammed the lock; it must be the entire room or corridor. The gure has been partially
removed if the door is to be opened without being broken smashed. The walls and plinth are partially melted—as if they
down. had been subjected to a powerful acid-based attack—and the
8. The ceiling sags alarmingly; dust and grit sift down from statue's head and one arm lie shattered on the ground.
between the stones onto the oor. Faint marks in the dust 19. The remains of a shattered potion vial lie on the oor against
suggest someone or something passed this way recently. If one wall. Dust and grime coat the glass remains, which have
the characters pass underneath, the stones grind and groan been here for many years. Strangely, when rst spotted,
dropping more dust and grit onto the characters’ heads. several of the glass shards seem to sparkle with some kind of
9. Dead rats and spiders coat the oor in a veritable carpet of unnatural silvery radiance.
death. Many of the creatures seem frozen; their bodies are 20. A narrow, rough-hewn staircase pierces the oor. The stair
brittle and crack open if stood upon. From the position of the ends in an impenetrable rockfall. The words, “Not this way”
hundreds of corpses, it looks like the rats and spiders were are daubed in blood on the top step. Perceptive note the
locked in a titanic battle. Dusty cobwebs hang from the words of best read from the direction of the rock fall.
ceiling almost to the oor.

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STRANGE SMELLS & SOUNDS S T R A N G E S E N S AT I O N S & E V E N T S


Strange sounds—echoes of past magics, the screams of prisoners The presence of so much powerful magic inevitably has an effect
or dying adventurers and so on—often echo through a lich’s lair. on the lair. Use the list below, to add such minor events to the
Use the list below, to add such minor events to the characters’ characters’ delve:
delve:
1. The temperature is only just above freezing in this area; the
1. A booming sound—akin to that of mighty waves breaking characters’ breath is visible in the air. The cold is unnatural,
against a beach— ll the air. The sound is rhythmic— perhaps and those with a strong connection to nature—druids, elves
even hypnotic to those with weak wills or who are easily and rangers in particular—are most af icted by the effect.
distracted. 2. The party’s light sources—even permanent magical effects—
2. The faint, but heady, scent of roses hangs in the air. icker as if caught in a strong wind. Mundane sources of light
Characters snif ng the air get a sudden image of impossibly are extinguished by the strange effect.
vast black and red roses swaying in the night air at the edge 3. One of the characters becomes certain an unseen watcher is
of a fecund jungle. observing the party. The feeling does not dissipate, until the
3. The clacking of bone on stone—a skeleton skulking just out of party leaves the lair.
sight—reaches the ears of the most perceptive characters. A 4. A sudden sharp, stabbing chest pain, causes one of the party
few moments later, the loud clatter of bones collapsing to the to double over in agony. No wound is evident, but it takes
oor splits the air. several minutes for the pain to pass.
4. A deep, mournful sigh redolent with despair and melancholy 5. One of the characters’ vision blurs and grows dim. For the
washes over the party. For a moment, it seems like the lair af icted PC, it is as if all the lights had suddenly gone out.
itself is beset by sorrow. (This might be particularly disconcerting for those normally
5. All around the party, the air comes alive with the sound of able to see in the dark).
crackling, sizzling electricity. Hairs stand up on the characters’ 6. Wisps of shadow descend from a corner where the ceiling
necks and the back of their arms. The smell of ozone meets two walls. The wisps oat down as if drawn to the
accompanies the sound; perceptive characters may even hear party’s lights. Once they touch a light source (magical or
faint, seemingly distant, screams that fade away as the smell mundane), they fade into nothingness.
slowly dissipates. 7. Each characters’ largest metal possession—probably a suit of
6. A distant, powerful voice, redolent with power and fell intent, armour, shield or weapon—begins to vibrate subtly. After a
rises into a endish cackle before slowly fading away into a minute the vibration increases in intensity before abruptly
low cackle. ceasing. Afterward, the object remains slightly magnetised for
7. The overpowering smell of formaldehyde and other 1d4 hours.
unidenti able, but foul-smelling chemicals, hangs into the air. 8. If the characters use light sources, their shadows on the wall
Investigation reveals the stench emerges from a deep crack appear more blurred and indistinct than usual—as if some
cutting across two walls. unseen barrier stood between them and the light. The effect
8. The rattling of chains and the low moaning of a creature in is particularly pronounced with non-magical lights.
terrible pain reaches the party. It slowly fades away, no matter 9. A blood red rune slowly coalesces on one wall. The rune is
which way the party move. massive—easily the height of a grown man. As the party watch,
9. At seemingly random intervals, a loud chime—a single, chilling it begins to move and writhe like a snake. The rune is
note that seems to grate on the characters’ souls—sounds identi able as the lich’s personal glyph.
throughout the complex. 10. The shadows cast in this area do not seem to completely
10. A loud dripping sound comes from around the next corner. match the movements of the creatures making them. It is
As the characters approach, the sound speeds up. When they almost like there is a slight delay before the shadow mimics
round the corner, the characters discover a large, irregularly- the action.
shaped puddle of blood on the oor. As the characters watch, 11. A single gleaming platinum coin hangs suspended in the air.
blood dripping from the ceiling feeds the puddle. The coin is immobile and cannot be moved without powerful
11. The repugnant stench of rotten eggs and meat is strong here. magic; strange images of a haughty man with small horns
The smell is worse closer to the oor; weakly-stomached growing from his forehead decorate one side of the coin; the
hal ing and gnome explorers could even be overcome by the representation of an immense tower adorns the obverse.
stench and become violently ill. 12. Iron face-masks adorn the walls. As the party approach, the
12. With no warning, the ear-splitting sound of a mighty gong masks animate—the faces screwed up into unbelievable
being repeatedly struck with a heavy mallet assails the party. expressions of pain and terror. Perceptive characters notice
The sound is near deafening and makes conversation all but one mask is different—of a doughty dwarf it appears to be
impossible. The sound lasts for half a minute or so before trying to mouth words at the party.
abruptly ceasing.

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4: LICH’S PHYLACTERIES sword that was shattered during the confrontation. The lich
used the hilt of the weapon as its phylactery, revelling in the
irony of transforming such a potent good-aligned weapon
As well as being puissant spellcasters, lichs are virtually immortal; into an object powering its unholy life. To make matters worse
they cannot be destroyed until their phylactery is also destroyed. the hilt is distinctive—carved from the bone of a balor and
Thus, a lich’s phylactery is a tremendously important object both inscribed with the symbols of various good-aligned deities;
for the lich and the adventurers seeking to defeat it. However, a the characters may recognise it as the shards of a legendary,
lich’s phylactery is rarely described. The default phylactery is a lost weapon. The lich has kept the shattered piece of the
small metal box lled with rune-covers scraps of parchment. blade and in extremis may offer up the various shard in
Whatever form it takes, the phylactery is surpassingly dif cult to exchange for its “life” (gambling the characters either hesitate
destroy. (And obviously heavily guarded or well hidden). to destroy such a weapon or—more likely—not notice the lich’s
Use the list below, to generate a phylactery’s details: sinister modi cations to the hilt).
10. This lich painstakingly etched the secrets of lichdom onto the
1. This hinged plain iron amulet opens to reveal a small, teeth of a great golden wyrm it slew centuries ago as part of
seemingly empty recess, perhaps once used to hold a small its transformation. It keeps the wyrm’s skeletal remains behind
picture of a loved one. The recess is actually a tiny inter- a cunning hidden secret door. The skull lies amid a massed
dimensional space which can only be accessed by speaking bone pile comprising the remains of all those who have
the lich’s name. This space contains the lich’s research it used attacked the lich in its lair.
for its transformation.
2. This seemingly rusted iron comb was once apparently inlaid
with several small gems, but these have long since fallen from
their xings. The comb is hidden in plain sight, amid a pile of
mouldering and rusty equipment taken from corpses of the
lich’s enemies.
3. A seemingly innocuous platinum coin lies among a hoard of
similar coins hidden away in a dusty vault. The coin is one of a
handful of ancient coins intermixed among more recent
designs. Most of its features have been worn away through
use and age.
4. A lump of magical hardened platinum lies at the centre of a
large stone boulder created by stone shape. The boulder is so
thick, detect magic and the like do not detect the phylactery’s
magic, although a perceptive PC may notice the rock was
formed by magic (and wonder why).
5. This phylactery takes the form of an over-sized amulet. It
hangs from the mouldering collar worn by a huge skeletal
dog lying in state in its own sarcophagus hidden in a secret
recess in the oor.
6. This lich used the very rst dagger it owned as the vehicle for
its transformation. It etched the secrets of lichdom onto very
thin sheets of gold which were then wrapped around the
weapon’s blade. The phylactery was then thrown into a deep
pool somewhere in the lich’s lair.
7. An animal lover in life, this lich decided to use the animated
bones of its rst animal companion—or perhaps a beloved pet
—as its phylactery. The bones were drenched in molten
adamantine before being animated.
8. Diamond—one of the hardest substances known to man—
makes an excellent phylactery. This lich spent years hunting
down a diamond as big as a man’s st. Magically enchanted
and inscribed with various special command words the value
of the thing is virtually incalculable…unless it is destroyed in
which case the magic lurking within its form causes it to
evaporate like ice in the midday sun.
9. Vastly powerful, this spellcaster defeated a saintlike paladin
during its quest for immortality. The paladin bore a holy

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1 : B E A C H E S & B AY S that disappears at high tide, the 200-foot high Drunk Man has
a curious, lopsided look—the result of endless waves battering
the stack. High up, several narrow caves—the burial niches of
Isolated coves, sheltered bays and sandy beaches pockmark the an old, forgotten people—pierce the stack; reaching them
coast. Well known by travellers, mariners and sherman alike such requires magic or impressive climbing skills.
locales are often important local landmarks. In such places, 11. Church Island: An ancient, battered stone causeway connects
smugglers can sneak ashore in the dead of night, shermen can this tidal island to the mainland. Only useable at low tide, the
ply their trade and holy folk can meditate free from distractions. causeway is in poor repair. Extensive ruins on the island are
Use this list, to add notable beaches, bays and other coastal the tumbled remnants of a monastery dedicated to The Storm
features into your campaign. Mistress. The monastery was sacked by raiders a century ago.
In the winter, puf ns nest on the island’s rocky shores.
1. Bleak Cove: Accessible only by the stout ropes left by 12. Wreckers’ Cove: A narrow islet stands at the con uence of
shermen and egg-hunters, this hidden cove has a low-tide several powerful ocean currents. Consequently, the chill
foreshore replete with deep rock pools. Samphire grows in waters of this narrow cove are often thick with otsam, jetsam
profession on the cove’s cliffs and many seabirds nest here. At and wreckage. Beachcombers scavenge here for valuable
high tide, the cove’s beach is almost completely inundated. items amongst the sea’s leavings. Sometimes bloated corpses
2. Willithar's Cave: Low tide reveals a wide swath of rippled wash ashore amid the wreckage.
sand, and allows access to a part- ooded sea cave buried at 13. Bone Beach: Fast-eroding cliffs overlook this sandy beach. A
the base of the cliffs. A chasm in the rocks above the cave lets chapel once stood on the cliffs, but it collapsed onto the
light penetrate the cavern when the sun reaches its zenith. beach long ago. Now, the chapel’s graveyard is also falling
Mackerel swarm in the waters just off shore in large numbers. prey to the sea and perceptive visitors can make out bones
3. Beacon Hill: A tumbled tower tops this blustery headland. sticking out of the cliffs or (occasionally) littering the beach.
Only the tower’s ground oor remains intact, and sometimes Unsurprisingly, legends of ghosts, hauntings and sinister
travellers shelter here from bad weather. Three cairns—said to doings hover thickly about Bone Beach.
be the resting place of drowned mariners—wreathed in wild 14. The Three Sisters: Three jagged sea stacks tower above the
owers lie further back from the cliff. surf of this wild, rugged beach. Several powerful riptides lurk
4. Elina’s Arch: A dramatic triangular rock arch overlooks this just off shore making waterborne investigations of the Three
wind-swept beach dotted with deep rock pools; many large Sisters dif cult and dangerous.
crabs dwell within the pools and locals comes here to catch 15. Passage Cove: This small cove boasts a narrow tunnel hewn
them. An elderly druid was reputed to live in a cave under the through the surrounding cliffs by long-dead smugglers. The
rock arch, but she has not been seen in many years. gently shelved sandy beach is a perfect spot to bring ashore
5. Deep Plunge: This high, dramatic waterfall, with a deep contraband and the like.
plunge pool at its lip, tumbles onto a sheltered beach of sand 16. Short Sands: Crudely carven steps provide access to this
and shingle. wild, sandy beach interspaced with rocky shelves. A grotto
6. The Muckle: This blowhole pierces a great slab of rock pierces the cliffs and a dilapidated stone cottage overlooks
dominating a wide shingle beach. At high tide, the Muckle the beach.
blows every time a wave of suf cient force reaches the beach. 17. Jetty Cove: A stone jetty juts out into this sheltered cove’s
The origin of the blowhole’s name is lost to time. waters. A substantial rambling stone building stands at the
7. Namantor: Sand dunes rising up to rolling hills back this end of the jetty and is home to an extended family of slightly
long, shallow beach. At low tide, the sea retreats almost a inbred sherfolk. The family do not tolerate guests, and wild
quarter of a mile leaving a glistening expanse of rippled rumours accuse them of smuggling, wrecking and worse.
golden sand. Rocky headlands bound the bay to the north 18. Sea Queen’s Grotto: A large tidal cave pierces the cliffs at the
and south. Minke whales and biking sharks cruise offshore. base of this inaccessible stretch of tidal shingle beach. Inside
8. Lonely Island Beach: This uninhabited rocky island lies a few the grotto, a large stone throne—or at least a chunk of rock
hundred meters offshore from a narrow, sheltered beach. that looks suspiciously like a throne—rises from the middle of
During storms, huge waves break over the island, sweeping it the grotto’s pool. Locals often throw offerings into the sea
clear of all vegetation and structures. A tower once perched from atop the cliffs to placate the fey sea queen said to dwell
atop the island; now nothing but tumbled stone blocks and a therein. A crude pile of stones atop the cliffs marks the spot
partially sand- lled, ooded cellar remains. directly above the grotto’s entrance.
9. The Golden Cliffs: Majestic west-facing cliffs tower over this 19. Strangler’s Head: Named for the grisly murder of a customs
narrow shingle beach. Several half-sunken stone huts of agent years ago this spit of land commands sweeping views.
ancient arti ce perch atop the cliffs and afford incredible 20. Mermaid’s Haven: Local legend has it that mermaids come
views of the setting sun. A narrow sunken track leads to the to this secluded bay to cavort at the summer solstice. A huge
huts which are virtually invisible from the land. rock arch stands to the east; at dawn on the summer solstice
10. The Drunk Man: This towering sea stack stands as high as the the sun shines through the arch, bathing the whole beach in
nearby cliffs. Linked to the mainland by a narrow shelf of rock golden light.

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2: HILLS & HIGHLANDS scattered on the ground below Dunholm, which is now
abandoned. A local family owns the surrounding land, and
would happily part with Dunholm if the price was right.
Hills and ridges dominate the landscape. Meeting places, vantage 7. Star Hill: This conical hill offers incredible views of the
points and—sometimes—refuges hills and ridges loom large—both surrounds and the night sky. Astronomers, wizards and other
literally and metaphorically—over the landscape. folk obsessed with the stars come here on cloudless nights to
Use this list, to add notable hills and ridges into your gaze up at the sky and make their calculations or plot their
campaign. schemes. Sometimes res blaze atop Star Hill, and when they
do the common folk stay well away.
1. Chapel Hill: The crumbling ruins of an old chapel stand atop 8. Dread Drop Quarry: Cut into the side of a hill, this deep
this wooded, cliff- anked hill. Barely visible through the trees, quarry pit is named for the likely fate of anyone straying too
the chapel is a small, humble affair. Rumours of ancient close to the edge. Strong winds often gust around the hill,
hidden crypts below the ruin abound among local folk. and more than one walker has told of being suddenly thrust
2. Bone Point: This splintered spur of rock juts outwards from toward the pit by an unseen force.
the surrounding hills. From some angles, the spur looks like a 9. Salmon Leap: Nestled in a hollow between several hills,
broken leg bone—hence its name. A skirmish was fought here numerous tiny streams feed these ve linked plunge pools
along ago when a band of raiding orcs were trapped and which cascade into one another. For much of the year, the
killed on the hill. Their weathering bones still lie amid the hill’s water’s temperature in the pools is barely above freezing.
sparse undergrowth. 10. Finale’s Leap: Legend has it, the mad gnome Finale built a
3. The Giant’s Wall: Surrounding by mature oaks and elms alive small clapper-style bridge over this narrow, deep gorge to
with birdsong and topped by a thick hedge of brambles and escape a pursuing demon. When the demon rushed across
gorse this earthwork encircles a bare hill top. Perceptive the bridge the stone cracked in the middle and the demon
explorers can discover the vague outline of a building atop fell into the gorge where it has remained trapped ever since.
the hill, but whatever was here has long since rotted away. Wherever the truth of the story, the bridge’s splintered
4. Jumpers’ Lake: Now a lake this once-quarry lls a hidden, remains yet jut out across the gorge.
grassy amphitheatre. Rock ledges—perfect for sunning one’s 11. Hound Rock: Viewed from certain angles, this strangely-
self or jumping from—surround the lake. In the summer shaped chunk of bare stone looks like a dog’s head.
months, locals come here to swim and relax. 12. Windy Ridge: Concentric rings of earthworks surround a
5. Crystal Caverns: Three cathedral-sized caverns, hand-cut by chunk of rock rearing from the surrounding hills. The ridge
dwarves long ago, radiated outwards from the crystal-clear itself has a wide and deep sunken hollow at its centre that
aquamarine waters of a subterranean lake. Sometimes brave allowed the people once dwelling here to escape the
locals explore the sloped entrance cavern and swim in the murderous wind at this exposed spot. Careful searching of
lake, but none have dared the deep caves in years. the hollow reveals the presence of post holes, long lines of
6. Dunholm: Built into the cliff ages past Dunholm was once overgrown stones that may have once been walls and the like.
linked to ground level by a precarious stone stair, but this
collapsed several decades ago. Rubble from the stair lies

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3: HOUSES & HOMES 4. Tower Hermitage: A mostly ruined chapel lurks in the midst
of a small wood. The chapel’s tower was once a small keep
and is still largely intact. A hermit—Viljo Itkonen (LG middle-
Not everyone dwells in a village, town or city. Some folk make aged male human cleric [Darlen] 6) lives within and works to
their home far from others either through choice or necessity. slowly rebuild the ruin. He welcomes visitors—but refuses all
Hermits, shepherds, hunters, charcoal burners and more all often help with his task which he sees as atonement for some past
live far from their neighbours. sin of which he will not speak.
Use this list, to add shouses and homes into your campaign. 5. The Stag’s Head: Standing amid walled orchards of plum,
pear and apple trees the Stag’s Head is widely renown for its
1. Jorma’s Hut: This quirky hut, built from the remains of several ciders. A re is always reputed to be burning in the Stag’s
wagons, is home to Jorma Markku (CN old male human). Head’s hearth. The inn’s two common rooms are replete with
Jorma is widely regarded as mad—not least because of his souvenirs of the hunt—stuffed bears’, wolves’ and deers’ heads
penchant for dressing up like a dryad, prancing about the hang from their walls. The centre piece—an immense 18-point
woods and spouting terrible poetry at all those unfortunate set of deer’s antlers—hang above the inn’s main bar.
enough to encounter him. 6. Tithe House: This stout stone building is in excellent repair,
2. The Bush Inn: Once a noble’s hunting lodge, this stockaded but stands empty. It overlooks a lonely stretch of road and
building now serves as a traveller’s inn. An air of decrepitude sometimes travellers use it to shelter overnight. A sign written
hangs over the place, and many of the outbuildings are in in Common encourages folk using the house to leave a tithe
danger of collapse. The canny landlord—Riku Purho (N for the privilege. Legend has it, mischievous pixies live in the
middle-aged male human thief 4) lives here with his large house, and traveller’s sleeping within without paying a tithe
family and maintains ties with several local bandit gangs. often nd their coin purses gone when they awake.
3. White Mill: Named for the raging waters powering its wheel, 7. Thorn Keep: At the end of a potholed sunken lane, screened
this picturesque mill house and cluster of four cottages stand by an overgrown hedge and eld of thistles and brambles,
hard against the banks of a swiftly- owing river. The miller— stands Thorn Keep. The castle is a shell keep and was built
Tuevo Rintala (LN male human wizard 5)—is also a keen long ago by the crown to protect the area from bandits and
alchemist and uses the mill to power his experiments. The raiders. A poor knight—Laila Salonen (LG middle-aged female
cottages house his workers, two apprentices and several human paladin 4) is lord of Thorn Keep. She commands a
mercenary guards. paltry garrison of 17 men-at-arms.
8. Stony Heap: Once a large stone-lined barrow, this home has
been extensively dug out, renovated and expanded by a
family of gnomes who care nothing for the strange rumours
of odd-doings that local people attribute to the site. The
barrow-home stands at one end of a grassy meadow which
the gnomes use to graze their cattle and grow vegetables and
the like. The family, led by their matriarch Erfanna Raeren (LG
middle-aged female gnome illusionist 3), are friendly and
welcome guests.
9. The Shaded Steps: A winding set of cut and dressed stone
steps zig zag downwards into a shadowed, deep-sided
sinkhole. A stone cottage stands at the bottom of the stair by
a tranquil pool of pure water fed by water dripping down into
the sinkhole. The cottage is a front for a small cave system
descending deeper into the earth. The friendly, but reserved,
Armas Laitnen (CG middle-aged male human werebear),
dwells here. Armas can control his condition and does not
reveal his heritage except in extremis.
10. Rock Inn: Built between two chunks of rock rearing from the
ground, Rock Inn is aptly named. Under the inn’s thatched
roof, Erivar Farnoen (LN male dwarf ghter 3) bids visitors
relax in the cramped common room. Rock Inn is well known
for its Warren Pie—its famous rabbit pie—and strong dwarven
ales brewed in the inn’s extensive cellars.

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4: RUINS & REMNANTS 6. Warren Tower: Extensive rabbit warrens and badger sets
riddle the ground under this ruined wizard’s tower. Local
legend tells how the wizard once dwelling therein was
Civilisations rise and fall. Peoples come and go. Whether it be engaged in blasphemous experiments and that the local
crumbling walls, moss-wreathed burial cairns or sunken lanes druids objected to his foul practises. Their rabbit servants
these earlier people leave their mark upon the landscape. undermined the tower so much that it collapsed, killing the
Use this list, to add ruins and remnants of elder civilisation into wizard and destroying his experiments.
your game. 7. The Old Mine House: Standing near an old, played out mine
this small stone building is the only occupied building in a
1. Barrow Clump: Wreathed with a crown of gnarled and small hamlet of ramshackle buildings. Norren Dwojyr (LN
twisted oaks, hornbeams and elms, this rocky, time-worn hill is female dwarf ghter 2) lives here and believes there is wealth
widely believed to be a burial place of the Old Folk. yet to be pulled out of the nearby mine.
2. Sparkwell: Legendry hangs thickly about this secluded 8. Deer Bridge: Nothing more than a length of long, smooth
water- lled shaft of unknown depth. Reputedly the site of an stone this clapper-style bridge crosses a swiftly owing
ancient battle between powerful wizards both swallowed by stream just upstream from a deep plunge pool perfect for
the ground itself at the height of their struggle strange events swimming. The bridge is undeniably ancient, but sturdy.
are often reported here. In the recent past, mists and 9. Long Barrow: Dug into the side of a grassy knoll this ancient
scintillating lights of strange, otherworldly hues, have been stone barrow has three side chambers radiating from a
reported emerging from the well’s waters. central crawlway. Adventurers have repeatedly explored Long
3. The Dancing Pools: Three deep, spring-fed pools nestle in Barrow and it is widely assumed nothing of value remains
the centre of a wide set of 56 standing stones. Some of the within. A double line of carven stone obelisks—some now
stones lie on their sides, and many of them yet bare faded leaning at drunken angles—lead up to the barrow’s entrance.
pictograms of animals, birds and the like. A few larger 10. Stone Wood: A wild river ows through this atmospheric and
pictograms, not visible from ground level, atop the standing ancient stretch of woodland which clings to a steep swath of
stones depict things of altogether more sinister mien. Druids ground leading down from a nearby hill range. Old stone
sometimes come here to enact their wild, orgiastic rites. ruins—crumbling walls, drunken chimney stacks and the like—
4. The Hanging Pit: A crude stone bridge buttressed at both dot the woods. The river has a strong current, and those
ends spans this natural 30-foot deep chasm. A hanging falling in are likely to be swept away.
scaffold once protruded from the bridge, but this has long 11. Holy Well: Local legend identi es this crumbling ruin as a
since rotted away. In olden days those condemned to death holy place. The ruins are extensive, and cover over half an
were brought here to be hung—the long drop gifting instant acre. This was clearly once a place of high status; at the ruin’s
death to the condemned. Wind blown detritus and bones centre lies a wide, steep-sided pool of clear, spring water. To
cover the pit’s oor. who or what the ruin and well are dedicated is a matter of
5. Gillon’s Pit: Overgrown ruins surround the remains of this vigorous local conjecture, but the architectural style suggests
failed mining venture. The mine’s main passage descends an elven origin.
steeply into the cliff for about 100 feet before ending in a 12. Slaughterford: A forti ed mill once stood just upstream from
collapse. Several side galleries radiate outwards from the this ford, but it burnt down long ago. Slaughterford itself is
main tunnel, but none venture any appreciable distance into named for a battle fought a century ago. Hastily dug
the cliffs. Bats dwell in the mine and come forth at night to defensive earthworks are still evident on both
hunt the surrounding woodlands. Local legends whisper of sides of the river as are the communal burial
vampires and ghosts dwelling in the mine. cairns of the fallen.

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5: WILDLIFE & WOODS monstrous pike are thought to dwell in its deeper reaches—
certainly no water foul dare the lake's southern stretch.
8. Pluck’s Gorge: Named for the legendary parrot companion
Ancient trees, elds of wild owers and strange vegetation can be of the pirate-king Vilimzair Aralivar who was once thought to
little more than locales of curiosity. They can also be important dwell within, Pluck’s Gorge is a deep, enchanting place
local resources, serve as boundary points or meeting places. enclosed by rocky, moist walls festooned with lichens and the
Use this list, to add small woodlands, notable trees and the like like. Within the gorge, stunted trees grow amid a eld of
into your campaign. moss-wreathed boulders.
9. The Three Ugly Giants: Three totem poles—replete with
1. The Bound Oak: Blackened and hollow, the trunk-shard of carvings of hideous old men and more horrible creatures—of
this massive and ancient oak serves as a way-marker, natural magically hardened wood have stood watch over this tree-
boundary post and meeting place. Local myths place a magic fringed clearing for a century or more. Set into a large triangle
portal to the faerie realm in the tree’s hollowed trunk. they are centred on a stone block of weathered stone lying at
2. The Fat Man: This massive yew’s bulging trunk is hollow and the clearing’s centre. Local legend credits the totem poles
often serves as a refuge for travellers sheltering from storms, with channelling the natural energy of the land onto the
hiding from pursuers and the like. Local lore ages the tree as weathered stone block (which is a portal to the faerie realm).
hundreds of years old. 10. Murky Hollow: This low-lying stretch of woodland is
3. Solalith’s Dell: Mosses and ferns give this narrow wooded perpetually mud-choked. Locals know to avoid the region’s
valley a primitive, primeval atmosphere. A small stream cloying ooze and rapacious stinging insects as little of value
gurgles forth to birth a small pool all but blocking access to or worth lies in this sunken morass. Sometimes outlaws and
the dell. Only a narrow shelf of rock allows explorers to reach the like hide on several small islands rising above the muck.
the dell without getting wet. 11. The Lych Way: This sunken lane runs arrow-straight through
4. The Old Giants: Bluebells and primroses grow amid this the woods before petering out among tumbled stones
stand of ancient oaks and sweet chestnuts. Sparrowhawks surrounding an isolated plunge pool. Local legends—of
dwell in the vicinity, and several owls lair high up in the trees. course—proscribe the Lych Way’s origin to the ghostly tread of
5. Duke’s Oak: This ancient, massive oak tree has a girth of over a lich leading his army to do battle with his arch-rival. The
ten meters and is reputed to have been planted by the rst stories tell how every winter solstice the long-slain lich rides
duke 500 years ago. forth at the head of his undying host.
6. Dead Man’s Ditch: Named for a bloody border skirmish this 12. Cof n Wood: Ages ago, a small church stood at the centre of
muddy, tree-fringed ditch oods after bad weather. what is now known as Cof n Wood. The church has long since
7. The Red Lake: Fringed by red-stone cliffs and gnarled, fallen into disuse, and its stones have been used in the
shallow-rooted beech trees this lake is a well-known camping construction of several local buildings. The church’s graveyard
spot. A low, wooded island peaks above the lake’s water. remains, however, and every now and then the trees’ questing
Ducks and swans are commonly seen on the lake and several roots bring bones and fragments of cof ns to the surface.

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ORC VILLAGE

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1: ORC VILLAGE SIGHTS & SOUNDS 2. The shouts of orc battle-cries and the harsh clamour of
weapons rhythmically beaten on shields echoes through the
village; the orcs are preparing for battle.
Orc villages are living, breathing places. Events and minor 3. The tramp of heavy feet and the jingle of armour comes from
happenings occur all the time as the residents go about their close-by.
brutish and violent day-to-day lives. 4. A bloody, disorientated human staggers into view. The man
If the orcs become aware of intruders in their midst, the style has no shoes and wears ragged, blood-stained clothes.
and tenor of the village changes; use the appropriate table below. Shouts behind him cause him to spin round which reveals a
black- etched arrow buried in his left shoulder.
U N AWA R E OF INTRUDERS
5. A small group of orcish warriors dash across an open space
If the orcs are unaware of intruders, Use the list below, to add between two buildings. They are not heading for the
avour to the orcish village: intruders; either they haven’t seen the characters, or they are
trying to out- ank and trap them.
1. The deep bellow of an angry orc followed by the high- 6. The pounding sound of two drums beaten in unison echoes
pitched screaming of another creature shatters still air. The through the village. A chorus of orcish voices is raised in a
second creature does not sound like an orc. Any other orcs in battle-chant. The chant is a horrible song; it speaks of the
sight, pay no attention to the commotion. orcs’ enemies’ horrible fate—to be feasted upon by the victors.
2. An orc child beats a cowering slave who has his hands over 7. The shutters over the windows of the nearby huts are shut,
his head in an attempt to ward off the worst blows. Each time and the doors barred. Here and there unattended items—a
the child’s cudgel comes down on the slave, blood splatters bucket, a bundle of cloth (now hopelessly muddy) and a
the ground. battered helmet lie scattered in the mud.
3. The stench of wood-smoke, cooking res, sweat and other 8. An arrow thumps into the ground at a character’s feet. A few
unwholesome things drifts through the village. moments later, a second glances from another character’s
4. Two orc children, wielding wooden weapons, are armour or shield.
enthusiastically beating each other. Their high-pitched battle- 9. Clouds of smoke, from cooking res and the like, drift across
cries would be comical, except each tiny warrior seems intent the village, suddenly cutting visibility before it is restored
on in icting serious harm on the other. mere moments later. One such dense cloud of smoke
5. An orc woman, wearing dirty studded leather armour and descends on the party seconds after they spot a large group
carrying a sizeable water- lled bucket, violently cuffs a child of nearby orc warriors…
around the back of its head. As she turns away, the child’s 10. Two orc children— lled with battle lust and a desire to prove
murder- lled stare speaks volumes as to its feelings. themselves to the tribe’s warriors—creep through the village. If
6. Low chuckles, pregnant with malice, along with a faint, high- they spot the characters before the characters spot them, they
pitched sobbing reaches the most perceptive character’s charge screaming high-pitched battle-cries. (Even hardened
ears. The sounds is coming from the nearest building. adventurers may baulk at killing children—even armed,
7. A leather-clad orc warrior slumps against one wall, his head in homicidal children).
his hands. He is oblivious to the characters’ presence as he is
nursing an epic hangover.
8. The wounded bellowing of a cow, or other large animal, cuts
through the general din of the village. A few seconds later,
an audible wet thunk brings the bellowing to an abrupt
end.
9. Somewhere deeper into the village, someone starts
to beat a large drum. Its throb passes through the
village; several orcs howl in appreciation.
10. A burly orc warrior drags a human woman toward a
hut. The woman sobs, but does not resist her
captor, even though he is dragging her by her
hair.

A WA R E OF INTRUDERS
If the orcs are aware of intruders, Use the list below,
to add avour to the orcish village:

1. A half-starved mongrel dog stalks through the village. The


animal’s ribs are showing through its mottled grey and white
fur; if it sees the characters, it snarls and barks.
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2: ORC VILLAGE DRESSING INSIDE AN ORC HUT


Once they enter an orc village and start slaying its inhabitants, the
The avour of an orc village is entirely different to that of a characters are bound to search a hut or two. Use the list below, to
“normal” human settlement. Orcs are more barbaric, less civilised add minor points of interest to such locations:
folk and their settlements are primitive places that re ect their
racial proclivities. Most orc villages are little more than armed 1. The oor is of packed earth covered with old, rotting rushes,
raiding camps. bracken and so on. The stench of sweat and smoke lie heavily
Use the list below, to add avour to the orcish village: in the air.
2. Several battered shields hang from the hut’s walls. A thick
1. A half-dozen sun-bleached skulls dangle from a hut’s shafted spear leans near the door—ready for immediate use.
overhanging thatched roof. The skulls—set out perhaps as Shafts of pale light pierce the thatched roof creating thin rays
trophies or particularly barbaric wind—chimes clack against of light which faintly illuminates the hut’s interior.
one another in the breeze. 3. Shafts of pale sunlight pierce the hut’s interior through the
2. Tied to a hitching post with a length of short, frayed rope, a thatched roof; strange shadows move across the oor—the
miserable-looking, half-starved goat noses among the mud hut’s orcish inhabitants have hung several bags from the
and weeds for something to eat. rafters. The bags sway slightly, creating the shadows.
3. Sharpened wooden stakes driven deep into the ground and 4. Several throwing axes jut from one of the hut’s walls. The
connected by woven tree branches form a ramshackle fence. splintered wall in the general vicinity of the axes is
A grinning skull tops each stake. “decorated” by many obvious axe strikes.
4. A weapon rack stands against one wall of a hut. Eight 5. A lthy rug covers a portion of the oor near the hut’s re pit.
un nished spear shafts ll the rack; none of the weapons as The rug hides a small, poorly concealed storage niche roofed
yet has a spearhead. in timber planks. Pulling up the planks reveals the orc’s
5. A dejected-looking, beaten cow stands mournfully in a small (meagre) treasures.
pen. Its eyes are glazed over, and its head hangs listlessly. The 6. Five leering skulls—of the orc’s rivals— ll a shelf above its bed.
cow makes no attempt to graze on the sparse grass dotting Several exhibit obvious signs of violence. A small pile of
the ground. damaged wooden boxes hold the orc’s meagre possessions
6. A pall of smoke, fed by thin streams of smoke rising from and foodstuffs. None of the items are valuable or noteworthy.
several chimneys, hangs over the village. The smell of smoke 7. An iron chain attached to a slave collar is wrapped around an
and cooking meat lls the air, and the faint clatter and iron spike hammered into one wall. Investigations, reveals
hubbub of daily life reach the characters’ ears. ecks of dried blood on the collar.
7. A discarded suit of studded leather armour lies draped over a 8. Perceptive characters notice one part of the hut’s earthen
crude bench standing in front of a hut. Several large, bloody oor is not as hard-packed as the rest. Digging in the spot
holes in the armour’s chest hint at the fate of whoever last reveals a small coffer containing the orc’s choicest treasures.
wore the suit.
8. A stacked pile of wood haphazardly leans against one
sagging wall of a hut. The hut is in bad repair—it is possible
the woodpile is stopping it from collapsing.
9. A fence of sharpened wooden stakes, set at a sharp angle,
keeps casual visitors away from this stout, well-maintained
hut. Each stake is around four-foot high and stout enough to
impale a charging attacker.
10. An odious smear of noxious mud and other fouler things ll a
shallow depression lying between several huts. Here and
there pieces of rubbish—broken equipment, discarded
clothes and so on—jut from the foul ooze.
11. A rickety wooden stair leads up to a platform about six-foot
high. Five irregularly shaped hanging posts—cut from thick
branches—rise above the platform. Decomposing bodies
hang from three of the posts and sway slightly in the breeze.
Arrows jut from all three corpses. (The orcs use them as target
practice.)
12. The muddy, bare ground is churned up—virtually no
vegetation grows within the village. Rubbish and
lith is strewn about everywhere.

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3 : N O TA B L E O R C S OTHER RANK & FILE


Not all orcs are warriors. Some might be sneaky scouts,
Most orcs are nothing more than ferocious warriors. They have no executioners and so on. Use the list below, to generate the details
notable or redeeming features. Some orcs are different, however. of such orcs the characters encounter:
Use the tables below, to add unique and memorable orcs into the
adventure’s encounters. (Keep in mind, the NPC listings below do 1. Uragh (CE female orc) is immensely fat and beyond ugly. She
not include classes or levels—apply such as is suitable to the wears a lthy, ripped shift that does little to protect her
adventure and campaign). modesty. Uragh watches over the chief’s concubines and
household. Savagely devoted to the chief, she carries a whip
WARRIORS, CHAMPIONS & CHIEFS she uses on any she deems disloyal.
2. Ghamborz (CE old male orc) is a rarity among orcs in that he
Use the list below, to generate the details of notable orc warriors
has reached old age—an almost unparalleled feat in tribal
the characters encounter:
history. Ghamborz has survived because of his unswerving
loyalty to the chief’s family and his intelligence. His hard-won
1. Bork (CE male orc) is an unsophisticated brute happiest in the
battle cunning and natural intellect have served the tribe well.
midst of battle. A livid battle-scar runs across the top of his
Still muscular, despite his age, he has long, straggly grey hair
bald head, and he is missing one ear. Bork has led his teeth to
and wears ne studded leather torn from an elf’s bloody
sharp points and loves nothing more than worrying the esh of
corpse decades ago.
a still living foe.
3. Furze (CE male orc) is responsible for cooking the tribe’s
2. Enok Throatripper (CE female orc) is rake thin but possesses a
communal meals—which often include the diced bodies of
wiry build that belies her strength. She has long black hair she
fallen enemies. He wears splattered, dirty and bloodstained
wears in four lthy plaits decorated with beads and tiny pieces
trousers, but goes about bare-chested (to better display the
of bone. She is savage and loves to rip out her enemies’
crude tattoos covering much of his upper body). He literally
throats. Even the other orcs are cautious around her.
slavers in the presence of helpless foes—anticipating the
3. Grak (CE male orc) is a savage maniac who delights in
pleasure in adding them to his pot.
grappling his opponents and holding them tight while his
4. Narz (CE female orc) is small, lithe and cunning. One of the
fellows stab and hack them to death. Grak is also something of
tribe’s most puissant scouts, her movements are quiet and
a kleptomaniac, and he can’t help but stop and loot the fallens’
controlled. She wears deliberately lthy armour designed to
bodies. He is bald, and several old scars decorate his scalp.
blend into the surroundings. Always wary, Narz is dif cult to
4. Kagel (CE female orc) is feral. She misses most of her front
take by surprise.
teeth but her tusks remain impressive. Kagel has developed a
warbling, whistle-like battle cry she uses to strike fear into her SHAMAN
enemies. Her nose has clearly been broken repeatedly;
consequently, she must breathe through her mouth. She is Orc spellcasters are rarely encountered; such folk should be
popular with her companions because of her unnaturally memorable. Use the list below, to generate the details of such
passionate lusts. spellcasters the characters encounter:
5. Xugal (CE male orc) was crippled—he lost his left leg below the
knee—in a recent skirmish and is yet recovering from his 1. Targ (CE male orc) has no body hair. Instead, he has
wound. He hobbles about on an improvised crutch and craves decorated his face, neck and arms with lurid, and crude,
a warrior’s death. At sight of the characters, Xugal hops tattoos of dismembered bodies, battle scenes, weapons and
towards them screaming insults and brandishing his handaxe. the like. His at black eyes betray no emotion, except hate
If he wasn’t homicidally intent on their deaths, he might look a and he is utterly without mercy or compassion. Dedicated to
little stupid. the orc’s blood-splattered pantheon he drives the tribe’s
6. Lakak (CE female half-orc) appears virtually human and at rst warriors into battle with shouted tales of great orc victories.
glance might appear as a mercenary serving with the tribe. Some might misidentify him as an orc battle-bard; that would
More intelligent than her brethren, she has better armour— ne be a mistake.
chainmail—and carries an ornate shield bearing a roaring lion 2. Wingak (CE male orc) has a thin streak of human blood
emblem. She is not as unthinkingly savage as her fellows and lurking in his ancestry—hence his pale blue eyes and streaked
has no intention of ghting to the death. If the characters seem blond and black hair. Such a strange appearance marked him
gullible, she might surrender and try to convince them she is out as chosen by the gods, and Wingak joyfully plays along;
worthy of mercy—describing in great depth the abuse the tribe he acts mad—as if touched by the gods themselves and
has heaped upon her. capers about near naked. For all that, he is not stupid—he
wants to live—and he does not needlessly throw his life away.
3. Shurz (CE middle-aged female orc) appears unassuming at
rst glance. Merciless and utterly devoted to the orc
pantheon, Shurz holds much in uence in the tribe. The tribe’s

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children are particularly afraid of her, and several terrible


rumours about her horri c practices circulate among them.
4. Bakh (CE male orc) is horribly scarred as a result of his
devotions to a particularly warlike, savage orc deity. His face is
a mass of scar tissue and burns while his left arm ends at the
elbow. Bakh craves heroic death in battle so he might serve
his lord in the afterlife. He gladly ghts to the death—bizarrely
with a smile on his face.

CHILDREN
Children comprise a decent proportion of an orcish village’s
population. Use the list below, to generate the details of notable
orc children the characters encounter:

1. Xug (CE young male half-orc) is a mongrel—a half-orc—and as


such is often beaten and bullied by the other children. Xug
hates this place and wants to leave (but not before in icting
horrible revenge on his tormentors). If he can do a deal with
the party, he will. Xug owns a long, needle-like dagger he
intends to put to good use. He honours any fair deal he
makes with the characters but has no interest in joining
their group for longer than absolutely necessary. As soon
as he is clear of the tribe’s territory, he abandons the
party and strikes out on his own.
2. Ral (CE young male orc) is apprenticed to one
of the tribe’s shaman. He wears ne, but
dirty clothes, taken from a nobleman’s
daughter and has spiked his hair
up with a mixture of mud
and twigs. A new
initiate, he is
w i t h o u t
spellcasting
powers, but tries
to bluster his
way through any
confrontation
with intruders.
3. Batax (CE young female orc) was orphaned at an early age
after her mother died in a raid (her father having died long
ago). Unwanted by all—and seen as little more
than an extra mouth to feed—she survives on
the tribe’s fringes. Depending on her
mercurial mood she might be willing to betray
the tribe or lead the characters into a trap to gain
favour with her fellows.
4. Urzal (CE young female orc) is growing up into a
genuinely odious, terrible person. She bullies the
other children—even those bigger than
herself—and will shortly join the ranks of the
tribe’s warriors. If the village is attacked, she
grabs the nearest weapon and hurls herself into battle.

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4: ORCISH TREASURES & TRINKETS 11. Orcs use this set of slender metal eating utensils to extract
marrow from thin bones. In a pinch, they can serve as
improvised lock-picks.
The characters are bound to discover all manner of trinkets and 12. Several strings of dried orc and human ears dangle from
treasures while sacking an orc village. Use the list below to add frayed cords. One ear is still fresh and bloody and clearly
depth and avour to their looting. elven. Three elegant silver studs pierce the lobe.
13. A beautifully cut re opal sits in the centre of a cracked
1. This ancient and worn dwarven axe has a crudely serrated leather eyepatch. When exposed to moonlight, the stone
blade—which is clearly a later addition. Dried scalps and wolf shines a dull, eerie red. It is worth 50 gp.
teeth decorate its stained wooden haft which also bears 14. Six dusty green glass bottles of once- ne elven wine remain
scores of notches along its length. in this wooden crate. Though the contents have long since
2. Two-dozen large iron nails pierce this carved wooden turned to vinegar, an empty bottle and three tankards nearby
statuette of an orc deity. Crude holy symbols of enemy gods suggest the orcs do not mind.
decorate each nail’s head. One of the horrible symbols de es 15. A dozen mangy pelts are crudely stitched together to make
easy identi cations and does not seem to be orcish. this reeking hide armour. Sewn inside are six concealed
3. This doll of an orc child has real hair, teeth and nails. It has dagger sheaths. All but one of the weapons is missing.
amber stones for eyes. A hidden needle coated with sleeping 16. This clay statuette of a charging boar with a two-inch slit cut
poison pricks whoever squeezes the doll. into its back rattles when moved. It can only be opened by
4. Six jars hold pale chunks of meat oating in foul-smelling breaking it. Inside are 3d6 copper pieces and two small
brine. A thick layer of yellow wax seals each jar. While the broken orc tusks.
pickled meat is hard to stomach, they function as iron rations. 17. Wrapped in a bundle of greasy linen are eight pale yellow
5. A leather purse tied with an intricate knot contains 4d6 bear’s candles made from animal fat. They are dif cult to light and
teeth, each dipped in molten gold. Each tooth is worth 1 gp— give off a sharp smell. The ame continually sputters and
perhaps more to a collector or an orc. tends to go out at inopportune times.
6. This thoroughly vandalised spellbook is missing over half its 18. This waxed and polished orc skull is clearly an object of
pages; various foul substances smear the remainder. Careful reverence. A tall black iron crown is nailed to the brow, and its
cleaning salvages 1d4-1 low-level spells. broken tusk has been repaired with a silver spike.
7. A small leather pouch contains the dried remains of a brown 19. The barbed point at the rear end of this iron hook is meant to
st-sized toad. Tiny amounts of hallucinogenic poison seep be hammered into bone to replace a lost hand. With the
from the cracked skin. addition of a rope, it can serve as a grappling hook.
8. This tattered war standard bears the faded crest of a nearby 20. Graven orcish runes decorate this pair of great ram’s horns
kingdom. The current military commander promises a favour bound together with copper bands and end in a shared
to anyone who returns the standard. mouthpiece. It produces a loud braying when blown—the orc
9. A pile of smouldering embers holds seven brittle human ribs signal to attack.
carved with glowing orcish runes. Touching the bones causes
them to crumble to ash.
10. A mangy, skittish dog circles the village, looking for food.
Attached to its worn leather collar is a silver medallion
bearing the letter ‘V’ in Common (it is worth 5 gp).

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MINIONS OF EVIL

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1: ASSASSINS & KILLERS re, he quietly berates those responsible while making sure the
re burns “properly”.
Hook: A baron requests help investigating a series of deadly
KNUT JOUTSIMIES res in his lands. The baron had hired Knut to assassinate political
rivals and planned to imprison him before the killer could
NE male human magic-user 7
implicate the baron. Knut, aware of the treachery, seeks to make
This human man wears grey, soot-streaked robes. Burn scars cover the baron his next victim.
the left half of his face and run down his neck.
M AT I L D A A S I K K A
Knut glares at all he meets, and has a deep abiding love of re.
Personality: Knut enjoys killing his victims with re, harming CE female human assassin 3
himself as he draws close to the fatal con agrations. Though he
Garbed in clean peasant’s clothing, this human woman wears her
takes contracts, he derives real pleasure from settling a grudge,
brown hair streaked through with grey in a neat bun.
even for something as simple as jostling him in a crowd. He uses
magic to incapacitate his prey but never to set his res. Matilda whispers secrets only she knows. Cursed with the ability to
Mannerisms: The arsonist remains soft-spoken even when see major events in other people’s futures she can sense those
driven to anger. When Knut sees a poorly tended or uncontrolled destined to perform great (or terrible) acts.
Personality: Matilda assassinates those who will commit
heinous acts should they live. Fearing her foreknowledge of her
victims’ potential future deeds marks her as a witch, she ensures
she doesn’t stand out. She desperately desires a con dante for
her secret but has yet to nd someone with an open mind who
does not want to pro t from her ability.
Mannerisms: Despite Matilda’s caution, she
sometimes jerks her head about or shushes the
whispering only she can hear. If she receives
attention for her behaviour, she makes excuses
(blaming a buzzing y, sudden itch and so on).
Hook: One of the characters has a recurring
nightmare where Matilda stands over one of her
recent victims. She relays the importance of the
victim’s death, mentions her location and speaks
another name before everything turns to gibberish.
Matilda will soon stand trial for the murder and likely faces
conviction and a death sentence for the deed.

TIINA UNAJA
NE female human thief 6

A warm smile crosses this red-haired human’s face. She wears a


tailored dress that hints at some level of wealth.

Tiina schemes both to bring death and love to those she meets,
Tiina is a complicated person.
Personality: Tiina views her killings as works of art. She travels
to larger settlements where she uses her charms to befriend two
people who have shared interests. Once she has gained the trust
of both marks, she kills one and frames the other, using her
thieving skills to leave incriminating evidence at the murder scene.
She has a gift for getting others to open up to her without sharing
any of her own personal details. She likes to play matchmaker for
people other than her targets, and gets angry if her schemes fail.
Mannerisms: The killer de ects questions about her past with
casual attempts to change the subject or assurances about her
boring life.
Hook: Tiina sets her sights on one of the characters as the
mark for her next scheme.

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2: CLERICS & PRIESTS ELINA KEIRA


NE female human cleric 4
A AT S O V A A N I A
A dazzling smile and mischievous eyes distract from this blonde
NE male human cleric 5 innkeeper’s whip-thin body.

The piercing blue eyes of this immaculately dressed young Elina greets customers with lled mugs and friendly conversation.
nobleman constantly scan the crowd but never seem to actually Using the tavern as a front for her cult she lures drunk guests to
see anyone. the shrine below for sacri ce.
Personality: A joker and performer to the core Elina cracks
Aatso obsesses over his appearance. This orphaned nobleman is jokes to create a homely atmosphere around her before plunging
always the target of gossip at gatherings. He is constantly a hooked knife into her bound captive’s heart.
attended by two silent guardians—skeletal champions under his Mannerisms: Elina likes to banter and is always re lling
power—completely hidden in black armour and silken veils. people’s drinks for free. Her smile gets her lots of attention that
Personality: Bored of life and the pleasures it can bring Aatso she revels in despite her twisted ways.
began to look into the dark arts and found necromancy. He has no Hooks: A noble is looking for her son who disappeared
interest in gaining more wealth, only power. recently, and Elina’s tavern was the last place he was seen.
Mannerisms: Obsessed with illness and disease he only Seemingly determined to help Elina tries to befriend the party and
shows real interest in people suffering from some malady. separate them before luring them one by one into her lair.
Hooks: Aatso likes to watch the ill and the sick die. If there
aren’t enough ill or sick people he is happy to use his powers to ESKA TAPO
increase the supply. The party may help one of Aatso’s ill subjects
which draws his ire. He sends undead to test the party’s defences LE male human cleric 2
before moving in for the kill. Small, fat and buck-toothed this greying middle-aged man leers
stupidly at people as they pass him by.
C H A R L O T TA A S I K K A
Eska never remains motionless. Clumsy beyond belief he is always
NE female human cleric 4 knocking things over. Loving cruelty and torture he sold his soul to
Beautiful green eyes and a perfect smile do nothing to draw your darkness and chaos at a young age.
attentions away from this raven haired woman’s raw sexuality. Personality: Dismissive and rude he watches out for fragile
people to sacri ce to the darkness.
Charlotta Asikka, the Devil in a Black Dress, stands alluringly, fully Mannerisms: Cowardly to the bone Eska inches away from
displaying the pleasures her perfect body could provide. danger and threats, and sweats profusely in combat.
Masquerading as a priestess of the god of love she is in fact a Hooks: The party come across one of Eska’s victims bound
cruel-hearted woman delighting in the attention and power her and mutilated—but alive—in an alley. Watching from the shadows
looks give her. Eska is enraged by the party’s interference and plots revenge.
Personality: Constantly irting and drawing
attention to herself she always has several K R E E TA T A PATO R A
devoted lackeys ready to defend her. She
wields her men like weapons, directing CE female half-orc cleric 3
them where they will do the most damage. This tall, buxom half-orc woods-woman watches people around her
If caught out she plays the victim, drawing paying more attention to what they are wearing than who they are.
new suitors into her web of lies.
Mannerisms: Charlotta stands in a Kreeta stands proud, displaying her elaborate leather armour.
way to draw attention to her ample After being taunted by her rst party she snapped and gave into
assets and beauty. When nervous she the whispering voices, killing her companions while they slept.
giggles before answering questions, She now uses expertly tanned human skin disguised as decoration
often reaching out to touch on her armour to venerate the beastly powers she serves.
people or complimenting them Personality: Kreeta has very little experience with men and is
to de ect dif cult questions. awkward around them. If irted with, she becomes childishly surly.
Hooks: After making an Mannerisms: Kreeta’s rst love is leather and she is always
agreement with a dark power admiring the work of others. A careful observer may notice how
to keep her looks she must she seems to stare intently at patches of bare skin.
sacri ce a beautiful woman Hooks: Looking for companions Kreeta attempts to join the
once per year; maybe one party as a guide. Before they return to town she attempts to slay
of the party can serve as her them in their sleep and take choices bits of their hides to improve
next victim? her armour’s decoration.

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3: FIGHTERS & WARRIORS Mannerisms: When not picking his nose or staring blankly
into the distance Kari drinks heavily. He has no respect or
consideration for anyone.
ALEKSI UNTI Hooks: Fed up with Kari’s loutish behaviour the owner of a
tavern or a friendly barmaid discreetly asks for help getting rid of
NE male human ghter 4
him. Unfortunately Kari and his cronies return to the tavern
Tall, dark and slender, this man’s apparel re ects the expert afterwards to exact violent revenge on everyone who might have
commander and tactician he is. been involved.
Aleksi stands rigid like a soldier at attention; his appearance is LADY DOROTHEA OTRA
perfect as if he is ready for a parade ground inspection.
Personality: Sociopathic and arrogant to the core, Aleksi lives LE female half-elf ghter 3
to lead his small group of evil mercenaries and complete the
Peeking through her perfectly straight blonde hair this woman’s
mundane tasks given to him by his unscrupulous employers.
mesmerising golden eyes seem to draw you to her.
Egotistical beyond measure he rmly believes the world must
obey him. Lady Dorothea leans heavily on a sturdy cane in the wake of a
Mannerisms: Direct to the point of bluntness Aleksi uses long ago accident yet maintains the haughty demeanour of a
concise sentences, if he speaks at all. He directs his soldiers with noblewoman. Due to her mixed race her family is shunned by
gestures and nods as if everywhere is a battle eld. other nobles who make cruel jokes at her expense. Growing up in
Hooks: The party attracts Aleksi’s attention due to their upper society she has become a vile creature constantly seeking
shoddy appearance, poorly maintained kit or just because he to bring others low with her schemes.
glanced at them for a second too long. He obsessively xates on Personality: She is the epitome of a haughty noblewoman
them and their shoddy standards. taking great delight in humiliating anyone she chooses. Anyone
immune to her scorn is brought to the attention of her servants
HILDA SALME who harass and occasionally kidnapped people to torture in the
cellars of her large house. She loves combat and is deadly using
LE female human ghter 4
her cane as a weapon.
This bedraggled woman wears a worn out military uniform and Mannerisms: She ies into a rage if her twisted leg is
hides her face behind her tangled dark hair. mentioned despite the accident which took her mobility
happening years ago.
Hilda stares intently into the distance—her face a mask of rage. A
Hooks: Any elves in the party, or perhaps an elven friend falls
lone survivor, she was captured and tortured by the enemy before
into Dorothea’s orbit and immediately becomes the target of her
breaking free. Unfortunately the ordeal broke her mind leaving
ire. One night, her servants try to capture them and drag them to
her a raging beast inside. She is obsessed about enemy spies.
her manor to entertain their lady.
Personality: Snarling she snaps answers to questions abruptly.
The longer a conversation lasts the more twitchy Hilda gets until P E KO E T A LV E K K I
she storms off without a word.
Mannerisms: Raging inside Hilda is constantly arguing with CE male half-orc ghter 3
herself; sometimes she snaps aloud at people long dead. Her only
This bald, ugly, dough-faced man wears shoddy, bulging leathers
solace is with the small birds she feeds and pets to quiet her
sewn with chain mail patches.
raging mind.
Hooks: One of the party looks like the enemy leader who Pekoe hate excessive exercise—and he considers almost all
tortured her and she immediately sets about exacting revenge. exercise excessive.
Expert at separating enemies and ambush tactics she retreats to Personality: Vindictive and cruel, Pekoe delights in causing
re-plan when beaten. horrible wounds and torturing his opponents to death. He
delicately uses his spike-backed battleaxe to cause as much pain
KARI RAHIKKA to his victims as possible.
Mannerisms: Viewing personal hygiene as something that
CE male human ghter 3
happens to other people Pekoe stinks of sweat and blood. He
Stinking of cologne this huge man’s muscles strain against his takes great delight in the reactions his presence causes. He is as
clothes as if trying to escape; this is a look he seems to have obnoxious as possible breaking wind and belching in people’s
deliberately cultivated. faces before bursting out in hysterical laughter.
Hook: A torturer by trade he was laid off for enjoying his work
Kari glares at everyone. A consummate bully he delights in picking
too much. Now he seeks employment with unsavoury characters.
on people and intimidating the owners of local taverns.
The party have upset such a character and nd themselves on the
Personality: Boorish and moronic Kari spends most of his
receiving end of Pekoe’s attention.
time leering at women and glaring at men. He has no friends, only
idiot cronies who follow him out of fear.

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4: SORCERERS & WIZARDS gold, sips wine, and seems to enjoy the company of elves.
Mannerisms: Lyyli likes to be physically close to others, often
touching or stroking exposed skin. She has a fondness for sweet
H E TA T A LV I K K I wines, and is delighted to dance the night away with anyone she
takes a shine to.
NE old female human sorcerer 9
Hook: There is a secret that must be uncovered, and the
Deep laughter lines frame the face of this elderly human woman, dwarven socialite, Lyyli, is known to be a trove of information. Her
whose infectious smile and bright eyes make her stand out from costs are high, and sometimes also exotic and cruel; she asks for
any crowd. the local elven delegation to be publicly humiliated.
Heta grins at a private joke no one else would nd funny.
Personality: Heta's pleasant exterior belies a cruel and vicious
nature. Few can imagine the depths she is willing—even eager to
plumb—in pursuit of her pleasure.
Mannerisms: Always smiling, Heta offers everyone cuddles,
sweets and grandmotherly advice as she travels between
settlements. She gives special attention to children.
Hook: Heta travels between settlements, playing the part of
the friendly traveller while collecting information on potential
targets to be raided by her master. Children disappear in her
wake, never to be seen again; a group of heroes might hear of
these disappearances, and be compelled to investigate.

KALLE LEMMINKÄINEN
LN male human evoker 4

Horrible burns cover much of this man's lower face; a thick brown
cloak covers much of the rest of his body. A well-worn tool belt and
several metal asks can be seen beneath the cloak.

Kalle creates complicated machines and contraptions to in ict


pain and suffering on the wielder’s foes. Most such inventions
involve the use of re.
Personality: Loyal to a fault, Kalle's personal code of honour
binds him like iron. He rarely smiles unless involved in the making
of a new gadget or magical creation.
Mannerisms: Kalle dgets constantly, as if needing to keep
busy. He appears distracted and rarely looks anyone in the eye,
which frustrates many that meet him.
Hook: Kalle was rescued from a terrible re two years ago.
Despite knowing how villainous his saviour can be, he is bound by
a strict code of honour and serves by creating new tools for his
master's other minions to wield. Adventurers may want to
investigate the source of their foes' unusual arsenal.

LYYLI VESS
CE female dwarf wizard 3

This tall, feminine dwarf has her luxurious braided beard adorned
with colourful gemstones, and her golden hair is intricately
woven down her back. A fashionable red dress hangs from
one shoulder, and silver rings sparkle on each nger.

Lyyli fascinates many people she meets with her


“undwarven” ways.
Personality: Charming and irty, Lyyli challenges dwarven
stereotypes in many ways. Always smiling, she is the life of
the party. Almost heretically, she prefers silver over

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5: THIEVES & SPIES people overlook the animals or at least don’t actively chase them
away. He is far more comfortable with animals than people.
Mannerisms: Nikoteemus has taken on many of his avian
B R U S I K U K U RTA J A friends’ characteristics. He hops about on one foot when excited,
ruf es his own hair, and chirps and whistles while he speaks.
LE male human thief 9
Hook: A wererat gang has recently claimed the sewers. The
The rigours of time crease this lithe human man’s face. His balding druid has stopped seeing rats in the city, and the birds he has sent
pate and slight limp in his left leg further betray his age. to investigate the disappearances die of a fast-acting poison
before they can relay any news. He has no choice but to rely on
Brusi boasts of past glories and acts of breathtaking daring.
two-legged minions to identify the threat.
Personality: Brusi has participated in several heists and
dungeon delves where he narrowly escaped death. Time and peril SIKKE ARIJOUTSI
have caught up with him, but he is in deep denial about his
diminished capabilities. He would prefer to nish his career in a This fair-skinned, raven-haired human woman wears purple and
blaze of glory rather than quietly retire. velvet robes. Her deity’s holy symbol hangs from a silver necklace.
Mannerisms: Eager to prove his agility, Brusi readily accepts
dangerous physical challenges. He often steers conversations Sikke Arijoutsi (NE female human cleric/thief 3/3) grins at the
toward his past exploits, in ating the challenges he overcame and thought of luring someone else into her dark cult.
downplaying the contributions of others. Personality: Seemingly generous and empathetic, Sikke
Hook: Brusi has learned about an unexplored tomb lled with endears herself to everyone she meets. Despite her aristocratic
impossible traps and deadly monsters. He searches for a suitable appearance, she is a social chameleon, speaking politely to those
group to explore and plunder the tomb. Though a capable thief, of higher station but not afraid to carouse with those on society’s
Brusi takes unnecessary risks during the exploration. lower rungs. She knows, her new minions can be found anywhere.
Mannerisms: Sikke dgets with her holy symbol and becomes
JYRKI VENEMIES genuinely shocked if someone presumes she is waiting for an
opening to discuss her deity. She listens with rapt attention when
N male human thief 1
the conversation turns to forgotten magical relics.
This fresh-faced lad wears a scruffy beard in an attempt to appear Hook: She undertakes a holy mission to liberate and return
older than his years. His dark hair is tied back into a ponytail. items she or her church deems dangerous in the hands of others.
Realising she can’t perform her task alone, Sikke enlists help from
Jyrki paces incessantly, his mind a whirl of schemes and plans.
like-minded (or naive) people.
Jyrki has plans.
Personality: The young man seeks to enter an elite VENLA JUTIKKA
organisation of spymasters and constantly looks for his break by
learning a crucial secret or uncovering an earth-shattering plot. He CN female human thief 5
tries to attach himself to various people of import, so he can pump Wearing comfortable clothing suitable for sea travel, this human
them for information or at least be present at key moments. woman stands just over ve feet tall. She keeps her light brown hair
Mannerisms: Jyrki does a poor job of concealing his closely cut and wears a patch over her right eye.
overeager attitude and often inserts himself into conversations
where he is not welcome. Venla watches with her “one good eye”—and her other equally
Hook: Jyrki nally overhears vital information that will have a good eye. Venla has everyone believing she is part blind. This is a
major impact on the region. He botched his attempt to scurry clever lie designed to aid her disguises.
away with the secret, marking himself as a target for assassination. Personality: Venla is a cheery sort who won’t turn down a pint
He turns to the characters, whom he recently met (and probably and sometimes offers to buy a round in whatever ramshackle
annoyed), for aid. wharf pub she nds herself. She puts people at ease so she can
gather information from and about them.
N I KO T E E M U S R E P O Mannerisms: This information broker often adopts a casual
pose, with her “good” eye closed. However, the mesh in her
N male human druid 5
eyepatch gives her a near perfect view of her surroundings,
Dressed in a bright green cloak and carrying a gnarled oaken staff, allowing her to observe comings and goings and eavesdrop on
this human with unruly hair gleefully greets birds who alight on his conversations without giving herself away.
shoulders. Hook: The party is alerted to an imminent pirate attack, one
shrouded in secrecy regarding the eet’s size and the time of
Nikoteemus whistles a wordless tune to attract the any birds who
attack. Venla has the information the party seeks and parts with it
seem attracted to him.
once they do her a rather odious favour.
Personality: The druid exploits animals in the city to obtain
information and abscond with tiny but expensive treasures. He
prefers birds to carry out his deeds, having discovered most

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NOISOME MARSH

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Lauro Moraes (Order #31841168)


1: CAMPING & CAMPSITES 4. A dry, reed-fringed swathe of land overlooks a wide, muddy
pool. A maddeningly constant—and increasingly cacophonous
—chorus of froggy croaking lls the night air, one the sun sets.
Travellers in a noisome marsh would be wise to seek a good The sound comes from all around the party. (Unwittingly, the
campsite. Boggy ground and the attentions of the place’s fauna heroes have camped in a frog spawning ground, and they are
can make a night in the marsh a miserable experience. doomed to a sleepless night).
5. A eld of tumbled rubble—some pieces of which look
1. A reed-fringed knoll rises from the muck to provide a dry suspiciously like carved stone blocks—covers the ground atop
campsite. A single gnarled tree grows atop the knoll’s summit. a low, tree-fringed hillock. Characters searching the hill nd
2. A sluggishly- owing channel of muddy water divides a small many signs of previous expeditions’ campsites. A vaguely
patch of dry land from the surrounding fens. The water is triangular-shaped pile of stones hides a set of slippery, slime-
thigh-high for a human, but deep silt covers the bottom of the covered steps plunging into the bowels of the hill.
channel. Rushes and reeds growly thickly along its banks. 6. A jagged hunk of stone about 50 ft. in diameter rises from the
3. A ramshackle hut stands amid a eld of large boulders, which noisome swamp. Although moss and lichen cling to the
are slowly sinking into the mire. The hut still stands—barely— stone’s anks, it is pitted and ridged, making climbing easy.
and inquisitive adventurers discover an extensive, but Atop the stone, a natural hollow provides shelter from the
surprisingly partially ooded, cellar below the structure. wind and unfriendly eyes. If it has been raining, a small pool
of water lls the bottom of the hollow.

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2: LOCAL LANDMARKS and thick growths of moulds, lichens and ferns cling to its
vertiginous cliffs. A single, worn and slippery stair hacked
from the rock, wends its way around the crag. A ruined tower
Much of a marsh’s landscape is unremarkable and mundane; squats atop the forbidding spire, providing commanding
however some features become local landmarks and are used as views over the surrounding muck. Travellers often use this
waymarkers or meeting places. place as a relatively dry and safe campsite, although the
crag’s zenith is all but inaccessible to mounts and the like.
1. A muddy bowl-like dell pierces the fen. Reeds grow thickly 9. Four sickly willow trees with slightly yellowed bark stand
along its rim and after heavy rain water cascades into the dell. about a pool of water fed by three streams wending their way
Locals know the place as The Devil’s Bowl and avoid the place through the surrounding marsh. The trees are known locally
after bad weather. A persistent legend tells of a fearsome as the Four Sisters.
lizard-like or snake-like creature that dwells underground and 10. A cave mouth—named in elder legend as the Dragon’s Maw—
emerges to hunt after heavy rain. pierces the side of a low hill surmounted by a ring of tumbled
2. A muddy ring of standing stones—many leaning at drunken stones. Weeds and brambles grow thickly atop the hill, and a
angles or fallen into the muck—surmounts a low hill. The wide, stone-lined well of ancient aspect cuts deeply into the
remains of a wooden causeway run to the hill across a series ground from the hill’s zenith.
of narrow, mud- lled streams. Reeds, rushes and small trees 11. A suspiciously shaped conical hill devoid of all vegetation
grow among the stones. A stone lies at the centre of the ring; rises from the mire. In the hill’s vicinity the water is black with
ancient legends tell of the cultists who cavort here “when the peat and vegetation is stunted and ill-coloured. Legends
stars are right” and of the strange things they call forth with speak of a powerful lich dwelling beneath the hill and of the
blood sacri ces from deep marsh. three tunnels leading into its lair. Legends also speak of the
3. A vast hawthorn tree grows from the mire. The tree’s wide scores of adventurers who have sought the hill, and who have
boughs provide an area of deep shade and amid the not returned. Locals call the place, the Hill of Horrors.
shadows lurk three partially sunken burial cairns fringed with 12. A wide, low-lying reed-fringed pool lies in an isolated part of
a great mass of reeds and wild owers. the marsh. Nine islands rise above the pool’s fetid, stagnant
4. A single carven obelisk—fully 30 ft. high and 15 ft. in diameter water. Large burial mounds stand atop each island. This was a
—rears from the mud. Standing perfectly straight it has place sacred to the lizardfolk who dwelt in the marsh long
resisted the mire’s downwards pull for centuries untold. ago. Now a small colony of will-o’-wisps linger amid the
Fantastical images of a black dragon, huge lizards and other bones and remnants of the lizardfolk’s fallen civilisation.
marsh-dwelling creatures decorate its surface. The Dragon’s Locals name the place the Pool of Glimmering Bones; all
Pillar—as it is known—was risen long ago by a tribe of marsh- right-minded folk avoid this accursed place.
dwelling lizardfolk in veneration of their master. The tribe’s
degenerate descendants still dwell in the trackless reaches of
the deep swamp and occasionally come here.
5. The Grey Fen is a stretch of lifeless, foul smelling water,
avoided by locals and other intelligent swamp dwellers. The
fen lls a depression in the wider swamp barely half a mile in
diameter. Within, only twisted, warped plants grow and local
tales tell of hideously deformed, strangely coloured creatures
swimming and wallowing in its slimy waters.
6. Kildrak’s Run wends its torturous way through the swamp. This
meandering, often narrow but always, deep channel is
navigable all along it length. Local stories tell how the
insanely murderous dwarf Kildrak the Slayer used the channel
to ee after he hunted down and killed several local women
he believed to be witches.
7. Tumbled stone blocks, and a wide circle of partly sunken,
vine-strangled menhirs, dot and surround the so-called Fetid
Fane. This crumbling, lop-sided ruin stands at the end of an
opt- ooded, always muddy, sunken processional. Strange
sounds emanate from the fane when a gibbous moon hangs
low in the nighttime sky, and the site is the subject of many
outlandish legends of an elder queen and her queer, froggy
subjects doomed to attend her through all eternity.
8. Watcher’s Crag rises from the swamp’s fetid marsh like a
petri ed giant. Its rocky, grey anks perpetually ooze water,

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3 : M I N O R D AY T I M E E V E N T S 4: MINOR NIGHT TIME EVENTS

Few journeys in a noisome marsh are wholly without incident. Few folk travel the marsh in the dead of night, but that doesn’t
Sometimes, bandits, lizardfolk or worse waylay travellers; other mean nothing happens to those camping under the stars.
times, events are more mundane.
1. A loud splash, from a noisome pool only 20 or so feet away,
1. A ock of marsh birds suddenly take ight from a nearby echoes through the night air.
thicket of reeds and y away squawking loudly. Seconds later 2. A gust of strong air blows a pungent bubble of marsh gas
a loud crashing sound echoes from the same thickets as some over the party. The smell is strong, almost overpowering, but—
large predator pounces moments too late. mercifully—quickly dissipates.
2. Flies, gnats and other bothersome marsh-dwelling insects 3. Rustling in the undergrowth, and the sound of something
buzz about the party; many of the characters suffer irritating squelching through the mud, heralds the approach of some
bites and skin rashes as a result. nocturnal predator.
3. Heavy rain hammers the swamp; as the day wears on, the 4. A constrictor snake slithers through the fen on the hunt for
ground gets boggier and the water level in the swamp's many dinner. It avoids man-sized or larger creatures but could try to
streams, pools and so on begins to rise, hampering the take a dog, hal ing or other easy-to-handle prey.
characters’ travel. 5. A cool nighttime breeze blows across the marsh, stirring the
4. The clouds clear from in front of the sun, and the temperature surrounding reeds and rushes into a susurration which could
rises. The sun’s rays glitter upon the innumerable slimy pools lull a tired guard into a deep sleep.
and streams scattered across the marsh, possibly temporarily 6. Strangely coloured lights bob in the darkness near the party’s
dazzling travellers. camp. If a guard investigates, the lights oat away—perhaps
5. Birds swoop low over a section of swamp off to the party’s leading the inquisitive character into a bog of sucking
right, before landing out of sight behind some rushes. As the quicksand-like mud.
party watch, the birds take ight carrying something red and 7. Light rain falls sporadically during the night, extinguishing the
dripping in their beaks. party’s camp re and generally making life miserable for those
6. As the party come to a river a series of splashes draws their on watch.
attention to a jumbled wooden dam. Druids or rangers 8. Moonlight bathes the swamp on this cloudless, cold night.
identify it as an otters’ dam. It is sturdy enough to serve as an The marsh’s pools and ponds re ect the moon’s radiance,
impromptu means of crossing the river. giving the place an ethereal, ghostly feel.
7. The sound of crashing and splashing amid a deep thicket of 9. A bubble of noisome swamp gas drifts across the camp
rushes heralds the arrive of a lthy and mud-splattered skinny enveloping the party in a noxious odour. The gas is harmless,
mongrel dog. At sight of the characters, the dog hesitantly but foul-smelling.
wags its tail. The dog is starving and easily befriended. 10. Bright re blazes to life, casting lurid shadows over a hill
8. Drizzle falls, creating an omnipresent pitter patter sound. At several miles distant. Although initially erce, the re quickly
rst almost pleasant the ubiquity of the sound could quickly lessens and after an hour or so nothing is left by a faint
become irritating. The drizzle falls for much of the day, smouldering glimmer.
making travel wetter and more miserable than usual. 11. A deer and her three young suddenly burst into camp. The
9. A rustling in the nearby reeds presages the arrival of a small, deers’ anks are heaving as if all four have been running—or
muddy boar. The boar is a juvenile; moments later two more perhaps eeing—for a considerable time. An alert guard isn’t
juveniles and their mother crash through the undergrowth. surprised by the animals’ arrival, but a guard distracted by
The mother is extremely protective of her babies. wine or dozing will likely be startled by their sudden
10. Dark clouds hang over the marsh, shrouding the fens in appearance. Whatever is chasing them may—or may not—
shadow and gloom. Dark shadows gather amid thickets of arrive several rounds later.
reeds and under the trees growing along the mire’s many 12. A random character awakes in the middle of the night to
streams and rivers. In such weather, the marsh is even more discover they are beset by leaches—their neck and legs are
dreary and depressing than normal. coated with the foul bloodsuckers. The character suffers 1 hit
11. Several miles ahead, and slightly off the party’s line of travel, point of damage, and must deal with the pernicious
the smoke of a re drifts lazily into the still air. The re could bloodsuckers before being able to get back to sleep; the
be nothing more than a camp re left unattended, the cooking leaches hinder the character’s rest, meaning they may not
re of some remote farmstead or something more sinister. regain hit points, be able to relearn spells and so on.
12. When the characters reach a wide stream or river, they note a
half-submerged coracle oating lazily passed. A jagged
chunk is missing from the coracle’s wickerwork hull and blood
covers the surrounding piece of hull.

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5: WILDERNESS DRESSING 11. The rotting remains of a small hut set atop a near- ooded
wooden platform lean drunkenly over a reed-fringed pool of
surprisingly clear water. The prow of a sunken rowboat juts
While vast swaths of a noisome marsh may seem boring and from the water near the platform. The rowboat has a small
unremarkable, travellers will—no doubt—encounter some things of hole below the waterline, but is otherwise serviceable.
minor interest. 12. A slime-covered statue lies facedown amid the noisome
swamp’s muck. The statue is man-sized and dif cult to prise
1. A wide river ows sluggishly through the mire. An old from the cloying mud. If the characters manage the feat, they
wooden causeway crosses the channel mere inches above discover the statue is a surprisingly lifelike depiction of a man
the water. After heavy rain, the causeway is submerged and with a look of ultimate horror upon his face. So lifelike is the
only a large marker stone at either end betrays its presence. carving that it hints at the subject’s insanity or terror…
2. Long bulrushes grow in this stretch of marsh in profusion. The 13. A swath of colourful wild owers grow amid the fetid mire.
rushes’s triangular head—almost eight-foot above the ground The owers carpet the ground, but close examination reveals
—sway softly in the breeze. Paranoid characters may think this the ground to have the consistency of quicksand. To walk
is a good place for an ambush. among the owers, invites death.
3. A crudely-crafted spear juts from the mud. Investigation 14. An upturned, and rotting, rowboat lies on the banks of a wide
reveals the spear is probably not of human arti ce. Several river. One of the boat’s oars is tangled in the low-hanging
brightly coloured feathers hang from a cord just below the branches of a nearby weeping willow.
spear’s head. 15. The partially sunken skeletal remains of a humanoid lie
4. A track, bounded by low hedges of rushes and reeds, snakes tangled among the weeds and reeds bounding a placid pool.
through the swamp, along a low ridge. Here, the ground is The remains could be those of a lizardfolk or traveller.
relatively dry and the going easy, but the chance of randomly 16. Footprints—slowly lling with boggy water—cross the
encountering travellers or swamp denizens is doubled. characters’ path. A tracker can determine that whoever left the
5. The mouth of a partially ooded cave pierces the side of a tracks was here mere minutes ago.
low, weed-cloaked hill. A stream wends its way along the hill 17. A small stone marker, replete with a chiselled arrow pointing
and pools outside the cave before owing onwards into the to the west, is rendered almost invisible by a thick stand of
deeper marsh. weeds and creepers.
6. A fallen tree, thick with lichen and moss, lies across a wide 18. A huge tree stands hard against a stagnant pool of muddy
stream, forming a makeshift bridge. A ranger or druid water. The tree’s twisted, grasping roots break the surface of a
examining the fallen tree can make out clawed footprints muddy bank before growing into the pool itself.
imprinted into the moss growing on the tree and in the 19. The remains of a shattered wagon lie incongruously over
nearby mud. several sunken boulders. Investigation reveals it looks like the
7. The remains of a campsite, partially sunken in the mire, wagon was dropped from a great height, and has not been
overlooks a virtually stagnant river. The campsite stands atop here that long.
a slight rise surrounded by stands of rushes and reeds. 20. The buzzing of many insects comes from a thicket of reeds.
Investigation reveals the campsite to be an old one; Characters investigating the sound discover the rotting,
worryingly, several large rips in the camp’s tents suggest a disembowelled corpse of a lizardfolk.
large clawed something tried to get at those sleeping within.
8. Thick mud interspaced with stands of rushes stretch for
hundreds of feet before the mud gives way to a wide,
sluggishly owing river.
9. The blackened stump of a once immense tree juts forlornly
from the swamp’s noisome waters. The tree’s exposed roots
break through the mud of the low island upon which it stands,
looking like frozen great worms or snakes. The
blackened stump is 30 ft. tall and is visible for a
mile in all directions.
10. Without warning, the straps on one of the
characters’ packs snaps dumping the
pack’s contents into the mire.

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6 : U N E V E N T F U L T R AV E L of higher ground later in the day which provides much easier


going. Toward the end of the day, they discover a suitable
campsite. (Roll on “Camping & Campsites” to determine the
Some days, an adventurer’s life is full of danger and excitement. campsite’s characteristics).
However, many other days are boring and uneventful. 8. The day dawns dry and bright. Birds, and their song, ll the
air, which seems fresher than normal for the noisome swamp.
1. The weather is overcast all day, and toward evening light rain The sun rises high in the sky, and the day is a pleasant one.
falls over the swamp. The pitter patter of rain obscures much Although the characters slog through the mire for a whole
of the normal marsh sounds the characters have become day, they encounter no other travellers or large predators.
accustomed to hearing. The sound could also lull tired Light clouds gather, at dusk.
characters—and perhaps their guards—to a deep sleep. 9. The characters stumble upon a raised, dry track wending its
2. All morning, the party ford a series of shallow muddy streams, way thorough the mire which uses the contours of a low ridge
cutting through the mire. Weeping willows and the like cast to avoid the worst of the bog. Signs of other travellers are
their wide branches over the streams, creating many shadowy plentiful in the soft, but not boggy, ground, and the
places for ambushers to lurk. Once the sun reaches its zenith, characters make good time. (Such an area is a good place for
the party reach higher—dryer—ground. the characters to meet other travellers, if the party is in need
3. At dawn, a thin mist hangs over the marsh, giving the place an of assistance or information).
ethereal, otherworldly feel. It burns off quickly and the day is 10. A boring day’s travel through the monotonous mire is only
hot and dry. As the party penetrate deeper into the marsh, the broken by the occasional cloud of biting insects attracted to
terrain becomes more unforgiving, and the dryer places the party’s sweat. The ground is squelchy, but relatively rm,
fewer and farther between. and although everyone ends the day tied and muddy nothing
4. The morning’s weather is typical of the season, but by early untoward befalls the party this day.
afternoon thick, dreary clouds hang low in the sky threatening 11. The morning’s travel is stop-start as the characters nd their
a heavy and sustained downpour. Such a deluge begins just way over or around a dozen streams owing through the
after the party stop to camp. boggy, low-lying ground. Sometimes the streams are narrow
5. The party do little all day but slog through thick, glutinous enough to jump across while in other spots sodden
mud and thickets of grasping reeds. In places, the reeds are causeways or fallen trees serve as primitive bridges. The party
so high, the characters temporarily lose sight of each other as sees no one all day (although—obviously—someone much
they push onwards. have had a good reason to build the causeways).
6. The day is uneventful, and the characters see no other 12. Heavy rain pummels the marsh, halving visibility and soaking
travellers in the marsh. Around midday, they reach a large travellers to the skin. It quickly becomes evident that travel in
pool—or perhaps a small lake. The water is shallow and a ock such conditions—particularly as water levels begin to rise—is
of wading birds regards the characters as they pass. impossible. The party is best-advised to nd a relatively dry
7. Although the party must battle through swaths of dark, spot to wait out the rain.
glutinous mud for much of the morning, they reach a section

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RUINED CASTLE

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1: OUTSIDE THE RUINED CASTLE 6. A humanoid's yellowing bones sprawl among the weeds. A
crushed skull and the total absence of the unfortunate’s legs
hint at a violent and grizzly death. Rusting fragments of
A ruined castle’s approaches are an excellent place to start equipment lie scattered around the remains.
building the atmosphere and avour of the upcoming adventure. 7. Bushes and trees crowd thickly along the rutted and
It’s also a great place for the GM to sow hints about the castle’s overgrown trail leading to the castle’s gate.
history and what might currently lurk within. 8. The blackened, scorched ruin of an ancient tree looms hard
Use the list below, to add minor points of interest to the against the trail. Its skeletal branches arch high overhead as if
characters’ exploration: to fend off any younger, healthier trees daring to encroach on
its territory.
1. Thick stands of brambles and bushes ward the ruin’s 9. A camp re’s wind-scattered remains hint that previous
approaches. Here and there, game trails force their way explorers dared not camp with the castle’s crumbling walls;
through the dense undergrowth. perhaps they feared the ghosts of those who once dwelled—
2. Tracks in the dried mud betray the presence of animals— and died—within.
perhaps deer, foxes and wolves—along with other more 10. Bones—threaded together with twine—hang from tree
dangerous bipedal predators. branches and clack together gently in the breeze. Nearby, a
3. Partially hidden by thorny bushes, and the boughs of two skull leers down at travellers from its perch atop a spear thrust
youngish saplings, a tumbled pile of moss-covered stones deeply into the ground. A blackbird perches atop the skull
hints at an ancient burial. and tries to smash a snail’s shell open by banging it on the
4. The mouldering remains of a tattered brown cloak are skull’s forehead.
snagged on a thorny bush. They utter in the breeze;
inattentive—or paranoid—characters may assume the cloak is a
lurking enemy.
5. A decaying arrow, its etching long since rotten away, juts
from a tree trunk.

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2: OUTSIDE IN THE RUINED CASTLE 14. A rusting longsword lies hidden in the weeds. Its blade is
pitted and weatherworn, and the sword’s leather grip has
rotted away. The weapon falls apart, if used in combat.
Ruined castles are ripe with the possibilities of adventure, but 15. Wind-blown leaves form a waist-high drift against one wall.
present different challenges to those of a normal dungeon for The leaves hide several small, rotting crates and barrels. The
adventurers to overcome. One of those challenges is the barrels once held provisions, but the food is now nothing but
abundance of outdoor, open space. A castle likely has a courtyard, a foul-smelling suppurating mess. Attracted by the rotting
outbuildings and more; it’s likely the characters choose to explore food, all manner of vermin infest the “leaf drift”.
all such areas in search of loot. 16. Scratches low down on one wall list the names of several
Use the list below, to add minor points of interest to the men-at-arms who served at the castle.
characters’ exploration: 17. A low, narrow hole in a wall provides an impromptu means of
entering one of the castle’s buildings. The hole is jagged, and
1. Moss and lichens grow in patches across the castle’s rubble lies scattered about. Nearby rests a large chunk of
crumbling stone walls. In places, the growths entirely obscure masonry overgrown b y weeds.
the stonework. 18. One of the castle’s towers has developed a distinct list and
2. A scattering of rubble mars the mud and weeds of the castle’s leans outwards from the abutting walls.
courtyard. Here and there, stands of taller grass, tangled 19. The defaced and scratched crest of the castle’s original owner
brambles and small bushes complete the look of decrepitude yet decorates the wall above an empty doorway.
and abandonment. 20. Partially hidden by a fallen, rotting door a warrior’s skeletal
3. The blackened, crumbling carcass of a cart lie amid the remains—still clad in rusting scale mail—sprawl on the ground.
rubble and ruin. One of its wheels is missing. Perceptive
characters nd the wheel’s shattered remains a short distance MINOR EVENTS
away, languishing in a patch of thick weeds.
4. The battlements atop this section of wall look to be in Use the minor events detailed below, to add tension and
particularly bad repair. Moss grows thick across the wall here— atmosphere to the party’s explorations:
and could be the only thing holding the crenelations in place!
5. Weeds grow thickly between the pitted, tilted ags 1. The wind moans through the ruins seemingly giving voice to
comprising the oor. Some of the agstones have shifted and the castle’s melancholy. For a moment, it seems like the castle
moved as a result of subsidence, and rock gently when is a living, tortured thing.
walked upon. Paranoid characters may suspect a trap. 2. The clatter of falling rocks from further into the ruin echoes
6. Doorways and windows gape wide—their doors and shutters about the walls.
rotting away. Deep shadows cluster thickly beyond; perhaps 3. A utter of movement in one gaunt window catches a
within lurk the castle’s hungry, feral denizens… character’s attention. After a few minutes, the movement
7. The splintered remains of the crenellations atop the wall look repeats itself. Perceptive characters realise the movement is a
like the jagged, broken teeth of some gigantic beast. fragment of tapestry caught in the breeze. Other—more
8. A chunk of partly buried masonry lies at the base of the wall. paranoid—characters may think it is a lurking foe.
Thick weeds grow around the stone block. Perceptive 4. Birds explode outwards from a nearby window, calling
characters spot two skeletal legs concealed in the weeds. The frantically to their brethren. Their screeches are quickly taken
skeletal legs protrude from under the chunk of masonry up by others roosting elsewhere in the ruin.
suggesting the rest of the body may lie underneath. 5. A sudden feeling of cold and foreboding sweeps over the
9. Fresh tracks in the mud show where an explorer—or castle party. The sensation lingers for a few minutes before
denizen—has recently walked. Judging by the footprints’ disappearing as quickly as it arrived.
depth, the individual was heavily laden. Additional 6. A character begins to feel the nagging sensation of being
investigation reveals the tracks go in both directions. watched. The feeling persists until the character either leaves
10. A ramshackle wooden building—perhaps once a wood store— the castle or enters one of its ruined buildings.
leans drunkenly against the castle wall. The structure is
dangerously unstable and could collapse at any moment.
11. A rotting wolf’s corpse sprawls in a building’s shadow. The
remains are clearly old and has been worried by scavengers.
The wolf’s cause of death is unclear.
12. The ragged remains of a ag or banner yet cling to the
castle’s agpole atop a high tower. The shredded ag still
utters forlornly in the breeze.
13. Blackened stones and scorch marks around an arch show
where intruders set a re to gain entry. The door is long gone,
but its partially melted and twisted hinges remain.

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3: INSIDE THE RUINED CASTLE 5. A dry, rust-coloured stain on the oor and one wall show
where someone lost a lot of blood long ago. It is doubtful the
injured person could have survived such a terrible wound
Many things are attracted to ruined castles—for even in their without magical aid.
decrepit state they offer shelter and protection from both the 6. Crumbling mortar has made the archway above this doorway
elements and enemies. Sometimes organised bands of bandits or dangerously unstable. Incautious movement through the
raiders inhabit a castle while other times the above-ground opening could result in several stones falling (onto the
portion of the ruins is home to vermin and other—four-legged or unfortunate passing through).
winged—predators. 7. The next door the characters encounter is intact, but horribly
Use the list below, to add minor points of interest to the swollen in place, making it dif cult to open.
characters’ exploration: 8. The pungent smell of mildew lls the area around an open
and upturned chest. A thin whitish coating—minute fungi—
1. Scratches and marks on the wall record the names of the folk covers the empty chest.
that once dwelled here. Some of the names appear with a 9. Dust-shrouded cobwebs hang thickly from the ceiling. Thin
date alongside. Some are surprisingly recent. tendrils of the web—long enough to caress the characters’
2. Charcoal smudges on the wall show where someone once shoulders— waft gently in the breeze.
stubbed out a torch. 10. Indistinct marks in the dust hint at the presence of small
3. The faint smell of mould and rot hangs in the air. Shortly scuttling creatures—perhaps rats or monstrously large
thereafter, the party discover a pile of rotting wood and fabric centipedes—in the vicinity.
mouldering away against a wall. (It looks like a tapestry fell
over a piece of furniture).
4. The agged oor is rough and uneven—some of the
agstones have shifted with the passing of the years.

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11. The mouldering bones of a large piece of wooden furniture DISCARDED GEAR
lie overturned in the dust. Its panels are smashed; much of
the whole is missing. Shortly afterwards, the characters Many random pieces of discarded gear and other items lie about
discover the burnt-out remains of a camp re below a soot- ruined castles. Undoubtedly, the castle's resident lost some of the
blackened ceiling. items while the castle’s current denizens discarded others.
12. The pungent smell of rot presages the discovery of several Additional objects may be the leavings of previous explorations.
sacks of rotting grain and other foodstuffs. Near the spoiled The objects below can appear virtually anywhere in a ruined
food, the stench is particularly intense. castle. Modify the description to suit the locale in which they are
13. A small wall niche holds the partially burnt remains of several found. Discard inappropriate results.
candles. A dusty int and steel also ll the niche. Use the list below, to add such minor pieces of dressing to the
14. Shards of broken pottery cover the oor. In a corridor, the characters’ exploration:
shards cover the oor from wall to wall. In a room, they ward a
doorway. (The characters could theorise the shards were 1. A broken crossbow bolt lies on the oor below a small mark
placed this way to serve as makeshift caltrops). in the wall.
15. The remains of an ineffectively set tripwire stretch across the 2. A burnt-down torch stub.
next doorway the characters discover. The wire wraps around 3. An old bandage caked in dust and dried blood.
a small peg on one side of the door and is attached to a 4. A small pile of haphazardly dumped wood.
precariously balanced metal shield on the other. 5. A ripped, brown cloak and a few other odds and ends of
16. Faded, yellowing whitewash peels from the walls in this musty, clothing. The trousers look singed.
water-damaged locale. 6. One worn leather boot sized for a human or similar individual.
17. While the tapestry decorating this wall is long gone, the thick, 7. The long shard of a broken bottle.
long rusting hooks which once held it in place are still evident 8. A splintered club.
high up near the ceiling. 9. A badly dented helmet.
18. A pile of old, dry dung sits incongruously on the oor in this 10. A torn sack.
area. Rangers, druids and the like can tell the muck came from 11. A black button lies hidden in the dust. The button is of
a large animal. obsidian and worth 2 gp.
19. A spidery network of cracks run through the walls of this 12. The splintered remains of a lute hang from a small protrusion
place’ none are structurally signi cant. jutting from the wall.
20. The next door the characters discover is intact and locked. 13. Blackened, mouldy bread lls a torn and ripped wicker
Luckily, the door’s key is in the lock. Unluckily, the key and basket.
lock have rusted together. The door is also slightly swollen 14. A dagger hilt. (The weapon’s blade is missing).
and thus challenging to open. 15. A pile of leaves and twigs pushed together into what could
be a rudimentary bed.
MINOR EVENTS 16. One two-inch-long fang. (The tusk could come from an orc,
wolf or similar creature).
Use the minor events detailed below, to add tension and 17. A broken mirror.
atmosphere to the party’s explorations: 18. A moulding bag containing a dozen inch-long nails and a
carpenter’s hammer.
1. A faint scuf ng sound reaches the characters’ ears. It could be 19. A large looped keyring holding a half-dozen rusty cast iron
the sound of someone moving stealthily or something sliding keys.
down a wall. The sound comes from a random direction. 20. A sundered 10-foot-long pole broken into two sections—one
2. Cold water drips from the ceiling onto a PC’s head. is three-foot-long, the other seven-foot.
3. The clang of metal on stone echoes through the ruins.
Whatever caused the clang, it must have hit its target hard.
There is no second clang.
4. A faint thud—perhaps a body falling or someone dropping a
full sack—reaches the ears of perceptive characters.
5. The sudden cawing of birds comes from outside. Characters
wise in the ways of nature can tell something has scared or
alarmed the birds.
6. Dust and mortar sift down from the ceiling. Perceptive
characters hear a faint grinding from within the stones. (This is
just the old stones of the castle shifting, but could cause some
alarm among paranoid characters).

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4: UNDER THE RUINED CASTLE 17. A bent torch sconce—forged to represent an ornate basket—
hangs at an odd angle from the wall. From the looks of it,
something gave the sconce a terri c whack which almost
Ruined castles almost always have dungeons, burial vaults and knocked it loose.
cellars. Such locales are the favourite haunts of undead, 18. A scrap of burnt parchment rests on the oor. A spellcaster
necromancers and other foul things trying to hide from the sun’s can determine it likely once held a magic spell and was
harsh radiance. Heroes often explore such places, in search of consumed by ames when its magic was called forth.
gold and glory. 19. In this section, the ceiling is unusually low—explorers taller
Use the list below, to add minor points of interest to the than a dwarf must crouch before moving through the area.
characters’ exploration: 20. The crude chalk gure of a kneeling woman, hands clasped in
prayer, decorates one wall. The picture is practically life-sized
1. Water oozes through the wall—from the cracks between the but poorly done. If the area is wet, water has oozed down the
faced stone blocks—to collect in a small pool on the oor. The wall giving the gure a blurred, streaky appearance.
air is musty.
2. Dusty cobwebs festoon the ceiling, obscuring it. In places, MINOR EVENTS
they hang from the ceiling and drift gently in the breeze.
3. The sound of water dripping into some far off pool or puddle Use the minor events detailed below, to add tension and
reaches the party’s ears. atmosphere to the party’s explorations:
4. The skeletal remains of a warrior lie sprawled across the
agstones. A spear rammed through the unfortunate’s 1. Cold water drips from the ceiling onto the party’s heads.
ribcage pins the remains to the oor. One skeletal hand still 2. A slight breeze blows through the dungeon toward the way
clutches the spear’s shaft as if the he tried to pull the spear the characters entered. Characters wise in the ways of
free before succumbing to his wounds. dungeoneering may realise this movement hints at another
5. A rotting wooden door hangs from its upper hinge at a crazed as yet undiscovered entrance.
angle. Soft shards of damp, rotten wood and the remains of 3. The dull crack and thud of stones falling reverberate through
the door’s missing hinge lie on the oor nearby. the ceiling. (Several large chunks of masonry have fallen in
6. Splatters of bat guano dot the oor. the ruins, above).
7. A patch of white and dull brown fungi grow in a damp corner 4. The skittering sounds of many tiny feet moving somewhere
amid the bones of some previous unlucky explorer or unseen in the darkness reaches the party.
denizen. Water oozes down the wall, behind the remains. 5. The clang of something metal hitting stone reaches the
8. Deep cracks mar the ceilings pf the cellars or dungeon. A party’s ears.
faint, damp breeze emerges from the cracks hinting at a 6. A faint breeze heralds the arrival of a fetid smell redolent with
connection to another, unknown space. After lengthy periods death and decay. The stench is nearly overpowering and
of rain, water drips from the cracks. lingers in the characters’ clothes until they wash them.
9. A pungent brown mould covers the oor. Indistinct marks
amongst the noisome growth suggest someone has recently
LOST TRINKETS & TREASURES
walked through the area. Sometimes, the characters nd minor treasures during their
10. A few small blobs of wax on the oor against one wall could— exploration. Use the list below, to determine what the characters
perhaps—betray the presence of a secret door (if the nd. (Determine each item’s value based on campaign norms).
characters spot them).
11. A faint smell—akin to that of a wet dog—lingers in the air. 1. A silver belt buckle forged to look like a gaping dragon’s
12. Shallow, muddy puddles partially cover the oor. Anyone mouth attached to a mouldy leather belt.
walking through the puddles leaves easy-to-follow tracks for a 2. A mouldy pouch holding a handful of silver and gold coins
score—or so—feet. struck in a distant, virtually mythical realm.
13. The next door the characters discover is pinned shut by an 3. A bolt of sky-blue silk wrapped in oilskin that has miraculously
iron spike hammered into the oor. The iron spike is not escaped the mould and damp.
rusted, suggesting it has not been here very long. 4. A leather necklace hung with a half-dozen silver and gold
14. A small pyramid of carefully selected and piled stones nature-themed charms.
decorates one corner. Clearly “harvested” from the ruins 5. A silver nib attached to a mouldering ink pen.
above the stones are carefully slotted together. Chips of stone 6. A gold ring displaying the signet of the family who once lived
and masonry dust cover the ground nearby. in the castle above.
15. The air is hazy, and the smell of burning wood yet lingers.
16. A faint outline in the oor suggests the presence of an as-yet
unsprung pit trap.

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RUINED CITY

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1: EVIDENCE OF PRIOR EXPEDITIONS discover the squashed remains of a previous explorer


crushed all but at by the statue’s fall.
13. A backpack, poorly hidden beneath some vegetation, seems
The characters are vanishingly unlikely to be the rst adventurers to hold nothing more than a bundle of rotting cloth.
or explorers to reach and search the ruined city. Such cities draw Examination, however, reveals a treasure hidden within. Cut
adventurers, explorers, sages and other other curious folk like into the form of a skull this yellowing crystal is an exquisite,
manure draws ies. yet disturbing, object. Subtle enchantments cast inside the
Use the list below, to add the evidence of such prior skull give it a faint purple luminosity.
expeditions into the characters’ exploration of a ruined city. 14. Amid mouldering equipment, lie the yellow bones of a
previous explorer. Near the individual’s outstretched hand lies
1. A crude re pit ringed with now-blackened stones taken from a headless statuette which was once a beautiful
the ruins pierces the ground in the rough centre of this area. ornamentation set in an important person’s quarters. (It
Larger stone blocks—perhaps used as seats—have been depicts a nude anatomically perfect male of the race
dragged close to the ash- lled pit. inhabiting the city.) The statuette’s missing head is nowhere to
2. A utter of movement catches a random character’s eye. be found. Nevertheless the statuette remains valuable.
Investigations, reveals the lthy, shredded remains of a tent 15. Obvious signs of battle mar the area. Splintered arrows,
snagged on the remains of a tumbled stone wall. patches of dried blood as well as an obviously hastily built
3. Dried blood coats the dusty oor and crumbling wall, here. breastworks—now partially collapsed—speak to the violence
Perceptive characters can determine the stains are only a once meted out here.
matter of weeks old. 16. A faint wisp of smoke rises above the ruins. Investigation
4. A splintered arrow, its blue etching withered and dusty, lies reveals a guttering, untended camp re. Camping equipment
on the ground. The arrow is of elven manufacture and clearly —enough for two individuals surrounds the re, but of their
not ancient. owners there is no sign.
5. An explorer’s yellowing bones yet clad in rotting studded 17. An emaciated, near-death donkey wanders the ruins. It yet
leather armour protrude from under a pile of tumbled wears a bit and bridle of human arti ce, and has deep (partly
masonry. The woman’s legs and pelvis are crushed by the healed) scratches along one ank. Any character wise in
rocks, and the remains are contorted as if she died in great nature’s ways can see the donkey has not eaten in weeks and
pain. The remnants of her equipment are scattered about— is near death. If nursed back to health, the donkey forges an
clearly she did not die immediately. unshakeable bond with its new owner.
6. Footsteps in the mud show where previous explorers have 18. Incongruously, the rotting body of a peasant lies splayed on
trod. A ranger or other tracker can tell the footsteps were left the ground amid a dried pool of blood. The man was a bearer
by heavy, human-sized individuals. They only go in one for another expedition, and was slain by the ruin’s monstrous
direction, and disappear into a nearby ruined building. inhabitants. The character might nd something useful in the
7. An abandoned campsite lls the ground oor of a partially man’s pack.
ruined building. Several bedrolls, the remains of a cooking 19. The collapsed ruin of a once important building is the venue
re and the like are scattered about the building. By the looks of an obvious excavation. Several piles of rubble and signs of
of things, the campsite is months old. organised digging suggest a previous expedition thought
8. Set into the shape of an arrow, this arrangement of stones something valuable might lie buried within.
suggests the direction of travel for a prior expedition. Moss 20. Buzzards, crows or some other appropriate type of carrion
grows on the stones suggesting they have been in this bird peck and tear at an adventurer’s bloodied corpse. The
position for years. characters might be able to recover useful equipment or even
9. Two rusting spades thrust deeply into the ground, and several a map from the remains.
shallow holes, show were previous explorers have searched
for buried treasure. Nearby, a rotting coffer—its lid ripped off
and discarded nearby—lies on the ground. A NOTE ABOUT TERRAIN
10. Footsteps, drag marks, bloodstains and other signs of combat
litter the area. No bodies or loot remain; it is as if someone
Obviously, a ruined city can be found almost anywhere—in the
has cleared up after the battle.
depths of a jungle, on a barren island or hidden in a deep cave
11. The bloated, rotting corpse of a mule lies crumpled on the
far from the surface.
ground. The mule still carries saddlebags, but nothing of
The entries in this supplement attempt to present—as far as
value remains within—food is rotten, wine is spoiled and so on.
possible—terrain-neutral entires to provide you with maximum
The mule’s injuries could provide a clue to alert adventurers
exibility. Tailor the tables herein to better suit your ruined city
to what lurks nearby.
adding in such details as fecund vegetation, shifting, wind-
12. A statue lies on its side near a plinth from which it toppled.
blown sand dunes and the like, as appropriate. Use such
Perceptive characters note a discolouration on the ground
features to highlight the ruin’s great age and abandonment, and
around the statue. If the characters move the statue, they
to create interesting areas to investigate.

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2: LOST TREASURES & TRINKETS 5. A life-sized statue of one of the city’s former in habitants lies
facedown amid the rubble and ruin of the place. The stone
statue is heavy, but if the characters roll it over they discover
Ruined cities loom large in the minds of avaricious adventurers as small black gems—onyxes—serve as the statue’s eyes.
places heavy with the loot of ages past. In their minds, if the place 6. A bas relief carving decorates a lichen-covered wall. Clearing
is truly abandoned, such treasures might lie where they were away the lichen reveals a stylised map of the city in its prime.
dropped or hidden ages ago simply waiting for their new owners The map is not hyper-detailed, but still provides a useful
to come along and claim them. broad overview of the place.
Use the list below, to add minor treasures and trinkets into the 7. The plinth of a fallen statue has a hidden compartment.
characters’ exploration of a ruined city. Perceptive characters discover the compartment holds
several items of religious signi cance—a small, black onyx
1. A sheltered section of wall has withstood time’s remorseless sacri cial dagger and a plain silver circlet clearly not
onslaught better than much of the rest of the ruins. Here designed to be worn on a human head.
faded fresco yet survive. A few sections of the fresco glimmer 8. The characters discover some simple household goods—such
in the light. Perceptive characters realise the fresco was as goblets, cooking pots and the like—wrought in strange,
painted with paint comprising crushed gemstones. Careful alien shapes. Such objects—while worthless to adventurers—
explorers could harvest some of the glimmering paint. have value to collectors, sages and the like.
2. Covered in thick moss and lichen, a statuette lls a small 9. A statue of a warrior holds a ceremonial shield that glimmers
hidden wall niche. Investigation—involving scrapping off the through a coat of dust and grime. Characters cleaning the
moss—reveals the statuette to be a marble bust depicting a shield discover it is made from solid silver and proudly bears
noble member of the race once dwelling in the city. the city’s sigil; it is not designed for combat, and if used in
3. A secret treasure niche pierces the ground in the corner of his battle is quickly rendered worthless.
area. Perceptive characters realise a agstone is loose and 10. Preserved by powerful, time-defying magics this weighty
can pry it up with little effort. Within lies a mouldered sack tome is a history of the city, and tells much of its storied past.
containing a store of silver and gold coins minted when the The book comprises sheets of papyrus between hammered
city was in its heyday. covers of bronze inscribed with various sigils and esoteric
4. The heraldic device of the city decorates several stones or wards. The whole is wrapped in leather cured from the hide of
bricks (as appropriate). At night, the runes emit a faint glow some unknown creature.
equivalent to that given off by a candle.

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3: MINOR EVENTS 6. Driven by strong wind, sheets of rain pummel the city. The
rain is heavy and persistent—it may force the characters to
take shelter in a relatively intact nearby building; perhaps this
Ruined cities are rarely completely abandoned. Strange creatures seemingly random event propels them toward a particularly
may slither, creep or y through the ruins. Other times, the important part of the ruins.
weather, the characters’ over-active imagination or even time’s 7. A glint of light re ecting off metal catches a perceptive
remorseless action may conspire to create minor events of note. character’s eye. The ash of light comes from deeper into the
Use the list below, to add minor events and the like into the ruins. Investigation reveals a seemingly abandoned battered
characters’ exploration of a ruined city. metal shield resting against a wall.
8. The sudden loud clatter of stones reaches the characters’
1. Dark clouds scud across the sky, plunging the ruins in a cold ears. The sound could be caused by nothing more than a
and shadowy twilight. Deep, brooding shadows gather small localised collapse elsewhere in the ruins or could herald
among the tumbled walls and fallen masonry like predators a sudden attack from some unknown foe.
gathering to hunt their prey. When the dark clouds move 9. The most paranoid character—or the least perceptive—spots a
away the shadows dissipate but the ruins seem sightly chiller sudden, furtive movement in the nearby ruins. The movement
than before to sensitive characters. could be nothing more than a trick of the light; it could also
2. The wind gusts strongly. As it moans through the ruins, the be, however, the furtive creeping of a natural creature or a
wind picks up dust and grit; dust devils dance about the party lurking monster.
throwing grit into the characters’ eyes, ears and nostrils. The 10. Clouds obscure the sun for much of the day. However, for a
dust devils last for but a few minutes before the wind dies. few short minutes, at an opportune time, the clouds part and
3. All background noise—the sound of the wind, the harsh cries the sun bathes the ruins in warm golden light. (If the
of birds in the sky above and so on—abruptly cease. The characters require a clue as to where to proceed the sun’s
resultant silence is pregnant with malice and foreboding; it rays could highlight a particular part of the ruins, glint off a
almost seems like the ruins are holding their breath—and concealed enemy’s armour and so on).
waiting for something horrible to happen. 11. A ock of birds swoops over the party. One of the birds
4. The scrabbling sound of claws on stone reaches the most chooses that exact moment to defecate; a random party
perceptive character’s ears. The sound comes from behind a members is hit by the bird’s leavings. Is this a good or bad
pile of high rubble. The sound could be nothing more than a omen, or just happenstance?
lone scavenger picking through the ruins in search of food or 12. The faint sound of strange, alien music reaches the characters’
an enemy creeping towards the party. ears. Perhaps the music features a bizarre arrangement or is
5. An abnormally large crow perches on a nearby wall and played on unidenti able instruments. The music continues for
regards the party with seemingly preternatural intelligence. If some minutes before tailing off, and could be being played
the party makes no attempt to slay or drive off the crow, it by another band of explorers, the descendants of the ruined
follows them for an hour or so before ying away. city’s inhabitants or an imprisoned end (or the like).
Alternatively, the crow could be the familiar of a wizard Alternatively, the music could lead the party to their next
lurking elsewhere in the ruins. encounter or a notable adventure site.

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4: RUIN DRESSING 11. Thick, fecund vegetation of an appropriate type for the
surrounds grows in this area, making exploration dif cult.
12. A massive tree—its branches ung wide—has taken root in this
Ruined cities are not without places and features of interest. Of place; the ag- or cobblestones in the immediate vicinity are
course, some places such as ruined churches, crumbling wizard’s uneven as a result of the tree’s questing roots.
towers and fallen citadels will be more interesting than other
inconsequential places. However, wherever the characters venture DECORATION SUBJECTS
in the ruined city they will come across minor features of interest.
Use this list, to determine the basic subject of statues, cavings,
Use the list below, to add minor features of interest into the
frescos and the like discovered in the ruined city.
characters’ explorations.

1. A ruler stands in a heroic pose, looking into the middle


1. Part of this wall is particularly high compared to others
distance. The ruler is depicted as an idealised member of the
nearby, and leans dangerously to one side. Any explorer with
city’s race. A nearby carving names the ruler.
half a brain can tell the wall is dangerously unstable. This is a
2. A warrior stands over the prostrate form of a vanquished foe;
good place to lay an ambush or trap.
the hero stands with weapon raised high as if about to strike.
2. A huge tree lies on its side, fallen straight through a building.
The vanquished foe looks terri ed.
The tree’s massive trunk has smashed the building’s walls and
3. Depicted at the height of its glory, this decoration depicts a
roof and rubble lies scattered about. The fall could be
notable location in the city such as a temple, tower or
relatively recent, or the tree could be dead and rotting when
forti cation. The decoration is so detailed, the careful
the characters arrive.
observer may be able to discern something of interest.
3. A eld of virulent thorn bushes with spikes several inches
4. An important gure from the city’s past stands in a
long cluster thickly together, blocking easy progress. In
contemplative pose. The gure could be a powerful priest,
places, the thorn bushes are twice the height of a grown man.
famed architect or clever wizard.
Perceptive characters spot several small tunnels—perhaps
5. One or more of the deities worshipped in the city look down
forced by animals—wending their way through the bushes.
at those passing by.
4. An obviously hastily piled, slightly lopsided stone cairn stands
6. An obvious criminal is depicted in a pose of supplication or
in the lea of two walls. A crude wooden marker, from which
punishment. A carving nearby names the criminal and their
hangs a rusting helmet, marks the place as a grave. No
crime. Dependant on the decoration type, a crowd of
inscription provides a clue to who lies within the cairn.
onlookers—their faces set in rapt expressions of excitement as
5. Birds and other wildlife avoid one particular part of the ruins.
they await the criminal’s punishment could also be depicted.
The area could harbour latent magical auras, be a graveyard
7. A magical sigil or collection of esoteric symbols are depicted
or serve as the lair of some horrible beast.
close to, or entwined around, one another. The grouping
6. Vines and creepers grow thickly over several crumbing walls.
could have some special signi cance to the city’s folk or could
The growth is so thick it could obscure doors and windows;
be nothing more than a piece of art.
the area beyond might make an excellent hiding place or
8. Complex geometric patterns—exquisitely detailed and picked
location from which to spring an ambush.
out in yet-bright colours—decorate the area. The pattern could
7. Small deposits of dried faeces bare mute witness to the
hide the trigger for a secret door, be part of a complex trap or
presence of animals or monsters in the ruins. Characters wise
nothing more than decoration.
in nature’s ways—perhaps rangers or druids—might be able to
9. Words carved in the city’s common tongue proclaim a great
discern roughly what kind of creature left the deposits.
teaching or dictate from its rulers. The carving may also be
8. The walls in this section of the city—beset with crumbling
damaged, defaced or partially obscured.
mortar or other structural problems—are riddled with small
10. The sigil of the city’s patron deity, carved into walls, picked
holes. When the wind comes from one direction, it blows
out in mosaics and the like, is still visible throughout the city.
through these holes and makes a variety of sounds—from low
moans to high-pitched shrieks—dependant on its speed.
9. A deep well stands in the middle of a courtyard or square.
Weeds and small bushes grow nearby and moss and lichens
cover the stonework of the well’s shaft. The well is nearly dry, S TAT U E S , F R E S C O S A N D T H E L I K E
but some water still oozes through the rubble choking the
bottom third of the shaft. Alternatively, the well was used as a
Ruined cities are replete with statues, frescoes, carvings and the
convenient dumping ground for bodies during the city’s fall
like. Such features are an excellent vehicle for you to customise
and it could be haunted or its water irredeemably tainted.
and add avour to the city. Thus, remember to modify the
10. A mouldy ropes hangs from a building’s roof or upper oor.
various entries in these lists to better suit your ruined city and its
From ground level it is impossible to see the rope is secured
long-fallen masters. For example, a troglodytes’ subterranean
to a poorly placed, rusting iron spike. Characters climbing the
ruined city will have markedly different decorations to a snake
rope dislodge the spike and tumble to the ground.
folk’s ancient, jungle-wreathed home.

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5 : M A J O R R U I N F E AT U R E S powerful spells and the like might have a similar effect on


nearby walls, oors and ceilings.
11. The city was the site of savage ghting, during its fall.
Ruined cities are much more than a sea of rubble. Some places— Skeletons, and other leavings of the elder battles lie scattered
major temples, towers and forti cations—will have survived in about the place. Some of the dead do not rest easily. The
better conditions than others. In other places, the advanced presence of warm-bloodied, living creatures re-animates
decrepitude of the ruins create areas of heightened danger. them as weak, low-level undead such as skeletons and
Use the list below, to add major features and the like into the zombies. Individually, such encounters should be easy to
characters’ exploration of a ruined city. defeat, but their frequency will eventually wear down all but
the most powerful group’s resources and resolve.
1. A network of cellars, basements and other subterranean 12. Heroically-sized statues of important personages dot the ruins
passageways honeycomb the ground below this section of —standing in squares, at important road junctions and near
the ruins. Time’s remorseless onslaught has weakened their important buildings. Some are weather worn, and covered in
ceilings and supports; unwary characters may cause a local lichens, moulds and vines (as appropriate) while others are in
collapse and fall into the network. pristine condition.
2. Leering, moss-covered statues stand upon cracked and
teetering plinths. The nely detailed statues are life-sized.
Nothing more than decorations, some are unstable and fall if
disturbed by adventurers searching for hidden storage niches
and the like.
3. One windowless tower—standing slightly apart from nearby
buildings—is in much better condition than its neighbours. Its
roof is intact, and a bronze door, graven with many runes of
dire and fell aspect, remains rmly shut.
4. The city’s cobblestones and agstones are a
strange shape—triangular, circular or the like.
Some cobblestones have glyphs, sigils or
personal marks scribed into them.
5. The city’s architects used a special kind of mortar in
its walls; although faded and crumbling in many
places the mortar is a strange colour, and might
even have magical or quasi-magical properties.
6. Important buildings are a riot of decoration—beautifully
carved reliefs and bas-reliefs cover most surfaces and depict
important events in the city’s past. Many of these carvings
were originally painted, and ecks of paint survive here and
there to give a faint impression of faded grandeur.
7. A sea of jagged, tumbled rubble blocks the street, making
further progress in this direction dif cult. The rubble might
also be unstable, and more than a mere inconvenience to
unwary explorers.
8. Shades of the city’s fallen gather in this place—the place of
their death. They are insubstantial shadows easily missed by
unperceptive or distracted explorers. The shades are
harmless and ignore explorers, instead repeatedly acting out
the last few moments of their lives.
9. Either through happenstance or some lingering magical
energy, the ruined city has its own small weather system,
which is at odds to that of the surrounding area. (For example,
if the city stands in a desert cold and rain often beset it while
a city in the middle of a rainforest could be suffering
extreme drought conditions.)
10. Some parts of the city are decrepit and prone to collapse.
Those exploring without due care and attention could cause
walls to collapse, oors to give way and so on. Additionally,
combat in these areas is particularly hazardous as

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1 : O U T S I D E T H E M O N A S T E RY GARDENS
Most abandoned monasteries feature a now overgrown kitchen
A monastery is far more than the sum of its buildings. Most garden once used to supplement the adherents’ diets.
monasteries feature surrounding gardens, a graveyard,
outbuildings and the like. 1. A riot of weeds grows across the once ordered kitchen
garden. Pathways between the banks of beds are still just
GENERIC DRESSINGS visible. Here and there, the remains of rotting tools jut from
the chaos.
Use the list below, to add avour to any outside locale:
2. A rickety, worm-eaten hut yet stands upright. Its roof sags,
and the whole thing leans precariously to one side. (Opening
1. A gnarled, twisted ancient oak tree stands amid a thick stand
the hut’s door, causes the whole thing to collapse into a
of brambles. The tree’s branches droop low making the
sodden heap of rotten wood).
bramble patch an excellent hiding place.
3. A network of now weed-choked irrigation channels wends
2. The bleached, weather-worn skeleton of a humanoid lies
their way through the garden, lurking under the undergrowth
sprawled among the weeds. Even the most unobservant of
to trip the unwary.
characters can note the unfortunate’s smashed skull; clearly,
4. A shallow pool lies at the garden’s centre. Choked with reeds
whoever they were, they suffered a violent death.
and weeds, the stagnant water is rank and unwholesome.
3. Stands of weeds, brambles and small trees press closely in
upon the rutted track leading to the monastery’s gates. G R AV E Y A R D
4. Tracks criss-cross the area, giving perceptive characters clues
as to what might lurk in the surrounds. Lay worshippers, travellers and the sick (along, perhaps, with the
5. Wind chimes of threaded bleached and cracked bones hang occasional sacri ce) dying at the monastery are rarely granted a
from the boughs of trees dotting the surrounds. The macabre bier in the place’s crypt. Instead, they are buried, often
wind chimes clack together, in even the slightest breeze. anonymously, in the graveyard.
6. A murder of crows roosts in the surrounds. Overly large,
aggressive, and with a taste for warm esh, the crows watch 1. Thick clumps of dark-hued, noxious mud stud the ground,
intruders intently and quickly swoop to feast on any newly churned up as if by the tramp of many feet. Amid the mud,
slain creatures. several weather-worn, crumbling grave markers jut drunkenly
7. Rubble lies scattered about in the rough shape of a small from amid the mire.
outbuilding. Weeds grow through and within the rubble. 2. Heaped piles of earth and pieces of splintered, rotting wood
8. The foul sigil of a blasphemous power is burnt into the surround an open grave. A mouldering (empty) cof n lies in
vegetation. The sigil is over 20-foot in diameter. At its centre, a the grave. Perceptive characters investigating the cof n
pile of ash and splintered, scorched bones suggests a funeral discover scratch marks on the inside.
pyre, aberrant ritual or burnt offering took place here. 3. A wide, shallow hole serves as an un nished mass grave. A
9. An ancient burial cairn lies within the monastery’s bounds. tangled mass of bones, decomposing bodies and rotten
Several shafts have been cut into the cairn in search of buried clothes ll the hole. Perceptive characters can see wild animals
elder treasures. have feasted on the remains.
10. An old camp re lls a small, sheltered hollow. Marks on the 4. Victims of subsidence and age, the graveyard’s weatherworn
ground suggest three human-sized creatures slept by the re. grave markers stand at haphazard angles. Many markers are
illegible. Some graves have no marker.
THE OUTER WALL
Often, an outer wall protects a ruined monastery.

1. Ivy grows voraciously across the crumbling boundary wall.


Here and there, stones have fallen from the top of the wall
giving it an almost crenelated look.
2. Part of the wall has collapsed, creating a heaped pile of weed-
cloaked rubble. Many other small holes pierce the wall; when
the wind blows it whines and wails through the holes—
sounding like a veritable legion of the damned.
3. Some of the wall’s foundations have sunk and parts of the wall
lean drunkenly outward. Characters climbing the unsafe parts
of the wall risk it collapsing atop them.
4. Sharp shards of pottery and glass top the wall. Unwary
characters climbing the wall might not spot the hidden
danger, covered as it is with moss and lichen.
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2 : I N S I D E T H E M O N A S T E RY 4. Four re pits pierce the oor on the chamber’s perimeter. Ash,


charred wood and splintered bones choke the deep pits.
5. Black wrought iron cages hang from the ceiling on thick,
Monasteries are often large, rambling affairs comprising many rusting chains. Bones ll the bottom of the cages.
different rooms and areas 6. A deep, shadow-cloaked viewing balcony overlooks the
chamber. A narrow spiral staircase warded by a rusting iron
GENERIC DRESSINGS
gate provides access to the area.
Use the list below, to add avour to any inside locale:
PERSONAL CHAMBERS
1. Cracked tiles set with skull motifs cover the uneven, water- Many of the monastery’s staff likely had personal chambers in
damaged oor. which to rest, pray and study.
2. Thick, dusty cobwebs droop from the ceiling to only three-
foot above the oor. Thick sections of web hold cocooned, 1. Graf to scratched into the oor radiating out from a ruined
desiccated insects, and when the wind blows through the bed praises the monastery’s dark patron and begs him or her
area, the cobwebs undulate wildly. for power, wealth and prestige.
3. Shards of rotting, shattered furniture has been pushed back 2. A small prayer niche pierces the wall under a narrow window
against one wall, creating a tottering heap of sodden wood. which emits a faint beam of pale light into the room. A
Various crawling insects lurk within. hideously deformed squat statuette of some kind of demon
4. Cracks in the wall let in slivers of pale light which cast patterns or devil lls the niche and glowers down into the room.
on the oor. From one angle, a perceptive character realises 3. Large dried bloodstains mar the oor near the chamber's
the pattern is disturbingly familiar to the profane sigil of a rotting, sagging bed. Investigation reveals a jawless skull
demonic power. wedged between the bed and the wall.
5. Iron torches sconces jut drunkenly from the wall. The sconces 4. A heavy overturned oak chest lies across the doorway. Still
are evil things and wrought in the shape of the unholy sigil of locked, the chest’s key is long-lost. The chest contains clothes,
the monastery’s foul patron. perhaps a suit of armour and other mundane personal
6. Yellowing whitewash peels from the wall; the faint remains of possessions. Characters searching the chest may nd
a mural—destroyed by water damage long ago—are still faintly something (see “5: Treasures, Trinkets & Trash”).
visible on the wall. 5. Perceptive characters spot a loose agstone in a corner of the
7. Mouldy cowled black cloaks hang from a row of rusty iron room. A small storage niche lies beneath—which might yet
hooks hammered into the wall. A foul sigil picked out in hide a treasure (see “5: Treasures, Trinkets & Trash”).
purple thread is emblazoned on each cloak’s chest. 6. The previous occupant was an amateur artist. Badly drawn
8. Ghastly carven images of death, slaughter and sacri ce cover faded pictures of religious signi cance cover the chamber’s
the slender pillars holding the ceiling aloft. dirty, whitewashed walls.
9. Display niches cut high up in the walls hold leering, yellowed
skulls set to stare down at intruders. Paranoid characters may PUBLIC AREAS
suspect a trap or undead guardian. They might be right.
10. Occasional black agstone break up the uniformity of the Public areas in a monastery were designed, furnished and
otherwise normal agged oor. Such agstones could be set decorated to awe (or perhaps terrify) visitors.
in an overall pattern which careful mapping reveals, serve as
trap triggers or be nothing more than decoration. 1. A rotten bench leans against the wall. Although once sturdy,
the bench has seen better days. It collapses, if anyone sits on
PLACE OF WORSHIP it or tries to move it.
2. Deep scrape marks on the stone ags show where something
The centrepiece of any monastery, the church or chapel is an —perhaps a chest, heavy table or pew—has been dragged.
important place for the faithful. 3. The shattered remains of a stained glass window cover the
oor in dusty, multi-coloured debris. The remains of the
1. Scattered bones lie amid shattered pews and the detritus of glass’s lead inserts hang precariously from a nearby window.
war. Old bloodstains mar the oor and a smattering of rotting, 4. Blown by the wind, a bank of dried leaves, scraps of cloth and
rusting equipment adds to the forlorn scene. other bits and pieces of rubbish tangled up in and around a
2. Dusty and faded banners depicting scenes of evil’s triumph smashed chair choke a door- or archway.
over good hang from walls, reaching from near the ceiling to 5. The faint inscription “Elina Arpia was here” followed by a date
the oor. One or more may obscure the entrance to a private decorates a wall. The graf ti is in Common, and was obviously
chapel, hidden niche or escape passage. hastily carved.
3. Carved into the oor and lled with black gold (gold mixed 6. A fell litany daubed in now-faded black paint runs around the
with cobalt) a vast unholy symbol dominates the oor. Bits of walls of the area, at roughly a human’s head height.
the black gold have been chipped out, giving the sigil a
haggard, diseased look.
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3 : U N D E R T H E M O N A S T E RY 3. Rubbish and human (or inhuman) remains lls a worked hole


piercing the oor. Without excavating the rubbish, it is
impossible to discern how deep the hole is or where it leads.
Monasteries often have cellars, sub-cellars, crypts, treasure vaults 4. Sagging, wooden shelves line the walls. Drifts of dust,
and the like hidden below their aboveground buildings. collapsed boxes and other unidenti able things ll the
decrepit shelves which are obviously about to collapse.
GENERIC DRESSINGS
5. A lumpy sack lies on the oor. As the characters approach,
Use the list below, to add avour to any underground locale: something inside starts moving. Moments later, a feral rat
emerges and scuttles away.
1. Deep shadows that seem pregnant with malice cluster in the 6. A small oak coffer lies on the oor. Its lid remains shut, but has
corners of this area. While light pushes the shadows back, several gouges in it as if someone had tried to smash it open
they seem almost sentient and move disturbing at the edge
of the party’s vision.
CELLS & OUBLIETTES
2. The agstoned oor has shifted over the years, creating an A monastery dedicated to an evil power needs a constant supply
area of dif cult terrain. Insects dwell in the cracks between the of sacri ces.
ags and their tiny droppings litter the oor.
3. The stub of a torch lies on the oor. Soot stains on the ags 1. Rotting, stinking straw covers the oor of this area.
show it continued to burn after being dropped. Close Intermingled with the straw are the remains of a half-dozen
investigation reveals dried blood on the nearby stone. individuals. Small holes pierce one wall—feral and emaciated
4. Small holes at the base of one wall suggest an infestation of starving rats dwell within.
mice or rats; small droppings festooning the area con rms 2. Dried and smeared bloody handprints along with illegible
the presence of vermin. scratching on the wall provide macabre decorations for this
5. Dirty, rust-coloured water oozes down the wall into a puddle. chamber which yet reeks of despair, sorrow and death.
The water smells faintly noxious. Several hollows in the oor 3. Rough-hewn and slick with moisture the cell’s walls come
hold deeper puddles; incautious characters stepping in them together in the centre of the room to form a natural chimney.
get wet and create a loud splashing sound. 4. Small rusting cages set about the room’s perimeter are barely
6. Deep shadows cluster at the apex of this vaulted space, and large enough to hold a crouching human. Three of the eight
sounds echo oddly—perhaps disconcertingly—in the area. cages hold bones and rotting fragments of cloth and leather;
7. Part of a wall has collapsed, dumping bricks and crumbled the doors of the other ve gape wide.
mortar onto the oor, exposing the living rock behind. 5. Rusting manacles cruelly set high up on the walls hint at the
8. Cold, dirty water drips from the ceiling onto the oor (and any suffering of those incarcerated here. A skeleton lies beneath
explorers passing beneath). The water’s constant dripping each set.
makes hearing stealthy sounds dif cult. 6. Stagnant water covers the cell’s oor. Bones jut from the pool.
9. In the centre of the area, the agged oor is smoothed as if
by the passage of many feet. The section of smoothed oor is C RY P T S
slipperier than the rest. A mangled, rusting unholy symbol lies
by one wall. Investigations reveals dried bloodstains on the Use the list below, to add avour to the monastery’s crypt:
symbol’s chain.
10. Foul carvings of devils, demons and otherworldly creatures of 1. The carvings on this sarcophagus have been deliberately
the basest, most terrifying sort festoon the walls. Most are in defaced so no clue remain to who (or what) rests within.
bas-relief, but a few are in high relief, and leer down at 2. A rusting portcullis hangs from the ceiling. Nearby, its equally
intruders passing by. rusted mechanism has frozen solid. The portcullis is all but
immovable; however, if a character manages a prodigious act
C E L L A R S & S TO R A G E of strength the mechanism screams loudly when operated.
3. Decayed and desiccated dusty offerings stand upon this
Even a monastery dedicated to the blackest patron has need of tomb. The offering—dead owers, an empty wine bottle and a
mundane storage. Sadly, not everything the characters nd will single tarnished silver coin—stand at the head of the tomb.
take the form of glittering treasure. 4. The corner of this plain sarcophagus has crumbled away
giving a view of the web-choked bones and glimmering
1. A scattered, jumbled mass of broken barrels, smashed boxes, treasures lying within.
empty sacks and the like lls the back of this chamber. 5. Burial niches—one above another—pierce the walls from oor
2. The door to this chamber is swollen and jammed in place. to ceiling. Within each niche lies a jumbled pile of mouldering
Any character successfully forcing the door open actually rips bones wrapped in ceremonial burial shroud.
(or pulls) the sodden wood from its hinges, and may fall over 6. A faded mosaic comprising hundreds of shards of splintered,
so easy is the task. coloured bone depicts an unholy symbol sacred to the
monastery’s adherents.

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4: MINOR EVENTS 11. Small, precariously balanced sculptures of interwoven bones


stand at regular intervals along the corridor. At the party’s
approach—one after another—the piles loudly collapse.
Exploration of a ruined monastery will inevitably include 12. The clatter and clack of bone on stone (or the shuf ing tread
desperate battles against the foul creatures now dwelling within. of zombies) reaches the characters’ ears from an unknown
No doubt the characters’ investigation of the ruins will feature locale. The sound could be an illusion designed to scare
innumerable minor events which won’t end in combat. Use the list intruders away, the tread of undead guardians or an echo of
below, to add such minor events to your game: what once was.

1. Grit and dust sift down from the ceiling.


2. A soft wind caresses the characters’ faces; their unprotected
light sources waver under the breeze’s onslaught, but do
not go out.
3. The faint clang of metal striking stone reaches the
characters’ ears, from somewhere in an
unexplored portion of the complex.
4. An emancipated rat scuttles into sight from
around a corner or out from under a pile of
rubbish. When it spots the characters, it turns
tail and ees the way it came.
5. A sudden chill settles over the party; the most
paranoid character feels like someone just
walked over their grave.
6. The clatter of stone or slate from
elsewhere heralds a small collapse of
masonry or the like.
7. The most paranoid (or cautious)
character hears what they believe
to be faint chanting in a harsh,
otherworldly language. The
chanting is at the limit of the
character’s hearing, and
seems to come from
deeper into the
complex.
8. A faint chittering sound
slowly gathers into a
deep moaning that
emanates from an
indeterminable, and
ever-shifting, source.
9. A s l i v e r o f f a i n t
luminescent light greets
the party’s eyes when they
round a corner or enter a
n e w a re a . I n v e s t i g a t i o n
reveals a small amount of faintly
glowing lichen lling a deep
crack in the opposite wall.
10. Thick growths of glistening
greyish slime grows across the
ceiling. At the party’s approach a
small blob of the slime drops from
the ceiling and splatters loudly on
the oor.

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5: TREASURES, TRINKETS & TRASH slowly in the breeze, and makes a faint clinking sound when it
strikes the wall.
2. Lying on the oor, still attached to a fragment of silver chain,
No doubt, the characters will nd many objects of interest during this small platinum locket is hopelessly squashed.
their exploration of the ruined monastery. Either roll on a relevant 3. Hacked in twain the two pieces of this golden oval heart-
list below or determine randomly what the characters nd. shaped bowl lie at opposite ends of the room. Hurried
investigations may overlook one of the pieces.
D20 C ATEGORY F OUND 4. Hollow and pierced by many small holes this mace’s head has
01-10 Trash a compartment which can be lled with (un)holy water. (The
water splatters a creature struck by the weapon). The mace’s
11-16 Trinket
haft is missing, but a skilled weaponsmith could repair it.
17-18 Treasure
5. Facing the wall, a skull lies on the oor amid a pile of bones.
19 Roll twice, ignoring results of 19-20 Investigation reveals the unfortunate’s teeth had been
20 Roll thrice, ignoring results of 19-20 replaced with a set of incredibly sharp iron false teeth.
6. A slender ve-foot long silver chain hangs from a thick leather
TREASURES collar sized for a large dog (or perhaps a slave). Dried blood
covers the the collar.
Determine the value of treasures found in the monastery as 7. A battered shield lies on the oor, face down. It bears the sigil
appropriate for your campaign. of a good-aligned faith and belonged to a young, crusading
paladin. The local church would be delighted with its return—
1. Caked in dried blood, viscera and dust, this shattered although the neophyte paladin’s fate remains a mystery.
longsword’s pommel and crossguard are wrought from pure 8. This crumpled, water-damaged scroll bears a foul and
silver. Symbols of honour, purity and goodness decorate the blasphemous prayer. The text also provides a clue—a
weapon’s pommel. passphrase or command word—which might prove useful
2. A small pouch contains mostly normal silver and copper later in the party’s exploration.
coins. However, three gold crowns—stamped front and back
with the sigil of an unholy power—hide among the less TRASH
valuable coins.
3. A small wooden coffer the size of a jewellery box holds Many items of no value lie among the monastery’s tumbled ruin.
nothing but dust and a plush red velvet lining. The box is Such items could have lain here since the monastery’s fall or might
lockable and the key yet remains in the lock. be the leavings of exploring adventurers or the current denizens
4. This yellowing bone whistle is festooned with ragged black of the place.
and red feathers of indeterminable origin. If blown, the pipe
emits a thin, high-pitched wailing sound which unsettles 1. A helm lies on its side on the oor. A huge rent pierces the
mindless undead hearing it. rusting piece of armour and the glimmer of white bone is
5. This twisted slag of gold and silver was once a crusading clearly visible within.
paladin’s holy symbol. At its centre, fragments of the paladin’s 2. This scroll of thinly cured human esh once held a profane
skull yet hold a fragment of her—now deranged—soul. spell; now it is featureless. The sheet is so light even the
6. Hanging from a decomposing earlobe this silver teardrop- gentlest breeze causes it to utter and shift; paranoid
shaped earring is covered in grime and solidi ed viscera. adventurers may think it is haunted!
7. Untold years of wear have worn smooth the inscriptions on 3. The ragged scraps of a prayer book lie about the oor, as if
this thin ancient golden torc of once exquisite design. someone tore a book apart. Much of the book is illegible, but
8. With a jagged blade and overly large pommel this silvered a few key passages remain—and perhaps they give an insight
dagger seems out of place in its plain leather scabbard. The or clue into the pass phrase for a magical trap or secret door
arcane runes for undead and destruction decorate the inside located elsewhere in the complex.
of the scabbard in silver thread, and could bestow the dagger 4. This set of four six-sided bone dice are etched with macabre
temporary magical powers against certain types of foe. images of torture. The dice are misshapen, hateful things.
5. Burnt fragments of studded leather armour have been
TRINKETS wrapped up and thrust into a torch sconce.
6. Faintly inscribed words in a foul, otherworldly language are
Often of little value, trinkets can serve to add avour and context still evident on these scarps of burnt papyrus.
to the ruins. 7. Mouldy, and with a huge rent in the back, dried blood coats
the inside of this black cowled robe. Yellow thread on the
1. A discarded wrought iron holy symbol of the monastery’s robe’s chest picks out a blasphemous symbol.
patron power hangs from a thin rusting chain wrapped 8. A skeletal hand yet clutches the remains of this burnt down
around a piton hammered into the wall. The symbols swings torch. The hand appears severed cleanly—perhaps by a
powerful sword or axe blow.
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R U I N E D W I Z A R D ’ S T OW E R

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1 : O U T S I D E T H E T OW E R 1. Rubble and fallen masonry cover the ground surrounding the


ruined tower. Some of the stones and chunks of masonry bear
strange runes of obvious magical origin and intent.
Wizard’s towers are strange places full of esoteric items and Knowledgeable characters can identify many of the runes as
features of unknowable purpose and arti ce. pertaining to defensive spells and enchantments.
2. The shattered remains of several gargoyles and other
decorative features lie intermingled with the rubble and other
debris surrounding the tower.
3. Sections of the tower’s remaining walls are blackened and
scorched as if exposed to intense heat. In places, the heat was
so strong, the stone is vitri ed.
4. The grass, bushes and other vegetation around the tower has
grown stunted and twisted. The berries on the bushes are a
deep purple in colour and are much smaller than berries
found on normal bushes.
5. A camp re amid the rubble shows where at least one
previous set of explorers spent the night. The re’s embers
are cold.
6. The shadow cast by the ruined tower seems deeper and more
elongated and jagged than it should be even in the strongest
midday sun. From certain angles, the shadow looks like a
grasping claw crawling away from the ruin.
7. A preternatural silence hangs over the ruin. Nearby, no birds
sing and no animals scurry through the undergrowth. Even
the wind seems strangely diminished as if it dares not blow
over the tower’s remains.
8. The ruin is unstable and small rocks and stones still
occasionally fall from the crumbling edi ce. Like occasional
rain, the clatter of stones falling from above is sporadic, but
strangely the tower never seems to diminish in size as a result
of these falls.
9. Lying stark upon the ground, the bleached skeletons of
previous explorers lie scattered about the tower’s environs.
Some clearly died violent deaths—broken and splintered
bones being evident—while others seem to have no obvious
cause of death.
10. A network of now weed-choked ditches and overgrown
earthen banks surround the tower. From the air, a character
skilled in the magical arts might realise the layout of the
ditches and banks strongly resembles a symbol of protection
used to ward off otherworldly threats. It is likely—given the
damage to the surrounds—the symbol no longer functions (if
it ever did).
11. A profusion of overly large owers of purple, yellow and red
hue grow in great clumps about the base of the ruined tower.
Their ponderous petals nod gently in the breeze and the
exotic scent of their pollen lls the air.
12. The skeletal remains of some huge winged beast lies trapped
across the tower’s ruin. Its bone lie scattered across a wide
swath of ground about the tower.

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2 : I N S I D E T H E T OW E R heavy. A skilled tracker may be able to make out a single


footprint among the crushed glass.
11. The shattered remains of alchemical equipment—smashed
Within wizard’s towers, terrible, eldritch deeds are wrought and test tubes, retorts, and the like—lie scattered about the oor.
strange, otherworldly research is carried out to its logical, but The trash is quite deep; this might be a good place to nd a
sometimes unwise, conclusion. Such arcane works leave their lost treasure (see “5: Lost Treasures”).
mark on the fabric of the place. 12. The remains of a stuffed owlbear lean against one wall. The
creature is huge and has been posed with its arms
1. Rubble, wind-blown leaves and the detritus of previous outstretched as if it were about to pounce. The creature is
exploration and the like cover the oor. Bones lie amid the now mouldy, missing many of its feathers, and looks in a sorry
mess; some are merely the remains of animals who wandered state. Paranoid characters may think the creature an animated
into the tower while others are much larger and have clearly guardian (and they could be right…)
lain here for some time. 13. A large tripod, that still supports a gong almost cleaved in
2. Broken, rotting furniture lies scattered about; other smaller two, leans drunkenly against a wall. The gong’s hammer—
remains—perhaps plates, mouldering books or other similarly broken in two—lies on the other side of the chamber.
mundane items—hint at the functions of various rooms and Careful examination of the hammer’s head and the gong
are intermingled with the larger pieces of trash. Many of the reveal small sections of scorched metal.
pieces bear the wizard’s personal sigil. 14. Many pieces of burnt and scorched parchment swirl about
3. Iron torch sconces jut from the walls. Of various esoteric the chamber, caught in the grip of an unseen and unnatural
designs some are wrought to resemble skeletal arms while breeze. The breeze emanates from the oor in roughly the
others appear to resemble the arms and claws of terrible, centre of the swirling mass of parchment.
otherworldly beings. A few are in the shape of various 15. A hole in an external wall once held a small forge connected
forbidden magical runes. to the outside by a short length of bronze chimney. The forge
4. In places, rotting oaken wainscotting hangs from the walls has been comprehensively shattered, but the short length of
while in others its remains litter the oor. Several missing bronzed chimney—now green with verdigris—still precariously
panels once concealed secret storage niches and the like clings to the wall.
which are now revealed (and empty). Perhaps some of the 16. A pile of broken furniture, fallen masonry and the like partially
remaining panels yet conceal similar niches. blocks access to the next area the characters try to enter. It
5. Esoteric symbols decorate the risers of the stairs linking the looks like the pile has been placed here—perhaps as a
tower’s various levels. As the stairs rise through the tower, the rudimentary breastworks.
character of the symbols becomes darker and more 17. Carved into the oor in the centre of the room are the words,
unknowable. Magical traps could yet lurk among these “The blade overcame the art”, in Common. Unperceptive
symbols. Others could hide dusty, undisturbed storage niches characters or those moving quickly might miss the small
perhaps containing a hidden treasure (see “5: Lost Treasures” carven words.
to determine what might lie within). 18. An arrow slit or window pierces one external wall. A rusting
6. Dusty, water damaged tapestries hang from the walls. None grappling hook is wedged upon the sill. Outside, a short
of the tapestries depict normal, mundane scenes. Instead, length of rotting rope hangs from the grapnel. Characters
they show various horrible otherworldly monsters and grim investigating the rope can easily see it has been cut—the ends
planar scenes of destruction and slaughter. are not frayed—which hints at foul play.
7. The remains of a large wooden bookshelf, pulled away from 19. Dried blood covers the oor and wall. In the midst of the
the wall and smashed, cover the oor with shards of soft, blood lies the cold, but not yet decomposed body of an orc
mouldering wood. Intermingled with the mess, perceptive (or other humanoid appropriate to the setting). Strangely, the
characters nd the rotting remains of several books all orc wears only a loincloth. In death, its face is twisted into a
rendered worthless and unreadable by time and weather. The savage snarl. A strange, acrid odour rises from the corpse.
faded titles on some of the covers—The Demonomicon, On 20. A jagged sword blade protrudes from a gap in the wall or
the Art and so on—are just legible. oor between two closely set stones. Distracted characters
8. Small sections of stonework appear to have been melted by could walk into the blade and injure themselves Of the
splatters of some kind of powerful acid or other agent. It sword’s hilt there is no sign in the immediate vicinity, but the
looks like the splatters descend one wall before crossing the characters nd it in the next area they explore. Its pommel
oor for a short distance. was clearly once set with precious gems—several small empty
9. A faint, unplaceable odour hangs in the air, and seemingly holes show where they once glimmered.
resists dissipation by any wind or air ow short of hurricane-
strength winds. The smell is reminiscent of a wet dog or cat.
10. The shattered remains of two glass vials lie scattered about
the oor. In one place, it looks like the glass shards have been
crushed into nothing more than fragments by something

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3: LINGERING SPELL EFFECTS

Wizard's towers are strange places. Sometimes, even after they


are destroyed or abandoned strange effects—leavings of the
wizard’s esoteric researches and work, or
lingering echoes of whatever befell the wizard
—remain after the tower has fallen into wrack
and ruin.

1. A small globe of darkness hovers in


mid-air. Faint wisps of shadow drift
from the globe to seemingly evaporate
as they oat away on a faint breeze. The
temperature is noticeably cooler, in the
vicinity of the globe.
2. A silvery rune graven into the
oor still gives off a faint glow,
which is practically
undetectable in daylight but
obvious in dim or darker light.
3. Shadows move and shift in the
corner of the characters' eyes but
disappear or stop moving
when looked at. The shadows
are of a variety of shapes and
sizes; perceptive characters notice
several of the shadows have deeper
spots that look disturbingly like eyes.
4. Heatless yellow ames dance about an
ornate chandelier hanging from the
ceiling in the centre of the room.
5. A permanent unseen servant, its magic
now fading, yet haunts the tower. It
continues to mindlessly try to tidy the
tower; in its vicinity small objects move,
dust gets blown about and so on. Some
characters might believe the tower is
haunted, as a result.
6. Scattered shards of a crystal ball lie
about the oor; much of the crystal is
shattered into tiny fragments. A few
large fragments remain, however;
within them, faint eddies of mist yet
swirl in suggestive patterns.
7. A permanent magic mouth
programmed to greet visitors to the
tower remains functional. It bids guests
welcome and warns them against
entering certain areas unaccompanied.
8. Characters entering this area are struck
with a feeling of nameless dread—the
remains of a permanent fear effect
placed here to keep
intruders away from a
hidden treasure.

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4: STRANGE SIGHTS & SOUNDS

Wizard's towers are strange places, full of strange sights, sounds


and smells.

1. Cut into the wall, a glowing rune—etched in pale red light—


provides faint illumination, akin to that of a candle. A careful
examination of the rune reveals the light to be gently
pulsating. Characters steeped in arcane lore can identify the
rune as the wizard’s personal sigil.
2. Glimmering motes of multi-coloured light drift gently through
the air, on the breeze. Feather-light they can be blown or
pushed about, but disappear if they touch anything.
3. The faint scent of burning or scorched esh hangs in the air,
and stubbornly refuses to dissipate. The smell is particularly
strong in areas featuring scorched and blackened stone.
4. The faint suggestion of chanting—screeched in a high-pitched
desperate tone—reach the party’s ears. The chanting seems to
come from a higher oor in the tower. This is an echo of the
tower’s master’s nal spell. The chanting ends in a choking
sounds that trails away into nothingness.
5. Wisps of mist—glimmering with a soft effulgence—drift down
the stairs from the wizard’s laboratory or library.
Investigations, reveal the wisps are emerging from a dented
iron cauldron of odd construct. The cauldron is empty, but the
wisps continue to emerge as long as the cauldron is within
the tower.
6. The temperature suddenly drops to freezing. Ice forms
quickly on any metal or stone surfaces. Moments later, the
temperature rises far above boiling and the ice steams away
in mere second before the temperature returns to normal.
7. Birds swoop and dive about the tower, but none land on its
crumbling structure; something seems to repel them from its
surrounds. Sometimes when the birds swarm in vast numbers,
their calls and squarks can reach near cacophonous levels.
8. The characters repeated hear the same sound, as they
explore the tower. It could be chucking, crying, screaming,
whispering or something else entirely. Wherever they go in
the ruin the sound follows them, but seems to come from
nowhere in particular.
9. Insubstantial gures move about the tower, reenacting their
last actions therein. They take no notice of the characters and
act as if the tower was in perfect condition. This could mean
they ascend missing stairs, walk through doors long since
decayed and fallen or use objects and furniture no longer
present in the tower.
10. A tiny rippling curtain of black energy covers part of a wall.
The darkness is a portal to the wizard’s extra-dimensional
storage space. It is too small for most characters to enter, but
someone putting their hand inside might be able to grope
and recover a lost treasure (see “5: Lost Treasures”).

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5: LOST TREASURES 11. An ornate crystal hourglass lies on its side under a table. It is
in surprisingly good condition. The multi-coloured sand takes
one hour to drain from one chamber to the other.
Wizard’s towers are strange places full of esoteric items of 12. Stone stoppers ll both ends of this overly wide and long,
unknowable purpose and unidenti able arti ce. hardened leather scroll tube. The tube feels empty, but
characters opening it discover three feathers prepared for use
1. An old platinum coin lies amid the dust and grime of the as quills of ne enough quality for use in scribing scrolls and
tower. So old it is almost worn smooth it is a remnant of an spellbooks. The feathers—beautifully multi-coloured things
ancient, fallen evil empire imprinted with the insane, broken that shimmer in the light—come from a couatl.
psyche of an elder lich.
2. A tightly wound scroll contains the wizard’s rst musing on the
subject of lichdom and the steps that might be necessary to
begin the transformation. The research is at a very early stage
but nevertheless provides important insights into the process
(and perhaps the author’s state of mind).
3. A crescent moon sigil decorates the hilt of this nely wrought
silver dagger. The weapon rests in a wolf-fur scabbard.
4. Four belt pouches festoon this surprisingly well preserved
wide leather belt. The pouches contain an array of material
components for common low-level spells along with a vial
lled with silver dust worth 25 gp.
5. Hanging in the remains of a cupboard or wardrobe this once
ne, now dusty and dirty, red robe clearly once belonged to a
wizard who wanted to be identi ed as such. It has a
deep cowl and wide sleeves. Small pockets—deep
enough to hold a coin or small spell component
—pierce the inner hem of each sleeve.
6. Three sturdy clay vials each etched with the
same magical rune ll a small wooden box.
Ornately carved with magical symbols, the box
has three sections each perfectly size to take
one of the vials. Whatever the vials contain,
they are clearly a set.
7. Decorated with jagged lightning bolt sigils,
woven into and among other protective sigils
these supple, leather bracers are ne enough to be
imbued with magic.
8. Carved from basalt rock, this beautiful statuette of a
horned owl has a deep crack running down its body. This
statuette is a gurine of wondrous power (serpentine owl),
but the damage it has suffered reduces the duration of its
transformation by half.
9. Rolled up, and hidden under other detritus and
rubbish, lies a ve-foot square black rug. A
gleaming silver pentagram pattern decorates
the rug. Characters wise in arcane lore can
identify the pentagram as one designed to
con ne a summoned creature.
10. Covered in dust and grime, this hand-sized
prism radiates faint divination magic.
Investigations reveal the prism is enchanted to
reveal the presence of magic, but has a range of
only about two-foot. It is useful for examining
magical items, but less useful when used to search
for magical traps.

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S H A D OW E D B O R D E R L A N D

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1: BORDERLAND DRESSINGS 11. An emaciated woman stands in a eld, arms outstretched to


the heavens. She recites funerary hymns and stares
unblinkingly at the sun. She is blind and deaf to the party, and
The world is dangerous out on the borderlands. Looming threats lapses into brooding silence if restrained.
and mysteries lurk behind every cliff and tree. 12. Three hangman’s nooses dangle from a tree. There’s no sign
of a scuf e, only a feathered cap discarded on the ground.
1. A boar limps out of the underbrush, snorting and whining. Further down the road, the ground is sprinkled with green
The arrow protruding from its hind legs is of strange design, arrows. None have found their mark.
and seemingly carved of stone. Black veins radiate from the 13. Three riders approach. They are armoured as if for war, and
wound, indicating infection or worse. their mounts are barded. They give the party a wide berth as
2. Two brown rabbits are caught in a hunter’s trap. Judging by they pass, too far for any sort of detailed scrutiny. Should the
the rabbits’ emaciated condition, they have been here for party approach, the riders draw their weapons and bolt.
some days. Strangely, no larger predators have come along to 14. Wolves howl in the distance. Judging by their calls and
claim this prize. A sense of foreboding surrounds the area. cadence, they are stalking injured prey. The chase continues
3. A deaf old man invites the party to share his re. Beyond this for several minutes, until an abrupt about face. From over the
simple gesture, he makes no attempt to communicate or horizon echo the whimpers and whines of wolves in pain.
provide food. Indeed, he grows increasingly erratic the longer 15. Throughout the night, torches and camp res refuse to stay lit.
the party stays, culminating in a violent t of silent anger. Strong gusts blow them out, sudden deluges extinguish them
4. A terri ed stallion bolts across the party’s path, oblivious to its or they simply gutter and die of their own accord. Even
surroundings. If the horse is caught and calmed, its magical lights seem to icker, uncertain of their strength.
saddlebags provide some coins and food, but no clues as to 16. Giant tracks of some beast or humanoid cross the party’s
the owner’s fate. A strange brand is seared into the horse’s path. The markings are unusual—seven toes, claws and an
jaw, and it is fresh. uneven number of legs. The creature was dragging
5. A rider dressed in unusual clothes emerges from the brush, something nearly as large as itself; tarry black blood obscures
waiving an ornate bronze dagger above her head. She speaks some of the tracks.
an incomprehensible language, but shouts at the party with 17. A fresh corpse hangs from a tree, riddled with arrows. Flies
some urgency. Cold sweat drips from her face. Frustrated, she feast in the various gashes of its skin. Many mutilations took
runs off down the road. place after the unfortunate victim’s passing. This is clearly a
6. A fresh corpse sprawls on the side of the road. No injuries are warning for other travellers.
apparent, but her expression is one of extreme shock. The 18. Hot, sti ing mist rolls over the landscape, smelling of
eyes within her head have turned to bronze, and the coins sweetness and sharp lye. The air is deadened into silence, but
within her purse are iron. She holds a blank scrap of blood pounds in the party’s ears. Even owers wilt and insects
parchment in a curled hand. go silent. The feeling of suffocation is near unbearable, and
7. A discarded doll lies face down on the ground. It is of ne the mist does not pass for several hours.
make, and well loved, but has been discarded for some time. 19. By morning, dusty cobwebs festoon the camp. They infest
Burn marks line the doll’s dress, and lice crawl through its hair. armour, packs and even the inside of tents. Shrivelled spiders
The toy is warm to the touch, and oddly soft. litter the ground, but no living arachnids survive in camp.
8. The party passes a rough-hewn statue of a crying woman. 20. Ragged horns sound in the distance. By the time the party
Judging by the quality of the work, this may have been the arrives, they nd boar hooves, blood splatters and stone
passion project of an unskilled labourer. Trees and vines weaponry of unknown make. Was this a mere hunting party?
partially cover the stone, drinking life from the dew collecting Or something far worse?
on the statue’s face. Despite its hurried craftsmanship, the
statue conveys a sense of utter loss.
9. A haunting song is warped by the breeze. The lyrics are of a
dead language, but the tone is obviously mournful. The tune
distorts as the party approaches, until it is nothing but a
discordant howl of wind through a shattered stone. As the
party leaves the stone, the song begins again.
10. A nervous merchant approaches the party and offers his
wares—mostly torn clothing and cheap jewellery. He displays
these in frenetic bursts, scratching his skin and chattering
incessantly. While he offers many items, he does not offer his
name. As the encounter drags on, the man grows increasingly
agitated, eventually eeing from the party in terror.

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2: BORDERLAND LANDMARKS 11. Ruvian Column: A rough bas relief decorates this towering
black marble obelisk. While wind and rain have eroded the
details, the broad strokes are clear. The relief tells the story of
Much of the borderland is still unmapped. Some notable features the three-armed warriors, bearded and bristling, and their
have become local landmarks and serve as waymarkers or conquest of the region. The heroes face monsters and armies,
meeting places. and nally die upon uniting the realm.
12. Echoing Well: This dizzying pit is just wide enough for a
1. Split Tree: The trunk of this massive oak splits at the base, skinny man, but it splinters as it twists into the dark. Rough
forming an enormous “V”. Ancient charred wood and twisted stones punctuate the walls, and some fearless explorer has
splinters suggest some act of violence broke the tree in twain. carved handholds down one side. Shouting down the well
2. Burbling Pond: This clear and inviting pond sits at the base yields an echo after several seconds, but the returning voice
of a rocky ravine. A constant stream of bubbles provides the has a hollow, frightened tone.
only clue that something is amiss. The water is deadly poison, 13. Barrow Hills: These large, even hills extend for hundreds of
though the effects can take hours or even days to manifest. meters in every direction. Red and orange owers catch the
3. Merry Skeleton: Nobody knows who the corpse was, or light between pale blades of grass. Beneath the layers of
where he came from. Now, the merry skeleton sits on the side fertile soil, chunks of granite are heaped together into
of the road, limbs twisted in a macabre pose. Travellers mounds. What lies beneath the granite, who can say?
festoon the corpse with red string and owers, and some 14. Broken Cage: This ruined web of iron bars was once a
even leave coppers to pay for his continued good health. massive cage. Now, it sits broken and uneven at the base of a
4. Grey ower Fields: Large patches of grey owers dot the small ravine. Weather has worn and rusted the bars, reducing
hills. No bees or animals frolic in these elds, and the owers’ some to mere spikes. Judging by the cage’s size, the prisoner
scent is of ash. Wanderers who camp in the elds experience must have been twice the height of a man.
leaden, dreamless sleep. 15. Blinding Waterfall: This waterfall is little more than an
5. Black Cairn: This strange obelisk looks neither natural nor orange stream trickling between two rocks. However, the
carved. The stone is shimmering black, and re ects moonlight liquid is extremely caustic, and burns through cloth and esh.
into rainbow prisms. By day, the stone radiates a silent heat. While the plants around have withered and died, desperate
By night, crystalline frost spirals down its spine. Tiny animals animals still try their luck. Bones litter the ground.
are found impaled by its barbs, though none know if they are 16. Giant’s Pool: Out in the wastes, a grinning skull the size of a
trapped or placed here. horse guards a small pool of water. Scattered nearby are a
6. Forgotten Shrine: A small stone shrine lies in peaceful ruin few vertebrae, teeth and other miscellaneous bones. Uneven
by the road. Broken pieces of coloured glass from its once- horned growths riddle the skull, but the creatures who drink
ne windows suggest a cheerful patron god or spirit, but no at this pool don’t seem to mind.
symbol of divinity remains. Now, travellers leave their own 17. Teetering Tower: The Teetering Tower should have fallen
tokens and prayers. The forgotten shrine holds a variety of years ago. It leans heavily to the west, nding some purchase
statuettes and icons dedicated to an entire pantheon upon its on a sickly willow that sprung up beside it. The remains of the
tiny, crumbling pedestal. top of the tower lie in a broken heap beyond the tree.
7. Icewhip: The Icewhip comprises three jagged bluffs 18. Lost Battleground: This empty eld yields nothing upon rst
protruding violently from the earth. Each bluff ends in a glance. A careful traveller, perhaps resting on the soft earth or
sharpened edge upon which the wind splits and wails. These setting up camp, may begin to notice signs of war.
low peaks are the rst to see winter’s touch, and the last to Arrowheads, rusted mail and fragmented bones poke up
thaw. Even in summer, they can smoke with icy frost. from the slick mud. To the west, hastily dug trenches and
8. Widower’s Hut: The widower is old beyond reckoning, and latrines marked the boundary of one army’s camp. The longer
consumed by grief beyond reason. He emerges from his the party stays on the battleground, the more the slimy
wooden shack to ask passers-by for news of “Valenta,” but ground feels like rotting esh.
barely comprehends their responses. 19. Crosswise: Two cobbled roads meet at the bottom of a
9. Witching Tree: Carven runes from ages past decorate the rolling valley. A round stone marks the juncture. However,
red-hued Witching Tree. Rumour holds the bark is stained chisel-wielding vandals have erased any text on the stone,
from human blood. In any case, the thin black leaves rattle in and the roads fade into nothingness after a dozen meters.
the wind, and its creeping branches scrape the ground. 20. Rhycliff: This rocky ledge extends far over a deep gorge.
10. Moss Walls: On either side of a stream, a grid of charred From below, the Rhycliff looks like it should have fallen
stones poke from the mud. A weary traveller might be too centuries ago. From the top, the uncertain slope threatens to
hurried to see the pattern, but the Moss Walls are all that lure unwary explorers over the edge.
remains of a sprawling settlement. Charcoal and shattered
stone speak to a violent end to the place.

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3: BORDERLAND LEGENDS

The borderlands are a breeding grounds for strange rumours.


While most are fanciful falsehoods, many hold a kernel of truth.

1. An ancient city fell to ruin when a blood feud spiralled out of


control. The crumbled ruins can be found in the wastes, with
treasure hidden within. But beware the symbols of the two
rival factions: a sparrow and an oak.
2. Three thieves ed to the borderlands after their heist of the
Carrion Ruby. After many days of hunger and thirst, one thief
killed and ate the others. However, his hunger was not sated.
In his delirium, he mistook the ruby for an apple and choked
to death.
3. The peasant Ruthen was raised to the title of lord after many
heroic deeds. While he ventured to right
the wrongs of the world, his sons
became fat and wealthy. Disgusted,
Ruthen buried his inheritance in a
borderland cave, and placed
guardians to protect it.
4. The Last Priest wanders the borderland.
He claims to be the last disciple of the First God, and
only through him can the god live. He can bestow
powerful blessings, and is capable of undoing curses
and prophecies.
5. The Blind Swordsman fought his nal battle somewhere here
among the rocks. Though he vanquished his opponent, he
was dealt a grievous blow. His sword lies where re springs
from water.
6. It is terrible luck to light a camp re after the sun has set.
Travellers should begin their res in the dusk, or not at all.
7. The borderlands house the secret crypts of all past kings and
great rulers. They come here once their rules have ended to
be buried with their kin.
8. Stay far away from the Penitent One. His guilt drove him to
curse himself, and in ict terrible mutilations on his esh. Now
he stalks the borderlands, shouting his agony to the stars.
9. Travelling groups of ve always see misfortune. It is better to
begin a journey with four or six, or the borderlands will take
one for its own.
10. An army of giants sleeps beneath the ground. Should too
many travellers pass at once, the monsters may awaken and
wreak havoc upon the world.
11. A tribe of wild men use the borderlands as a hunting ground.
A child of this tribe does not become a man, until he has
scalped a traveller and taken his horse.
12. The Icewhip (“Borderland Landmarks” #8) is the spinal
ridge of a titanic sleeping dragon. It chills the
air and draws magical auras into its
orbit. A traveller who sleeps atop the
Icewhip shares his dreams with
the dragon below.

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4: STRANGE BORDERLAND EVENTS 11. Dry lightning cracks from cloud to cloud. As the storm builds,
the lightning changes from white to blue to red.
12. At a fork in the road, a wooden sign has been meticulously
Few journeys in the borderlands are without incident. Strange vandalised. The smoking runes, too precise for human hands,
signs and omens can stalk any traveller therein. obscure the sign’s original markings.
13. First one, then two, then a hundred ravens perch in the trees
1. The shadows are off today. Though the sun is high in the sky, above the party. Without a sound, they watch the travellers.
the shadows run long, and at odd angles. When the party leaves the grove, the ravens fall lifeless from
2. The maddening call of frogs and crickets build to an the canopy, landing with sickening thuds.
unnatural, undulating crescendo, then suddenly cease. 14. The camp re twists and gutters as if caught in a hurricane,
3. The distant wailing of a mournful song echoes across the though the night has barely a breeze.
plains. Or is it merely the wind? 15. The party’s eyes turn black by the light of the camp re. A
4. A hunted bird is missing several of its organs, including its cleansing dawn returns them to their natural colours
heart. It twitches even as it is being cooked over a camp re. 16. Through the twilight mists, the moon takes on a red and
5. Strange rock pillars dot the landscape. They are balanced sickening hue. It seems to spin slowly in its journey, and an
precariously, but show no evidence of recent arrangement. echoing dripping noise plagues the party all night.
6. Thin ice covers a pool of black water. This unnerving mirror 17. The party come across a grisly scene—a pair of rabbits are
distorts the viewer into misshapen, shimmering fractals. stained red with blood. They seem to have eaten their young.
7. Large clumps of bloody fur dot the trail. No skin or esh can 18. A kettle of vultures follows the party for days. When the group
be found, however. stops to rest, the carrion birds land within arm’s reach, and
8. Black earth spirals across the ground in demonic patterns. posture as if claiming each body for their own.
This seems to be a natural phenomenon, but is still unnerving. 19. A week’s worth of rations goes bad in an afternoon, turning to
9. A rocky crag protrudes from the landscape. It featured a thick and foul black sludge.
prominently in the party’s dreams the night before. 20. Thousands of rodent skeletons cover a nearby eld. No
10. Worms squirm from the earth and towards the party. They do predator can be found. If the characters investigate, a
no attack or provide any sort of obstacle—rather, they are perfectly healthy mouse struggles to the top of the pile,
gripped with a suicidal impulse to be trampled underfoot. quivers and dies.

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5: STRANGE BORDERLAND FOLK a humble offered prayer. Tharkan is fat and jolly, all too willing
to share a cup of wine and regale a traveler with a fanciful
tale. His cave is a crowded mishmash of shrines, candles and
No sane man or woman lives in the borderlands. This is a place for animal sacri ces.
outcasts, fanatics or adventurers. 8. Franches Runard (CG male human ghter 1) is an artist and
sculptor, as he will tell you in his long introduction. He spends
1. Gravin Morningfall (NG male human ghter 3) is on a quest most of his time travelling from city to city, working for
(though he refuses to state its goal). Grand and naive, with patrons and thrilling his viewers. When he runs out of
sparkling eyes and a winning grin, Gravin gladly invites any inspiration, he heads to the borderland to fast and meditate.
travellers to his re (if not his tent). After all, he travels with a Despite Franches’ amboyant act, he knows how to survive on
small retinue of squires, cooks and porters. He is the fourth the borderlands. A dagger and chisel share adjacent
son of a wealthy aristocrat, born with a silver spoon in his scabbards at his waist.
mouth and dreams in his head. 9. Ulrich Cast (NG middle-aged male human ranger 2) is a
2. Kurdu Ronz (N old male human thief 8) makes no secret of hunter, severe and reserved. He is an older man, with white
his past. He’s an old thief on the run from the law, taken to the stubble and a shattered jaw that rolls to the left as he talks.
borderlands to escape the realms of men. While gruff and Ulrich’s quarry is something of a mystery. He refuses to share
prone to curmudgeonly ranting, he clearly desires a target for details, even to close friends. If his hard exterior is broken,
his insults. He provides travellers with camp and food, Ulrich travels with the party for some time, bringing in wild
provided they can withstand his moods. After the re game every night even in the depths of the borderlands.
dwindles, he mumbles late into the night about his past 10. Clifta Fenwick (CN female human wizard 8) has clearly lost
successes (though many seem too fantastic to be true). her mind. She is, or was, a sorceress of some kind, and still
3. The Falconer (N male human ranger 5) is soft, and round, and possesses some of the spark. Now she wanders the
smells of meat. In his fur hat and hide cloak, he seems acutely borderlands, talking to herself, giggling and telling jokes
capable of living in the elements. He rides an ancient donkey without punchlines. Curiously, she does not seem to eat, drink
at no more than a trot, and refuses to dismount even in or sleep, and animals avoid her. Only her lthy noble’s clothes
company. Atop his gloved arm is the source of his name—a suggest her once proud station.
golden falcon of majestic breed and statue. While the 11. Jashai (NG old male human ranger 4) is the last member of
falconer does not seek out travellers, he is not above offering his tribe. He is old now, with a wrinkled face and bent back,
a terse word of advice or tossing a scrap of rabbit over his but his limbs are still strong. His village was attacked when he
shoulder as he leaves. was just a boy, and Jashai has lived like a ghost on the
4. Elizan Fry (CN female human ghter 5) is on the run. She borderlands ever since. The last of his people, Jashai is a font
refuses to explain why, but the scars on her face paint a vivid of novel stories and legends, as well as unique methods for
picture none-the-less. Elizan is suspicious of outsiders, and trapping wild game.
only wanders from her cave in search of traveling merchants 12. Avara (LG female human cleric 7) meditates atop the Icewhip
or news. Judging by the bow and daggers she carries, she (“Borderland Landmarks” #8), in a small cave protected from
can defend herself (and is not above a little light banditry). the wind. Her famished frame is preserved by dripping water,
5. Gran Batis (N middle-aged female human druid 3) is mushrooms and sheer willpower. Avara has gained some
incredibly ugly. With a misshapen head, one sunken eye and status as a yogi and soothsayer
missing teeth, Gran’s features inspire fear and hate. Perhaps back in civilisation. Many
due to these deformities, Gran sought refuge in the w e a l t h y
borderlands. Now, she lives in moderate comfort as a healer travellers come
and witch, where her horrifying face provides something of a to lay laurels at her
credential. Gran is kind and smiling, but clearly wary of the feet and seek her words
way people treat her. of wisdom. In response
6. Dizanz Hardcloak (N male human ghter 1) and his family to these gestures, Avara
live on a homestead atop a short bluff. Barricades and spike speaks her truths and
pits make the approach slow, but not impossible. Dizanz is continues her
wary of, and sometimes violent to, strangers, though if visitors meditations.
show enough respect he may offer begrudging help. No
traveller may enter his homestead, for the safety of his wife
and three daughters. However, no one has actually seen his
family for years.
7. Tharkan Shadowhand (CN male human cleric 2) worships
forgotten gods—as many as he can, and at every chance he
gets. This short, balding human claims he has the gift to speak
with dead gods, and receives minor blessings in exchange for

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SMUGGLERS’ VILLAGE

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1: ON THE STREETS NIGHTTIME


At night, the nefarious folk of a smuggler’s village emerge to go
Much goes on in a smuggler-infested village, day and night. The about their illicit activities.
character of these events, however, are often different depending
on the time of day. In particular, in human villages nefarious, dark 1. A wagon slowly rolls through the village’s dark streets. The
deeds tend to occur at night. hooves of the horse pulling the wagon are wrapped in cloth
and leather to deaden sound. A hunched and cloaked gure
D AY T I M E sits atop the wagon.
2. Two cloaked gures it through the streets. They avoid the
During the day, most smuggler villages seem like any other. It
ickering pools of light emerging from house windows and
takes a brazen smuggler, a complete breakdown of law and order
keep to the shadows. Both gures carry bulging sacks.
or a complicit local lord for things to be otherwise.
3. Somewhere in the village, a dog begins barking. Characters
following the barking may discover nefarious goings on—
1. A sherwoman walks through the village, a large basket of
perhaps smugglers moving their goods through the village
sh on her hip. Two small children—arguing between
under cover of darkness.
themselves—follow in the woman’s wake.
4. Two gures it through the streets. The two stay close
2. A mangy dog, its tongue hanging out, patrols the village
together as if they are linked arm to arm. Suspicious
looking for easy-to-steal food. It follows the party at a distance
characters investigating reveal the two are lovers—and are on
and happily takes food or a petting from their hands.
their way to a special place they have to spend some alone
3. The sound of waves breaking against the breakwater or
time together. (Or, at least, that’s what they tell the characters).
beach and the caw of the gulls swopping overhead—the
5. An owl hoots loudly from the middle of the village. This could
backdrop of daily life—roll through the village.
indeed be an owl or it could be a smuggler’s signal.
4. A faint sea mist hangs over the village, deadening sounds and
6. A ash of light on the street shows where a traveller brie y
giving the place a slightly ethereal look. The mist is not dense
unmasked a lantern. The light is swiftly hidden. By the time
enough to overly affect visibility.
the characters reach the spot, the lantern’s owner has
5. The street is busy. The tide is in and the shing boats have just
disappeared into the darkness.
returned with their daily catch. Consequently, many of the
7. Rain falls and turns the streets to mud. Consequently, tracking
populace are converging on the docks to help unload and
is easier than normal (if done before the rain effaces any
process the catch.
tracks left in the mud). Few venture abroad in the rain.
6. A small mob of screaming, shouting children rush down the
8. Shouts and curses herald the start of a street brawl between
street. They are all armed with sticks—their swords—with which
two rival groups of shermen (or perhaps smugglers). The
they enthusiastically whack at each other. If asked, they
groups could be arguing over shing rights, recent suspicious
explain they are playing sailors against excise men.
damage to one group’s boat or even access to a lucrative
7. Heavy rain lashes the village, and the villagers hurry about
(and illicit) contact. Unless anyone intervenes—and no
their tasks. Few, if any, boats put to sea this day.
villagers do—the brawl continues until one crew retreats into
Consequently, the village tavern lls up early in the afternoon,
the night.
and the innkeeper bene ts from a welcome boost in trade.
9. As #1 above, but the wagon is piled high with boxes and
8. A wagon lled with (empty) chests rolls into the village. A
barrels—salted meats, imported wines and spirits and the like—
single well-dressed man (a merchant) aided by a young boy
and is escorted by four burly, alert smugglers. The wines and
drives the wagon while two bored-looking mercenary guards
spirits are destined for the village inn while the food will be
follow behind on stout riding horses. The small procession
sold to a nameless man buying up enough provisions to feed
makes for the local inn.
a substantial expedition (as he puts it). The man is a guest at
9. A mounted mail-clad warrior followed by six mud-splattered
the village inn, and is travelling under an assumed name. He
men-at-arms enters the village. This is the local lord’s excise
is clearly wealthy, and is accompanied by six no-nonsense,
man and his escort come to collect taxes. His unwelcome
mail-clad bodyguards.
arrival is not an auspicious one for the village.
10. Characters out after dark looking towards the sea spot the
10. Shouted calls for help from the docks precipitate a general
shadow of a large ship under full sail making for the harbour.
rush to the harbour by all the villagers in earshot. Characters
Perceptive characters notice several smaller shadows—
following along discover a shing crew hauling an injured
perhaps some of the village’s shing boats—making their way
crew mate onto the docks. Garbled accounts shouted by the
out toward the larger vessel.
shermen tell of a shark attack. The injured man is badly
injured and bleeding profusely from a mangled arm.

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2 : I N T H E T AV E R N Many of the regulars size up the man as he enters and then


completely ignore him as he seats himself at an empty table.
5. A wandering bard is playing sea shanties in the taproom. He’s
Likely the village’s social centre, the tavern is where folk come to not very good, and most of the customers are ignoring him.
rest, relax and plot their business—legitimate or otherwise. Quiet 6. Rain hammers down on the village, dampening the spirits of
when the village boats are out, the tavern is the best place to dig all in the common room. Small groups sit clustered around
for information and to meet folk of interest. tables muttering about the weather and its ruinous effect on
their “business”.
D AY T I M E
During the day, unless the tides are unfavourable or the weather
WHISPERS & RUMOURS IN THE TAPROOM
atrocious, the village tavern is normally quiet. The village taproom is a fertile place to hear news. Whenever
other customers are present, the characters may learn one or
1. A solitary server slowly brushes the oor, while a few older more rumours.
patrons sit alone at their tables nursing ales. The taproom is
quiet, but elsewhere in the tavern someone is humming as 1. Old Aake Hopea caught something he didn’t expect in his net
they go about their business. a few days ago—a pirate’s bloated corpse. Aake refuses to say
2. A lone woman—Dorotea Rautia (N female human)—sits at the anything about his catch, but has locked himself in his house
bar nursing a small ale and muttering under her breath. The ever since.
woman’s boat was recently damaged by a rival, and she lacks 2. Strangers have been seen around the village in the last few
the coin to effect proper repairs. She is angry, plotting weeks. Many people think the strangers are disguised
revenge and on the lookout for easy money. customs and excise men here to spy on the villagers’ doings.
3. The innkeeper is swapping out several barrels of ale that ran 3. The Amma is late. (The Amma is Ambro Kontio’s ship; Ambro
dry last night. The resultant bangs, thumps and crashes are is a renowned deepwater smuggler and some-time pirate).
audible from outside the tavern. Some say one of Ambro’s old enemies has nally caught up
4. A young boy sweeps the common room’s oor, and he’s not with him while others suggest he may have found the missing
putting in a lot of effort. (If his attitude does not improve, the piece of the lost treasure map of the legendary pirate captain
innkeeper notices his indolence and rewards him with a clip and bard extraordinaire Vilimzair Aralivar.
around the ear). 4. Aatu’s leg is aching; a storm is on the way.
5. The innkeeper is behind the bar counting last night's take. He 5. Lastikka saw the humped back of a gigantic sea snake
seems in a rare good mood—clearly business (either legal or yesterday. She was shing further offshore than normal, and
illegal) is booming. the thing surfaced not a score of yards from her boat!
6. A travelling merchant, Esteri Airikka (LN female human) has 6. Terrible things lurk beneath the waters of Skull Cove. (Skull
arrived at the bar with barrels of ne wine and beer to sell; Cove lies ten miles along the coast and is named for the
her prices are not good enough for the landlord, and she is shattered skulls periodically found there; locals will not sail
sent packing. Esteri complains to everyone who’ll listen that into the cove and there is no path down to the cove from the
her prices are fair, but the landlord is unreasonable. surrounding cliffs).
7. A group of naked sea elves were seen frolicking off the coast
NIGHTTIME
last month. With bewitching song, they tried to entice the
At night, the village tavern comes alive as many villagers crew of a nearby shing vessel into the water. The crew only
congregate there to share the day’s news. resisted by stuf ng their ears with cheese!
8. The local lord is thinking of building a lighthouse near the
1. The taproom is busy; the village’s shermen recently landed village; that will ruin the smugglers’ illicit business as no
several “large catches” and the drinkers are in a rare good doubt the lighthouse will be heavily garrisoned.
mood. Drink ows freely; laughter and singing lls the air.
2. Two rival smuggler crews are in the bar. The two recently
competed over a cargo, and tensions run high. The two
groups sit close to one another, and both are drinking heavily.
A brawl is almost certain to ensue.
3. Several crusty old seamen sit around a table loudly singing
sea shanties. As the evening wears on, the singing gets louder
and more incomprehensible. (Perhaps the shanties contain
interesting pieces of local lore dealing with lost treasures,
legendary monsters and the like).
4. A heavily cloaked gure—probably a tall man by his size—
enters the bar. The stranger’s deep cowl obscures his face.

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3: AT THE HARBOUR NIGHTTIME


At night, most sailors abandon their boats to return to their homes
The commercial heart of the village, the village harbour is likely or to visit the local tavern. However, there are still things to see at
busy day and night. At least some legitimate business goes on the harbour.
here; after all, not everyone in the village is a smuggler, and those
that are probably require a legitimate cover for their more 1. A lone sailor staggers down the dock singing softly to himself.
nefarious activities. He slowly disappears into the shadows as his singing fades.
Perceptive characters later notice the man lurking in the
D AY T I M E shadows and intently watching the party.
2. Two men clamber into a rowboat and quietly make to sea. A
During the day, the harbour is the busiest place in the village.
hooded lantern in the boat’s stern is their only light source, as
the two slowly—and quietly—make for open water.
1. The harbour-side is busy; several shing boat crews are
3. A muf ed cry followed by a loud splash suggests to sharp-
preparing to put to sea for the day. Fisherfolk songs ll the air
eared characters foul deeds are afoot. When the characters
as gulls wheel and dive overhead.
reach the spot where the cry came from, there is no sign of
2. An empty cart trundles down the dock towards a shing boat
anyone although a dropped bloodied knife lies on the dock
moored slightly away from the others. Several crew lounge
and large ripples are spreading outwards from a point in the
around the vessel, but a perceptive character realises the
water nearby.
sailors are far more alert than they seem.
4. A wagon stands hard against the docks. Beyond, several dark
3. Three shermen sit on the dock mending their nets. The three
gures transfer boxes and sacks from a nearby shing vessel
chat amongst themselves as they work, but fall abruptly silent
to the wagon. Another gure hides in the shadows nearby
if the characters approach them.
and keeps an eye out for custom agents, the watch or anyone
4. One shing boat is upside down and out of the water, having
else who might interfere with the smugglers’ business.
some minor repairs done to its hull.
5. As the characters approach the docks, a small, grubby child
5. Two of the local lord’s soldiers saunter around the harbour.
suddenly rushes from the shadows. It looks like the child has
They stop to talk with the sherfolk working on the docks.
been crying and as he approaches the party, he lets out a
Perceptive characters might spot some of the sailors slipping
loud wail. The child could be genuinely upset by something
a couple of coins into the soldiers’ hands.
or he could be acting as a watchman for a nearby band of
6. A wagon trundles away from the dock. Open boxes lled with
smugglers—that likely includes his father and elder siblings
sh lie in its bed; seagulls hover overhead waiting for a
who won’t take kindly to anyone hurting or scaring him.
chance to swoop down and steal a sh or two. Two children
6. The muf ed splash of oars reach perceptive characters’ ears.
stand among the boxes, short clubs in their hands ready to
The sounds seem to be coming from just beyond the harbour
fend off any birds swooping at the wagon.
wall…and are getting closer.
7. A seal swims effortless near the harbour as it plays in the surf.
7. The body of a rough and ready sailor-type lies face down on
Several sherman wade out toward it with spears in hand, but
the dock. The man has suffered a serious stab wound to the
the canny creature disappears under the waves and does not
side and is unconscious. He could be a smuggler knifed by a
return. The sherman emerge from the surf cold, wet and
rival crew or he might be an innocent sherman who
muttering curses of revenge against the elusive creature.
witnessed something he should not have seen.
8. Several children take turns jumping from the harbour wall into
8. Perceptive characters notice a dark shape bobbing in the
the water. Their joyful screams and shouts ring out over the
water a score of feet from the nearest boat. This could be a
hubbub of work.
piece of otsam or jetsam, a playful seal, driftwood or even
9. An old, drunk sherman sits atop a pile of nets muttering to
the body of a smuggler slain during an altercation between
himself. The man has not gone to see in a year or more, and is
rival crews.
a renown local drunk. However, he is perceptive and sees
9. Two men sit in their shing boat passing a jack of wine back
much that goes on around the docks. Characters plying him
and forth. The two mutter quietly to themselves as they slowly
with drink may learn several interesting titbits of information.
drink themselves into a stupor. The two could be (bad)
10. A large merchant ship—The Mermaid’s Mistress by the name
lookouts for a smuggling gang or just two sherfolk relaxing
on its bow—slowly edges into the outer harbour and drops
after a hard day out on the water.
anchor. Shortly thereafter, the ship’s mistress is rowed to the
10. Several wagons stand on the dock. A dozen or so shadowy
dock by several of her crew. By the time she reaches dry land,
gures swarm about the dock transferring boxes, barrels and
a delegation of several local merchants and traders have
bundles from shing boats moored close to the wagons.
gathered to meet her.
Another two smugglers—alert for trouble—stand at the end of
the dock keeping an eye out for strangers or customs and
excise men.

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4: FOLK Mannerisms: Iisak has a hard, unblinking stare.


Distinguishing Features: Iisak sports a thick, greying beard
and has horribly scarred hands.
A village is nothing without villagers. Most will be nothing more Personality: Iisak does not take kindly to folk poking their
than normal peasants; a few, however are atypical and may be of noses into his business. Violent and coarse, he has few friends—
interest to adventurers. even his wife doesn’t like him.
Hook: Fearless and an excellent sailor, if the characters are in
K U S TA AVA M O N TA J A
need of a sherman to take them somewhere, they soon learn
CN female human cleric 2 (Serat) Iisak is the man for the job—if they can stomach spending time
with him.
Clad in grey-green robes and sporting a great mop of disheveled
brown hair this burly woman uses a trident as a walking stick. T A H LY S A Z A R I A N
Kustaava worships the Storm Mistress—Serat (CN greater goddess LE female sahuagin
of the sea, storms and voyages)—and has come to the village to
watch over the shermen and their families. With pale white skin, long black hair and black, almost luminous,
Mannerisms: Accustomed to shouting over the roar of the eyes this beautiful and tall elven woman possesses an
wind, rain and sea Kustaava is a loud conversationalist; whispering otherworldly, ethereal appearance.
is an alien concept, for her. Tahlys masquerades as an aquatic elf visiting the village with the
Distinguishing Features: Kustaava’s long brown hair is apparent goal of establishing an alliance. However, she is actually
perpetually unkempt. one of the few sahuagin who look like aquatic elves and is here to
Personality: As wild and unpredictable as the sea, Kustaava spy in preparation for a sahuagin raid.
can be a handful. She loves drinking and sailing (often at the same Mannerisms: Tahlys speaks only when she must, and her eyes
time) and is a regular at the village tavern. are always darting about.
Hook: Always in search of money to spend on her church, Distinguishing Features: Tahlys’s pale skin and black hair
Kustaava approaches the party for a donation, and even offers to mark her out in a crowd.
bless their boat before their next aquatic adventure. Personality: Evil to the core and wholly without mercy, Tahlys
can’t wait to summon her fellows to devastate the village and carry
A AT U K O S T I A
off its folk into (brief) slavery.
N old male human Hook: Perceptive characters notice Tahlys is reserved and
offers little information about herself or her fellow elves. She can
Whip-thin and grizzled this old man wears old seafaring clothes
be encountered almost anywhere in the village—apparently
and hobbles about with a pronounced limp.
inspecting it because it is so different to her home; she is actually
Aatu broke his leg several years ago and this injury coupled with noting its defences. She takes a particular interest in the
old age have forced him to give up the job he loved. Now, he characters—she knows adventurers can be formidable foes and
mends nets and darns sails for a living—and is not very happy tries to learn when they’ll be moving on.
about it!
Mannerisms: Batu vigorously rubs his injured leg, when
thinking or stressed.
Distinguishing Features: Aatu walks with a pronounced limp.
He is perpetually unshaven.
Personality: Cantankerous, mean-spirited and an occasional
drunk Attu has few redeeming qualities.
Hook: Aatu badly broke his leg several years ago; now, when
heavy rain or a storm is imminent it aches terribly, and he must
drink to dull the pain. Most villagers take the sight of Aatu
drunkenly slumped by the harbour to mean a storm is on the way.

IISAK ASIKKA
NE middle-aged male human ghter 3

With a thick, greying beard and calloused, horribly scarred hands


this burly man cuts an imposing gure.

Iisak loves the sea and hates strangers in equal measure. However,
he loves gold and if offer enough will take adventurers literally
anywhere—even places other shermen dare not sail.

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5: ILLICIT CARGO 6. Of deep and soft pure white fur, this large rug hails from the
far north and comprises the hide of a gigantic polar bear.
7. Light and airy ne elven wine lls four small kegs all branded
Smugglers carry a vast range of cargo. As long as the cargo is with the symbol of a legendary elven winemaker.
portable and money can be made avoiding the realm’s onerous 8. This large straw- lled wooden crate holds a score of delicate
taxes, tariffs and excises the smugglers will carry it. Decide the glass beakers, vials and other pieces of alchemical equipment
value of the items below, based on your campaign. destined for an alchemist conducting forbidden experiments
into the very essence of life.
1. Fine white silk lls this ornate coffer of stained oak. Ornate 9. Two exquisite cut crystal wine decanters along with a score of
iron hasps wrought in the shape of questing tentacles af x the delicate wine glasses nestle in this long and thin travel chest.
coffer’s lid. The coffer is locked, and the smuggler chief has The decanters and glasses nestle in specially made niches
the only key. Enough silk lls the coffer to make two lined with black velvet.
ballgowns (or similar). 10. A hooded war eagle—bred by the centaurs of the Bleak Moor
2. Dwarven whiskey lls these four casks. The casks are lashed —perches quietly among the other cargo. Small bells attached
together in pairs by stout, tar-stained rope. Each cask bears to the bird’s hood softly jingle, when the bird moves.
the sigil of a far-off dwarven hold. The whiskey is unbelievably 11. This three-foot square block of white marble shot through
strong both in avour and alcoholic content. with black and red veins is destined for the workshop of a
3. This plain wooden box is nailed shut. The box contains a master sculptor. The stone has quasi-magical properties and
jumble of bones, ash and soil. Investigation reveals the is one of the raw materials required for the creation of a
remains probably belong to one human-sized individual. quasi-sentient magical guardian.
Signs of violence mar several of the bones. 12. Strange, alien glyphs decorate these two delicate porcelain
4. Four small bars of a silvery metal—mithral— ll the false bottom vases and matching bowl. Rusty brown stains mar the inside
of a stout chest seemingly containing nothing but ne—but of all three. The three items are relics of a banned religion that
mundane—cloth. Only perceptive characters (or those once practised human sacri ce, and are destined for the altar
suspicious of the smugglers moving such inexpensive cargo) of a nascent evil cult.
nd the secret compartment.
5. A small but stout wooden crate holds six close-packed silver
trade bars stamped with the crest of a nearby kingdom. The
crate’s lid is nailed shut.

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S N OW & I C E

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1: CAMPING & CAMPSITES 6. A jumbled eld of boulders stretches for several hundred
feet. The largest stones provide shelter from the biting wind,
but are spread among their smaller brethren. If the party use
Travellers in a land of snow and ice would be wise to seek a good the large boulders as shelter, they will be more spread out
campsite, to escape the elements. than normal.
7. A tangle of snow-shrouded low trees and thick bushes hide a
1. A narrow cleft in the rock enables access to a cave buried disused wolf den. The dense, tangled vegetation keeps the
deep in a craggy hill. Wind-blown snow covers the ground in worst of the snow at bay and provides a modicum of
the entrance way, but the rest of the cave is dry. In the cave, insulation. Gnawed bones and clumps of fur dot the ground,
the air temperature is much warmer than outside. The cave in the den.
can accommodate eight travellers. 8. A high and wide cairn of piled stone juts through the snow.
2. A stand of trees, their boughs laden with snow, provide a Someone has camped here before, and has excavated a large
sheltered campsite. Much deadfall lies about the ground, hollow in the cairn’s leeward side. The hollow is big enough
making gathering fuel for a re easy. A hibernating bear for the party, but not their mounts. This cairn could be the
slumbers in a small den in the middle of the wood. source of a mini-adventure. Whoever excavated the hollow
3. The grey ruin of a crumbling building stands stark amid the almost reached the mouth of a deep shaft under the cairn. Far
heaped snow. The building’s thatched roof is long-gone, but below lie the unquiet dead of an elder civilisation. If the
its jagged stone walls remain. characters dislodge a few key stones, they discover the shaft
4. A steep-sided valley provides shelter from the wind. A dusting (perhaps by falling into it).
of snow covers the ground and hides an iced-over stream.
Unwary travellers could fall through the ice into the stream's
deep, chill waters.
5. Three part-buried tents stand on the
windward side of a low hill. Swamped
by snow, the tents are almost invisible.
Each tent is big enough for four
people, and could easily be re-
pitched. Perceptive characters
might nd some forgotten gear
amid the ruined camp.

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2: LOCAL LANDMARKS simple matter for determined explorers. The sisters appear of
natural origin to casual viewers. Perceptive dwarves
examining them report marks in the rocks suggestive of
Much of a frozen wilderness’s landscape is unremarkable and ancient arti ce.
mundane. Some features become local landmarks and serve as 7. The White Wyrm: Viewed from a certain angle this icy, snow-
waymarkers or meeting places. dusted rock resembles a rearing dragon frozen as it breathes
on its foes. A legion of legends clusters about the White
1. The Frozen Tower: This glistening icy pillar thrusts skyward Wyrm. Most such stories deal with the dragon returning to life
like the tusk of some gigantic, fantastical monster. At the to ravage the surrounding lands. Sometimes treasure hunters
pillar’s heart stands a slender, frozen wizard’s tower. dig below the White Wyrm. Some do not return.
Unimaginative locals name the place the Frozen Tower. 8. The Boiling Pools of Krorz: Lying in a shallow depression,
During the summer months, when the sun burns bright, melt these three pools boil and steam no matter the surrounding
water runs down the pillar’s anks. If the sun is intense temperature. Fed by deep, warm springs the pools are a
enough, the upper part of the pillar melts away to reveal the magnet for travellers and wildlife. The steam given off by the
Frozen Tower’s roof. Rumours tell of adventuring parties pools is visible for miles, making them easy to nd.
exploring the tower during such times. None emerged before 9. The Black Keep: This tumbled and ruined shell keep
the tower refroze. overlooks an old trade route. Little remains of the keep’s
2. The Pallid Forest: Pale and sickly elm trees ll this narrow, internal structure, but its outer walls yet keep the wind and
snow-choked valley. Even the wind seems to shun this place. snow at bay. The keep’s blackened, scorched stones tell of a
Here, explorers nd few animal tracks in the soft, powdery ferocious re that destroyed the place years ago. Travellers
snow. Dense freezing fog lingers amid the boles. The Pallid often camp at the keep, but vague rumours of murder and a
Forest is not a place for ill-equipped or inexperienced parties cult keep casual visitors away.
to explore. Rumours of a huge white serpent of unknown, but 10. Bleak Hill: The surrounding hills and rugged uplands channel
doubtless horrible, origin dwelling in the forest refuse to die, the prevailing winds over Bleak Hill. Standing stark and grey
among locals. above the surrounding snow Bleak Hill is a cold, bitter place.
3. The Frigid Falls: Tumbling over a frozen cliff, the Frigid Falls The winds tearing at the hill blow away fallen snow, and leave
scintillate in the morning sun. Almost 100-foot high the falls nothing but bare rock and patches of lichen and moss.
and the frozen pool at their base are an impressive sight. A 11. The Nose: A shelf of bare rock juts outwards from a low hill.
tunnel and cave behind the waterfall burrows deep into the Twin caves pierce the shelf’s base and give the feature its
hills, and within a passable camp can be set. The tunnel and name. The caves are deep and offer shelter from the wind.
spacious cave are warmer than the surrounds and a well- Deep snowdrifts often block the cave's entrances. Travellers
known camping spot. should beware: hibernating bears and wolf packs often lair in
4. The Hoary Old Man: Erected centuries ago, this huge statue the caves.
of a warrior king stands atop a high domed hill. The statue is 12. The Serpent’s Way: Worn by countless feet, the Serpent’s
old and weather-worn. Various rumours identify the statue as Way takes a circuitous route. Following the land’s natural
a golem and whisper of burial chambers buried deep folds, the path is wide enough for donkeys and horses, but
beneath its feet. Wreathed in frost and snow, the statue not carts and the like. Although sheltered from the wind,
resembles a frost giant warrior. heavy snow fall can still block the path.
5. The Devil’s Leap: This narrow, deep gorge cuts its way
through the land. Ancient tales tell of an epic battle between
a hero and devil at the gorge’s edge. The devil leapt across
the gorge to escape the hero who built a bridge to give
chase. A narrow span of unworked rock
crosses the gorge and it is this feature
that gave rise to the legend.
When the wind howls in winter’s
depths only an idiot, or
someone truly desperate to
cross, would use the narrow, ice-
slick bridge.
6. The Ashen Lake and the Twelve
Sisters: A dozen slender rocky
spires thrust upwards from the Ashen Lake’s
frozen waters. The Ashen Lake is unknowable deep,
which makes the Twelve Sisters tall in the extreme.
With the lake’s water frozen reaching the spires is a

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3 : M I N O R D AY T I M E E V E N T S 4: MINOR NIGHT TIME EVENTS

Few journeys in a snowy, icy waste are wholly without incident. Few folk travel the snowy wastes in the dead of night, but that
doesn’t mean nothing happens to those camping under the stars.
1. The far off howling of wolves reaches the characters’ ears. The
sporadic howling continues for hours, and takes on a 1. A scintillating array of vivid colours plays across the sky. The
mournful tone. The wolves get no nearer to the party. display is breathtaking. The intertwined arcs of red and yellow
2. Dark low-hanging clouds unleash a burst of heavy snow. The light are so bright, even humans can see as if it were day.
snow obscures the party’s vision, and slows their progress. 2. A distant glimmering light on the horizon marks another
Party members wandering away from the group could campsite. The light shines brightly for the rst few hours but
become separated. fades away as the night wears on.
3. The party discover fresh tracks in the snow. A tracker can 3. Wind howls about the camp, plucking at the party’s tents and
identify the tracks as a single human-sized humanoid leading hurling snow into the face of anyone outside. In the dead of
a horse. Occasional ecks of bright red blood on the white night, the wind picks up and screams about the camp like a
snow shows at least one of the two is injured. demented banshee. By morning, the wind drops away and
4. The frozen corpse of a naked man lies face-down in the snow. the characters must dig themselves out of their tents.
The body bears no obvious injuries. 4. Occasional, distant, inhuman howling reaches the party’s ears.
5. A frozen waterfall and stream lie astride the party’s path. An The howling sounds like the screeching of a large animal, but
ice-slick clapper-style bridge crosses the stream. Although an comes from far off. Later that night, the howling comes from
incautious party member could slip from the bridge, there is the opposite direction, and is much closer.
no real danger here. The stream is only two-foot deep, and 5. A bubble of frigid air settles over the camp, and the
almost completely frozen. temperature drops precipitously. The sentry’s breath freezes
6. Gusts of wind birth snow devils that dance and weave across in the air and frost forms on their eyebrows and nose.
the snow. Several of the devils blow toward the party, but the 6. The moon hangs low in the clear sky, re ecting bright light
wind pushes them away at the last moment. When the wind over the party’s snowy camp. This light persists all night. It is
dies, the snow devils settle to the ground. hard for the party to sleep, but also hard for anyone or
7. A small herd of reindeer graze amid the snow. The beasts are anything to creep up on the resting characters.
skinny, and hungry, but yet alert for danger. If approached— 7. A white-furred fox scampers through camp looking for
except by a druid, ranger or elf—the herd bolts. Bolting morsels of food. The fox is hungry, and can be hand-fed by a
animals disappear over a nearby rise. patient, non-threatening character.
8. The party discovers a line of gigantic footsteps pushed deep 8. The party has camped over a hares’ warren. During the night,
into the snow. Made by a giant humanoid the tracks the timid creatures emerge to hunt for food buried beneath
disappear over a hill. Some drifting snow has settled in the the snow. (White-furred wolves in the area may know of the
tracks, suggesting they aren't freshly made. warren and also make an appearance during the night. Unless
9. A puddle of frozen blood mars the snow. Standing in stark they are starving, the wolves watch the camp from a distance
contrast to the snow, the crimson puddle is visible from a far and do not attack).
distance. The snow around the frozen blood is churned up, 9. As dawn breaks, a ight of three white geese with black-
suggesting a battle. Judging by the amount of blood, tipped wings soars above the camp. They y in the direction
someone or something died here. the party plan to travel. Could this be an omen?
10. As the party pass a frozen, tree-shrouded stand of trees the 10. Light snow falls all night, obscuring the party’s tracks and
creaking of wood lls the air. As they watch, a tree collapses covering the party’s tents. At dawn the surrounds are white,
under the weight of the snow covering its crown. pristine and pure.
Investigation reveals the tree was diseased. 11. An awesome display of scintillating colour crosses the sky.
11. Without warning, the ground bucks violently as a minor Brightening the land with an incredible rainbow of colours
earthquake strikes. Stones are smashed and trees dashed to the lights lasts only a few minutes. The show illuminates
the ground. Birds take wing and other animals scatter. The several large shapes moving across the tundra.
shaking lasts only moments, but leaves an unnatural silence in 12. A snowy white owl glides soundlessly above the party. If one
its aftermath. of the heroes has a small animal companion or other pet, the
12. A white hare hops through the snow. Unconcerned by the owl might pounce. An attack by such a silent predator is likely
party, it is hunting for food, and ignores anyone more than 20 to take the party by surprise.
feet away. The hare could make a tasty addition to the party’s
rations, and a tracker could follow its trail back to its warren.

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5: WILDERNESS DRESSING 10. The deep tracks of a local predator advance through the
snow, though are larger than normal. Much larger. The tracks
disappear into a snowdrift. Thus, it is unclear if the creature is
Vast swaths of a snowy land are boring and unremarkable. still nearby.
However, most travellers will encounter some features of minor 11. The air is much warmer around a pool of hot, bubbling water.
interest, during their journey. The surrounding snow is slush. The source of the heat seems
to be a barely visible staff or rod sunk deep in the pool.
1. A frozen lake lies beneath a thin layer of virgin snow. The 12. The corpses of two fearsome predators lie frozen together in
snow hides the lake’s extent and the ice’s thickness. An their death throes. There is no hint of the well-preserved
investigation may reveal holes cut in the ice, perhaps for bodies' age.
shing or some other purpose. 13. A small green and yellow leafed tree stands stark against the
2. A lonely snowman watches over the featureless land. white of the surrounding snow. Curiously, no snow or ice rests
Charcoal shards serve as its eyes and nose, and old buttons on the tree's leaves or branches.
adorn the snowman’s torso. A small tattered red and orange 14. Recent rain has frozen on the icy ground, leaving a myriad of
scarf around the snowman’s neck utters in the breeze. strange pillars reaching up towards the sky. One of these
3. A dome of packed snow and ice stands proud amid deep pillars is more than ve feet in height, stretching upwards like
drifts of snow. No obvious openings pierce the dome, but the a titan's nger.
heaped snow could hide its entrance. 15. The remains of a camp sprawl in the snow. Several low
4. Three hardy sheep, with thick off-white eeces, graze on the tunnels have been dug into the snow, offering shelter from
grass buried under the snow. The sheep's massive gnarled the elements. The entrances all face a single extinguished
horns look dangerous, but belie their passive nature. The camp re whose ashes are still warm to the touch.
animals completely ignore anyone approaching them. 16. A eld of frozen owers spreads across the snow, creating a
5. A strange red and orange waterfall tumbles out of a cave in a bright spray of colour. The owers' beauty is fragile, and they
high hill. The water plunges into a pitch-black hole at the hill’s shatter if touched. The extreme cold has frozen the owers to
base. The snow around the waterfall is stained, and an odour their cores.
like the smell of fresh blood lls the air. 17. An enormous humanoid skull lies amid a eld of ice-covered
6. A whining sound reveals a shivering dog curled up in the stones. Rotting wooden planks block some of the holes
snow. Weeping scars from a whip are raw upon its back, and it piercing the skull. Soot and graf ti suggest the skull has
lies on the ground as if concealing another injury. The dog served as a shelter in the past.
has lain here for some time and is unlikely to survive for much 18. An array of well-camou aged holes dot the snow. They
longer without aid. resemble rabbit holes, but scraps of skin and small bones
7. Patches of odd-coloured pink, green, yellow and blue snow suggest something less benign lurks within.
dot the barren land. The patches are slightly iridescent and 19. A cache of hunting equipment waits here for its owner to
have an unpleasant taste. Nearby is a weather-worn sign, that reclaim it. Freshly skinned hides ll an oiled sack, and both
suggests one should only eat the yellow snow. the crossbow and traps bear signs of recent use.
8. Steam wafts up from a small pond covered with thick, lumpy 20. A pile of a half-dozen tree trunks lie in the shelter of a stand of
bright-green algae. The water is warm, but the air around trees. A well-used iron axe is embedded in a stump, and
reeks of rotten eggs. sledge tracks scar the ground.
9. Huge boulders litter the ground; a large tree lies cracked and
broken on the snow amongst them. A search reveal several
more boulders piled in a spot more than a hundred
yards away.

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6 : U N E V E N T F U L T R AV E L 5. A few birds wheel high up in the clear, blue sky. The birds
shadow the party for several hours before something far away
distracts them. Light clouds scud across the sky, but no snow
Some days, an adventurer’s life is full of danger and excitement. falls. A light breeze begins in the late afternoon. As dusk falls,
Many other days are boring and uneventful. the wind picks up and hurls light snow at the party.
6. The temperature is several degrees warmer, today. By
1. The day is cold and clear. A light breeze blows into the midday, some ice and snow begins to melt, and the sound of
characters’ faces for much of the morning. The wind dies in dripping water assails the party. In the late afternoon, the
the afternoon before returning at dusk. The temperature temperature plummets below zero.
plunges, when the sun goes down. 7. At dawn, a chill wind strikes the party’s camp, whipping up the
2. Light snow falls for much of the day, obscuring the party’s fresh fallen snow. After a few hours, the wind stills. Sporadic
tracks. The characters see no other travellers, but do discover urries of snow strike the party during the day and as dusk
a sizeable wolf pack’s tracks late in the day. Of the wolves, falls heavy snow begins to fall. By morning, the party’s tracks
there is sign. are wholly obscured.
3. Despite a pale, wan sun the temperature never gets above 8. Mist hovers over the land, in the morning. The mist seems to
freezing. The party slog through trackless snow, all day. They shimmer in the rising sun’s sharp rays. The sun burns the mist
see no other living things except a few birds wheeling far away by mid-morning, but dark clouds gather in the early
above. The party ends the day cold, hungry and tired. afternoon. Scudding by far overhead the clouds plunge the
4. A light freezing mist hugs the ground, as the party breaks travellers into shade. The temperature drops below zero.
camp. The mist doesn’t obscure vision, but lingers all day.
Dark clouds arrive in the mid-afternoon and dusk comes early.

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SUNKEN SHIP

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1: 20 THINGS AROUND THE WRECK algae exude the same violet glow for 30 seconds after
consuming the algae.
11. A pocket of numbingly cold water extends to a 40-foot-radius
The area around a sunken ship is not featureless and boring. around the shipwreck.
Exploring heroes are likely to nd many things of interest in a 12. The oor is volcanically active, and underwater vents spew
sunken ship’s vicinity. magma, gases and debris at random intervals and locations.
13. Several groups of four to six corpses, seemingly from teams
1. A school of brightly coloured sh darts about and within the of treasure hunters, make a trail to the wreck without reaching
wreck. When explorers arrive, the sh scatter, before slowly it. The bodies show no signs of injury, nor does any danger
returning to investigate the newcomers. If someone feeds the present itself on approach to the wreck.
sh, they gather around that person. The sh pose no threat 14. Gigantic ssures line the sea oor. The nearest one is 500 feet
and may be useful as an early warning of approaching from the shipwreck. Occasionally, the oor rumbles and one
predators or other dangers. of the ssures extends ten to twenty feet closer to the wreck.
2. Shortly after the adventurers reach the shipwreck, four ships 15. A sheer cliff climbs upward toward the surface, but its plateau
sail overhead. The ships drop anchor around the wreck. does not breach the water. Looking in the cliff’s direction, one
3. A mated pair of sharks patrols the area. While they are not can see humanoid shapes launching from the plateau and
aggressive at any explorers’ approach, they draw close to the diving along the cliff’s face. The creatures show no interest in
ship through apparent curiosity. the shipwreck; at least for now.
4. This shipwreck appears to be the most recent among a 16. Nine calci ed spires corkscrew up from the ground. They
graveyard of a score of other wrecks. bend and twist in de ance of gravity and the ow of water as
5. Warmer than normal water temperatures support the growth they reach toward the surface, none of them achieving the
of a large, active coral reef around the wreck. same height as any other. When viewed directly from above,
6. The bloated bodies of the ship’s crew oat facedown above they form a symbol signifying a powerful alien being.
the wreck. Seabirds peck at the bloated esh and wheel away, 17. A subsonic hum suffuses the area. Though virtually inaudible,
screeching at intruders when disturbed. it induces headaches and frays nerves for humanoids in a
7. The current ows in circular patterns throughout the area. one-mile radius around the shipwreck.
When it touches the sea oor, it kicks up swirling vortices of 18. A smack of jelly sh drifts above the wreck. When something
silt and water. The ow intensi es at times, producing disturbs the water within 100 feet of them, the jelly sh
powerful vortices taller than most humans. meander over to investigate.
8. Sunlight penetrates the water to a distance 30 feet above the 19. A valley cuts through the ocean oor. The shipwreck rests 200
wreck, leaving the ship and its surroundings shrouded in feet from the edge. Anyone inspecting the valley spies a
eternal, chill darkness. serpentine path in the valley’s centre. Bones alongside the
9. The scattered bones of an ancient aquatic leviathan, a path suggests danger lurks in the valley.
creature larger than four blue whales combined, rest a 20. Piles of rocks dot the area around the wreck. Investigating the
quarter mile from the wreck. rocks does not reveal whether they are natural formations or
10. Phosphorescent algae bathe the site in a purple glow, but someone or something stacked them. Removing the rocks
don’t produce substantial illumination. Fish feeding on the uncovers nothing but mud and silt.

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2 : 2 0 M A J O R W R E C K F E AT U R E S 13. The ship’s hull was pierced in three separate locations. A


nearby coral spire tipped with three sharp prongs seems the
likely culprit, but its tallest point lies several feet below the
A sunken wreck should be an exciting and avoursome adventure surface. Hours of observation notes reveals the spire shoots
site locale unlike other dungeons. Along with the challenges of up to breach the surface at random intervals. Whether caused
adventuring underwater the wreck will have many unique features. by seismic activity or some sinister mechanism is unclear from
this vantage point.
1. Apart from the accumulation of barnacles on the hull, the ship 14. In addition to carrying cargo, this ship was designed to
is in pristine condition, and nothing indicates how it came to transport passengers. Each door to a passenger’s cabin is
its watery grave. locked, ensuring the passenger(s) within drowned when the
2. The ship ipped upside down when it sunk, and the vessel ship sank. The corpses of two crew, one of whom carries keys,
has no hull damage, restricting easy access or observation of lie in a heap outside a cabin door. Valuables owned by the
its interior. passengers remain safely within their cabins.
3. The wreck teeters on the edge of an embankment, which 15. Slime coats every wooden surface in the ship, and it rapidly
overlooks a 100-foot drop to the sea oor below. Combat or grows back when scraped away. The slime seems harmless to
other violent activity in the wreck threatens to nudge the ship the touch. Though the slime seems responsible for rapid rot
over the edge. of wood, causing the ship’s inevitable sinking, its dissolving
4. The sand holding the ship has the consistency of quicksand. property becomes inert when submerged in water.
The ship has sunk deep enough so that only its deck and sails 16. This oversized cargo ship dwarfs all other ships, including the
remain visible. The wreck has reached an equilibrium with the mightiest war vessels. A letter proclaiming this the ship’s
sand, but adding weight to the wreck—say the weight of a maiden voyage and promising a glorious new age of
group of heavily armed adventurers—causes the ship to seagoing exploration is af xed to the wall in the captain’s
resume slowly sinking into sand. quarters. A bloodstained handprint mars the letter.
5. Split in two at the midsection, the ship’s two halves rest 150 17. A erce storm sunk this ship. Each mast shows signs of taking
feet apart. The stern is partially sunk into the silt and sand a lightning strike, and the deck has indentations consistent
covering the seabed while the prow stands proud atop an with hail measuring at least eight inches in diameter. The
outcrop of rock. ship’s sails are shredded and lie draped over the wreck like a
6. Sharp barnacles encrust the ship’s hull. However, the style of burial shroud.
crew uniform and the condition of the materials found within 18. Whoever commandeered this ship intended to make a hasty
indicate the wreck happened recently. The deep build up of getaway, if the section of pier still tied to the ship is any
barnacles suggest the ship sank decades ago. indication. Based on the ship’s name painted on the aft, the
7. Two ships compose this wreck. One of the ships used a prow thieves sailed over 50 miles before the ship sank. Damage to
ram to sink the second ship, but the ram snagged on the the hull indicates catapult strikes from pursuers who clearly
other ship in the process. The mix of uniformed skeletons decided the better option was to destroy the ship rather than
scattered about both wrecks shows the crews fought viciously. board and reclaim it.
8. Kelp entwines itself around the wreck and through openings 19. The manifest reveals the wreck was a plague ship bound for
in the ship. Touching the kelp causes it to re exively grab the an island where the victims could receive treatment away
person touching it. from civilisation to prevent further spread of the disease. Fires
9. The ship’s hull has experienced rapid decay considering its crippled the ship and led to its eventual demise. An
limited time below the surface. Termites adapted to the water investigation determines someone deliberately sunk the ship.
infest the wood, which someone notices with a close Investigators who spend much time among the diseased
inspection or by destroying a plank. The termites may nd corpses of the ship’s passengers may contract the disease,
their way into explorers’ clothes, exposing the explorers’ own which remains contagious underwater.
vessel to danger. 20. Multitudes of sh and aquatic mammals battered this ship
10. Fire destroyed the ship’s aft, causing it to sink. Tracing the re until they breached the hull and sank the ship. Explorers hear
to its source uncovers a splintered and charred barrel of “thunking” sounds as sh still smash themselves against the
alcohol, which someone may have intentionally set alight to wreck. Heaps of dazed and dead animals are piled up around
sabotage the ship. the ship’s exterior. What compels marine life to assault the
11. The bottom of the hull has been shattered. Bits of ice ship remains a mystery.
intermingle with fragments of wood. Close study indicates the
wood was frozen solid from the inside out rather than the ship
striking an iceberg before sinking.
12. Bent iron manacles, the chain to one of them ripped out of its
mooring in the hull, seem meant for a titanic creature. A huge
hole in the hull nearby shows where the creature bashed its
way through the hull (which caused the ship to sink).

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3 : 2 0 M I N O R W R E C K F E AT U R E S 9. The bodies of press-ganged prisoners remain chained to


their rowing stations, with some oating just above the
boards upon which they sat. Notably, none of the voluntary
During their exploration, the characters will encounter many minor crew seem to have gone down with the ship.
features of note in a sunken wreck. 10. Stacks of lumber ll the cargo hold from oor to roof, leaving
little room to manoeuvre. Eels reside in the lumber and
1. An octopus lairs within the ship after barely squeezing aggressively defend their homes.
through the largest hole in the hull. The octopus contentedly 11. The ship bears sails belonging to one nation or region, but
eats sh swimming within reach of its tentacles. When the hold contains sails belonging to an opposing nation or
presented with humanoid threats, it sprays ink and attempts region. The ship sunk in waters controlled by the location
to push through the hull to escape. Feeding sh to the matching the sails it currently displays but less than two miles
octopus calms it. from water contested by both states.
2. The well-preserved corpse of a seabird is nailed face up on 12. The captain’s quarters is the scene of a mutiny. Several crew
the deck. Fish avoid the bird. A character knowledgeable members and the captain have wounds consistent with the
about birds and marine life identi es it as an albatross. rapiers and sabres dropped to the oor nearby the bodies. It
3. The ship’s bowsprit gurehead is a decapitated mermaid. The is unclear when the wreck occurred in relation to the mutiny.
top of the head is visible just above the sand 10 feet beyond 13. Severed tentacles litter the ship’s deck and cargo hold. The
the wreck. tentacles belong to various species of squid and octopodes,
4. A crew member’s foot is lodged in a plank. The corpse still as well as other unidenti able creatures. Each tentacle
holds a mop, and the current gives the impression that the thrashes around when a warm-blooded creature moves within
bloated corpse still swabs the deck. two feet of it.
5. Crabs scuttle through the wreck, feeding on the remains of 14. Explorers discover navigational charts in the ship’s
the bodies buried at sea. The creatures raise their claws wheelhouse. Anyone knowledgeable about geography or
menacingly at intruders but amble away at aggressive seafaring notices the charts are good for sea travel hundreds
posturing by those larger than themselves. of leagues away from the wreck’s location.
6. The ship’s cannon are loaded and ready to re. The water 15. Large bells, suitable for a cathedral or clock tower, shifted in
prevents most of them from discharging, but an improvising the hold when the ship went down. The pile of bells is
sort could devise a waterproof way to relight a cannon. unstable and crashes when carelessly disturbed or through
7. The ship’s hold contains rotting bales of wheat and other nearby violent activity. The resultant wave carries sound a
foodstuffs. Investigating the ship’s manifest reveals the food couple hundred feet away from the ship.
was to be delivered to a town wrecked by famine. 16. The captain’s quarters contains a shrine dedicated to a deity
8. Yowling emanates from a closet belowdecks. Upon opening associated with travel, on land and on sea. Though the rest of
the closet, which was sealed from the water, an unhappy cat the quarters remains undisturbed apart from the ship sinking,
struggles to swim in the water. someone has defaced the shrine. Whether this was done
before, during or after the ship’s sinking is impossible to say.
17. A grisly scene awaits those who explore belowdecks: the
captain and several of the crew were hanged from the top of
the hold. Some of the bodies have oated free of their nooses
after the ship went down. Investigation of any of the free-
oating corpses reveals signs of strangulation.
18. The ship has a pair of life rafts and several life preservers, but
none of them saw any use because of the shipwreck.
Searching the wreck discovers the remains of the captain and
the full crew complement, who seem not to have sustained
any wounds before the ship sank.
19. All the fresh water contained within barrels and waterskins is
laced with a hallucinogenic drug. Searching the ship reveals
several vials containing the drug’s residue. Someone
deliberately dosed the water once the ship has set sail.
20. A dozen cages, all intended to transport an animal or other
creature no larger than a medium-sized dog, all hang open,
but not through force. Though fur and feathers demonstrate
the cages held cargo on part of the journey, there are no
signs of their captives on or near the ship.

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4: 20 PIECES OF TREASURE 11. The ship’s ram ends in a gold head, with bronze plating
concealing its true value.
12. The ship’s captain insisted on luxuries where they were
Most shipwrecks hold items of curiosity or value to treasure- available, which included dining. A full silverware set,
hunting explorers. The sunken ship’s cargo is likely valuable (but somewhat tarnished by its exposure to saltwater, and a full
bulky and dif cult to raise form the deep); other treasures are far table setting of nely crafted plates, cups, bowls and tureens
more portable. are locked within a mahogany cabinet.
13. A pair of worn and obviously old vaguely human-shaped jade
1. A tarnished gold locket contains the image of a young statuettes perch atop a toppled crate. The statuettes remain
woman. The locket bears the inscription, “To my darling. May damp after removal from the water.
this token bring you back to me. Forever, J.H.” 14. One of the crew was an accomplished musician and brought
2. An oil painting of the married royal couple who a prized violin on the journey. Oiled cloths protect and
commissioned the ship remains surprisingly well-preserved conceal the violin, for which another violinist would pay a
after its time underwater. considerable sum.
3. Watertight bone tubes contain scrolls useful for controlling 15. The ship’s navigator possessed a bronze astrolabe, magically
the waves and the weather. Each scroll displays a symbol enhanced to locate its guiding star even under overcast skies.
associated with a sea deity. Someone knowledgeable about 16. A clever crew member stashed a bag of gold coins in a
the deity, and discovering no shrine or other sign of conveniently concealed hollow space in the cargo hold’s wall.
deference to the deity, might reason the scrolls are cursed Those responsible for sinking and ransacking the ship had no
and brought about the ship’s demise. time to nd the coins.
4. Five horizontally stacked cof ns hide behind a secret panel in 17. The crew collected venom from sea anemones and stored it
the hold. The cof ns are watertight and appear lled with soil. in vials. A thieves’ guild or an assassin would pay generously
If someone moves or digs into the soil in any cof n, they for the poison.
discover a preserved corpse wearing an ancient military 18. A pair of brass lions, intended as an offering as part of a
uniform adorned with medals. The gold and silver medals nascent treaty between two warring nations, landed next to
have obvious worth, while a collector would pay a the ship. Bringing the statues, which weigh 150 pounds
considerable sum for the uniform. apiece, to either nation earns a substantial reward from the
5. Concealed among barrels lled with hardtack, rendered ruler who sent the lions.
useless by its exposure to seawater, a sealed oaken cask 19. Nets contain 500 pounds of sh, notable for their smoky
contains rare vintage brandy. avour and glands which produce a narcotic effect when
6. The ship was transporting numerous melee and ranged properly prepared.
weapons, plus a couple of siege engines, meant to resupply 20. Among ancient brass coins recovered from another
one side of a war-torn region. While most of the ordinary shipwreck, explorers discover lumps of grey metal which
weapons are standard quality, a pair of swords intended for grant unusual properties to armour and weapons forged with
high-ranking commanders have magical powers. it. Perhaps the brass coins are cursed—and the cause of this
7. An ornate chandelier, weighing 40 pounds, magically ship’s doom.
provides light within the captain’s quarters, even underwater.
Among the artfully crafted crystals a searcher nds ve
diamonds. Removing the diamonds ends the chandelier’s
magic, and the diamonds collectively fetch less than the
entire chandelier.
8. The hold contains gold ingots from a variety of regions. Each
ingot is stamped with a symbol denoting the region from
which it was taken, presumably by the ship’s crew. Returning
the gold nets a paltry reward relative to its value, but
attempting to sell the ingots outside of back-alley deals
proves dif cult.
9. The crew pulled in a bounty of oysters, many of which are still
edible. More importantly, someone spending an hour
searching through the oysters has a cumulative 10% chance
of nding a pearl. (This chance resets once a character
has found a pearl).
10. While not itself treasure, this map shows the location of a
buried treasure on a remote island. Assuming the ship’s
bearing is true to the wreck’s current location, the vessel was
travelling toward the island when it sunk.

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5 : 2 G H O S T LY H A U N T I N G S Mannerisms: Mielikki moves no more than ve feet from the


safety of her giant clamshell. Even at her most boisterous, she
icks glances at the sea above. Seeing something no one else can,
Sunken ships are a ripe locale to encounter a ghost or haunting. she dives into the clamshell and uses telekinesis to close the
Such ghosts are often members of the crew or a passenger who halves around her, without regard to trapping anyone else within.
went down with the ship. Such restless spirits often seek a Rest in Peace: If someone kills the shark that ate Mielikki,
permanent rest and can only pass on when they reach their retrieves her bones from its belly and gives them a proper burial,
original destination or complete the purpose of their journey. In the sailor passes on to her eternal rest. As a token of her gratitude,
rare cases the spirits of animals—sharks, octopus and the like— she grants the shark’s killer with a minor boon in future encounters
could haunt the wreck’s surrounds, and might even be with sharks.
responsible for the ship’s destruction.
UOTI KUNINGAS
M I E L I K K I T O I VA S
Detecting Uoti’s Presence: Loud snoring impossibly travels
Detecting Mielikki’s Presence: A nearby clam, larger than a through the depths before someone startles and then curses.
human, closes its shell, as a shadow cast by a shark swimming Moments after the cursing, a green spotlight shines on the wreck
overhead passes over the shell. The shark is nowhere to be found. and then winks out, momentarily shrouding the area in darkness.
Attired in a workaday sailor’s out t, this raven haired woman grips This thin, greying man personi es unkempt: his hair hasn’t seen a
a blood-covered cutlass. comb for days, his face hasn’t seen a razor for longer and stains
Mielikki Toivas (CG female human ghost thief 2) quakes. When and holes riddle his clothes.
Mielikki Toivas’s ship went down, nearby sharks attacked the crew. Uoti Kuningas (NE male human ghost ghter 1) glowers.
She escaped the initial attack and spent her last days oating on Lighthouse keeper Uoti Kuningas fell asleep on duty and failed to
lashed-together planks and awaiting rescue. Two days in, one of notice the extinguishment of the re lighting the beacon, which
the sharks began to circle her, driving her mad with terror before it was also due to his negligence. The beacon’s absence caused a
killed her. ship to run aground and sink, killing everyone on board. The
Personality: When Mielikki is not fearful of a shark attack, she captain uttered a death curse upon Uoti, who suddenly died of a
greets visitors as if she were a couple of drinks in at the tavern. heart attack and whose spirit became tied to the ship his
She describes the ship in detail, helping explorers nd hidden negligence wrecked.
items they may have missed. Personality: Uoti was a taciturn man who enjoyed his solitude,
and the years spent haunting the results of his
neglect have done nothing to improve his
disposition. He delights in frightening explorers away
from “his” ship.
Mannerisms: The former lighthouse keeper
wanders the wreck, shouting about the
disaster not being his fault before he
shouts devolve into incoherent
ranting. When he notices
intruders, he hides behind or
within solid objects and waits
for an opportunity to
surprise them.
Rest in Peace:
The rst step to
releasing Uoti’s spirit
requires him to atone
for his mistakes.
Afterward, the ghostly
lighthouse keeper must
warn a ship’s captain
about the treacherous
waters which sunk the ship
he haunts.

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T O RT U R E C H A M B E R S

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1 : N O TA B L E T O R T U R E C H A M B E R 4. A small, filthy cage contains six half-starved, feral rats.


Sometimes, the torturer feeds them “off cuts” from his victims.
F E AT U R E S
5. Several gently swaying chains hang from the ceiling to a height
about five-foot above the floor. Nearby, winches enable the
Torture chambers are horrible places. Often dark and dank they can chains to be raised and lowered.
seem infused with the suffering and pain of those who have 6. Several candles provide dim pockets of illumination; each is
endured the torturer’s attentions. Use this table, to generate a placed to illuminate one of the chamber’s devices.
torture chamber’s major features. 7. A row of small hooks jut from the wall nearest the chamber’s
door; black hoods and dirty, scorched leather aprons hang
1. The chamber is dark; only the flickering illumination provided from the hooks.
by several candles and a smouldering brazier provide any light. 8. A pool of congealed blood lies near a notable instrument of
2. The foul stench of blood, excrement, vomit and fear hang in torture. A half-hearted attempt has been made to dry up the
the air like a veritable miasma. pool with a small pile of sawdust dumped on the floor.
3. Old, dirty straw and sawdust—to soak up blood and other 9. Chains hanging from the ceiling jangle softly in the grip of a
liquid—cover the floor. The room stinks. slight breeze issuing from some unknown place.
4. A short flight of stairs lead down into the chamber which has a 10. Rank and rotting, bloodstained straw mixed with sawdust
double height ceiling. Several hooks hang from the ceiling; covers the floor around the chamber’s notable torture devices.
from one hangs a small cage barely large enough to hold a 11. A wooden bin standing against one wall holds a sodden, filthy
hunched man. mass of clothes torn from the torturers’ last score of victims.
5. A large rack, easily ten-foot long dominates the centre of the 12. Deep shadows, pregnant with malice, cluster in the room’s
chamber. All manner of unspeakable things stain its surface. corners and recesses. It is as if all the suffering and pain
6. An iron maiden—cast in the likeness of a beautiful, smiling wrought in this room yet lingers on after the victims themselves
woman—stands on a small, bloodstained pedestal. have died.
7. Deep recesses—complete with manacles driven into the stone 13. Dim light from several guttering torches provide flickering
—pierce the wall. Each recess has a good view of the chamber; illumination in the chamber’s recesses. A shuttered lantern
here are chained those who’s torture begins with watching hangs from the ceiling and emits a faint radiance over the
their fellows suffer. room’s notable instruments of torture.
8. Rats dwell in a network of small fissures piercing the walls. 14. The torturer’s next victim is manacled to one wall. (Refer to “5:
They have learnt to venture forth once the screaming has Prisoners” to determine who the characters encounter here).
stopped to feast on the victims’ leavings. Clearly in pain, the prisoner begs to be rescued. Badly injured,
9. A deep, rat-infested oubliette pierces the chamber’s floor; a they’ll need magical healing to be able to escape the dungeon
wooden ladder lies nearby. (unless the characters carry them).
10. Much of the floor comprises iron bars which separate the 15. A large book stands on a side table next to a quill and ink pot.
chamber from the dank cells below. Skeletal remains in the Herein is written the information extracted from those put to
cells glimmer in the flickering light and several prisoners may the question. Most pages feature a scrawled, virtually illegible
cower in the cells’ farthest recesses. signature, at the bottom.
11. An iron, vaguely man-shaped, cage hangs from the ceiling. 16. A cage hanging from the ceiling in one corner of the room
Roll on Table 5 to determine who languishes within. holds a mass of broken, discoloured bones.
12. The bloody, broken and burnt body of a naked man lies 17. Bloody rags and a suspiciously red, partially congealed liquid,
against one wall. The man is dead and has obviously been fill a rusting bucket standing by the chamber door.
extensively tortured. Examination reveals one of his eyes has 18. Incongruously amid the gore and instruments of torture a
been burnt out and that he has been gelded. platter of food stands atop a small table along with a flagon of
wine and a pewter cup.
T O RT U R E C H A M B E R D R E S S I N G S 19. A smear of dried blood leads from a large instrument of torture
across the floor to the room’s door. (Or alternatively, the smear
Torture chambers are replete with horrors beyond the
could lead toward a small cell in which sprawls the torturer’s
imaginations of most sane folk. Not all such features, though, are
current victim.)
as large and domineering as an iron maiden or rack. Use this
20. A long series of small scratches mar one wall. The scratches are
table, to generate minor points of note in a torture chamber:
a rough count of the victims put to the question in the
chamber. If the characters question the torturer he proudly
1. The room’s walls are slick with water oozing through cracks in
reveals what the scratches represent and can even put a name
the stone. It is cold in the torture chamber.
to several of the more prominent marks.
2. A pile of wood and sacks of coal—fuel for the chamber’s fires—
stand against one wall.
3. A bucket of dirty water and a filthy scrap of cloth stand next to
one of the instruments of torture.

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2 : N O TA B L E I N S T R U M E N T S O F T O R T U R E LESSER INSTRUMENTS OF T O RT U R E
Not all instruments of torture are large, “impressive” pieces of
A torture chamber is nothing without the implements of pain that equipment. Small items—cunningly crafted—can cause immense
enable a torturer to do their job. Iron maidens, the rack and the pain. Use this table, to generate such minor items of torture the
wheel are all common sights in such a place. Use this table, to characters discover in the torture chamber:
determine which major implements of torture the characters
discover in the torture chamber. 1. Thumbscrews of brass and wood rest on a table among
various knives and other tools of the torturer’s trade.
1. Oversized and cast to appear like a hideous devil or demon, 2. A smouldering cast iron brazier holds several branding irons
this iron maiden is a favourite of the torturers. The spikes thrust deeply into the coals half- lling the brazier. Strips of
within are not long enough to pierce vital internal organs. dirty cloth are wrapped around each branding iron’s handle.
2. Squat, and obviously stoutly made, this long rack features a 3. Wisps of burnt, blackened esh cling to a metal bucket’s rim.
winch at one end and manacles to secure the prisoner. Dried 4. Thick-nosed pliers hang from a hook on one wall amid an
vomit covers one end of the device. array of knives and other tools of the trade.
3. A thick-bodied cast iron cauldron stands on a metal tripod over 5. A long carpenter’s saw, dried blood and gore clinging to its
a smouldering fire pit. A horrible mix of water and tar bubbles jagged teeth, hangs from a wooden peg driven into a wall.
away, within the cauldron. 6. A blood-soaked cat o’ nine tails hangs from the wall.
4. Small, blood-stained sharp spikes cover the armrests and seat 7. A set of curved knives of various sizes lls a soft leather
of this metal chair; locking manacles festoon the chair’s pouch. Compared to the other implements of torture they are
armrests and legs. surprisingly clean.
5. An oversized and bloodstained cart wheel replete with sturdy 8. The haft of a hand hammer protrudes from a bin of tools.
straps hangs from an A-frame. A small fire pit below the wheel
yet smoulders.
6. A large cauldron atop a metal frame stands over a fire pit
stacked with oil-soaked wood and coal.

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3 : T O RT U R E R S 3: K U S TA A A M P U J A
Skinny, and wearing little more than a breechcloth, this black-
Foul, odious folk well versed in inflicting pain—and ignoring their haired man moves with economical grace.
victim’s increasingly desperate pleas for mercy—torturers are
among the vilest, most hated folk. Kustaa Ampuja (LE middle-aged male human thief 2) holds no
Use the NPCs below, to populate the torture chambers and particular grudge against those he must put to the question, but
prisons in your campaign. much prefers to be the one asking the questions than the one
answering them. When he was younger, Kustaa was a notorious
1: BAGGI thief who fell foul of the law, after a particularly brutal murder. He
was given a choice: death by boiling or serving as a torturer. He
Fat and lthy this muscular orc woman wears a dirty, bloodstained chose the latter.
shift. Her black eyes glitter with fell intent. Personality: Kustaa doesn’t particularly enjoy his job, but
believes in an interrogation well done. He leaves no stone
Baggi (NE female orc ghter 3) loves her job and delights in the
unturned—or no nger unbroken—in his search for the truth.
screaming she elicits from her victims. She loves her victim’s
Mannerisms: Kustaa is slowly slipping into madness; all the
frenzied pleas for mercy even more.
pain and suffering in icted by his hand has slightly unhinged his
Personality: Merciless and driven to odd levels of excitement
sanity. Thus, he constantly mutters to himself (or perhaps to an
by other people’s pain and suffering, Baggi has no friends and
invisible con dant).
rarely emerges from her dismal lair. Cunning—for a bloodthirsty
Hook: Kustaa throws himself on the characters’ mercy if all
orc—she is good at discovering her victim’s deepest fears…and
seems lost and relates the whole sorry tale of how he became a
then ful lling them.
torturer. He expects sympathy and mercy—after all, what choice
Mannerisms: Baggi licks her lips and snorts with excitement
did he have? It was either become a torturer or suffer a
while working on a victim. Sometimes, she licks fresh blood from
horrendous, drawn-out death.
her victim’s quivering, pain-wracked esh.
Hook: If accosted in her lair, Baggi uses a red-hot poker in 4: O L AV I A I K I O
battle. She has a small cache of treasure hidden in her chamber
and offers it in exchange for her life, if a ght goes against her. Wearing clean robes of startlingly fashionable cut this wiry old man
She marks any enemies defeating her for later revenge and could carries a large, curved knife at his hip. Although he is clearly aged,
become a reoccurring villain. his eyes shine with intelligence and his thews yet seem strong.

2: BARKAL Olavi Aikio (N old male human ghter 4) prefers to not resort to
the crude, traditional methods of torture much beloved by his
Covered in coarse brown fur this tall humanoid has milk-white more normal contemporaries. Although old, Olavi remains strong
glittering eyes and a look of feral glee on its face. and his mind remains clear.
Olavi has seen much in his long life; when he grew too old to
Barkal (CE female bugbear) lives to in ict pain on those in her
continue serving his lord as a soldier he volunteered to become a
sinister grasp. She favours near death by strangulation as well as
torturer; thus, he feels he is still useful and his life has purpose.
the slow, methodical breaking of her subject’s bones in her quest
Personality: In Olavi’s mind, if you end up in his “care”, you’ve
for knowledge, confession or punishment.
probably done something to deserve it. His charge’s suffering is
Personality: Feral, sadistic and enthusiastic to the point of
naught to him; he could care less one way or the other. However,
mania in her role as torturer sometimes Barkal gets carried away
he has a fanatical belief in the beauty and strength of the truth.
and her victims die before they can confess. When this happen,
Olavi brooks no lying in his presence, and would much prefer a
Barkal eats well. She particularly enjoys snacking on a still-living
civilised conversation over the blood, gore and endless screaming
prisoner’s recently removed ngers, toes or ears—preferably, while
of a normal interrogation.
they watch.
Mannerisms: Olavi smiles sadly and sighs deeply when he
Mannerisms: Barkal licks her lips at the thought of an
believes someone is lying to him. Prisoners get one chance to
upcoming torture session. When she’s actually torturing someone,
change their story before Olavi resorts to more “traditional”
drool runs down her chin and she emits unwholesome grunts and
methods of questioning.
moans of excitement.
Hook: Olavi is well aware of how adventurers intruding in his
Hook: Barkal is particularly proud of her necklace of human
lair will likely feel about torturers. While he is prepared to sell his
ears; she rarely takes it off. If anything should happen to her
life dearly, any prisoners present may speak up in his defence—
beloved trinket, she ies into a berserk rage
probably surprising the characters.

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4 : M A J O R P R I S O N C E L L F E AT U R E S PRISON CELL DRESSING


Prison cells are rarely featureless chambers.
Prison cells—chambers of misery, despair and pain—are rarely Use the list below, to add minor pieces of dressing to the prison
featureless chambers with no interesting features. cells in your campaign:
Use the list below, to add features of interest to the prison cells
in your campaign: 1. Mouldering straw covers the floor of this cell; the smell of rot
mixes with that of urine, excrement and fear.
1. The cell is sunken below the level of the corridor outside. A 2. Marks on the back of the cell door show where a previous
flight of narrow steps leads down into the cell. In places, water occupant has scratched pitifully at the wood.
oozes through cracks in the walls low down near the floor. 3. A splatter of dried blood decorates one wall.
2. Sets of manacles high up on one wall lead to short lengths of 4. Graffiti—cursing the lord of the dungeon—hidden under a pile
rusting chains set deep into the stone. The manacles are set at of mouldering straw decorates one section of floor. A
such a height as to keep a prisoner’s arms above their head. sharpened bone lies among the straw.
3. Deliberately designed with a low ceiling, humans and the like 5. A bucket, reeking of excrement and urine, stands in one corner
cannot stand upright in this cell. of the cell. The cell stinks.
4. A length of chain hangs from the ceiling; driven into the ceiling 6. Perceptive characters notice a loose brick or chunk of stone in
with a gigantic iron spike it reaches down to about seven-foot one wall; removing the stone reveals a small secret niche in
above the floor. Bloody manacles hang from the chain. which someone has hidden a gold ring. Dust and grime covers
5. As #4, but several chains hang from the ceiling—one in each the ring, suggesting it has lain here for many years.
corner of the cell. 7. The name “Johann” is daubed in dried blood on one wall.
6. A small drain barely two-foot square pierces the floor in the 8. A small crack in one wall intersects with the next room,
lowest part of this dank cell. A rusty iron grate blocks the hole; enabling the cell’s occupants to hear what is going on there,
perceptive characters notice the mortar holding the grate in and perhaps communicate with the other room’s inhabitants.
place is crumbling away in places. 9. Small holes in one wall against the floor lead to a rats’ nest;
7. A skeleton lies against a wall amid rotting straw and their excrement dots the floor in front of the entrances.
mouldering clothes. The skeleton is of a human male, and 10. Dirty straw covers the floor; perceptive characters discover
perceptive characters notice the man is missing a leg bone. several gnawed rat corpses hidden within.
Searching the straw reveals the sharpened bone has been
transformed into a crude, but sharp, dagger.
8. This cell is partially underwater; a pool of dirty, muddy water
covers most of the floor—only a small raised area by the door
remains dry.

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5: PRISONERS 3: P I E T I M E U R A K A S
Tall and muscular, this obvious warrior wears shredded and torn
A prison cell without any prisoners is far less interesting than a clothes. Small burn marks mar his forearms and a horrible mass of
prison cell with prisoners. Prisoners add depth and colour to play, burnt skin covers the left-hand side of this neck.
could turn out to be allies (or enemies) of the characters and can
relate rumours or offer rewards for their safe return to civilisation. Pieti Meurakas (CE male human ghter 1) served as a guard in the
Use the NPCs below, to add depth and verisimilitude to any dungeon until he fell asleep while on guard. It so happened his
prison cell the characters discover. lapse of concentration coincided with a theft, and suspicion has
fallen on Pieti as an accomplice to the thieves in question. Pieti
1 : A N T E R O K U LTA M I E S knows his fate if he confesses and he’s resolved to hold out as
long as possible.
Clad in ripped and torn leather armour, this man has been Personality: Lazy and self-serving, Pieti nevertheless has great
savagely beaten—his face is a mass of bruises and cuts. potential as a warrior—if he could nd a cause he believes in
suf ciently. Pieti believes he is destined for greatness and his
Antero Kultamies (CG male human ranger 2) made the fatal
current low station is only temporary.
mistake of getting too close to who he was employed to spy upon.
Mannerisms: Pieti picks his nose, when he doesn’t think
Caught and beaten he languishes here until he reveals his
anyone is watching.
employer’s name. Thus far, Antero has resisted the preliminaries,
Hook: Pieti isn’t an idiot; he suspects the truth will not
but gloom lls his heart for he fears no rescuers are coming for
ingratiate him with potential rescuers. Rather, he lies to the
him—the characters’ arrival gives him fresh hope and energy.
characters telling them he is the only survivor of a mercenary
Personality: Taciturn and brave Antero has managed to
caravan, but perceptive characters may notice certain
remain quiet. However, the pain of his various injuries is fast
inconsistencies in this story. If escorted from the dungeon, he
becoming too much for him to bear. He knows he will soon break
loots as much equipment and treasure as possible before eeing.
and believes his death will soon follow. Like a cornered wild thing,
he waits his chance to attempt a nal break for freedom or to die 4: R A S A L T U R L E
ghting his captors.
Mannerisms: Antero involuntarily exes his muscles and Dirt and bruises cover this gnome’s once cheery face. She wears
clenches his hands into sts when frightened, angry or stressed. ripped clothing and a torn, grey-hued cloak pulled tight around
Hook: Antero prefers a quick death to the long drawn-out her slight form. Her hair is a startlingly deep blue in colour.
misery of further torture. In combat, he is frenzied and without fear
—particularly if the torturer is within his grasp. Rasal Turle (CG female gnome illusionist 4) believes she is the only
survivor of an adventuring party that dared this dungeon a week
2: NAK before the characters began their forays. The Company of the
Cloaked Creepers were a six-strong group plagued by poor
Wearing dirty, soiled clothes this small goblinoid creature sits planning and impetuous decision making; their luck nally ran
huddled in a corner sobbing to itself. out.
Personality: Devastated at her friends’ deaths, Rasal remains
Nak (NE female goblin) lusted after the dungeon’s shiny treasures
unbowed and unbroken. She plots her revenge against the
and couldn’t stop herself lching several when the opportunity
dungeon’s denizens and has recently discovered she has a great
arose. Caught redhanded, she expects no mercy from the torturer
capacity for hatred and revenge. This worries her—the depth and
who suspects she was not working alone.
strength of such negative emotions is new to her.
Nak only speaks Goblin.
Mannerisms: Dried blood clogs Rasal’s broken nose. She is
Personality: Nak is terri ed; she’s heard horrible tales about
having dif culty breathing and every now and then blows her
what happens in the torture chamber and will do anything to
nose hard to try and dislodge the various clots and blockages
avoid her fate. She is, however, stupid and little more than a feral
within. (Her noses needs to be reset, but Rasal is scared of the
scavenger. She’s not clever enough to escape on her own.
pain such a treatment would inevitably in ict).
Mannerisms: Sobbing uncontrollably, Nak’s speech is virtually
Hook: Rasal wants to retrieve her friends’ remains and to give
unintelligible. If she can be coaxed into conversation she uses
them a decent burial far away from this evil place. She is clearly
only short, simple words.
incapable of doing this without help (even assuming the remains
Hook: Nak will say or do anything to escape back to her
in question can be located). She is also desperate to retrieve her
fellows (who will be in trouble because they have not tried to
spellbook, and begs for the party’s help in this also.
rescue her). She is impulsive and makes a break for freedom at the
rst opportunity—even if it’s a terrible opportunity.

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T R AV E L L E R S ’ I N N

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1 : F E L L O W T R AV E L L E R S Both wear good quality travelling clothes. A perceptive PC


may notice they never let a stuffed backpack out of their sight.
Both carry stout walking staves and have concealed several
The characters will likely not be the only travellers resting at the daggers about their persons.
inn. All manner of folk—both fair and foul—could be relaxing or 3. Samppa Ora (LE male human magic-user 5) is trying to
seeking shelter within. Such fellow travellers provide the GM with remain unnoticed and unremarked upon. He has eschewed
opportunities for world building, foreshadowing and even plot his usual dark robes for ne traveller’s clothes, but the faint
hook dangling. Use the list below, to determine which notable smell of spell components—identi able by other spellcasters—
travellers the characters encounter at the inn: yet hangs in the air about his person. With short blond hair
and pale blue eyes Sampppa appears exotic to the ordinary
1. Raereen Azariarn (CG female half-elf ranger 3) wears a wide- inn folk. He is pretending to be a merchant in search of new
brimmed, feathered hat and a thick, mud-stained traveller’s business opportunities and has hired a couple of servants
cloak. By the state of her clothes and gear, she has been on (who are unaware of his true identity) to complete the
the road for days (or even weeks). Raereen is a private person charade. (Samppa’s purpose is to nd the burial mound of an
who does not seek out company. She is polite, but distant to ancient king said to lie nearby; he has uncovered research
strangers and is meeting a friend here at the inn in a few days. suggesting certain powerful items lie within). Characters
Several elven tattoos decorate her face; knowledgeable investigating Samppa’s gear might be surprised at how much
characters know the symbols signify revenge and re. arcane and exploring equipment the merchant needs.
2. Pekko Laso (NE middle-aged male human thief 4) is 4. Unto Susi (CN middle-aged male human) is a wandering
travelling with his nephew, Reko (CN male human thief 2), to a pedlar intent on reaching the next town or city.
new home in a nearby town or city. The two ed their home Uncomfortable travelling alone, he latches onto the
several weeks ago after they robbed the wrong person—a characters and asks to accompany them. Unto offers to help
person with connections to the underworld. Pekko is pot- with making camp, cooking and so on as well as mending
bellied and prematurely greying while his nephew is broken equipment and suchlike. He’s not above trying to sell
essentially a younger, tter—and slimmer—version of his uncle. the characters some of his stock as well—most nights around
the camp re turn into an “impromptu” sales pitch. With a
greying droopy moustache and sad, doleful eyes, Unto is
adept at making others feel sorry for him.
5. Soini Torio (LN male human ghter 3) is a wandering
mercenary looking for his next job. Equipped with ne scale
mail, shield and a warhorse as well as several weapons Soini
is a cut above the average wandering sellsword. His hard,
inty eyes have seen many horrible sights, and he’ll quick size
up the characters. He may travel with them for a while, if they
are going in the same direction.
6. Etune Highhill (CG female hal ing) is travelling to visit some
distant relatives. Her sister—Roylla—has been staying with the
relatives for almost a year and recently her letters have
stopped reaching Etune (who is understandably worried at
this development). Above all else, Etune is looking for
reassurance, and perhaps travelling companions. She’s never
been far from home before and has only just realised how big
the world is and how far she has to go. Friendly, but distracted
by her worries, Etune has little to offer the characters if they
help her. She travels with her beloved mule—Surnak—who toils
under a considerable amount of travelling gear.

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2 : L O C A L S & S TA F F 7. Sohvi Raita (CN young female human) is the daughter of one
of the local families and loves working at the inn. With a shock
of long, ame-red hair Sohvi is easily visible among the crowd.
Few travellers’ inns stand alone in the middle of nowhere. Sadly, she is a little forgetful and easily distracted. Her
Typically, folk dwell in the surrounds, and many of them will visit, customers often go longer than others without their food or
or work at, the inn. drinks. For all that, though, the rest of the staff love her; always
Use the list below, to insert interesting locals and staff into the positive and smiling Sohvi brightens all but the most miserable
characters’ stay. (Keep in mind none of the regulars below has a crowd. She is learning to sing—she harbours dreams of one
listed trade—this is intentional so that the GM can customise the day singing for the local ruler—and is easily cajoled into
NPCs to the inn’s location). performing. (As a edgeling entertainer, she knows many local
legends, which may prove useful to the party).
1. Heikki Kare (LN old male human) is grey-haired, stocky and 8. Kilbir Ovlag (N male dwarf ghter 2) serves as the inn’s
lame. He totters about the inn with his stick, occasionally bouncer. He enjoys his job and has little patience for those
whacking—good-naturedly—at people in his way. Heikki is an daring to endanger the customers or staff. Kilbir is generally in
excellent source of local legends, history and lore. He is, the inn during the evening—when trouble is most likely to
however, lonely and loves to chat with travellers. Sadly, this occur. Once an adventurer, Kilbir lost his love of the life after
means the adventurers could be in for a long night. most of his friends died in a disastrous dungeon delve. His
2. Liisa Jurva (NG middle-aged female human) loves to read, black eyes ll with tears when he remembers his slain friends,
although she doesn’t have access to many books. Whenever and he is melancholy even for a dwarf. Kilbir keeps his hair
she has a spare moment, she nds a quiet corner of the cropped short, but his beard is an unruly mess.
taproom and plonks herself down with a book. She gravitates
to any newcomers also reading, and begs to take a look at
their books. Liisa’s hair is going slightly grey, and she looks
tired and a little haggard. She does not take well to comments
on the subject.
3. Juhani Ilma (N male human) is ever-cheery and loves working
at the inn. He is fascinated by distant—particularly non-human—
cultures and takes extra care when serving non-humans. He
often besieges such customers with endless questions about
their home, traditions, culture and so on. This lanky, brown-
haired, blue-eyed youth has no intention of actually going to
any of the places he hears about; his family need him here.
When not at the inn, he works to support his family in another
local business.
4. Mateli Kulta (CN old female human) has been a xture at the
inn for decades. Now wizened and near-broken from a life of
hard labour she spends most of her time telling everyone else
what to do. Even though she has a sharp tongue, many locals
love her and would not take kindly to visitors being rude to
their unof cial matriarch. With her stooped frame, wispy grey
hair and startlingly blue eyes She cuts a distinctive gure as
she shuf es about the inn.
5. Kaarle Mieli (CN middle-aged male human) is corpulent, un t
and a borderline alcoholic. A popular gure he is in failing
health and often ill. When he works, he is always hustling for
free drinks and can become a traveller’s best friend in the blink
of an eye.
6. Solalith Natityrr (NG middle-aged male half-elf) is gregarious
and amiable, but chronically disorganised. Pot-bellied and
short-haired, Solalith is usually encountered wearing work-
stained clothes of ill cut. Despite his appearance, Solalith is
comparatively wealthy compared to other locals. He works
hard and is not afraid of getting his hands dirty. His wife—
Rideth—is the organisation brains of the family; he would be
lost without her.

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3: TAPROOM DRESSING impromptu stage for visiting bards, performing troupes and
the like.
13. Various stuffed animals—foxes, rabbits, stoats and so on— gaze
Taprooms are not dull, bland places devoid of interesting features. down at the taproom from shelves along the walls. Many of
Sometimes, the inn keep decorates the room with rare, esoteric or the stuffed animals are dusty and threadbare suggesting they
just downright odd items while other times prior events leave their have been here for a long time. One wolf’s head, though,
mark on the area. appears freshly stuffed; late in the evening, its eyes seem to
Use the list below, to add depth and avour to the inn’s shine unnaturally; some characters may also experience the
taproom: sensation of being watched.
14. A threadbare, singed rug of indeterminate colour covers the
1. A ragged banner hangs from a beam running all the way oor in front of the taproom’s replace. Here, three dogs—the
across the taproom. Heavily smoke-stained and dusty the innkeeper’s beloved pets—sprawl contentedly. They eagerly
banner has been in situ for many years. It depicts the battle accept any leftover food or drink. Some nights, the dogs get
ag of a nearby kingdom or barony. (Perhaps one of the staff— positively tipsy.
or the owner—once served in that kingdom’s army). 15. Barrel lids nailed to the wall behind the bar record all the
2. The ceiling is unusually low—too low for hanging lanterns. different ale served (past and present) at the inn. Most have
Thus, at night, light comes from candles on the tables and the maker’s marks burnt into the wood; a few are nothing more
taproom’s re. During the day and early evening, the room’s than plain lids with names of the ale written in chalk.
windows are thrown wide open to admit light. 16. The taproom has an ornately carved replace. A breathtaking
3. The tables and chairs are a hodgepodge of styles and work of art, the old stonework depicts coiled and writhing
nishes. Many show signs of repeated repairs. A polite dragons; the level of craftsmanship is entirely out of place for
customer would call the collection eclectic. A snob might call the locale. The replace and the chimney are all that remains
it dilapidated. of a much older building that once stood on the site; the
4. Smoke stains the brickwork around the taproom’s chimney. current inn was built in and on the ruins. (Ancient—and
Firewood lls a nearby nook in the wall, and a long, black perhaps some unknown—cellars lurk deep beneath the inn).
wrought iron poker hangs over the re. 17. A line of small round tables along one wall comprises nothing
5. Dusty shelves— lled with all manner of curiosities—line one more than upturned barrels repurposed for the job. All have
wall. Several discarded tankards and an empty wineskin lie in much staining from the leavings of decades of drinking;
the shelves’ shadowy reaches. several have inventive graf ti, along with the names of
6. The shards of a broken pewter tankard lie under a chair. The countless travellers, carved into their sides.
surrounding oorboards yet have a faint beer stain. 18. Many bags and sacks hang from rafters via short lengths of
7. The names of several customers are carved into the rope. Within, the inn-keep stores all manner of things;
characters’ table top. The carvings while deep are old; they customers may also hang their possessions here to keep
are worn and stained with the slop from uncountable mugs of them safe. For a fee, the inn-keep stores items thusly while
beer, glasses of wine and the like. customers are away doing other things. He also runs a service
8. Beams run across the ceiling. Nails af x various squashed, whereby patrons can leave bags and suchlike for friends or
dented or otherwise unusable pewter tankards to the rafters, customers to pick up at a later date.
as decoration. Dust and cobwebs ll most of the tankards; but 19. A suit of scale mail on an armour stand dominates a raised
one or more of the tankards could be an unusual hiding place plinth in one corner behind the bar. A slender spear leans
for some forgotten treasure or trinket. against the armour; the spear’s tip is yet sharp. The gear
9. The taproom has several tables and chairs sized for hal ings, belonged to a customer who could not pay his bill—the items
gnomes and the like. The furniture is not always laid out, but if were his payment. They are for sale.
such a diminutive customer appears the staff rush to bring 20. Several tapestries hang from the taproom’s walls. All are old,
them out. Sometimes, they use the furniture for the children faded and stained with smoke. One depicts a woodland
of their normal-sized customers. scene while another is merely a series of concentric rings. The
10. Heavy duty shelves run along the wall behind the bar. Barrels nal tapestry shows a oundering—obviously doomed—ship
of ale rest on the rack, and it is from these the staff dispense under sail in a heavy sea.
drinks. Expensive drinks—wine, hard spirits and on— ll a
locked cabinet.
11. A beautifully carved and stained wooden sign emblazoned
with the inn's name hangs behind the bar. The sign is the-
keeps pride and joy; if anyone damages it, they are the target
of his—and his regulars’—ire.
12. The taproom’s wooden tables and benches are unusually
heavy. Sometimes, the tables are pushed together to form an

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4: SIGHTS, SOUNDS & EVENTS 11. Two drinkers are engrossed in conversation; they hoist drink
after drink and are soon slurring at each other. As they
descend into drunkenness, a young boy sneaks over and
Few nights in a travellers’ inn are boring and wholly without steals one of their half- nished drinks by swapping it with an
intriguing—or at least slightly interesting—events. Visiting bards empty agon; neither man notices.
may sing songs and customers might argue, gamble or even 12. Two travellers (see 1: Fellow Travellers) sit hunched over their
brawl. And—of course—where there are travellers there are thieves table intently studying a map of the surrounding area—they
lurking ready to separate a tired, distracted or drunk patron from are plotting their route and are happy to discuss their plan
his purse. with other travellers as they are new here and want advice on
Use the list below, to add depth and avour to the characters’ the best way to go.
visit to the inn:
B R AW L T R I G G E R S
1. Laughter erupts at a nearby table as four men play a simple
dice game of Dragon and the Thief. One of the men is Sometimes, a brawl breaks out. Brawl triggers can include:
enduring terrible luck, and his fellows are delighting in his
ongoing discomfort. 1. A traveller insults the inn; the locals are offended.
2. A server wends around the tables collecting used plates and 2. A traveller makes a drunken, lecherous pass at a touchy local’s
tankards. As he passes one table, he stumbles and trips over a wife or husband.
chair leg; his tray falls to the ground with a loud crash. After a 3. Someone knocks over someone else’s drink and refuses to
moment of silence, many of the locals break into replace it.
spontaneous, good-natured clapping and cheering. 4. Someone is caught cheating at cards or dice.
3. The door bangs open, and everyone turns to stare at the 5. A local scallywag is caught failing to pick a pocket.
newcomers. Two travellers (see 1: Fellow Travellers) barge 6. A long-standing feud between locals gets out of hand.
their way loudly into the taproom, dump their bags on the
oor and shout for the inn-keep.
4. Two drinkers are engaged in a loud discussion about the
weather or some other mundane and tremendously dull
subject. Neither is listening to the other one, and both are
getting increasingly frustrated with the other. A dog—a stray or
someone’s beloved pet—sneaks under their table and start
licking up a pool of spilt ale.
5. Sparks y from the re warming the taproom as one of the
large logs burning therein falls apart. Part of the burning log
rolls out of the re onto the hearth. A server rushes to return
the wood to the re.
6. A customer sits in one corner trying to entice other patrons
into a “friendly” game of chance. He has no luck for a half-
hour or so until a couple of fellow customers sit down to play.
It quickly transpires he is very well acquainted with the game
and is a consummate gambler.
7. Three children—bored into mischief by being forced to sit
quietly while their parents drink and chat—begin to
misbehave; this culminates in the children breaking into an
impromptu game of tag in the taproom—with predictably
disastrous consequences for the characters’ drinks.
8. One of the barrels of ale behind the bar runs dry—service is
interrupted while the bar-keep and a server manhandle it
away and bring up a replacement. Some of the inn’s
customers are less than patient.
9. A hunter enters the taproom carrying bloody bags lled with
meat from his recent kill. He gestures to the inn-keep and the
two repair to the end of the bar to haggle.
10. A drunk customer bangs his tankard on the table and calls
loudly for more ale. When served, he tries to weasel out of
paying—and gets angry when he has to cough up the coin for
his drink.

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5: BEDCHAMBER DRESSING chamber’s occupant who might assume some kind of sinister
doing is in progress.

When wandering adventurers stay at a travellers’ inn, they’ll likely THINGS LEFT BY THE PREVIOUS GUEST
hire their own bedchambers—not for them is sleeping in a
draughty and noisy taproom. Bedchambers are—usually—boring Sometimes guests leave suddenly and do not take all their
places with no redeeming features. However, a cunning GM can belongs. Others are merely forgetful. Use the list below, to
use even the characters’ rooms as sources of depth, avour and determine what the character may nd:
verisimilitude. They can also hold hooks leading to minor side
adventures. 1. A traveller’s pouch lies discarded under the bed. Left here
Use the list below, to add depth and avour to the characters’ months ago, it is dusty but still contains int and steel, some
bedchambers: char cloth and a length of twine wrapped around two small
carved wooden pegs.
1. A small mound of haphazardly folded blankets of various 2. An off-white shirt—carefully laid out to de-crease it—lies under
colours and sizes sits in the corner atop a small clothes chest. the bed’s mattress. A perceptive character notices the shirt’s
The blankets are musty but warm. cuff sticking out from under the mattress.
2. The bed wobbles; one of the end legs is shorter than its 3. A tiny, worn statuette depicting an octopus crossed with a
fellows and is propped up on a small lump of wood. Vigorous dragon is hidden in one of the bed’s pillows. Obviously old,
movement in bed displaces the piece of wood. the statue is a disturbing, blasphemous thing best
3. The widely-spaced oorboards in this room let a faint breeze immediately destroyed. (The individual who left the gurine
comes up through the oor; when the taproom is busy, the has realised his error and returns to the inn a few days after
sounds of revelry are clearly audible. the characters move on; ascertaining who stayed in the room
4. The candle holders af xed to the wall are surprisingly ornate he begins to track the party down).
for a travellers’ inn. Of brass they depict rearing serpent 4. The previous guest was paranoid and slept with a dagger
heads. The serpents have their mouths opened wide as if under his pillow. It slipped down between the mattress and
about to strike. the headboard during the night. The dagger’s scabbard is of
5. A clay jug lled with water and two clay mugs stand on a supple leather stained a deep brown and has loops to secure
small side table by the window. The water is clean but tepid. it to a belt.
The clay mugs are clean but comically small for adult hands. 5. A short traveller’s cloak sized for a hal ing, or a human child,
6. One of the room’s shutters is loose on its hinges. If there is hangs from the back of the bedchamber’s door. The cloak is
any wind at all, it bangs against the window frame. Only the worn, but good quality. It has several inside pockets at the
heaviest of sleepers get a decent night’s slumber in this room waist. Inside one is a scrap of paper with the message, “Please
—spellcasters may even fail to get enough rest to prepare help me. They are taking me to (insert name of a nearby
their spells the next morning. town), Jarko.”
7. A threadbare rug covers some of the oor by the 6. The chamber’s bin—a carved and hollowed out length of tree
bedCharacters pulling up the rug discover an old, yellowed trunk—has not been emptied. Characters searching through
piece of parchment stuck to the back. Hidden long ago (and the rubbish discover a shredded, bloody sock, some food
forgotten) it shows the location of a buried treasure nearby. wrappers and a crumpled piece of parchment. Sadly, the
(Of course, the cache may have already been found or could parchment has suffered water damage and is bloodstained;
now lie unknown under someone else’s property). it is illegible.
8. The bedchamber’s walls are whitewashed, and a local artist 7. A previous guest did not get on with the inn-keep and left a
has decorated one wall with a view of a prominent local message crudely carved into the back of the door
landmark. (At the GM’s discretion, the painting could even questioning the landlord’s ancestry, honesty and morals. The
provide a hook or clue to an upcoming adventure such as a landlord is unaware of the carving and becomes wildly angry
hidden, tree-shrouded ruin and so on). if it is brought to his attention. (Of course, the message would
9. The sigil of a dark, evil god—along with a short prayer calling be right about the landlord).
his attention to whoever sleeps in the room—is carved into the 8. The pungent odour of urine and sweat lls this bedchamber.
back of the bed’s headboard. Perhaps the innkeeper (or one Leaving the door and window open dissipates the smell, but—
of the staff) is part of an evil cult, or a cult member recently bizarrely—it returns later. (Investigations—or an unpleasant
stayed at the inn. nighttime discovery—reveal the bed’s threadbare mattress is
10. A perceptive character notices a oorboard beneath the bed suspiciously sodden.)
is loose. It conceals a dusty, but sadly empty, storage niche.
11. A small vase of wilting wild owers stands in the centre of the
room’s window sill.
12. The chamber has two pegs on the back of its door. One is
loose, and falls off during the night—likely waking the

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URBAN CHASES

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1 : A L L E Y WAY C H A S E 4. The noice of the chase provokes angry shouts from many of
the buildings facing the alley; consequently, it is easy for the
pursuer to keep track of their quarry’s position.
Nefarious types often duck into a shadowy alley in hopes of 5. The character hears an urgent whisper, as someone tries to
escaping their pursuer. Use the tables and lists on this page to entice them into a nearby shack to hide. This could be a
generate interesting events, obstacles, opportunities and genuine offer of assistance or the prelude to a mugging.
complications for an alleyway chase. Modify or ignore any result 6. The character runs straight into the middle of a mugging. If
you deem inappropriate. they stop to help, the muggers attack them; if they ignore the
Roll on the table below to determine what kind of obstacle or mugging, the muggers ignore them. If the victim survives they
event occurs (and to whom it occurs): might blame the characters for their predicament and seek
revenge at a later date.
D20 D20 7. A stray dog noses about the alleyway in search of scraps. At
1-6 Obstacle (both parties) 11-16 Event (both parties) the character’s approach it could be aggressive or overly
friendly. In either regard, the dog’s attentions may slow down
7-8 Obstacle (pursued) 17-18 Event (pursued)
the character.
9-10 Obstacle (pursuer) 19-20 Event (pursuer)
A. Aggressive (01-10): The dog growls, bares it teeth and
bites at anyone getting too close.
B. Friendly (11-20): The dog wags its tail, jumps up and
D AY T I M E E V E N T S tries to follow the character (hoping for food, attention
In a dark alleyway, the unexpected often happens. and love).
8. Two singing drunks stagger along the alley, arm and arm. In a
1. Two men stagger along the alley, carrying heavy sacks. Intent jovial mood, they try to grab the character to get them
on their task, they do not hear the character approaching. involved in a sing along. Unless threatened with violence, they
2. Several beggars shelter in the alleyway. They paw pathetically keep trying to get the character to join them for a drink and a
at passersby, desperate for coin, food or strong alcohol. song. They are intensely annoying.
3. A small boy plays in the mud, and pelts passersby with mud
O B S TA C L E S
ball (once they have reached a safe distance).
4. Sunlight re ects off a pool of rank water, potentially dazzling a Alleyways are narrow, dark and full of the leavings of civilised life.
character for a round or two.
5. A man leans against the wall, urinating. He is in no hurry, and 1. A whore and her client appear oblivious to the oncoming
won’t move for anyone. runners. They make no attempt to get out of the way, and the
6. Two cloaked gures are in the middle of some nefarious deal client reacts angrily if disturbed.
when the chase enters the alleyway. They both assume the 2. A pool of slippery vomit and excrement covers the ground.
chasing parties are the watch and bolt in different directions, Inattentive characters may slip and fall.
perhaps adding to the confusion. 3. A semi-feral, skinny dog licks furiously at a lumpy pool of
7. A young girl sits in the mud playing with a mongrel puppy. vomit. It barks furiously at, and tries to bite, anyone
The dog barks ferociously at the character’s sudden interrupting its meal.
appearance and nips at their ankles. 4. The sharp shards of a broken barrel lie against the wall and
8. Without warning cry, someone hurls the contents of a full could trip (or cut) the unwary. A character could also throw
chamberpot into the alleyway from an upper storey window. the broken barrel behind them to slow pursuit.
Unlucky characters could get hit by the excrement and be 5. A body lies facedown in the alley, amid a slowly spreading
temporarily blinded or may slip in the suddenly appearing pool of fresh (slippery) blood and entrails. Two mangy cats lap
slippery puddle. at the blood, and scatter at the character’s approach.
6. A pitiful pile of belongs—thrown from a nearby house—litter
NIGHT TIME EVENTS the alley. A crying woman kneels among the objects sobbing
At night, the gloom of the alley becomes deeper. while a man shouts insults from an upper window.
7. Slippery, foul-smelling mud comprises the alley oor.
1. Two thugs lurk in the alley, waiting for prey. They sense Characters moving swiftly may slip and fall in the mud. Such
opportunity, and pounce during the chase. characters arise coated in the foul-smelling, slippery stuff.
2. A drunk sits slumped against a wall. His legs stick out in the 8. The noise of the chase provokes angry shouts from many of
alley and he (hilariously) tries to trip up a character running the buildings facing into the alley; consequently, it is easy to
passed. If he succeeds, he nds this hilarious. keep track of the pursued individual.
3. Thick clouds pass in front of the moon, plunging the alleyway
into deeper darkness.

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2: ROOFTOP CHASE 3. An assassin is using the roof to approach their target. The
assassins wants no witnesses and attacks the character.
4. A sudden erce downpour renders the rooftops slick and
Thieves and assassins often use a town’s rooftops as a clandestine reduces visibility.
highway—one the local watch rarely frequents. Use the tables and 5. The chase is making a lot of noise. Someone in the building
lists on this page to generate interesting events, obstacles, below begins to hysterically shout of murder, assassins and
opportunities and complications for a rooftop chase. Modify or thieves; the watch are called.
ignore any result you deem inappropriate. 6. A cat slinks through the darkness on the hunt for a bird, rat or
Roll on the table below to determine what kind of obstacle or other tasty morsel. Inattentive characters might stand on the
event occurs (and to whom it occurs): cat—maybe killing the creature and perhaps making them slip
into the street below.
D20 D20 7. An assassin—or just a disgruntled thief seeking revenge
1-6 Obstacle (both parties) 11-16 Event (both parties) against a rival—lurks on the roof ready to push a stone onto
their target when they pass by.
7-8 Obstacle (pursued) 17-18 Event (pursued)
8. Clouds scud across the moon banishing what faint moonlight
9-10 Obstacle (pursuer) 19-20 Event (pursuer)
was illuminating the rooftops. Below, the streets and alleys are
chasms of darkness.

D AY T I M E E V E N T S O B S TA C L E S
During a rooftop chase, the unexpected often happens. Rooftops are dangerous places.

1. A roof tile cracks beneath the character’s feet. Unless they 1. A section of the roof is weak, and collapses as the character
catch themselves, the character could slip and fall (perhaps to runs across it. Unless the character is nimble, they could fall
the street below). into the room below.
2. The character disturbs a worker xing a tile. Surprised the 2. The gap between buildings is wider than normal, and the
worker moves straight into the character's path. character must leap to cross it. If they fail, they could fall to the
3. As #2, but the worker stumbles and slips from the roof. They street below.
catch themselves but dangle precariously above the street 3. A small group of minor wizards stand atop the roof observing
and desperately call for aid. If it is not forthcoming, they weather patterns (during the day) or the stars and planets (at
plummet to the street below; serious injury or death results. night). The character’s appearance create confusion and
4. The character disturbs a nesting bird (or two) that bursts forth anger in their ranks. Some wizards try and get out of the way
from its hidden nest. The surprise of the bird’s appearance while other’s curse (and perhaps even punish the characters
could cause the character to swerve off course, skid to a halt with a spell or two).
or even fall from the roof. 4. A line of uttering washing lies across the route of the chase.
5. Sun glints off a metal object, perhaps dazzling or temporarily Characters must duck under the washing or lose a round or
blinding a character. two enmeshed in its slightly damp embrace. Additionally, the
6. Angry shouting from folk in the building below follows the washing obscures sight of what lies beyond, making this a
character across the rooftops. good place for an ambush.
7. Three cats lie sunning themselves on the roof's parapet. They 5. Workers have piled new tiles, a great mass of thatch or
hiss and spit at approaching characters. replacement wooden beams in preparation for repairing the
8. A watch patrol passes below in the street. They see the chase roof. The character must go over or around this obstacle.
and rush to intercept the characters. 6. Two lovers have crept up to the roof for some private alone
time. They do not hear the chase until a character is literally
NIGHT TIME EVENTS on top of them. In the ensuing chaos, someone could slip and
At night, the characters may not be the only people abroad on the fall from the roof.
“thieves’ highway”. 7. A section of roof being prepared for extensive repair is
covered by nothing but a tarpaulin. An inattentive character
1. The character literally bumps into a thief using the roof as a might not realise the danger and fall into the space below.
highway. The thief could be on the way to, or coming back 8. Rival thieves—or perhaps two entire rival gangs— ght atop the
from, a job. If the thief has already done their job, they drop roofs of this district or block. Their skirmish causes
their loot in surprise at the character’s sudden appearance. innumerable obstacles—fallen combatants, knots of struggling
2. The character disturbs a colony of bats that take to the air in a thieves, dropped bags of loot and the like—for the characters
great uttering cloud. The bats could startle, distract or buffet to navigate.
the character.

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3: SEWER CHASE 7. Something large moves in the sewer’s dank, opaque water,
leaving a wake amongst the murk. It could be nothing more
than a large submerged branch or it could be something far
Much goes on below the streets of the towns and cities lucky more dangerous—a snake, a monstrously large eel adapted to
enough to have a sewer system. Use the tables and lists on this sewer life or something even worse.
page to generate interesting events, obstacles, opportunities and 8. The character disturbs a pair of footpads doing away with the
complications for a sewer chase. Modify or ignore any result you remains of their most recent victim. They want no witnesses
deem inappropriate. and attack the character.
Roll on the table below to determine what kind of obstacle or
event occurs (and to whom it occurs): O B S TA C L E S
Sewers are foul places, full of civilisation’s muck.
D20 D20
1-6 Obstacle (both parties) 11-16 Event (both parties) 1. A thick crust of slippery ef uent covers the walkway; those
7-8 Obstacle (pursued) 17-18 Event (pursued) moving too quickly or not paying attention could slip and fall
9-10 Obstacle (pursuer) 19-20 Event (pursuer) into the sewer.
2. Part of the sewer's stone walkway has crumbled away. The
characters must jump the ve-foot gap to continue on their
EVENTS way or end up in the lthy water.
3. A rusty locked gate bars the walkway. The character must
During a chase through a sewer, the unexpected often happens. either jump into the sewer channel, leap across to the other
walkway, go back the way they came or break through the
1. Several starving giant rats, in search of food, emerge from gate to continue on their way.
cracks low down in a wall and attack the nearest character. 4. A small swarm of rats gnaw on the lth-covered body of a
2. The loud rumbling of a cart in the street above startles the human slumped on the walkway. A dagger sticks from the
character who might fall slip and fall into the sewer as a result man's back and the rats vicious defend their meal.
of the shock. 5. A blockage has created a veritable dam of congealed
3. A large bubble rises to the surface of the sewer and bursts, excrement, bits of wood, detritus and other rubbish. Ef uent
releasing a noxious stench into the air. has nearly crested the slick, stinking dam, which may—or may
4. The character spots a shadowy gure up ahead in the sewer. not—be safe to cross.
The gure could be a lurking thief up to no good (1-3), a 6. Two thieves lurk in the sewer plotting their next job.
beggar (4-5) or a sewer worker (6) inspecting or repairing Predacious fellows they attack any lone or separated
something in the vicinity. character, in search of an easy score.
5. A loud splash echoes through the air; ahead something large 7. The walkway is slimy and redolent with waste. Incautious
has just fallen into the sewer. Variously, this could be a body characters may slip and fall (perhaps into the sewer’s foul,
(or something else) being dumped, some kind of large sluggishly owing water).
predator or a small collapse. 8. Because of a local blockage, this part of the sewer is ooded
6. A sudden, loud in ux of waste makes hearing anything else and the character must wade through thigh-high sewer water;
dif cult for several rounds as the sound echoes loudly hidden obstacles and deeper sections lurk to snare the
through the sewer. unwary or rushing character.

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4: STREET CHASE 2. A watch patrol walk the streets, keeping an eye out for
suspicious or nefarious behaviour. They spot the chase and, in
turn, give chase intent on catching both parties. As they join
A town’s streets are often bustling places full of people and the chase, they call loudly for aid from other nearby patrols.
commerce. Normally, that’s a good thing, but if you are trying to 3. A man pushes a handcart up the street. He abruptly stops and
escape pursuit (or catch someone) this might be much more of an begins to collect several large lumps of horse manure. (A
inconvenience. steaming heap of the stuff already lls his barrow).
Roll on the table below to determine what kind of 4. The character hears an urgent whisper, as someone entices
obstacle or event occurs (and to whom it occurs): them into a nearby building to hide. This could be a genuine
offer of assistance or the prelude to a mugging.
D20 D20 5. A weary mud-splattered traveller leading a tired horse walks
1-6 Obstacle (both parties) 11-16 Event (both parties) up the street searching for an inn for the night.
6. Two lovers stroll arm in arm along the street. At sight of the
7-8 Obstacle (pursued) 17-18 Event (pursued)
chase, one of the lovers decides to impress the other by
9-10 Obstacle (pursuer) 19-20 Event (pursuer)
trying to restrain the character.
7. A drunken barbarian staggers along the street drinking from
a wine ask. The barbarian is not looking where they are
D AY T I M E E V E N T S going, and has a touchy temper. Violence could ensue, if the
During a street chase, the unexpected often happens. character bumps into, or knocks over, the barbarian.
8. A shadowy gure beckons to the character. The gure—a low-
1. With only a brief warning cry, someone hurls the contents of a level thief—could offer the pursued a place to hide or show
full chamberpot into the road. Unlucky characters could get the pursuer a shortcut to get ahead of their quarry. Either way,
hit by the excrement and be temporarily blinded or slip in the the thief wants paying.
suddenly appearing puddle of lth.
O B S TA C L E S
2. A drunk mercenary tries to trip the character, hoping the
watch might reward him. Streets are often busy places thronged with people.
3. It begins to rain heavily, reducing visibility.
4. A mounted warrior forces his horse through the throng, in 1. An empty wagon, and a bored-looking horse, stands
search of an inn for the night. Tired and irritated at the stationary in the road. The teamster kneels at the back of the
crowds, he makes no attempt to get out of the character’s wagon, as he examines something underneath it.
way, and takes great delight in slowing them down and 2. A patrol of four members of the watch march down the street,
generally being dif cult. two abreast. Townsfolk step aside to let them pass temporarily
5. A peddler pushes a handcart through the throng. Desperate creating an area of denser crowd.
for a sale, they accost a character—thrusting a sample of their 3. A half-dozen laughing, running children run through the
wares into the character’s face, and generally be annoying street, playing a game of catch. The character could get
and pushy. tangled up among the children who might not realise the
6. A cart rumbles along the street, piled high with boxes and deadly seriousness of the chase.
barrels. Characters moving quickly and unpredictably could 4. Stalls line the street, forcing those passing into a narrower
spook the horses, creating chaos, confusion and disruption in section of road. Several oblivious people browse the stalls,
their wake. The wagon might even shed its load. creating additional obstructions.
7. Townsfolk stand and stare at the characters chasing through 5. A minor re has broken out in a nearby building. Smoke wafts
the crowd. Some shout words of encouragement, others taunt across the street, as a dozen or so townsfolk attempt to ght
one or both parties. the smouldering blaze.
8. The character knocks over an innocent passerby, who falls to 6. A procession—perhaps a solemn funeral procession or the like
the oor and drops their shopping. Instantly, beggars and —processes up the street. The mourners do not take kindly to
street urchins fall upon the dropped items. distractions or disturbances and lash at the character.
7. A building has collapsed, and is in the process of being
NIGHT TIME EVENTS rebuilt and repaired. A pile of building materials—guarded by
While normally quieter a town’s streets are far from empty when several self-important urchins—partially blocks the street.
night has fallen. 8. An important person—perhaps a nobleman, priest or wizard—
is abroad in the town on personal business. If the character
1. Drunken revellers wander down the street singing lustily. They knocks the person over, gets in their way or otherwise
stagger about, singing and laughing and could easily cause inconveniences them the NPC may cast a spell at them, report
an obstruction for running characters. them to authorities or exact their revenge in some other
subtle (or unsubtle) way.

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5 : O P P O R T U N I T I E S & C O M P L I C AT I O N S 4. The person the characters were chasing has a powerful local
friend or enemy.
A. Friend (01-10): The NPC seeks out the party to have their
Sometimes fortune smiles on the hero; sometimes, it does not. revenge on behalf of their friend. They might try
Use this list to determine what opportunity or complication rubbishing the characters’ reputations or hire thugs to
occurs during or after the chase. An opportunity or complication rough up (or kill) them. This NPC could become a
can occur to the NPCs, the characters or both parties, as you reoccurring thorn in the characters’ side.
deem appropriate. Modify or ignore any result you deem B. Enemy (11-20): The NPC is delighted with the characters,
inappropriate. if they caught their quarry and seeks them out to thank
them. If the characters failed to catch their foe, the NPC
1. The chase takes place close to where a sergeant or captain of offers the party assistance. In either scenario, the
the watch is inspecting a double-strength patrol. Hearing the characters could make a new, useful friend who could be
ruckus the of cer, followed—perhaps reluctantly—by the patrol the source of future adventures.
sets off to investigate the disturbance. 5. The chase happened near the scene of another major crime.
2. The nearest watch patrol happens to comprise corrupt and Perhaps someone important was murdered or a major theft
easily-bribable guards. For a small amount of coin, they can occurred. The characters were seen running in the vicinity and
intervene, not intervene or release anyone captured during are urgently sought for questioning.
the chase, as appropriate. 6. The chase resulted in signi cant property damage, and the
3. A character resembles a notorious criminal high up on the characters are pursued to settle the bill.
watch’s wanted list. Any members of the watch “recognising” 7. A high-ranking member of the watch seeks out the characters
the character gives chase. Alternatively, a mistaken informer and offers them positions in the organisation.
follows the characters back to their lodging and then reports 8. A character develops a bad sprain or sprain, after the chase.
them to the watch—who arrive shortly thereafter to arrest the Their speed is reduced by half for a week (or until they are
unfortunate character. magically healed).

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VAMPIRE’S CASTLE

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1: OUTSIDE THE VAMPIRE’S CASTLE 6. Observant characters note a strange characteristic of the trees
and shrubs growing near the castle. The branches and leaves
growing on the side closest to the castle are shrivelled and
Steeped in evil, a vampire’s castle is a foul, terrifying place. mis-coloured, while those growing on their other sides are
However, the vampire’s fell in uence is not always kept in check comparatively normal (if unhealthy).
by the castle’s stout walls. A powerful vampire’s in uence seeps 7. The mouldering corpse of a hanged man dangles from a
into the surround area like a poison. stout tree branch. The rope creaks as the corpse sways slowly
Use the list below, to describe features of note or interest in in the breeze. A crude sign hangs around the man’s neck; it
the castle’s surrounds. reads, “Consort of Fiends”.
8. Light fog perpetually cloaks the ground surrounding the
1. The land surrounding the castle is a bleak place; plants castle. The fog always seems to grow thicker at night,
appear warped and stunted, and there is an obvious lack of blanketing the castle in a white, wet blanket. The fog deadens
wildlife. Elves, druids and rangers automatically sense the sounds and moves and twists in bizarre and disturbing ways.
oddness and imbalance of the locality. Only the midday sun is strong enough to burn away the
2. A huge ghost-white owl perches high up in the lea ess night’s accumulation of fog.
branches of a gnarled oak tree. It stares unblinkingly at the 9. Thick elds of gluttonous mud extend away from the castle in
party, before silently taking ight. all directions. The remains of dry stone walls, mud- lled
3. The decomposing corpse of a peasant slumps against a tree’s ditches and the like show where farming was once practiced.
gnarled trunk. The unfortunate appears to be the victim of a Clearly, no crops have grown here for years.
frenzied attack—his body has literally been ripped apart by a 10. The white bones of a large horse—perhaps even a warhorse—
creature of great strength. lies sprawled in the undergrowth by the road amid rotting
4. Black clouds hang over the castle and its surrounds, throwing scraps of its bit, bridle and saddle. Thick growths of weeds
the whole place into a deep gloom. Under the cloud, the and brambles curl upwards and through the skeletal remains.
wind doesn’t blow and only the faintest breeze disturbs the 11. The castle throws deep, strangely elongated, shadows over
tree’s lea ess branches. It is surprisingly cold, in the castle’s the surrounds. Some of the shadows form disturbing shapes
immediate environs. which bear no resemblance to the castle’s outline.
5. The road leading to the castle is overgrown. Thick weeds and 12. A gigantic stone pillar looms over the road. Carved into a
noisome bramble bushes cluster thickly against the trail. A bewildering array of twisted, horrible shapes the column’s
character well-versed in tracking can easily determine this centrepiece is a carven image of the vampire’s heraldic
road does not see much traf c—which is surprising as the device. No weeds, brambles or briars grow near the pillar—it is
castle’s occupants must require frequent deliveries of a hateful thing.
supplies and the like.

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2: INSIDE THE VAMPIRE’S CASTLE 10. A dark, shadow- lled alcove holds a dusty display of a suit of
plate armour along with several weapons including a spear,
morningstar and longsword. The armour clutches the spear
The passageways and chambers of a vampire’s castle are a while the other two weapons are pinned to the wall. Paranoid
terrifying place. Even if if they are not drenched in gore and character may suspect the armour and weapons to be
littered with the corpses of the vampire’s many victims a sense of animate guardians…and they very well might be!
dread and doom hangs over the place. Such a place is as
terrifying as any lich’s lair. G O R E -S P L AT T E R E D L O C AT I O N S
Use the lists below, to add avour and detail to the chambers
and passages in a vampire’s castle. Some vampires do not bother to hide their nature, and their
castles are a testimony to their evil, depravity and unending thirst.
P R E S E N TA B L E L O C AT I O N S
1. The pallid, bloodless corpse of a naked human man lies
If the vampire keeps their undead status a secret much of the sprawled on the oor. Although the corpse is partially
castle may be in a presentable, “normal” state. Subtle clues, decomposed, a score or more bite marks are evident all over
however, may abound for the astute visitor. the body.
2. An impressive spray of dried arterial blood decorates one
1. A thick, faded rug covers part of the oor. Wear-marks on the wall and ceiling. Characters investigating the spray notice
rug show this to be a high traf c area. Characters looking disturbing marks in the dried blood that suggest someone—or
under the rug discover a large, dried bloodstain on the oor. something—licked some of the blood up.
2. A lone bat roosts high up in a dark corner of the passageway 3. A ripped and smashed picture hangs drunkenly on the wall,
or chamber. Light—such as that thrown by a torch or light spell its frame splintered. The picture’s remains depict the vampire
startles the bat; it utters madly around the area for a few as it was in life.
seconds before darting out the nearest window or arrow slit. 4. Graf ti, scratched into the oor (perhaps with a dagger or
3. Perceptive characters notice a faint imprint of a bloody palm similar) reads, “Despair. The castle’s master is a devil.”
print near a window. Characters investigating this discovery 5. Jagged fragments of a wooden stake lie scattered about the
realise the bloodstain was left by someone climbing into the oor. Dried blood coats the stake’s tip.
room from outside. 6. The skeletal remains of some unfortunate lies heaped in a
4. The portraits hanging on the walls are old and faded. The folk corner. A character wise in the healing arts who examines the
in the pictures wear grim looks on their faces and antiquated remains notices deep gouge marks on some of the person’s
clothes. Cobwebs cluster thickly about the portraits’ frames. neck bones.
No obviously new portraits hang on the walls. 7. A twisted, partially crushed silver holy symbol of a good-
5. After spending some time exploring the castle, a perceptive aligned faith lies on the oor against a wall. A chip in the
character notices the complete lack of religious paraphernalia stone above suggests it was hurled against the wall with
or mirrors in any of the castle’s public areas. The castle’s considerable force.
chapel is dusty and unused. 8. Chilly, brooding darkness lls this area. Sensitive (or paranoid)
6. At night, the castle’s interior is poorly lit. Many of the castle’s characters detect a sense of lurking, malignant menace in the
torch sconces are empty, and those actually equipped with dark. Investigation suggests the cold air seems to be issuing
torches invariably gutter out during the night. Thus, deep upwards through many small cracks in the oor.
pools of darkness ll many of the castle’s passageways, 9. Dust cloaks the oor and cobwebs hang from the ceiling so
staircases and chambers—a perfect hunting ground for a low they brush over the faces of those exploring the area.
hungry vampire. Careful searching reveals the faint outlines of tracks in the
7. The doors warding many of the castle’s guest chambers are dust created by someone running. It is impossible to tell how
equipped with comparatively new and complex locks. long ago the tracks were made.
Strangely, most of the locks have no keys in them. A close 10. A gentle breeze—perhaps from a cracked window or arrow slit
examination of these locks reveals a hidden mechanism on —occasionally blows through this area stirring up the dust
the outside of the door that unlocks the doors without need herein into short-lived dust devils. (This could work in the
of its key. party’s favour as the dancing dust could reveal a hiding or
8. The castle is seemingly free of vermin; the rats normally invisible enemy just before it strikes).
present in such locales are nowhere to be seen (the vampire
uses his powers to keep them in check). The castle also has no
cats or dogs, and comparatively few horses.
9. Dusty, once ne, tapestries hang on the walls. Each depicts a
key scene in the family’s history—the rst of the family line
being ennobled, a heroic victory in battle and the like.

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3 : T H E V A M P I R E ’ S S E RVA N T S 2: C A L A D A L N A C K L E
CN (NE) old female gnome
Most vampires require living servants to do their bidding. From
With an expression veering between exhausted and petri ed this
venturing abroad during daylight hours to lulling the vampire’s
tiny old gnomish woman seems on the verge of complete collapse.
visitors into a false (and fatal) sense of complacency such folk buy
their lives with their unfailing fealty. Caladal has served the vampire for decades—perhaps even a
Use the folk below, to portray the vampire’s minions. century or more; she’s not sure anymore as the long days and
longer nights have blurred into one. She accepts her lot and
1: ARIQUIS GAROTHYN knows she will soon die—it is only a matter of time before her
master, or one of his favoured servants, ends her miserable
NE male half-elf ghter 2/thief 2
existence; she just hopes she does not join the undead’s ranks.
Ruggedly handsome in a rough sort of way, this black-haired half- Personality: Utterly terri ed by her master Caladal's spirit has
elf carries himself with vigour and con dence. been crushed through long decades of service. Once a wild spirit,
she has been broken and has begun to slide into evil and extreme
Ariquis willingly serves his master and carries out all manner of
sel shness. She just wants to survive as long as possible and will
depravities and the like in his name. One of the vampire’s most
sacri ce anything (and anyone) to achieve her goal.
trusted (and presentable) servants Ariquis often wanders the
Mannerisms: Sudden movements terrify Caladal and she
surrounding countryside or visits nearby towns and villages in
cowers away from them. She often sighs deeply.
search of victims for his master.
Unique Treasures: Caladal has collected an amazing array of
Personality: Depraved and lecherous before he fell under the
odds and ends during her long service. Before she lost her hope,
vampire’s in uence Ariquis exults in indulging his darkest fantasies
she even stole several silver vials each holding precious holy water
on those falling into his clutches. He is also a bully, and terri es his
from the vampire’s various victims.
victims with descriptions of what his master will do to them.
Hook: Caladal sees the characters as her possible salvation.
Mannerisms: Ariquis has an unsettling steady stare; he
Too scared to move openly against her lord, she surreptitiously
doesn’t blink—ever.
helps intruders in any way she can—perhaps by leaving one of her
Unique Treasures: Ariquis loves taking small trinkets from his
precious vials of holy water where they will nd it.
victims. Most such objects are nearly worthless rings, earrings and
the like. One chunky golden ring in his possession, however, has a 3: H E N K
hinged compartment that can hold a powder or poison.
Hook: In defeat, Ariquis is pathetic. If badly injured, he throws CE male half-orc thief 4
himself to the oor and begs for mercy. He spins a tale of the
Mostly bald, and shockingly ugly, this chubby half-orc has a look of
vampire corrupting him and (again) begs for a second chance. He
dim-witted ignorance about his piggy face.
is lying, and reverts to his old self—or attempts escape—at the
earliest opportunity. Henk loves serving his master because sometimes he gets to
indulge his most deviant passion—cannibalism. Once his master
has nished with his victims, Henk drags the corpse away to feast
on its juicy, tender esh.
Personality: Utterly without morals, a sense of mercy or any
real empathy Henk is a perfect servant for the vampire.
Mannerisms: When looking at a living person, Henk often
can’t help licking his lips in a very suggestive, perhaps disturbing,
fashion. Perceptive observers may note he’s led his teeth into
particularly sharp points.
Unique Treasures: Henk has collected many overlooked
trinkets from his countless victims. If the characters are looking for
a particular person, chances are Henk possesses a distinct piece
of jewellery that hints at their fate. In particular, he possesses
several golden picture lockets which hold tiny portraits of their
previous owners’ loved ones.
Hook: Most odious of the vampire’s servants, Henk’s
chambers are a charnel house. Characters reaching his rooms will
be under no illusions as to the depths of his depravities. Henk
doesn’t see what’s wrong with his practises—his meals were dead,
after all, by the time he got to them.

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4: THE VAMPIRE’S “GUESTS" Hook: Although outwardly brash, Mikko craves a guide and
mentor. He latches onto the most charismatic warrior-type in the
group and positions himself as that person’s loyal retainer.
Vampires require a steady supply of blood to slake their unholy,
unending thirst. A vampire’s castle inevitably holds a number of 3: S O N J A K E TO
guests or prisoners who unwilling (and perhaps unwittingly)
participate in the vampire’s nocturnal feasts. Such folk could be LG female human cleric 1
unwitting guest or prisoners languishing in the place’s dungeons. Beautiful, but with a haunted, worried look on her face, this woman
Use the folk below, to portray the vampire’s “guests”. wears grubby, blood-spattered priestly vestments.

1 : H A N N U E S KO L A Sonja has been at the castle for six months. The vampire has
discovered her blood is the best he has ever tasted—thus, he
LN middle-aged male human keeps Sonja around in the same way a wine collector carefully
Tall, slender and partially bald this stooped man keeps his gaze stores a ne vintage.
downcast toward the oor. Personality: Friendly, but obviously nervous (or perhaps
hiding something), Sonja is traumatised by her experiences in the
Hannu came to the castle to investigate a debt owed to his master castle. She has developed a deep distrust of anyone she meets
by one of the castle’s occupants (perhaps even the vampire itself). and worries constantly about the vampire’s unnaturally deep
He’s convinced it’s the worst thing he has ever done. connection with her.
Personality: Terri ed and desperate to escape, Hannu latches Mannerisms: Sonja’s body language screams of her defensive
onto anyone who seems to know what they are doing. He dreams attitude. She often seems on the verge of ight. She avoids areas
of returning home, and never leaving again. of shadow wherever possible. Darkness terri es her and she is
Mannerisms: Hannu stutters and has—very recently— never without a lit lantern or candle.
developed an inability to look anyone in the eye. Unique Treasures: Strangely the vampire has permitted Sonja
Unique Treasures: Although he has lost most of his to keep her silver symbol, but has forced her to scratch his name
possessions, Hannu has managed to hide a small leather folder in on the back.
his chamber which includes a summary and legal document Hook: Because he loves the taste of her blood so much, the
setting out the debt owned to his master. This might include vampire takes extraordinary steps to keep Sonja safe and in his
details of the debt’s forfeiture clause—perhaps even a transfer of clutches. Paranoid or suspicious characters may suspect some
the castle’s deeds! other motivation guides the vampire’s actions.
Hook: Hannu offers to introduce the characters to his master
and to give a favourable account of their exploits if they free him
from the castle. His patron could be the source of future quests,
for the party.

2 : M I K KO L E I N O
CN male human ghter 2

Clad in a rusty, battered suit of chainmail this tall, wiry man has the
look of a caged wolf about him.

Mikko strayed too close to the castle with his bandit fellows. In the
desperate ght that followed his companions were slaughtered
but, for some unknown reason, he was spared.
Personality: Outwardly brash, brave and full of youth’s
bravado Mikko talks much about what he’s going to do to his jailer
if the vampire should ever fall into his clutches. In truth, Mikko is
an excellent actor and has come to realise he is doomed unless he
can escape. Not big on preparation, “We rush in and slay them all”
is the height of his tactical thinking.
Mannerisms: Mikko talks loudly, but does not have an
extensive vocabulary. He uses short, simple words and grows
angry if he does not understand what other people are on about.
Unique Treasures: Mikko knows the location of the bandits’
buried treasure hoard (such as it is) and offers to share it with the
characters if they help him escape. He overstates the value of the
hoard to entice the characters into helping him.

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5: TREASURES, TRINKETS & TRASH 3. A fragment of delicate silver chain—the remains of a necklace
—is tarnished and dirty. It is worth 4 gp.
4. A broken brass magnifying glass lies amid the shards of its
Over the long years of their existence, vampires accumulate many lens. The remains are worth 2 gp.
treasures and trinkets dropped by, or taken from, their many 5. A scrap of water-damaged map reveals some of the details of
victims. Such items may lie unwanted where they fell or appear the area surrounding the castle. The map was accurate, but
incongruous and out of place to an alert visitor. might be out of date.
Use the lists below, to determine what the characters nd 6. The torn remnant of a bloodstained white silk robe utters
while in a vampire’s castle. gently in the breeze. Paranoid characters might think it is a
ghost or spectre.
TREASURES
7. An ornate cast iron key lies discarded on the oor. Judging by
Some items found in the vampire’s castle have actual value. its size, it opens a chest or strongbox.
8. A dusty circle—perhaps a protective circle—of silver coins
1. This beautiful gold, gem-encrusted holy symbol hangs by a decorates the oor. Another two silver coins are balanced on
silver chain from a dusty, empty torch sconce. If the party the next door handle the characters nd.
carry lights, the gems glimmer at their approach; otherwise 9. A damaged silver pendant shaped like three arrows hangs
only perceptive characters notice this treasure. The holy from a torn leather thing. The arrows’ tips are missing.
symbol is worth 100 gp. 10. The remains of a thieves’ toolkit is scattered about the area.
2. A skeletal hand lies behind a piece of furniture. Two gold
rings yet encircle two of its ngers. Each ring is worth 20 gp
TRASH
and one bears a noble family’s heraldic device. The vampire’s depredations has no doubt resulted in much
3. Of cut crystal, this wine decanter stands next to two delicate broken equipment, consumed magic items, destroyed holy
matching wine glasses. The decanter, and one of the wine symbols and the like.
glasses, has a suspicious reddish-brown stain. The remains of
another broken wine glass lies nearby. The set is worth 50 gp. 1. Wooden fragments of a simple holy symbol litter the oor.
4. This black fur cloak is luscious, thick and warm. The pelt of a 2. This empty potion vial is partially crushed as it someone had
gigantic wolf the cloak is a thing of rare craftsmanship. It is stood on it. The nearby oor is slightly discoloured.
worth 150 gp, and of high enough quality to potentially be 3. The hilt of a dagger lies on the oor. Nearby a few shards of
used in the crafting of a magical item. silver litter the oor.
5. This beautifully wrought golden quill has a special tting 4. A broken wine bottle—its label hopelessly faded—lies on the
which allows new nibs to be inserted. It is worth 75 gp. oor. Shards of brown glass lie scattered about the
6. A small black velvet bag contains a silver brush and comb set surrounding oor; some have been crushed underfoot and
suitable for use by a noblewoman. The set is worth 25 gp. are little more than splinters of glass.
7. This small crystal vial blown into the shape of a rearing 5. A bent crowbar lies on the oor in front of a door.
unicorn is half full with expensive perfume. It is worth 20 gp. Examination reveals pry marks around the door’s lock.
8. The engraving of a beautiful el n woman—a siren—decorates 6. A few wind-blown leaves lie in front of an open or broken
this platinum whistle which hangs from a plain leather thong. window. Mottled brownish-green mould grows on the leaves
9. This beautiful silver dagger has a red ruby set in its pommel and has begun to colonise the nearby oor and wall.
and nestles in a beautifully soft leather scabbard. An outline 7. A badly dented hammer lies next to the jagged shard of a
of the dagger is stitched into the scabbard in red thread. As a broken sword blade.
set, the dagger and scabbard are worth 600 gp. 8. An arrow juts proud from a window frame. It looks like
10. A bag contains worn golden coins. Each coin has the whoever shot the arrow was shooting at something climbing
vampire’s family crest on one side and a stylised engraving of through the window. (This might be an important clue if the
the castle on the other. characters have not realised a vampire is in residence).
9. Drips of wax mar the oor. A perceptive character—or
TRINKETS
someone good at tracking—can follow the wax drips, which
Some items found in the vampire’s castle have little value, but may might lead to a secret compartment, hitherto unexplored part
provide hints to the fate (and identity) of the vampire’s victims. of the castle or similar. Small drops of dried blood lie next to
some of the dripped wax.
1. Crushed and broken this fragment of a silver holy symbol 10. An improvised wooden stake—clearly once a table leg—lies on
once represented a blazing sun. Its remnant is worth 5 gp as against one wall. A bloody handprint mars one end of the
scrap metal. stake; the other is free of any such stain.
2. This ornate hooded lantern is shaped like a perched owl—its
wings can be opened to reveal the light inside. The lantern is
a bit battered, but otherwise serviceable.

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WINDSWEPT MOOR

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1: CAMPING & CAMPSITES 6. A dry cave cuts into the side of a rocky tor. A dwarf or other
miner can tell the cave is not natural. A breastwork of stone—
covered in lichen and moss—protects the cave’s approaches.
Travellers on a windswept moor would be wise to seek a good 7. A shallow depression amid a stand of gorse bushes and eld
campsite. Relatively high altitude and a lack of protection from the of tumbled stone provides a sheltered spot to camp. A
elements can make a night out on the open moor a truly narrow winding path leads through the gorse to the
miserable experience. depression, suggesting someone—or something—has made
regular use of the site.
1. Two tors rear up from the rolling grassland, providing a 8. The remains of a large building—perhaps a hunting lodge or
modicum of protection from the prevailing winds. Characters travellers’ inn—offers shelter. While the building has no roof,
exploring the tors discover the remains of a crumbled most of its walls still stand, providing protection from the wind
drystone wall between the two. and observation from casual observers.
2. At the head of a narrow valley, a small stream tumbles down a 9. A long ridge-like tor of dark stone juts upwards from the
waterfall into a sheltered pool. Small, stunted trees grow moor. Characters scaling its anks discover a number of
along the pool’s fringes. Unless the stream is in ood, the spread-out natural sheltered hollows along its length big
pool’s banks are dry and could serve as an excellent campsite. enough for a single occupant.
3. A series of linked deep depressions in the moor provide a 10. An old mine entrance pierces a bank. The mine’s leavings lie
handy campsite out of the wind—unless it has recently been scattered all around amid the undergrowth. Although the
raining (in which case boggy mud lls the depressions). mine tunnel has collapsed about 30 ft. into the hill there is
4. A shallow cave pierces one ank of a craggy tor, providing enough room for travellers to huddle inside.
semi-comfortable shelter for four human-sized creatures. The 11. Thickets of sharp-leaved holly trees grow interspersed with
cold remains of a campsite, and soot stains on the cave’s rear oak and beech trees in the lea of a line of tor-topped, steep
wall and ceiling, show other travellers have rested here. exposed hills.
5. Ancient woodland surrounds and hides two small lakes set in 12. Moss-covered trees grow thickly along the course of a narrow,
a depression in the moor overlooked by a nameless tor of swiftly owing river. A crude clapper bridge crosses the river
tumbled stone. Fishing is good in the lake, and the trees keep and leads to a swath of low-lying, sheltered ground next to
the worst of the moor’s wind at bay. Butter ies and birds the river. Mossy boulders abound, here.
dwell here in profusion, in summer months.

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2: LOCAL LANDMARKS 11. A natural amphitheatre—Giants’ Meet—surrounds a


glimmering moorland lake. But one twisted path cuts through
the surrounding hills to reach the site. Close investigation of
Much of a moor’s landscape is unremarkable and mundane; the stepped amphitheatre reveals what could be tool marks—
however some features become local landmarks used as worn almost complete away by long years of exposure to the
waymarkers on the barren moor or places for travellers to meet. moor’s harsh climate.
12. This series of ve plunge pools break up a brook’s wandering
1. A gnarled oak tree, its crown grown sideways and lopsided, path down from a swath of well watered uplands. Known as
stands alone amid the wind-blasted landscape. Named as Shilla’s Pools this set of pools is renowned for its clean, fresh
“the Old Man” the tree is a well known landmark; locals press water. Hidden in a deep fold in the land, if it was not for the
copper coins into its ribbed bark as offerings to the god of tinkling melody of running water, most travellers would not
travel for a safe journey. nd the brook.
2. A deep river valley cuts through this section of moorland. 13. Six hut circles lie stark on this wild, sweeping swath of
Within the valley stunted and gnarled oak trees grow amid a moorland. Mossy, tumbled drystone walls surround the long-
eld of moss-wreathed boulders and tumbled rotting tree abandoned settlement’s elds. Locals call the site Bone Tor to
trunks. Vipers lurk amid the boulders, but only strike at mark the bone- lled pit allegedly found at the centre of the
intruders, if disturbed. settlement decades ago.
3. The int-hued waters of a wide, but shallow, lake lie prostrate 14. A deep pool—Long Pool—lies at the bottom of a waterfall in a
under the moorland’s ever-changing sky. A winding, muddy steep-sided ravine running through a range of hills. The place
track leads to the lake and many animals—sheep, wild horses is secluded, and—for the brave—a good place for swimming
and the like—can be encountered in the vicinity. A shepherd’s and diving. Local rumour, however, places a mischievous
hut of dry stone built into a slight rise, overlooks the lake. water spirit in the pool, and several people are said to have
4. The shattered, jagged ruin of an ancient watch or wizard’s drowned therein.
tower rises from atop a high, steep-side tor. The ruin is visible 15. Worn earthworks and ditches surround a high hill ringed with
for miles around and it known locally as the “Jagged Tooth”. tumbled drystone walls. One of the ditches is known as Dead
5. The ruin of an ancient partially-sunken village lie scattered Woman’s Ditch. The woman’s ghost is said to haunt the
across a wide valley. Low stone walls protrude from the ancient hill fort.
ground, and yet provide some protection from the wind. The 16. A weather-worn carving of a single lidless eye decorates this
various buildings’ layouts are still visible. (Buried treasure fallen obelisk. Lichen and ferns grow about and over the
might yet lie under hearthstones or amid the surrounding tumbled stone; only observant characters spot the carving.
burial cairns ringing the settlement). The obelisk is known locally as the Watcher.
6. A stone circle of obviously ancient construct stands amid a 17. A swath of swampy ground cuts across the moor. Pockmarked
wild swath of heather. A river—spanned by a simple stone by stunted, sickly-looking trees the area is known as Dead
clapper-style bridge—cuts through the circle. Man’s Rest. Various rumours place a small pack of will-o-wisps
7. Giant mossy boulders and large fern-covered trees dominate in the area, and those in the know avoid coming here.
this small, steep-sided river valley. The valley descends 18. Several streams ow downwards to a wide lake nestled
steeply, and the stream drops over several waterfalls—Dingle’s between three jagged tors. The forlorn ruin of a forti ed keep
Steps—before owing through four deep plunge pools and —partially subsided in the mud and muck of a low-lying island
out onto the open moor. —emerges from the centre of the lake. The Keep of Drowned
8. The lonely, wind-battered and slate-rooted Halfway Inn stands Souls, as it is known, was once ruled by the infamous robber
astride a deeply gouged track leading across the moor. baron Kildrak Witchbane. The keep is rumoured to have
Sunken in places, the track is an ancient route. Legends speak extensive ( ooded) cellars and dungeons beneath it.
of ghostly travellers and of the lich who sometimes stalks its 19. Of dwarven construct this olden stone bridge spans a rapidly
length in search of fresh souls, but the welcome is always owing river gushing down from the high moor. Rapids and
warm at the Halfway Inn. waterfalls pockmark this stretch of river. The bridge is the only
9. A rusting iron ladder enables (increasingly perilous) access to safe place to cross for several miles in each direction.
Soul Tor’s summit. A chasm pierces the tor, plunging deep 20. This gigantic, thirty-foot high stone obelisk stands in stark
into the moor’s bedrock. Rumours speak of incomprehensible splendour in this otherwise remote, featureless stretch of
runes cut into the rock at the base of the chasm and of moorland. Graven with many weatherworn symbols, the
strange sounds echoing across the surrounding moor when a obelisk has began to lean drunkenly in recent years—no doubt
gibbous moon hangs low in the sky. due to the efforts of treasure-hunting travellers. Such folk
10. A vast and ancient yew tree stands in splendid isolation amid believe the obelisk is the gravemarker of a giant who died of
the tumbled ruin of a crumbling church. Built by a cleric over-exertion while dragging a great store of loot back to his
centuries ago allegedly to ward off an ancient evil spoken of lair—the nearby Giant’s Seat tor.
in certain fragmentary elder prophecies the church fell into
disrepair and ruin with the cleric’s demise.

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3 : M I N O R D AY T I M E E V E N T S 4: MINOR NIGHT TIME EVENTS

Few journeys onto a windswept moor are wholly without incident. Few folk travel the moor in the dead of night, but that doesn’t
Sometimes, bandits or brigands waylay travellers; other times, mean nothing happens to those camping out under the stars.
events are more mundane.
1. The stars blaze down on the campsite. The occasional cloud
1. Persistent drizzle sweeps across the moors, blown by a strong scuds across the sky obscuring this star and then that. A
wind. Quickly, the exposed rock emerging from the earth and paranoid guard might think the clouds are some form of
short coarse grass becomes slick. gigantic invisible ying predator.
2. A smudge of smoke on the horizon shows where a camp re 2. The temperature drops precipitously overnight. Only well
still burns. Alternatively, a remote steading could be under equipped or magically protected characters sleep well. If the
attack by raiders or a small piece of moor could be a ame. party travel in autumn or winter, frost cloaks the ground when
3. Clouds scud quickly across the sky, creating deep patches of dawn breaks.
shadow that seem to rush across the moorland like hunters 3. Several slow moving indistinct forms approach the camp.
searching for prey. Although the creatures are quiet they don’t seem to be
4. A falcon wheels high overhead. With a cry, it dives to the sneaking. When a character can get a good look at the
ground before returning to the air with a struggling (doomed) creatures, they discover the intruders are sheep.
rabbit in its claws. It ies off to a nearby tor where it nests with 4. Light drizzle falls in the early hours of the morning, and the air
its mate and young. smells of rain. However, by dawn the clouds have dispersed
5. A lone piebald riding horse, wearing bit, bridle, saddle and and the day is brilliantly sunny and warm.
saddlebags, ambles across the moor. Of its rider, there is no 5. A viper slithers through the camp, in search of prey. It hunts
sign. The horse has a distinctive black and white pattern; if the rabbits, dormice and other small creatures. It may give a
characters encounter the owner’s friends, they’ll have some character a scare, but much prefers to slither away than ght
explaining to do. large creatures.
6. Blinding sun breaks through the clouds; perceptive 6. Flying from some distant roost a swarm of bats utters across
characters note it re ecting off something metallic some way the night sky. If the party has a camp re or uses other bright
distant. The re ection could be the light re ecting off a still lights at night, the swarm investigates. If the characters follow
pool of water, the armour of some lurking foe or a piece of the bats back to their roost they discover a small cave
discarded equipment. complex or disused mine. Adventure may lurk within.
7. A viper slithers through the undergrowth. Perceptive 7. The wind whines across the open moorland, sounding
characters catch sight of its jagged pattern of red and black vaguely like a lament (perhaps of all the lost souls who have
scales as it moves parallel to the characters. It does not attack, died in the bleak surrounds).
unless provoked. 8. A shooting star blazes across the night sky. A few minutes
8. A faint mist blankets the moor, giving everything an ethereal later, another two follow the rst. The stars are falling in the
feel; the mist reduces visibility by half, but luckily does not direction the characters will travel on the morrow.
thicken further. 9. In the dead of the night, the air grows suddenly still as the
9. A fox darts across the party’s path, carrying a dead rabbit in its wind drops away to nothing—for a few moments all is peaceful
jaws. It seems to grin at the characters as it disappears into and it seems like even the moor itself is holding its breath.
the undergrowth with its prize. 10. Flickering lights—perhaps torches or guttering lanterns—
10. One of the party veers from the path—perhaps to relieve glimmer far away on the moor. Distances are hard to fathom
themselves—and has the misfortune to blunder into a stretch in the dark, but the lights are probably miles away.
of boggy ground. Quickly, the character’s boots are covered 11. A large winged creature passes in front of the moon. The
in thick, squelchy mud. If the character is tremendously creature has a long sinuous tail and seems to be grasping
unlucky, the mud acts like quicksand and begins to drag them something in its mouth. (This is a wyvern returning to its lair
down to a watery doom. after having caught a wild pony).
11. A cold and clammy heavy fog cloaks the moor, reducing 12. In the dead of night a character on guard notices a faint
visibility to mere feet. Sounds are strangely deadened in the glowing blue-green light near the camp. At rst the glow is
fog, and travellers have twice the normal chance of getting akin to a candle, but it grows slowly brighter until it provides
lost. The fog could lift quickly or linger all day. as much luminescence as a torch. If the character approaches
12. The distant drumming of hooves gets louder as they get the light, it retreats into the moor. (This is a will-o-wisp trying
closer. Shortly a herd of wild horses canters into view from to lure a character to a lonely death).
behind a hill. The horses have been spooked and are eeing
some predator real or imagined. The herd splits and passes
either side of the party.

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5: WILDERNESS DRESSING 15. A burial cairn surmounted by a ragged battle standard


hanging from a lopsided spear thrust deep into the stones
stands beside the track. Freshly picked owers are laid on the
While vast swaths of a wild moor may seem boring and cairn. The battle standard depicts a rampant red lion on a
unremarkable, travellers will—no doubt—encounter some things of black background.
minor interest. 16. A stone waymarker juts from the surrounding gorse and
heather. The marker is worn and pockmarked by weather; its
1. The moors undulating terrain expands toward the horizon, inscription has long since faded into illegibility, but it still
only interspersed by occasional rocky tors. On the horizon, points in the direction of the nearest settlement (whether that
perceptive characters can make out a small band of half- settlement is now abandoned or occupied).
dozen travellers. 17. A thick hawthorn and gorse hedge grows in the lea of an old
2. The decomposing body of a sheep lies amid the bracken. drystone wall. The thick vegetation and wall make a
Flies covering the corpse rise in a buzzing cloud, if disturbed. formidable barrier.
3. Thick stands of rushes hint at where—at the bottom of gentle 18. A small pyramid of stones juts from amid a swath of reeds
slope—boggy ground lurks ready to waylay incautious lling a low depression in the ground which the track skirts.
travellers. If the characters are particularly unlucky, some The pyramid seems too small for a burial cairn.
sections of the bog could act like quicksand. 19. Dark water laden with peat and fringed with rushes and
4. A gurgling, fast- owing stream cuts through the moorland; stones lies in the shadow of a nearby hill. Glints of white bone
pockmarked with a series of deep plunge pools and sections are visible jutting from the shallow pool’s fringes.
of rapids the stream is challenging to cross when in full spate. 20. A eld of boulders covers the slope of a steep, tor-topped
5. Overgrown with bracken and wild owers a tumbled drystone hill. Climbing the hill is a slow slog, but its summit commands
wall surrounds an ancient burial cairn. excellent views of the surrounds.
6. An old rutted wagon track wends its way through the
landscape, following the ground’s contours. It leads to an old
partially ooded open-pit mine surrounded by heaps of
spoils that look—to the untrained eye—like natural features of
the surrounds.
7. Wild horses graze, seemingly unconcerned by travellers. An
elf, ranger or druid can approach the horses without
spooking them; all others cause the horses to gallop away if
they get within 20 feet.
8. A veritable eld of rubble and rocks lies hidden within and
under thick gorse and heather. Unwary travellers could turn
an ankle on a hidden obstruction. In battle, the hidden
obstacles could break up an enemy’s charge, trip a horse or
disrupt a shield wall.
9. The bleached bones of a horse lie amid bracken. Partially
sunken into the mud, the bones have obviously been here for
a season or more.
10. A swath of bare soil and the twisted blackened remains of
bushes and the like show where a wild re burnt. Amid the
con agration lies the splintered, twisted bones of three
humanoids and their worthless gear.
11. Only tough, thick grass and low stunted gorse bushes grow in
this wild, lonely place.
12. Tracks amid the mud and mire show where a group of
humanoids travelled. A ranger, or other person skilled in
tracking, can determine the tracks are only a few hours old.
13. A great swath of colourful wild owers carpet this stretch of
east-facing sloped ground. Several large grey boulders break
up the display.
14. An escapement—its base wreathed in deep shadows—cuts
across the moor parallel to the party’s direction of travel. The
escarpment is steep, and an impossible barrier if the party
has mounts and pack animals.

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6 : U N E V E N T F U L T R AV E L 7. The track the party followed for much of the day terminates at
the bound of a boggy section of low ground. A narrow
wooden causeway—rotten in places—crosses the mire, but the
Some days, an adventurer’s life is full of danger and excitement. characters reach the area as dusk falls.
However, many other days are boring and uneventful. 8. The party moves through a sunken valley of gnarly old oak
trees, mossy boulders and softly tinkling streams. The valley is
1. Leaden clouds darken the sky and strong winds gust across isolated and steep-sided. The party see no one else until they
the moor. The temperature plummets and dusk comes early. return to the open moor.
2. Rainclouds smudge the horizon, and drizzle periodically 9. Fog blankets the moor when the party awake but by mid-
besets the characters. The rain clears in mid-afternoon. morning the sun has burnt it away. Consequently, the party’s
3. Around midday the characters spot clouds of smoke on the rate of travel is only halved for the rst few hours of the day.
horizon—a steading could be under attack or a section of The wind is still, and when night falls a myriad of stars blaze
moor could be a ame (perhaps after being struck by forth from a cloudless sky.
lightning or being ignited by an errant spell). 10. The day is cool and the wind brisk. As the party trudge across
4. After an uneventful day’s travel pockmarked by drizzle the the moor they see naught of interest except grazing sheep
characters search for a campsite. On the horizon, the end of a and—once—two distant shepherds mounted on stout ponies.
rainbow seems to caress—or point to—a low, stumpy tor set The shepherds wave, but do not approach the adventurers.
into the side of a valley. The tor commands sweeping views of 11. Heavy rain lashes the moors all day. If the party leaves their
the terrain beyond. Perhaps buried treasure or a doorway into shelter (if they have any) they are swiftly drenched. No one
the fey’s realm lies in the vicinity. else is abroad in such weather, and the party encounter no
5. The party see no other travellers all day; their only company other travellers.
are a small ock of sheep and a few wandering wild horses. 12. Crossing through a low-lying area the party squelch onwards,
6. Bright sunlight warms the moor for much of this day. Flies and reaching higher ground just after noon. From there, the going
midges infest several streams and rivers along the characters’ is drier, but cooler. When the cloudless night comes, the
path and all of them suffer various bites and irritations during temperature drops precipitously.
the day’s travel.

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WRECKED SHIP

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1: ON DECK

The deck of a wrecked ship is likely in a serious state of disarray


and chaos.

1. Rigging whips through the air, snapping in the wind and


striking out at the characters. Unwary explorers may be hit by
a swinging pulley or entangled in the many lengths of rope
and nets.
2. A mast has snapped and collapsed onto the deck creating a
tangled web of sails and rigging. Explorers traversing the
mess may fall into the unsteady pile and be injured by the
splintered bits of hull or fall through it all into the hold below.
3. Water that has splashed over the ship’s side pools at one end
of the slanted deck. Silt, sand and debris ll the pool which
may conceal an aquatic creature washed on board by the
surging waters.
4. Cargo and splintered timbers have washed into a pile against
the ship’s rail. Beneath the detritus lie the remains of two of
the crew. (Maybe one is an important person, such as the
quartermaster, who holds useful keys to the hold and various
cabins below decks).
5. The wreck has split in two. The splintered parts have come to
rest a short distance from each other. A tangled mess of
rigging and splinters of shattered wood connect the two. One
part of the wreck may be stable, stuck on rocks, while the
other still oats in the turgid waters.
6. The ship lurches suddenly to one side throwing explorers
about. This could happen due to sudden swells of water
striking the wreck or the resting ship shifting on its precarious
perch. The threat of the ship sinking further may add a sense
of urgency and a time limit to the characters’ exploration.
7. One side of the hull was torn apart leaving open cabins
exposed over several decks. Adventurers could climb down
the open sides to reach the ship’s interior. The area may
contain signs of creatures attacking the ship or the crew
eeing through the newly created holes.
8. A splintered fallen section of the main mast has pinned a crew
member to the deck in a bloody mess. The blood-covered
mast descends through all the decks and punctures the hull
where blood leaks out into the surrounding water. The crew
member could still be alive leaving the rescuers with a
dif cult decision to make.
9. Surges of water surging over the side may knock the
characters over and wash unsteady explorers towards the
open hatch of the slowly lling hold. The weight of the water
lling the cabins speeds up the descent of the ship into its
watery grave. Closing the hatches slows this process.
10. Trunks and crates thrown around by the impact of the crash
and the steadily swelling waves smash into the explorers or
surges through hatches and doorways hindering further
exploration. More cargo is tied down around the ship but this
may break free due to the repeated impact of the sea striking
the wreck.

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2: MINOR EVENTS Explorers below may be surprised by the mast suddenly


appearing in their midst; the only warning is the sound of it
crashing through the decks above.
Many minor events can beset a group of adventurers exploring a 12. The ship’s wheel is locked in position, either tied off by rope
wrecked ship. or something more sinister like the bloodied blade of a
broken sword or the bound corpse of the captain.
1. Seabirds y out of a nearby hatchway, squawking noisily. They 13. A section of the ship creaks and groans loudly for some time
were feeding on a disgusting pile of remains, possibly a crew before breaking off and coming to rest a short distance away.
member or a creature that attacked the ship. Being tenacious This could leave certain areas of the ship dif cult to reach or
(and hungry) they return when the characters move on. strand characters on different parts of the ship.
2. Broken decking collapses under the feet of explorers 14. Water owing from other areas of the ship collects here,
trapping them in razor-sharp snares or sending them crashing slowly lling the area. The longer it takes explorers to reach
into the deck below. the area, the deeper the water will be. A trapped aquatic
3. A bloodstained boarding axe is embedded in the door of a creature may lurk below the surface seeking a way to escape
cabin. There are no clues as to why it is there or who it or a trapped member of the crew could be about to drown.
belonged to. Perhaps someone was trying to rescue another Opening doors to other areas allows the water to drain away.
or a rivalry was settled between two crew members. 15. The spar of a mast breaks its tethers suddenly and swings
4. The door to a water- lled room is jammed shut. Watertight, it across the ship in a broad arc. Smaller creatures watch it sail
explodes outwards with a torrential rush of water if forced over their heads as it crashes into larger creatures who are
open, washing explorers down the corridor. The water may unaware or too slow to avoid it. Anyone hit by the spar could
contain trapped crew members or treasures which are swept be knocked overboard or into an open hatch.
out of sight and further into the ship by the cascading waters. 16. The shifting of the ship spills an abandoned bucket of greasy
5. The wreck rests at an odd angle which makes moving faster kitchen slop across the deck making the footing slippery and
than normal dif cult. Unattended objects slide towards the dangerous. The smell may attract scavengers to the area,
lower parts of the ship forming unstable piles and the lower particularly noisy seabirds.
parts of the ship ll with water rst. 17. A sail’s rigging collapses dropping the canvas over the decks,
6. A broken lantern spilled here setting re to the timbers and and potentially trapping the characters beneath it. Characters
burning several holes in the decking and walls before being entangled under it may be in danger from rising waters or
extinguished. Holes in the timbers may provide insight to from more falling rigging and timber.
nearby rooms or decks below. Some of the oil may still be 18. A large swarm of crabs (cray sh in freshwater) has entered the
there ready to be ignited. wreck through rents in the hull and are now feeding on the
7. A cabin doorway has been smashed in from the outside. The crew’s remains. Not only is the stench nauseating but the
contents of the cabin are scattered around and ruined. swarm may attack anyone disturbing their meal.
Investigations reveal spattered blood on the walls and 19. Barrels of damaged oil (or pitch used to seal the ship’s hull)
evidence the cabin was hastily searched. have spilled across a large area. They are a re hazard and
8. A seagull or carrion bird is trapped in a corridor below decks. make areas slippery. Alternatively, if the oil oats on water it
It ees explorers by heading further into the ship. Cawing soaks into the clothing of people wading through it (making
noisily whenever approached it continues to ee, and may them more ammable than normal).
alerting others to the explorers’ presence. 20. Debris below the surface of the water block further progress.
9. The jagged ends of broken timber partially block the corridor. The characters must swim under the blockage to pass it or
They must be squeezed by carefully to avoid damage from carefully swim through small gaps to the areas beyond. Care
the splintered ends. Careful inspection may provide clues to must be taken to avoid snagging loose clothing or injury by
the cause of the ship’s demise. passing by.
10. The gentle rocking of the wreck rings the ship's
bell like a fading heartbeat. This may alert
others to the presence of the ship (if it lies
in a fog bank) and could warn them of
intruders should it be suddenly
silenced.
11. The broken spar of a mast
suspended high above
the deck nally breaks
sending it crashing down.
It crushes anyone unlucky
enough to be under it before
plunging through the deck.

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3 : B E L OW D E C K S : C A B I N S THINGS TO FIND
Mundane or otherwise, many trinkets and treasures can be found
Most cabins within an abandoned vessel offer little of interest, but in a ship’s cabins.
occasionally something unusual can be found within.
1. Hidden beneath a sea-chair is the captain’s logbook, detailing
1. Silvery wind chimes hanging in the doorway give way to the vessel’s daily heading and speed, and such things as the
reveal an of cer’s cabin. Cold, damp uniforms hang weather. Even without maps, an experienced navigator
mouldering on the walls, and a well-read book lies on the should be able to retrace the ship’s nal journey.
unmade bed. A quick read reveals the book tells the epic 2. An exotic bird curses repeatedly in the Common language
story of Vilimzair Aralivar the World’s Greatest Ever Bard and from within its gilded cage. Its bright plumage hints at an
Legendary Pirate Captain. exotic jungle origin. There is no sign of the bird’s owner or
2. A communal cabin has six perfectly made bunks on two walls. clue as to why it looks so well fed.
Clothing and a small number of personal items neatly ll the 3. High-quality maps are kept safe within well-used cases.
lockers at the end of each bed (in stark contrast to the Although most show easily identi able locations and
condition of the rest of the ship). coastlines, one is notably different, showing an unknown land.
3. The interior of this room is burnt and blackened, leaving the That map is drawn in a distinctly different style and language,
paint blistered and peeling away from the walls. Vaguely and appears much older than the others.
shaped piles of charcoal and ash are all that remains of the 4. A bone instrument takes pride of place on a wall, displayed
contents of this room. for all to see. If played correctly it sounds almost unreal, as if
4. The door to this room is jammed shut, the twisted timbers of the tones are coming from a great distance. Strangely, an
the ship prevents easy access. If forced open, the room echo reaches the characters’ ears after a brief delay.
beyond is missing; a gaping hole in the side of the ship 5. A portrait of a woman lls a detailed silver frame. If the picture
reveals only the sea beyond. The carcass of a shark or whale is examined, the woman's mouth begins to move, as if she is
oats nearby and is already a source of food for a variety of trying to whisper a message, though she makes no sound.
other sea-life. 6. A search reveals a ship somehow placed inside a glass bottle,
5. Flickering orange and purple glyphs glow in the darkness, oating in water that moves as if real. A large hole is staved in
offering glimpses of a wizard’s jumbled quarters. Debris is the model’s side, and is disturbingly similar to the damage to
strewn across the oor; a variety of spell components such as the ship the characters are searching.
bat guano and spider webs are mixed in amongst the chaos. 7. A large dingy is suspended by ropes at the aft of the ship. It
6. Two hammocks are twisted up amongst the remains of looks in good condition, and the mechanism holding it in
broken furniture that has pulled free from its ttings. A leather place is easy to operate. Stowed aboard the dingy are four
pouch still hanging on a hook contains an extensive collection solid oars, a brass bell and some thick blankets.
of pristine seashells. 8. A heavy brass telescope lies within a well-padded mahogany
7. An enormous rock has staved in the side of the ship, allowing box. The design is strange; twisting one end of the tube
water to pour into the cabin. An examination of the rock controls the focal distance, which mysteriously appears to
reveals strange etchings and runes over much of its surface. stretch over the horizon.
8. An oaken writing desk has survived whatever destroyed the 9. Scratching sounds give way to movement, and then purring.
rest of the furniture in this room. An unsigned letter is pinned The ship's cat, a ginger tom that appears to have seen more
to it, addressed to someone's ancee. The address indicates a than its fair share of scrapes, slips into view. It happily wraps
home in a nearby city. itself around anyone it sees. A pile of rat bones lies nearby.
9. This cabin has been ruined by whatever damaged the ship. 10. Attached to a crane and winch at the rear of the vessel is a
Anything of value has been shattered, crushed or is saturated huge glass bubble. Two chairs are xed within, and a rope
by seawater, though a portrait of a family hanging on a wall is runs up to a pair of tubes in the top of the bubble. The tubes
intact and dry. continue up to the crane and are attached to a pump and a
10. Relatively untouched by the disaster that has befallen the bell. An expert engineer might recognise the primitive diving
ship, a small shrine lies on the oor surrounded by roughly bell, and suggest how to operate it. Sadly, it is little more than
carved wooden gurines scattered around it. A decomposing a deathtrap.
corpse, its face covered by a wet sheet, lies in a bed adjacent 11. The ship’s overturned pay chest lies against one wall. An
to the shrine. invited pool of silver and gold coins spills from the chest’s
11. The rotting corpse of a sailor lies below a heavy fallen shelf; partially open lid.
the man’s back has been broken. 12. A rat scurried passed the party, with something shiny and
12. A book lies on the oor, under an overturned table. The bloody in its mouth. If the characters catch the rat, they nd it
books contains drawings of birds, different kinds of sea was carrying a severed nger encircled by a fat ring of beaten
creatures and the like. The quality of the pictures is excellent. gold. The ring bears the signet of a leaping dolphin.

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4 : B E L OW D E C K S : C O M M U N A L A R E A S its clothes in tatters. The lock to the cell shows signs of
damage from a heavy object, and scratches in the wooden
oor appear to be made by ngernails.
The communal areas on a wrecked vessel normally hold little of 8. This room is scarcely more than a large cupboard and holds
use. A thorough search may reveal something of interest, however. much shing equipment: nets, rods, line and even a couple of
harpoons. Most are in poor condition but are still usable.
1. Water sloshes at knee height in the ship's mess. Wooden 9. A mysterious. unknown force holds back the water lling this
plates and utensils oat on the water's surface whilst a small room. A corpse wearing decaying robes of indeterminate
bright blue octopus watches the characters cautiously from colour oats near the ceiling, barely visible through the thick
atop a table. seaweed choking the room. A close examination shows the
2. The galley is ruined. Broken pots and plates clutter the oor, seaweed is growing directly from the wooden oor.
and damp, ruined foodstuffs ll the cupboards. A thorough 10. This cabin contains medical tools and rotting bandages
search might reveal some hardtack or rations that are still oating in the knee-high water. A sturdy chair, complete with
edible in a closed cupboard. leather restraints, lies against one wall. A transparent gure
3. This was a store of some kind, though it looks like it has been dressed in a bloody uniform beckons to the rst in a queue of
recently emptied of anything useful. All that remains are torn ghostly gures leading through the door. The ghostly
nets and broken tools. A trapdoor leads to the bilges. surgeon performs gruesome surgeries on each patient—all of
4. Water surges through the door as the characters open it, whom writhe in pain before obviously expiring.
slowly draining from a store full of sailcloth, rope, wooden
planks and tar. If dried, these materials could be used to THINGS TO FIND
effect some repairs.
5. The map room stinks of damp, decaying paper. Damaged Mundane or otherwise, many trinkets and treasures can be found
cases and open barrels alike hold water-damaged maps on scattered about the ship.
both paper and papyrus. Most fall apart when touched, but
perhaps some can be saved. 1. A handaxe with a bloody handle lies discarded on the oor,
6. An unexpected nd—a well-stocked, mostly intact bar—likely near a pile of splintered wood and scraps of rope.
for the of cers or paying guests lls this cabin. It holds 2. A stout sea chest lies on its back. The lid is shut, but not
nothing particularly expensive or unusual but does contain locked, and contains several weeks of hard tack biscuits and
enough alcohol to keep explorers happy for a while. four large bulging waterskins.
7. The brig contains two cells, comprising rusting steel bars 3. An oiled heavy cloak with a deep cowl hangs from a hook.
secured to the ceiling and oor. A rotting corpse lies in one, The cloak has an inner liner of course, dark fur. It is both warm
and waterproof. A pair of worn knee-high leather boots stand
below the cloak.
4. A bulging sack lies on the oor. The sack contains a sailor’s
worldly goods and was dropped when the crew tried to
abandon ship. The sack contains clothes, a scrimshaw shark’s
tooth cut into a wave pattern and other odds and ends along
with the sailor’s life savings: 12 gp, 47 sp and 142 cp.

225

Lauro Moraes (Order #31841168)


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5: IN THE HOLD

Mundane cargo is all that can be found in the hold of most ships;
however, lucky or diligent explorers may nd more exotic items.

1. Ornate wooden chests are fastened to the deck and kept


closed by chains and elaborate padlocks. If forced open, they
reveal their contents: brightly-coloured delicate silks, ruined
by seawater.
2. The smell emanating from these barrels reveals their contents
before they are opened: salted sh, long past the point where
any might be edible. A leather pouch is hidden amongst the
stinking sh, but the powder it holds is as ruined as the sh.
3. Two crates lie on the deck, having broken free from their
bindings. Their hinges are rusted shut but can be forced with
some dif culty. Inside are a variety of farming implements,
well-preserved by a coating of oil.
4. Dozens of neatly folded white uniforms are wrapped in waxed
canvas packages. There are a few different sizes, and each has
the name of a mercenary company woven into the fabric.
5. Metal cages line the wall. Each holds a motionless animal.
Each animal wears a collar with a leather name tag. If a tag is
touched and the name read aloud, the animal slowly begins
to stir, as if waking from a long sleep.
6. A locked door at the back of the hold gives way to a dark area
with a stench not unlike a city sewer. Tiny bunks line the walls
from oor to ceiling, each with a collar and short chain
running from the end of the bed. Most are empty, but three
corpses lie here—mute evidence of the captain’s business.
7. Separated from the rest of the cargo by strong metal bars,
several strongboxes are stacked neatly and tied down with
stout ropes. Each strongbox is locked, and inscriptions on the
front of each describe the objects within—bars of valuable
metals, rare spices and exotic wood ll the boxes.
8. A strange barrel-like device takes up the centre of the hold.
Standing nearly 10 ft. high, several bizarre appendages
extrude from the main body, ending in hooks or pincers. The
device can be accessed by a heavy metal trapdoor and
secured from either side by a wheel. Inside there are dozens
of dials, buttons and levers; none seem to do anything.
9. The hold is full of lumber; heavy logs run the length of the
hold secured by strong leather straps. One pile of wood has
broken free from its bindings, leaving part of the hold nearly
inaccessible behind the jumbled, unsteady pile.
10. This hold is empty, and oddly quiet. Even the movement of
the ship seems diminished. Shadows seem to it from one
dark corner to another, and if watched reveals an image of
another place, with a busy crew working to unload a heavy
cargo. It is impossible to tell if this image was a hallucination,
a vision, or a glimpse into another realm.

226

Lauro Moraes (Order #31841168)


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O GL V1.0A
System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton
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