Kavlov's Sanctuary - OSE - Edition - Mobile - 1.1
Kavlov's Sanctuary - OSE - Edition - Mobile - 1.1
Dungeon's
Key
Kavlov’s Sanctuary
OSE Conversion
Todd Terwilliger (Hexed Press)
Jean Luc Lariviere-Lacombe
Editorial Support
W. Tanner Kirk (Paladin Prose)
Art
Łukasz Piwiński (cover)
Annabel Wing-Yan Fan
Jean Luc Lariviere-Lacombe
Content Warning
Mentioned: Death, torture, cannibalism,
pedicide, slavery, corpses, and gore. Reader
discretion is advised.
B: Cannibals’ Den 50
Flesh Weaver 6
C: Barbarian Lair 54
Blood Baron 8
D: Cyclops' Lair 58
Degenerate Cannibal 10
E: Orc Lair 62
Mycotic Fiend 12
F: Leper Colony 66
Skinned Bastard 14
G: Hobgoblin Arena 72
Disgraced Court Alchemist 16
H: Gorgon Temple 78
Roach God Emissary 18
I: Laboratory 84
Lore 20
J: Bristleheim's Lair 88
The Sanctuary 24
K: Basilisks' Refuge 90
2d20 Rumors 30
L: Wight's Crypt 96
Wilderness Map 32
M: Halls of Dread 100
Wilderness 34
Bog Witch’s Wares 38
Wilderness Encounters 42
Bog Encounters 43
Deadwoods Encounters 44
2
Guide
Note for the game master.
Kavlov's Sanctuary serves as a
→ Genie's lamp: Located in the
Cyclops' Lair, it is a powerful
launching pad for a long-lasting artifact that gives the
campaign, offering ample characters a list of strange
opportunities for interpretation objects to collect. This task is
and imagination. It is not a rigid meant to be accomplished
setting or adventure, but instead over a prolonged period,
provides the starting grounds for spanning multiple sessions.
tales through intriguing points of The game master can offer
interest and hooks that empower clues about some of these
both the game master and objects in the shape of
players to shape the narrative. rumors, conversations, or for
a price.
It is recommended to read the
entire module before starting the → Bog witch's wares: The Bog
game to ensure you have all that’s Witch offers a grotesque
necessary to make informed collection of magical goods
decisions and lay the foundation that can be traded for a
for the adventure or campaign. variety of unsettling fetishes
and body parts. These can
Number of players. The module be collected throughout the
is intended for groups of five to module or purchased in the
seven players. If there are less village.
players, the game master is
encouraged to provide player The sanctuary. The sanctuary’s
characters with retainers, like strict religious beliefs regarding
hired mercenaries, to enhance the handling of the dead should
their strength in numbers. create a direct conflict with the
player characters' objectives.
Character death. The module is Leverage this to foster player
designed to be challenging. It is agency, but do so in ways that are
important to emphasize that naive and forgiving. The
character death is a likely and characters should view Kavlov's
imminent outcome; players Sanctuary as their home, not a
should prepare at least one source of resentment.
backup character per session.
Kavlov and Balthazar. These
Prompting exploration. The figures symbolize good and evil
module is equipped with several respectively. The Master of Ritual
powerful tools that encourage and his followers support Kavlov
exploration, including the Rumors through prayers, while the
Table, the Genie's Lamp , and the Deacon's subterfuge aims to
Bog Witch's Wares. undermine them and release
Balthazar from their prison. Use
→ Rumors table: Provides a these opposing forces to
mixture of true and false increase tension and encourage
rumors that the player the players to side with either,
characters might encounter neither, or both of them to suit
in the village or during their the purpose of their adventure.
travels.
3
Classes
4
5
Flesh Weaver
Requirements: None
Patchwork physician (PP): You
can use foreign pieces of flesh to
mend flesh wounds; heals 1d6 HP.
Baron
awareness and become aware of
any human within 30' of you. At 3rd
level, this increases to 60’. At 5th
level, you can detect the pres-
Requirements: Minimum STR 9 ence of any humanoid creature.
Prime Requisite: CHA
Hit Dice: 1d8 3: Pestilence Shroud. You wear a
Maximum level: 12 coat made from a horde of
Armour: Any, except shields rodents. They obey your
Weapons: Edged weapons, commands and can be ordered
crossbows to gnaw on a creature within
Languages: Common melee range (Att 1 x tiny jaws
(1d4), THAC0 19 (+0)). The rats
The Blood Baron is reviled for scatter upon the first attack you
their wickedness and is a formi- suffer, absorbing up to 6
dable hunter. Their thirst knows damage. Summon another shroud
no bounds. by locating a rat nest and resting
there overnight.
Feeding
5: Nocturnal Metamorphosis.
Use a bite attack (1d4 damage) to Your face is twisted, resembling
feed on a human, regaining that that of a chauve-souris. Once
much HP and up to an additional every two levels (minimum 1,
4 temporary HP beyond your maximum 5), you can transform
current maximum. If the blood is into a bat for 1 minute. While in
from that of a non-human, save vs this form, you may feed; if your
poison. Failure causes you to victim is sleeping, there’s a 50%
retch uncontrollably for one they wake. Return to your normal
minute, losing 1d6 HP instead. form at will, or when reduced to 0
HP.
Bloodlust
Bat form: AC 5 [14], HD ½ (2hp),
You must feed at least once per Att 1 x bite (1d4), MV 180' (60')
day or save vs death. On a failure, flying
you fall into a comatose, death-
like state and can only be roused 7: Engorged. Your thirst knows no
by being fed fresh blood. bounds; your bite is increased to
1d6 damage, you now gain up to 6
Thirst Bound temporary HP beyond your
maximum, and gain a +2 to save
Blood Barons do not recover HP versus poison for the purposes of
through rest, they must feed. consuming non-human blood.
8
Blood Baron Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19[0] 12 13 13 15 12
2 4,000 2d8 19[0] 12 13 13 15 12
3 8,000 3d8 19[0] 12 13 13 15 12
4 16,000 4d8 19[+2] 10 11 11 13 10
5 32,000 5d8 17 [+2] 10 11 11 13 10
6 64,000 6d8 17 [+2] 10 11 11 13 10
7 120,000 7d8 17 [+5] 8 9 9 11 8
8 250,000 8d8 17 [+5] 8 9 9 11 8
9 400,000 9d8 14 [+5] 8 9 9 11 8
10 600,000 9d8+2* 14 [+7] 6 7 8 9 6
11 800,000 9d8+4* 14 [+7] 6 7 8 9 6
12 1,00,000 9d8+6* 14 [+7] 6 7 8 8 6
At 9th level, the Blood Baron has A Blood Baron Lord may found a
fully matured and gains one of the Harem. Once a month, they may
following traits. turn a Normal Human into a level 1
Blood Baron by replacing the
Sire’s Will: Gain the ability to human’s blood with their own in a
dominate any humanoid creature ritual which takes 24 hours. Doing
you can see with 10HD or less. The so reduces the Blood Baron
target must save vs spells or Lord’s maximum HP by 1d4.
come under your control. They
obey your commands for 1d4
days. Regardless of the outcome,
they are keenly aware of your
treachery. Only one target may be
dominated at a time.
Cannibal
rolling to determine if successful.
Consume a fermented organ to
gain one of the following benefits.
Requirements: None Eyes: Immediately detect all
Prime Requisite: WIS magical effects within a 60’
Hit Dice: 1d4 radius of your current position.
Maximum level: 10
Armour: Leather, Shields Liver: The effects of any
Weapons: One-handed melee poisons are negated and, for
weapons, short bows the next 1d4 hours, you are
Languages: Common immune to poison or disease.
10
Degenerate Cannibal Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d4 19[0] 10 12 14 13 12
2 2,000 2d4 19[0] 10 12 14 13 12
3 4,000 3d4 19[0] 10 12 14 13 12
4 8,000 4d4 19[+2] 8 10 12 11 10
5 16,000 5d4 17 [+2] 8 10 12 11 10
6 35,000 6d4 17 [+2] 8 10 12 11 10
7 70,000 7d4 17 [+5] 6 8 10 9 9
8 140,000 8d4 17 [+5] 6 8 10 9 9
9 300,000 9d4 14 [+5] 6 8 10 9 9
10 500,000 9d4+2* 14 [+7] 4 6 9 8 8
Fiend
interfacing with an unconscious
humanoid of 1 HD or less
(increasing with levels). The
victim must save vs death. On a
Requirements: None failure, you take control of their
Prime Requisite: WIS mind and body. Transfer some of
Hit Dice: 1d6 your own HP to them. The trans-
Maximum level: 14 ferred HP becomes their new
Armour: Leather, Chainmail maximum. These hosts lose all
Weapons: Simple weapons previous abilities and is visibly
Languages: Common possessed. In the event of their
death, save vs death to recover
The Mycotic Fiend is a parasitic your your transplanted self, or
vulture, always on the prowl for lose the HP permanently.
new and enticing hosts.
Contaminated Harvest
Parasitic Fungus
Once daily, you can scatter your
You grow on the body of a host, mycotic essence in a cool, dark
infecting their mind and taking place. After six hours, a cluster of
over their body. If your host dies, 1d4 mushrooms take hold and
you have 1 minutes to be grow. When consumed, these
transplanted onto another living, mushrooms restore 1d4 HP. There
humanoid body. Save vs death to is a 1-in-6 chance the mushroom
determine if your fungal roots is filled with a 1d2 doses of sticky
take hold. poison; save vs poison or suffer
1d8 damage. Only you are capa-
Mycotic Fiend Faculties ble of discerning these
mushrooms apart.
Shroomwatch (SW): Your body
sprouts 1d4 mushrooms each Mycelial Network
morning. Plant them on a surface
for a chance to detect creatures At 5th level, your roots permeate
that cross their path. You can your host to such an extent that it
trigger a mushroom to burst into grants you immunity to disease,
a puff of toxic spores; anyone sickness, and unwelcome fungal
within a five-foot radius must effects.
save vs poison or take 1d2
damage. Rot Resistance
Mycotic Excess (ME): Your gills At 9th level, you redirect the
are filled with an overabundance mycotic energy of your thriving
of hallucinogenic spores. When fungal colony to the preservation
entering melee range with an of your host. You regenerate 1 HP
opponent, or when they hit you every round, indefinitely.
with a melee attack, there is a
chance the target must save vs
poison or be entranced for 1d4
rounds, suffering a 50% miss
chance to all attacks.
12
Mycoti Fiend Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19[0] 14 15 13 15 12
2 2,500 2d6 19[0] 14 15 13 15 12
3 5,000 3d6 19[0] 14 15 13 15 12
4 10,000 4d6 19[+2] 12 14 12 13 10
5 20,000 5d6 17 [+2] 12 14 12 13 10
6 40,000 6d6 17 [+2] 12 14 12 13 10
7 80,000 7d6 17 [+5] 10 13 11 10 8
8 150,000 8d6 17 [+5] 10 13 11 10 8
9 300,000 9d6 14 [+5] 10 13 11 10 8
10 450,000 9d6+2* 14 [+7] 9 10 10 8 6
11 600,000 9d6+4* 14 [+7] 9 10 10 8 6
12 750,000 9d6+6* 14 [+7] 9 10 10 8 6
13 900,000 9d6+8* 12 [+9] 8 9 8 7 5
14 1,000,000 9d6+10* 12 [+9] 8 9 8 7 5
Bastard
darkness is unable to see. You
ignore this penalty.
Alchemist
Your loyal aide. A foul smelling
creature, they they make their
way to you each night, regardless
of circumstance, with 1d2 random
Requirements: None reagents; they are willing to
Prime Requisite: INT conduct other, menial tasks on
Hit Dice: 1d4 your behalf, in lieu of this service.
Maximum level: 10 They must be paid 2gp a day or
Armour: Leather disappear forever.
Weapons: One-handed
weapons Reagents
Languages: Common
Once per day, you may spend 6
The Disgraced Court Alchemist is hours collecting 1d2 reagents
an eccentric alchemical genius (increased to 1d4 at 4th level and
whose reputation has been 2d4 at 8th level). Roll randomly for
tarnished by their own misdeeds. the reagents acquired:
Royal Patronage 1. Bat guano (G)
2. Sulfur crystals (S)
Roll 1d3 to determine your royal 3. Black-root (B)
patron: 4. Blood moth cocoons (C)
5. Crypt blossom petals (P)
→ King Edgar IX, the Cursed. 6. Diseased bark (D)
Your explosives critically hit
on 19-20, but fumble on 1-2. Alchemical Charges
→ Prince Turvel, the Petulant. Each day, you may craft a number
Once per day, you may spend of prepared explosives or
50gp to gain 1d2 reagents infusions equal to your total
rather than searching for number of available charges. Each
them. takes 5 minutes to prepare.
Fills a 30’ area with choking fog for 1d6 minutes; each
Luscious Fog round, everyone within the fog must save vs poison or B, C
spend the turn wheezing.
Doomed Diameter reduced to 5’ but deals 2d8 damage. B, S, D
16
Disgraced Court Alchemist Level Progression
Saving Throws Charges
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d4 19[0] 11 12 14 16 15 1 - - - -
2 1,500 2d4 19[0] 11 12 14 16 15 2 - - - -
3 3,000 3d4 19[0] 11 12 14 16 15 2 1 - - -
4 6,000 4d4 19[+2] 9 10 12 14 12 2 2 - - -
5 12,000 5d4 17 [+2] 9 10 12 14 12 3 2 1 - -
6 25,000 6d4 17 [+2] 9 10 12 14 12 3 2 2 - -
7 50,000 7d4 17 [+5] 6 7 11 10 10 3 2 2 1 -
8 100,000 8d4 17 [+5] 6 7 11 10 10 3 3 2 1 -
9 200,000 9d4 14 [+5] 6 7 11 10 10 3 3 3 2 1
10 300,000 9d4+2* 14 [+7] 4 5 9 8 9 3 3 3 3 2
Infusions
Level: 1
20
Kavlov. The powerful sorcerer a giant eye. The eye blinks,
Kavlov who harnessed their magic and the room is bathed in an
to defeat the devil Balthazar, otherworldly glow.
imprisoning them underground.
Many believe Kavlov perished in 2. In a small, secluded library, a
the ritual, but that is not the case. brass bowl filled with blood
Instead, they bound themselves rests on a giant eye. The bowl
deep within the Halls of Dread to begins to ring, getting louder
ensure Balthazar could never and louder. The blood boils
escape. It wasn’t until recently over, spilling onto the eye; it
that their power began to wane… blinks, then suddenly the
room is engulfed in flames.
Balthazar. The three eyed demon
of Uzran, a detested and 3. An elderly man pulls on a
loathsome devil; they are buried collection of books on a high
deep beneath the Sanctuary’s shelf. As he does, a hidden
chapel. Within the Dreaded Hills, door opens, revealing a tiny
three ritual circles have been doll with pins stuck in it,
unwittingly constructed. Once sitting on top of a giant eye.
activated, these would see the The doll emits the sounds of
doors to the Halls of Dread tortured screams, until the
opened, bringing Balthazar one old man picks it up. The
step closer to being released screaming resumes as soon
from their bonds. as they’re done inserting
another pin.
Balthazar’s Blood. Balthazar’s
blood seeps to the surface, 4. The ominous gaze of three
manifesting as a dark ichor in the giant eyes fix upon a man
Leper Colony, the Gorgon Temple, chained between two doors.
the Basilisks’ Refuge, and the A deafening boom echoes as
Laboratory. Smearing some the doors swing open,
between the eyes, on the palms, unleashing a deluge of blood
on the feet, or on chest, anoints that engulfs them. A woman’s
the recipient an acolyte of Balt- desperate cry, “Kavlov, no!”,
hazar, while smearing it on all four sounds out.
anoints them as one of Balt-
hazar’s priests. Dreaded Hills. Balthazar's
influence draws an abundance of
Priests become keenly aware of revolting creatures and tribes to
Balthazar’s influence and these hills, and causes its res-
immediately know where to find idents to behave with cunning
the Halls of Dread. and violence. Residual magic
flows through the land,
Balthazar’s Visions. After manifesting in horrific and
smearing Balthazar’s blood on repulsive forms; its caves and
their body, the PC’s next period of halls are said to be filled with an
rest is plagued by a haunting abundance of riches.
vision (1d4):
Halls of Dread. A living mon-
1. In a cramped chamber lined ument which lies in a dormant
with rows of pews, a golden, state. Its flesh is withered and dry,
undulating woman dances. and its organs shriveled. It serves
On the floor lies the body of a as Kavlov’s prison and is the final
bound man. She slits their resting place of their consort and
throat, spreading blood over child.
21
The Sanctuary. The village is a 1. All inhabitants must furnish a
haven for the bereaved, where deposit of 50s paid unto the
businesses and guilds are Guild of Undertakers to cover
dedicated to offering solace to the expenses of funeral and
those who have recently lost a cremation, in the event of
loved one, as well as handling the their death.
ceremonial aspects of funerals,
burials, and cremations. 2. The bodies of inhabitants
become the property of the
The resident priests also church and must be returned
safeguard Balthazar’s blood, for processing upon death.
which seeps from the chapel’s
walls. 3. Bodies of the deceased are
not to disturbed or be mis-
Watchers. Devout guards that handled.
protect the village from
cutthroats and enforce local and 4. The final resting places of the
religious laws, including the five deceased shall not be
tenets for the dead: disturbed.
22
The
Sanctuary
23
24
1. Watchers’ Tower. A worn stone cistern. The cistern is accessible
tower looms over the only road from the basement but is kept
into town. The tower is equipped behind a locked door, its only key
with several arrow slits and can residing with the Master of
accommodate up to 20 armed Rituals. The blood is sometimes
guards, known as Watchers. At used for rituals, or as an ingre-
any given time, there are usually dient in meals prepared for the
8-10 Watchers present. The dying.
structure is composed of 6
stories, including cold storage, an The Master of Rituals resides in
armory behind a locked iron door, the rectory, a modest home
and sleeping quarters. There is a attached to the side of the
hidden doorway in the cold chapel, built from pungent black
storage area which hides a col- ash. They are the town’s spiritual
lection of aged spirits and wine council and leader. The key to the
(100gp). A large wooden chest on cistern is kept in their pocket,
the upper floor contains several attached to a thin silver chain,
months' salary in gold, jewels, and wrapped around their waist.
other valuables (1300gp).
The Deacon resides in the base-
The Watchers are fundamental- ment alongside several acolytes
ists who oversee and enforce and is responsible for overseeing
religious doctrine. They are administrative tasks and deliv-
headed by the Captain of the ering the morning and evening
Watch, who in turns reports to sermons. They have been
the Deacon. corrupted by Balthazar's influ-
ence and are working against the
Watchers: AC 7 [12], HD 1 (4hp), Master of Rituals to free Balt-
Att 1 x short sword (1d6), hazar from their prison.
THAC0 19 [0], MV 90’ (30’), SV
D12 W13 P14 B15 S16, ML 7, AL Master of Rituals: AC 9 [10], HD
Chaotic, XP 5, TT R 4* (18hp), Att 1 x ceremonial
dagger (1d4) or divine flame,
Captain of the Watch: AC 5 [14], THAC0 19 [0], MV 60’ (20’), SV
HD 1+1 (6hp), Att 1 x two-handed D10 W11 P12 B13 S14, ML 7, AL
sword (1d8), THAC0 18 [+1], Chaotic, XP 5, TT S
MV 90’ (30’), SV D12 W13 P14 B15
S16, ML 7, AL Chaotic, XP 5, TT S Divine flame: Up to 4 targets the
Master of Rituals can see burst
2. Chapel. Constructed on an into flame. Save vs spells or 1d8
ancient site, the devil Balthazar is damage. 2-in-6 chance to catch
chained and buried beneath the fire, suffering an additional 1d4
chapel – this is known to all. As a damage for 2 rounds, or until
result, the black stones used in its extinguished.
construction secrete drops of
blood. Jutting out of its center is Deacon: AC 8 [11], HD 3* (15hp),
a steeple topped with a ruined Att 1 x staff (1d6), THAC0 19 [0],
golden spire. MV 90’ (20’), SV D10 W11 P12 B13
S14, ML 7, AL Chaotic, XP 5, TT S
Its interior is spacious, with rows
of pews leading up to the Balthazar’s revenant: The first
principal altar. Along its walls are time the Deacon would die, they
a series of troughs made of return to life with 30 HP in 1d4
alabaster which collects the hours, infused with black ichor.
blood into an underground
25
3. Tenements. These dilapidated 6. Traders. The Trader is a
apartments are subsidized by the member of a large mercantile
clergy and provide low income conglomerate that deals in a wide
housing for a diverse group of range of goods, including local
individuals, including apprentices, and foreign spices, raw materials,
tradespeople, traders, families tools, clothing, household goods,
and other eclectic individuals. and luxury items like silk, fine
Notable residents include a woolens, perfumes, and jewelry.
wandering minstrel and a trav- Each month, a cart carrying new
eling merchant. commodities arrives to replenish
the trader's stock. They also own
→ Wandering Minstrel: A jovial some of the horses and mules
lyricist and poet, they earn housed in the shared stable and
their keep entertaining locals trade in these animals as well.
with hearty songs, poetry, and
merriment. A pathological liar Items from adventurers are pur-
and teller of tales, they chased for half their listed price.
spread gossip and disin-
formation on those unwilling Displayed for sale
to recompense their wit. Spices 5gp
Iron rations 2gp
→ Traveling Merchant: A fence Waterskin 5gp
and member of a local Fine walking stick 12gp
thieves’ guild, the merchant is Utensils 1gp
skilled at portraying them- Bedroll 8gp
selves as a productive Beeswax candle 2gp
member of society. They Quill pen 1gp
come and go frequently Ink pot 7gp
throughout the months and Black vellum book 20gp
even have a personal account Thieves’ tools 80gp
with the merchant bank. They Metal shackles 25gp
are currently in the midst of Block and tackle 15gp
their latest heist, having Hooded lantern 35gp
slipped another guild Hemp rope (30 ft) 20gp
member into the locked
Warehouses (11) by way of a 7. Bake Shop. The inside of the
false-bottomed cart. building features a massive
community oven where thick
4. General Store. This thin struc- loaves of low-quality bread are
ture, wedged between two larger baked and served throughout the
residential buildings, carries a day by a team of volunteers. They
variety of everyday items and charge a small amount only from
adventuring gear for visitors or those who can afford it, and for
passing travelers. some people, this is the only food
they eat that day.
5. Blacksmith. The Smith uses a
forge and bellows to create tools 8. Stables. This long, slender
and equipment needed by the building has a thatched roof and
guild houses. The smith's partner consists of two stables. The larger
and spouse forge wrought-iron stable can accommodate up to 12
decorations, nails, and horse and draft animals, while the smaller
mule shoes. Simple weapons and one is enclosed and can hold up
armor can be made or repaired to 6 light horses.
by them, but this service is not
promoted. 9. Textiles. Since its founding, this
26
shop has produced all of the value of their goods at the Mer-
clergy's vestments and has chant Bank (13). If they are unable
exclusive contracts with each of to pay, the Banker gladly lends
the guilds to meet all of their them the necessary amount at
textile needs, such as coffin the agreed-upon interest rate.
linings, linen wraps, and garments.
The warehouse doors are secured
The building has two floors. The with a heavy padlock and chain,
first floor is a shop and fitting the key to which is held by the
studio where valuable wares are lone Watcher guarding the door.
displayed to prospective buyers. Inside, there are two carts, a
The second floor is busy with wagon, several small boxes,
skilled craftspeople working on barrels, and bags. A separate
spinning wheels and looms. room behind a locked iron door
holds more valuable wares,
Unbeknownst to the community, including the goldsmith’s gold
the Head Seamster is a ingots (1000gp). The key to this
lycanthrope and dissident who is iron door is held by the Captain of
secretly colluding with the the Watch.
Deacon to free Balthazar .
12. Mourners Inn. This building
10. Private Apartments. These offers respite to mourners and
apartments are owned by the travelers who have come seeking
clergy and used by visiting guests guidance and services from the
or dignitaries; currently includes a clergy and guilds. It has seven
goldsmith and tapissier. small private rooms and one
larger communal room with
→ Goldsmith: This eccentric enough cots to accommodate up
but talented artisan has been to 16 travelers. The building is
commissioned to re-gild the open 24 hours a day, and staff
tarnished church spire. They members (identified by their
are mute, having cut off their black clothing and veils) work in
own tongue in a fit of religious 12-hour shifts, starting and ending
fervor, and are always at noon and midnight
escorted by two heavily respectively.
armed guards. Their wares are
the target of a heist by the 13. Merchant Bank. The bank was
local thieves' guild. first established to lend money to
bereaved families to pay for
→ Tapissier: This soft-spoken funeral expenses such as guild
artist and tapestry weaver and ritual fees. It has a long-
has been commissioned by standing relationship with the
the Deacon to produce a community, providing loans,
tapestry portraying the devil, handling deposits, and
Balthazar, imprisoned. Among safekeeping valuables.
the well-off, opinions vary
greatly on its usefulness for The Banker is a prominent figure,
depicting the devil in iconog- personally tending to and
raphy. negotiating rates with large mer-
cantile companies, the local
11. Warehouses. Travelers and guilds, or other important
passing merchants must store individuals. They even commis-
their items in the warehouse and sioned the goldsmith to re-gild
pay a fee equivalent to 1% of the the chapel spire, much to the
clergy's delight.
27
Loans have an interest rate of 10% ending stream of orders.
per week. For loans of 50s or less,
no security deposit is required. The Head Coffin Maker manages
However, for larger loans, the workshop’s operations and
borrowers must provide collateral oversees the supply of materials
that is at least twice the value of and finished coffins, transported
the loan. on horse-drawn carts.
14. Distillery. This oblong and 17. Embalmers’ Guild. The drifting
smokey building houses two scent of fragrances and herbs
large, soot-covered copper stills deceive all who pass this
whose fires are kept burning unassuming parlor, masking the
twenty four hours a day. Owned more macabre odors within.
and operated by the clergy, they
are used under the strict supervi- In the first of the building's two
sion of a Master Distiller to stories, are the lobby, front desk,
create a clear distillate from the and morgue. The cabinets and
fermented liver of bog frogs. drawers in the latter are stocked
Once condensed, the liquid is with various oils and tools (bone
aged in small apricot-charred saws, forceps, scalpels, etc.).
casks for up to 30 years. The
resulting spirit, referred to as
effluvium (eff for short), is cloudy, On the second floor, there are
deeply hallucinogenic, and serves living quarters and a hidden ritual
as a means of communing with den (behind a false wall),
the dead. accessed by a small latch by a
mantle. It leads to a room full of
powerful magic, containing
The Master of Rituals visits each bookcases, scroll racks, and
morning to bless the latest batch drawers filled with reagents.
and to sample the raw distillate.
The Master Embalmer is an
15. Grave Diggers’ Guild. A series expert preserver and shaman.
of three buildings side by side, They deal in arcane wares, scrolls,
the largest of which serves as a and may provide insight on the
dormitory, while the smaller two occult, for a price.
as a guild hall and equipment
locker.
18. Undertakers’ Guild. With its
rose-gold signage and ebony
The Principal Grave Digger is a doors, this building exudes an air
stout figure whose eyes are of tranquil prosperity. It has one
cloudy with thick cataracts; they level with 20-foot ceilings and
are never seen without a layer of crushed velvet on the walls.
dirt clinging to their clothes or
their posse of grave diggers fol-
lowing closely behind. One private room, suitable for
viewings, funerals, and training, is
located next to the main hall.
16. Coffin Makers’ Guild. A simple
yet elegant building, the main
floor consists of a showroom and Only one apprentice at a time is
workshop while the second floor accepted by the guild, and their
is home to a half dozen jour- training might last for a decade or
neymen. The sound of hammering more; the position is currently
echoes throughout the workshop vacant. The Primary Undertaker
night and day, as guild members stands tall and elegant, arranging
work to keep up with the never- traditional burials or cremations.
28
As a liaison between the
bereaved and other guilds, the
undertaker ensures a smooth and
respectful farewell for the
deceased.
29
2d20 Rumors
1. As you ascend the Dreaded 11. A hidden treasure awaits
Hills, its occupants become within the jungle oasis, near
increasingly treacherous and a fabled cat.
unpredictable.
12. A band of cutthroats is
2. A band of savage cannibals recruiting killers and
have taken refuge in a cave at miscreants to do their dirty
the foot of the hills. deeds. (False)
9. Nestled in the hills is a grand 19. The Bog Witch grants terrible
arena where fighters engage magic in exchange for the
in combat for wealth and remains of the dead.
glory.
20. The pond in the Deadwoods
10. The rat king beckons the holds the ability to resurrect
boldest warriors with talk of the dead. (False)
an extraordinary quest.
(False)
30
1. The corpse orchid can be 12. Atop the hills, an ancient
recognized by its alluring monument has been
aroma of decay. sighted, featuring a door
crafted from basalt, three
2. It is considered rude to eyes carved upon its
remove your mask while in the surface.
presence of others.
13. The enchanting melody of
3. Be wary of a bard's tale. sirens promises pleasures
unknown to mankind.
4. A powerful succubus lives
among the dead, capable of 14. The sweet songs of sirens
lifting curses in exchange for promise unparalleled
services rendered. (False) delights, surpassing any
known to mankind. (False)
5. If you quench a pharaoh's
thirst, they will bestow upon 15. A small fortune lies at the
you profound wisdom. (False) top of the Watchers' tower.
6. The Head Seamster is not all 16. A young doctor and his wife
they appear to be. live among the lepers in the
hills.
7. Balthazar’s blood, like a
contagious affliction, spreads 17. The arena leader keeps the
through the hills, instilling key to the their treasure
terrible power. room beneath a cushion on
their throne. (False)
8. Avarice is a pigman’s curse.
18. Beware living smoke.
9. Kavlov lives among the hills;
their life force wanes in the 19. In the hands of the Fey,
face of true terror. survival is far more probable
if one refrains from
10. The Master Embalmer struggling.
dabbles in the arcane arts,
discreetly providing services 20. The traveling merchant
to those in need. might be willing to turn a
blind eye to the origin of less
11. To commune with Balthazar, reputable merchandise.
one must be anointed with
their blood.
31
5
Kavlov's
Sanctuary
Dreaded Hills
Wilderness Map 33
Wilderness
1. Earthen Settlement. The Mud- taking 1d6 damage.
brick cottages appear
abandoned, yet are home to a → Climbing out: Roll under
pack of rat people whose tails Strength or Dexterity with a
have become so entangled, the +2 modifier or fall into the
mass has fused into a single hunk stomach acid.
of flesh. 1d4 feral hyenas lounge
nearby. → Stomach acid: Save vs death
or suffer 1d4 damage each
→ The rats squabble over food round.
and wine but band together
against intruders. → The bottom of the keep is
filled with 700gp, a mythril
→ Iron lock box: 4 random chain shirt (+1, AC4 [15]) and
scrolls of 3rd level and a a silvered short sword
crossbow with 2d6 bolts (600gp, 1d8 damage). PCs
can scoop up 1d100 gold
Rat King: AC 7 [12], HD 4 to 7* pieces per turn spent in the
(4hp per HD), Att 4 x bite (1d4 + stomach.
infection), THAC0 15 [+4], MV 60'
(20'), SV D10 W11 P12 B13 S14, ML 7, Carnivorous Keep: AC 0 [19], HD
AL Chaotic, XP 300, TT U 10+400 (435hp), Att 1 x fling,
THAC0 15 [+4], MV None, SV D6
Entangled rats: 1d4+3 rats, 1HD W7 P8 B8 S10, ML 12, AL Chaotic,
per rat. XP 1600, TT special
Flay: Target must save vs death or Witch's curse: Any creatures who
suffer -2 to all Dexterity checks participate in killing the witch
until healed. suffer a -2 penalty to all saving
throws, permanently.
Shadow step: Capable of
entering darkness; reemerging 5. Bellroot Wilds. A dense forest
from any shadow within sight. filled with towering oaks and
weeping willows, surrounded by
Siren: AC 5 [14], HD 4* (14hp), an impregnable labyrinth of
Att 2 x claws (1d6) or enchanted gnarled roots.
melody, THAC0 16 [+3], MV 120'
(30'), SV D10 W11 P12 B13 S14, → Thieves den: Within the mass
ML 9, AL Chaotic, XP 125, TT T of tangled brambles hides a
troupe of 3d6+1 rogues.
Enchanted melody: Creatures Among their ranks is an
within 60' must save vs spells or eclectic assortment; con
become charmed, entering the artists, burglars, tricksters,
body of water the siren occupies bounty hunters, and more.
and drowning (1d6 damage per They roam the countryside,
round). constantly on the prowl for
opportunities. Leading this
4. Bog. Nestled in the putrid group is an intrepid woman
depths of the swamp lies a who demands a tribute of
decrepit shack, its chimney stolen goods as a
expelling plumes of purple smoke. requirement for joining their
As visitors approach, the Bog elusive ranks.
Witch emerges from the shack,
eager to showcase her dark → Druid’s apprentice: Lost
offerings. within the recesses of the
Wilds is a young man whose
35
body and mind have become Steal teeth: Able to remove a
infected and corrupt. target’s teeth in their sleep
Concealing their rotting figure without disturbing them; 1-in-6 of
is a garment made of animal waking up them up.
sinew interwoven with
withered flowers. A trail of Rogue: AC 7 [12], HD 1+1 (6hp), Att
dead birds and plant life 1 x dagger (1d4 + poison), THAC0
leads to their perch atop of 17 [+2], MV 120’ (40’), SV D12 W13
dying oak, where they recite P14 B15 S16, ML 9 AL Chaotic,
poetry and play haunting XP 25, TT S
tunes on a small, bone flute:
Poison: Save vs poison or take 1d6
“Brothers who, damage.
Pecked my eyes
A dozen times Backstab: If their first attack
And made them new again. surprises the target, it deals
Vultures in my belly, double damage.
Wolves inside my head,
Only Fenven, Lord of Flies,
Can make me dead again.” Rogue Leader: AC 5 [14], HD 3*
(13hp), Att 2 x black bow (1d8),
→ Standing stone: Beyond the THAC0 14 [+5], MV 120’ (40’),
massive root barrier lies a SV D12 W13 P14 B15 S16, ML 10, AL
small glave. At its center is a Chaotic, XP 50, TT B
colossal stone, standing over
10 feet high, etched with Fleet foot: Each round, the first
evidence of ancient hand attack that would hit the rogue
tools and other mysterious leader has a 4-in-6 chance of
markings. Toppling the stone missing.
requires rolling under
Strength and causes a rift to Druid's apprentice: AC 9 [10], HD
open upon up; save vs 1 (4hp), Att 1 x enrapture , THAC0
paralysis or be swallowed 19 [0], MV 60’ (20’), SV D12 W13
whole. The first time PCs P14 B15 S16, ML 7, AL Chaotic,
spend a night near the stone, XP 50, TT None
they inexplicably level up.
Enrapture: The apprentice
→ Grumpleraskin: A nocturnal, recites some of their poetry.
wart covered gremlin, who Upon hearing this prose, save vs
lives among the trees. Under spells or be unwilling to harm
the shroud of night, they them. The spell is broken if the
emerge to pilfer adventurer’s apprentice threatens them.
teeth while they sleep, adding
to their unsettling collection;
roll a successful Wisdom
check and hear the sound of
rattling teeth.
Grumpleraskin: AC 9 [10], HD 1
(4hp), Att 1 x bag of teeth (1d4),
THAC0 12 [+7], MV 150’ (50’),
SV D12 W13 P14 B15 S16, ML 10, AL
Chaotic, XP 10, TT None
36
37
Bog Witch’s Wares
Ware Description Cost
Wand of health 1d4 targets, restores 1d10 HP. 100 dirty
1d4 uses. fingernails
38
Ware Description Cost
Potion of Become a gaseous wisp for 1 1 jar of potent
effervescence minute. opium
Potion of iron lungs Forgo breathing for the next 4 sets of lungs
1d4 hours. from unique
species
39
Ware Description Cost
Scroll of harvest Produces enough food and 2 sapphires
wine to satisfy a party of eight.
Spoils in 24 hours.
Scroll of befriend foe Befriend a number of 4 ears of fallen
creatures whose combined companions.
HD are 10 or less, starting with
the lowest HD creatures. They
do not obey commands but
are eager to help; lasts 10
minutes.
Scroll of grasping fog Fog spews forth, filling a 1 sterling silver
normal sized room; anyone censer
other than the caster caught
in the fog must save vs
paralysis or be held in place
for 1d4 rounds.
Withered crown✝ A seasoned assassin learns of 1 gold heart
the wearer’s name and sets
out to kill them; immediately
level up.
Talisman of Uzran✝ Upon donning the talisman, a 3 vials of
third eye sprouts from the powdered chalk
wearer’s forehead; increase (1 for each of
Intelligence and Wisdom by +4 the circles of
and reduce all other attributes influence)
by -2; deactivate it by gouging
out one of your eyes; suffer
1d6 damage.
Babuu’s foul brooch✝ A fetid stench follows you 1 flying book
wherever you go, however, you (alive)
may fly up to 60’ each day.
Must be spent in 5’
increments.
Lantern of protection✝ When activated, its light casts 1 golden apple, 1
a bluish light in a 10’ diameter; hooded lantern
all creatures caught in its gain
a +2 bonus to AC; lasts one
hour, recharges at dawn.
Flesheater arrow✝ Magic arrow +2, 1d8 damage; 1 flesh-eating
targets struck suffer an snail shell
additional 1d4 damage each
round until a turn is spent
removing it; 5% chance to
break when removed,
otherwise may be recovered.
Grave digger boots✝ Double the wearer’s carrying 1 signed
capacity; shovels deal 1d8 contract for a
damage when worn. grave digger’s
soul
40 ✝ only 1 in stock.
Ware Description Cost
Blink: When hit, the misty fox may blink into another
dimension, reappearing at will.
5 Giant AC 7 [12], HD 2* (7 hp), Att 1 x tongue (1d4) or fire 1d4
Salamander breath (30' cone, save vs breath or 1d4 damage),
THAC0 18 [+1], MV 90' (30'), SV D12 W13 P14 B15 S16,
ML 7, AL Neutral, XP 25, TT C
6 Bell Hound AC 7 [12], HD 3 (11 hp), Att 1 x bark (resonance), THAC0 1d6
17 [+2], MV 120' (40'), SV D12 W13 P14 B15 S16, ML 9,
AL Neutral, XP 50, TT C
45
46
DREADED
HILLS
B3 B2
B5 B6
B4
B: Cannibals’ Den
B1. Cramped Tunnel. (5’x40’) A Cannibals (4): AC 9 [10], HD 1
small fissure runs down the (4hp), Att 1 x blood-soaked fist
eastern wall to reveal a cramped (1d4 + infection), THAC0 18 [+1],
tunnel leading to the Bone Room MV 90' (30'), SV D12 W13 P14 B15
(B7). S16, ML 9, AL Chaotic, XP 5, TT P
B3 B2
B5 B6
B4
→ Letting Ralr be sacrificed, or slumbering skeletons,
sacrificing a living creature on compelled to protect the
the circle activates it, resting manuscripts.
causing it to glow ominously.
→ Most crumble to dust, but
Cannibals (2d6): AC 9 [10], HD 1 1d4 random 1st level spell
(4hp), Att 1 x clawing hands (1d4), scrolls survive.
THAC0 18 [+1], MV 90' (30'),
SV D12 W13 P14 B15 S16, ML 9, → The eastern door is
AL Chaotic, XP 5, TT P comprised of 1000 milky
eyeballs.
Priestesses (2): AC 8 [11], HD 1
(4hp), Att 1 x kris knife (1d6), Skeletons (4): AC 7 [12], HD 1
THAC0 19 [0], MV 120' (40'), (6hp), Att 1 x bony fist (1d6),
SV D11 W12 P14 B16 S15, ML 11, AL THAC0 19 [0], MV 60' (20'),
Chaotic, XP 15, TT P SV D12 W13 P14 B15 S16, ML 12,
AL Chaotic, XP 5, TT None
Ralr: AC 9 [10], HD 1 (5hp),
Att None, THAC0 20 [-1], MV 30' B8. Shrine. (20’x20’) The fleshy
(10'), SV D12 W13 P14 B15 S16, ML 5, room lets out a hot, putrid breath
AL Lawful, XP 5, TT None while a soft, pliable floor leads to
a pulsating sac hanging from the
B7. Bone Room. (20’x30’) Bones ceiling in the rear of the room.
of every size and shape are piled Candles fill the space, leaving
from floor to ceiling, concealing weeping sores where their flames
the Cramped Tunnel (B1), and meet flesh.
serve as improvised shelving for
the dusty scrolls which are → Striking the sac causes the
packed among them. mouth to gag; the room
begins to salivate and the
→ The bones are perilously northern wall relaxes to
placed and come crashing expose a loose and corpulent
down if disturbed; save vs sphincter!
paralysis or be knocked
prone. → Defeating the mouth causes
it to regurgitate the
→ Among the bones are four decomposing remains of
52
some poor soul, including a Drool: The target of the attack
chainmail shirt 5 [14] (40gp), suffers a -2 penalty to all rolls for
and a flail (35gp). 1d2 hours.
53
C
C3
C1
C2
S S
C9
C8
C4
C6
C7 C5
S
F2
C: Barbarian Lair
C1. False Entrance. (10’x50’) → The barbarians are unpre-
Natural light fills the dusty yet pared, their shields and
inconspicuous corridor. weapons resting nearby.
55
C
C3
C1
C2
S S
C9
C8
C4
C6
C7 C5
S
F2
C7. Wine Cellar. (30’x30’) The C8. Chieftains Chamber.
room smells like old wood and (20’x40’) Pitch torches cast
overripe fruit. Barrels and shadows across the room. Two
collapsed shelves surround an barbarian matrons stand over a
adolescent barbarian who’s crushed velvet divan feeding
made themselves comfortable grapes to a bare chested chief-
and drinks from a flagon of wine. tain. A stinking brown bear
lounges nearby wearing a 20’
→ Beneath the dry-rotted chain leading to an iron loop in
shelves are hidden four the western wall.
magnificent bottles of wine
(50gp each). → The matrons retreat to the
back of the room at the first
→ The wolf-skin vest and sword sign of trouble, returning with
worn by the adolescent spears.
appear too large for their
scrawny physique. Should the → The chieftain is distraught,
situation appear dire, they try paranoid; they accuse
to escape through the secret anyone who enters uninvited
tunnel to the Rat Burrow (F2). of having killed their son Ralr,
and they won’t be next…
Adolescent: AC 7 [12], HD 1 (4hp),
Att 1 x fine sword (1d6), → If out of range, the bear has a
THAC0 19 [0], MV 60’ (20’), 1-in-6 chance of snapping
SV D14 W15 P16 B17 S17, ML 7, AL the chain on its turn.
Chaotic, XP 10, TT P
56
Barbarian Matron (2): AC 7 [12], → A moth-eaten tapestry hides
HD 1 (4hp), Att 1 x slim knife (1d4), hides the hidden corridor
THAC0 19 [0], MV 60’ (20’), leading to the Guard Room
SV D12 W13 P14 B15 S16, ML 9, (C2).
AL Chaotic, XP 10, TT Q
Rabid Dog (2d4): AC 8 [11], HD 1/2
Brown Bear: AC 6 [13], HD 4 (8hp), (2hp), Att 1 x bite (1d4), THAC0 19
Att 2 x claws (1d4), 1 x bite (1d6), [0], MV 120’ (30’), SV D14 W15 P16
THAC0 16 [+3], MV 120’ (40’), B17 S18, ML 7, AL Neutral, XP 5,
SV D12 W13 P14 B15 S16, ML 7, AL TT None
Neutral, XP 30, TT None
57
D D2 D3
D8
D4
D1
D5
D10
S D6
D9
D7
D: Cyclops’ Lair
D1. Cavern. (60’x70’) Dark and Giant Centipede: AC 5 [14], HD
disorienting; stalagmites 1+2 (7hp), Att 1 x bite (1d4 +
protrude from the subterranean corrosive saliva), THAC0 19 [0],
floor, accompanied by the MV 60' (20'), SV D12 W13 P14 B15
constant splashing of water S16, ML 9, AL Neutral, XP 6, TT
droplets. A stagnant pool near None
the center reeks of moist decay.
Corrosive saliva: Save vs poison
→ A faint glimmer of light is or metal shields and armor
seen from beneath the crumble. If they are magical,
surface of the pool. Lurking reduce the bonus by 1; otherwise,
below is a giant centipede destroy it.
awaiting its next prey.
D2. Guard Post. (10’x20’) A feral
→ The northern tunnel grants child with a clear line of sight
access to the den but is down the tunnel entrance sits on
defended by the sentry in the a stool looking out an embrasure.
Guard Post (D2). The only furniture in the room is a
little broken table and a wood box
→ To the south, a small section with stale iron rations.
of wall has eroded away
revealing a hidden passage → 2-in-6 chance the feral child
into the Food Stores (D6); it is is sleeping. Has access to 1d6
blocked by soggy sacks of + two arrows; seeks help from
grain. the Guard Chamber (D3) if
they encounter resistance;
they are easily spooked.
58
→ The embrasure grants
attackers a -4 penalty to hit. 13 ears
4 uncut gemstones
1 mummified creature
Feral Child: AC 7 [12], HD 1/2 6 bat wings
(3hp), Att 1 x bow (1d6) or 1 x 1 roast pig
dagger (1d4), THAC0 20 [-1], 2 cups of bear’s blood
MV 60' (20'), SV D14 W15 P16 B17 1 jar of leeches
S17, ML 9, AL Chaotic, XP 5, TT P 1 basilisk’s tail
1 bottle of vinegar
D3. Guard Chamber. (30’x20’) In 1 set of shackles
the room, six feral children are 2 jars of opium
gathered around a wooden pail, 1 handful of mealworms
cheering on two scorpions as 2 vials of venom
they fight. Stained mattresses 4 tapestries
line the walls, and footlockers sit 6 precious stones
nearby. A single wood shield rests 1 black candle
in a corner. 100 teeth
4 urns filled with the
→ The scorpions are poisonous cremated remains of lost
and difficult to handle. Save companions
vs poison or 1d8 damage.
→ One of the footlockers con- → The four pigs are nervous but
tains a crossbow (30gp) with docile, with fresh wounds
2d6 bolts. across their patchy fur
indicating abuse.
Feral Children (6): AC 7 [12],
HD ½ (3hp), Att 1 x dagger (1d4), Boars (4): AC 7 [12], HD 1+1 (5hp),
THAC0 20 [-1], MV 60' (20'), Att 1 x tusk (1d6), THAC0 18 (+1),
SV D14 W15 P16 B17 S18, ML 9, MV 150' (50'), SV D12 W13 P14 B15
AL Chaotic, XP 5, TT P S16, ML 9, AL Neutral, XP 35, TT
None
D4. Boar Pen. (20’x20’) Powerful
stench of wet hay and manure;
droppings cover the floor
surrounding four sleeping boars.
Along the western wall is a low
trough filled with pig slop.
D5
D10
S D6
D9
D7
61
SLOPE
E: Orc Lair
E1. Spider’s Den. (20’x20’) A giant
spider has made its nest in this
Giant Brown Recluse: AC 6 [13],
HD 3* (12hp), Att 1 x bite (1d4 +
room, its presence indicated by necrotic venom) or 1 x webspin-
the thick cobwebs that cover two ning, THAC0 16 [+3], MV 60' (20'),
small passages leading to the SV D12 W13 P14 B15 S16, ML 9, AL
Mining Tunnels (A4) and Prison Neutral, XP 40, TT None
Cells (E8). The walls and ceiling are
adorned with the desiccated Necrotic venom: Save vs poison
husks of small mammals. or lose a random extremity in 1d4
hours. Roll 1d4, (1) right hand, (2)
→ Egg sacks are hidden among left hand, (3) right foot, (4) left
the cobwebs. They burst if foot.
disturbed and unleash hun-
dreds of little spiders. Webspinning: Save vs paralysis or
become cocooned by webs; roll
Spiderling Swarm : AC 7 [12], HD 2 under Strength to break free.
(8hp), Att 1 x tiny bites (1d4),
THAC0 17 [+2], MV 30' (10'), SV D12 E2. Antechamber. (20’x20’) The
W13 P14 B15 S16, ML 9, AL Neutral, southern hallway slopes steeply,
XP 15, TT None its floor is slick with grime and
walls are covered in mold. The awful
Swarm: 10’x10’ area; opponents stench of excrement fills the air.
caught in the swarm automatically
take 1d4 damage per round; 1d6 if → At the bottom of the slope is
unarmored. a pit trap whose spikes are
62
covered in feces; 2-in-6 to Giant Monitor Lizard (1d3): AC 5
trigger; 1d6 damage, save vs [14], HD 3 (12hp), Att 1 x bite (1d4)
poison or infected (1d4 and 1 x tail (1d4), THAC0 16 (+3),
damage every hour for the MV 120' (40'), SV D12 W13 P14 B15
next 1d4 hours). Falling into the S16, ML 9, AL Neutral, XP 35,
pit alerts the orcs in the Bar- TT None
racks (E5).
E5. Barracks. (30’x20’) The high
→ Among the skeletal remains pitched whine of metal scraping
of a brave adventurer resting against stone fills the chamber as
at the bottom of the pit, is a four orcs busy themselves sharp-
fine rapier with a golden hilt; ening their blades and arrow
1d8 damage vs unarmored points. A few broken beds, end
opponents, 1d4 otherwise. tables, and a weapon rack are
pushed up against the southern
wall.
F
F1
F3
F5
F4
F8
F6 F9 F10
F7
F12
S F13
F11
F: Leper Colony
F1. Antechamber. (30’x20’) Dimly Giant rats (1d4): AC 7 [12], HD ½
lit with walls of rough-hewn stone (3hp), 1 x bite (1d4 + diseased),
and a floor covered in a layer of THAC0 19 [0], MV 120' (40'),
dirt and debris. SV D14 W15 P16 B17 S18, ML 8,
AL Neutral, XP 15, TT None
→ A sign that reads "Lepers!!!" is
scrawled on a rough wooden Diseased: 1-in-6 chance of being
placard attached to the wall. infected when bit, save vs poison
or die in 1d6 days, otherwise bed
F2. Rat Burrow. (10’x20’) A small ridden for 3d10 days.
tunnel with a narrow entrance
and a wider chamber at the F3. Latrine. (10’x10’) A stinking,
bottom. 1d4 giant rats live here in filthy hole in the floor serves as a
a nest made of bones and latrine for the lepers who dwell
tattered rags. here.
F
F1
F3
F5
F4
F8
F6 F9 F10
F7
F12
S F13
F11
Paralyzing spray: 20' long and 10' → The chest contains beautiful
wide cone; save vs paralysis or be gowns, bodices, and skirts,
paralyzed for 1d4 rounds. with intricate embroidery,
beadwork, and other
decorative elements (780gp).
F9. Food Storage. (10’x10’) The
space is damp, its stone walls
covered in moss. Small crates → The painting (80gp) depicts
brimming with rotting apples and the young woman before she
maggots. A case of a wine long succumbed to leprosy.
since turned to vinegar.
F12. Medical Storage. (10’x10’).
F10. Abandoned Library. Crumbling shelves hold' rolls of
(20’x30’) The musty smell of old gauze and other crude medical
parchment fills the air inside the instruments; blunt scissors,
room, where abandoned book- splints, forceps. Small vials of a
shelves have been thrown to the cloudy fluid next to specimen jars
floor, spilling forth their tomes. filled with flaps of ulcerated flesh.
F
F1
F3
F5
F4
F8
F6 F9 F10
F7
F12
S F13
F11
Leprosy:
Day 1: -4 Wisdom and
Intelligence
Day 2: -4 Dexterity and Strength
Day 3: -4 Constitution and
Charisma
Day 4: Death
71
G
G1
G3
G2
G5
G11
G6 G4
G7
G10
G8
G9
G: Hobgoblin Arena
G1. Caves. (90’x70’) The chamber G2. Dire Bear Den. (20’x30’) The
is filled with dark and winding den is filled with the stale scent of
passages with rough, jagged walls. death and the sound of bones
Every so often, the sound of chit- crunching underfoot. Furballs
tering echoes through the space, and piles of dung litter the space;
coming from the three giant a hungry dire bear paces back
beetles that have made these and forth next to an iron gate.
caves their home.
→ Beyond the gate, the sound
Giant beetles (3): AC 4 [15], HD 3 of cheering can be heard.
(15hp), Att 1 x mandibles (1d4 +
crush), THAC0 18 [+1], MV 150' → Poking out of one of the
(50'), SV D12 W13 P14 B15 S16, furballs is Naghat's Amulet of
ML 7, AL Neutral, XP 20, TT None Shapechange; roll under
Intelligence to activate it;
Crush: Save vs paralysis or once per day the wearer can
destroys worn armor or shield. take the shape of another
Magic armor loses one bonus creature (up to 4 HD); save vs
point instead. Unarmored targets spells to deactivate the
take an additional 1d8 damage. effect.
72
Dire Bear: AC 5 [14], HD 7 (35hp), G4. Guard Room. (20’x30’) The
Att 2 x claws (1d8) or 1 x bite (1d10 room is strewn with straw and
+ rip flesh), THAC0 14 [+5], other simple furnishings. Six
MV 120' (40'), SV D8 W9 P10 B10 hobgoblins sit at a table drinking
S12, ML 9, AL Neutral, XP 450, and gambling, their long halberds
TT None up against the wall.
73
G
G1
G3
G2
G5
G11
G6 G4
G7
G10
G8
G9
G1
G3
G2
G5
G11
G6 G4
G7
G10
G8
G9
H3
J1 S H4
H8
H5
H7 S
H6
H: Gorgon Temple
H1. Brazier Room. (50’x20’) The Fumeous Horror: AC 3 [16], HD 6
floor in this hall is made of sand. In (30hp), Att 1 x sear, THAC0 16
its center are the collapsed [+3], MV 240' (80') flying, SV D10
bodies of three lizardfolk in W11 P12 B13 S14, ML 7, AL Chaotic,
grotesque poses. Six braziers, XP 500, TT E
placed on opposite sides of the
room, create a thick haze of Intangible: Immune to non-magi-
swirling smoke in the air. cal damage.
H3
J1 S H4
H8
H5
H7 S
H6
81
H H1 H2
S
H3
J1 S H4
H8
H5
H7 S
H6
82
83
I
I1 I2 I4 S
I3
I5
I6
I: Laboratory
I1. Vestibule. (20’x20’) The stone Deadly embrace: Clutches its
walls of this chamber are covered targets face; save vs paralysis or
in patchy moss, giving off a rich, suffer 1d4 damage each round;
earthy smell. Mud has been roll under Strength to pull it off.
tracked in from a filthy wheel-
barrow, which now lies upside I2. Tool Shed. (10’x10’) The door
down. The floor is cluttered with to the shed hangs precariously on
piles of rotted, worm-eaten its hinges, ready to fall at any
clothing. moment. Rusty tools lie scat-
tered about the floor, evidence of
→ Beneath the wheelbarrow recent use. A crowbar (5gp), a
are 2d4 reanimated hands. shovel (9s), and a pickaxe (4gp)
are among them.
→ If the clothing is sifted
through, a number of pieces I3. Dormitory. (20’x20’) The loud
of jewelry are discovered; a moaning in this room comes from
silver cross (120gp), a signet the failed experiments of the
ring (90gp), and a broken flesh golem; they are lying in bed,
necklace with 1d12 loose each with a different assortment
pearls (45s each). of rotting limbs stitched to
various parts of their bodies.
Reanimated Hand (2d4): AC 3
[16], HD 1* (1hp), Att 1 x nails (1d2 + → Three grotesque abomina-
deadly embrace), THAC0 19 [+0], tions have intravenous lines
MV 90' (30'), SV D12 W13 P14 B15 hooked into their veins, each
S16, ML 12, AL Chaotic, XP 15, TT with a canisters of noxious
None fuel secured to their bodies
by leather straps.
84
→ The wood door to the east → Fetish doll: Pricking the doll
has been barred shut from deals 1d8 damage to an
the other side. imprinted target, and
destroying it kills them (save
Grotesque Abomination (3): vs death to avoid). To imprint
AC 3 [16], HD 3+1* (14hp), Att 1 x a target, you must have seen
inhuman strength (1d8) or 1 x them before. While holding
noxious projectile, THAC0 16 [+3], something of theirs, roll under
MV 120' (40'), SV D12 W13 P14 B15 Intelligence, taking 1d4
S16, ML 7, AL Chaotic, XP 100, damage regardless of the
TT None outcome. If successful, the
target is imprinted.
Gangrenous wounds: When
struck, sprays a shower of pus; Flesh Golem: AC 3 [16], HD 9*
save vs poison or suffer 1d4 (32hp), Att 2 x powerful hands
damage and become infected (1d10 + tear off limb), THAC0 12
(1d4 damage every hour for the [+7], MV 90' (30'), SV D8 W9 P10
next 1d4 hours). B10 S12, ML 10, AL Chaotic, XP
1600, TT None
Noxious projectile: Rips off the
canister from its body and throws Tear off limb: If the golem
it; explodes in a 15’ circle, save vs succeeds with both powerful
death or 1d6 damage. hands on a single target, they
must make a save vs paralysis or
I4. Laboratory. (20’x30’) The lose a random limb; roll 1d6: (1) left
laboratory is filled with the moans leg, (2) right leg, (3) torso (save vs
of a weeping flesh golem. The death or die), (4) right arm, (5) left
creature is a patchwork of various arm, (6) head; instant death.
chunks of flesh; they’re stitching
together a grotesque abomina-
tion on a table. Broken cabinets
line the walls, their contents
spilled onto the floor.
I1 I2 I4 S
I3
I5
I6
87
J3
J4
J J2
J1 S H8
J: Bristleheim’s Lair
J1. Hall Of Skeletons. (40’x20’) → To cross to the Bristleheim’s
Shafts of light illuminate this Chamber (J4), PCs must leap
chamber, whose walls are over the collapsed section of
constructed of yellowed bones. floor (roll under Strength or
Twelve skeletons stand at atten- fall to their death).
tion on opposite sides of the
room, facing a bone pedestal with Skeletons (12): AC 6 [13], HD 2
a faded manuscript resting on (7hp), Att 1 x bronze sword (1d6),
top. At the end of the corridor, the THAC0 18 [+1], MV 90' (30'),
floor has collapsed, swallowed by SV D12 W13 P14 B15 S16, ML 12,
an endless chasm. AL Chaotic, XP 20, TT None
K3 K6
K4 K8
SL
OP
S
E
K5 K7 K9
K: Basilisks’ Refuge
K1. Mask Room. (10’x10’) Tropical toad is surrounded by a thick
humidity mixes with the fra- carpet of grass.
grance of flowers in the room,
where a collection of masks is → Latched onto the giant toad’s
displayed on living ivy walls. A tongue is a telepathic slug
thick mass of brambles blocks which grants the toad the
access to the rooms beyond. ability to speak and under-
stand any language. Its
→ Hacking at the brambles insides are full of half-di-
causes them to grow back gested fruit and a small
thicker. Once everyone dons horde of treasure, including
a mask, they unfurl to reveal 380gp, 10 emeralds (60gp
the Garden (K2). each), 1d4 random spell
scrolls, a poignard, and a
→ The masks are intricately wand.
detailed and made of various
organic materials (flowers, → Ghostly poignard: 1d4
bark, mushrooms), their damage, on hit, target
insides appear to be made of becomes invisible for 20
a dried leather; +1 to trigger seconds.
traps or be surprised while
wearing a mask. → Wand of balance: 2d4 uses;
spend a charge to regain
→ Removing the mask within expend spells at a cost of 2hp
the Basilisks’ Refuge causes per spell level.
the wearer to be petrified and
turned to stone. → Eating the fruit causes insa-
tiable hunger within minutes.
K2. Garden. (50’x20’) The sweet If this hunger is not satisfied
smell of roses fills the air. A giant every hour; save vs spells or
toad basks in a beam of sunlight become violent and irrational,
at the foot of a massive, gnarled willing to go to extreme
tree bearing golden fruit. The lengths to obtain any kind of
90
food; the effect lasts for 24 wall containing the stone head of
hours. a catfish.
K3 K6
K4 K8
SL
OP
S
E
K5 K7 K9
Kiss: Bites off the targets tongue; → Isius and Zar, the two
save vs paralysis or lose the abil- basilisks, use their abilities to
ity to speak. have others do their bidding.
Cutting off their tails causes
K8. Statue Room. (20’x20’) This them to die.
chamber is filled with tens of
statues in grotesque poses, their → Negotiating with them: The
palms smeared with a black ichor. refuge is slowly being con-
Vines from the walls have crept sumed by Balthazar’s corrup-
over their bodies, enfolding them tion. Kill the Deacon, in the
in a seemingly unbreakable grip, Sanctuary and they offer to
blending them into the surround- reward you with unimaginable
ing terrain. treasures (this is a lie). As a
token of their appreciation,
→ The living vines are petty and they offer you a magical
jealous. They grip the statues acorn that has the power to
greedily and attack anyone turn anything to stone, which
who attempts to inspect they promptly defecate.
them. Escaping them is pos-
sible; save vs paralysis to → Offending them: The
avoid losing a random pos- basilisks are quick to kill
session. anyone who dares insult them
or anyone anointed by Balt-
→ The black ichor on the hazar.
statue’s hands is Balthazar’s
blood. Smearing some in the → The fauns and centaurs are
palm anoints the PC as an hosts to a parasitic fungus
acolyte of Balthazar; increase that grows from their limbs
Strength by +2 and they are and faces. When coming in
called upon the next time contact with them, 2-in-6
they rest (see Lore, Balt- chance of contracting the
hazar’s Visions p.11). fungus; save vs poison or
within 1d4 days, the fungus
Living Vines: AC 7 [15], HD 6* completely takes control of
(21hp), Att 2 x suffocating grasp, the PC’s body and mind,
THAC0 14 [+5], MV nil, SV D10 W11 turning them into slaves.
P12 B13 S14, ML 8, AL Chaotic, XP
500, TT None Fauns (2d8): AC 9 [10], HD 1
(4hp), Att 1 x dagger (1d4) or 1 x
Suffocating grasp: on a success- bow (1d4), THAC0 19 [+0], MV
ful attack, target must save vs 120' (40'), SV D12 W13 P14 B15 S16,
paralysis or become entangled; ML 7, AL Chaotic, XP 10, TT None
suffer 1d4 damage per round; roll
under Strength to break free.
K3 K6
K4 K8
SL
OP
S
E
K5 K7 K9
L5 L6
S
L7
L: Wight’s Crypt
L1. Cave Entrance. (30’x20’) The L2. Hidden Passage. (10’x40’)
floor is slippery, and the smell of The stuffy passage is filled with
guano indicates the presence of tufts of fur and dead animal car-
bats. Stacks of boulders block casses. Thin lines of light filter
the eastern passage. through the stone wall at the end
of the passage, illuminating a
→ Removing the boulders to the wooden lever on the northern
Crypt (L3); roll under wall.
Strength and spend 1 turn.
→ The lever activates a hidden
→ A section of wall located to mechanism, causing a stone
the south stands out due to door to swing open, leading to
its notably smoother texture, the Throne Room (L4).
revealing signs of frequent
usage. It leads to the Hidden L3. Crypt. (30’x30’) In the dimly
Passage (L2). lit room are ten coffins, containing
six juvenile vampires in a deep
Vampire Bat Swarm: AC 5 [14], slumber. Cobwebs cling to every
HD 3 (11hp), Att 1 x bite (1d4 surface and the bones of their
+bloodlet), THAC0 17 [+2], MV past victims litter the floor.
180' (60') flying, SV D12 W13 P14
B15 S16, ML 7, AL Chaotic, XP 35, → The vampires do not awaken
TT None unless disturbed. If a vampire
is staked while they sleep,
Bloodlet: If bitten, target must they turn to dust with a
save vs death or suffer an addi- piercing screech, rousing the
tional 1d4 damage on their next others.
turn.
96
Juvenile vampires (6): AC 5 [14], Juvenile vampires (6): AC 5 [14],
HD 3* (11hp), Att 1 x claw (1d6), 1 x HD 3* (11hp), Att 1 x claw (1d6), 1 x
bite, THAC0 17 [+2], MV 120' (40'), bite, THAC0 17 [+2], MV 120' (40'),
SV D12 W13 P14 B15 S16, ML 7, AL SV D12 W13 P14 B15 S16, ML 7, AL
Chaotic, XP 125, TT T Chaotic, XP 125, TT T
97
L L1 L3
S
L2
S L4
L5 L6
S
L7
→ The basilisks’ had the silver → The tapestries portray two
chain placed here to prevent melancholic scenes. On the
its occupants from escaping. back of each of them is a
It is red hot and can only be roman numeral woven into
quenched with water from 1: A king drowning his two
the Reflecting Pool (K4). young sons. (II)
Removing the chain while hot; 2: Two brothers burning a
roll under Strength and take vampire alive. (V)
2d6 damage.
the fabric:
→ Consuming the charred
remains of the vampire → The brothers, Sabien and
inside the urn; save vs death Mathias are in deep states of
or burst into flames, dying meditation. 1-in-6 chance to
instantly. On a success, gain burst through the doors the
vampiric traits (see L6). moment the chain is
removed; all in the way must
→ Hidden behind one of the save vs breath or be thrown
tapestries is a locked, iron back 20 feet and take 1d6
door which leads to the Vault damage.
(L7).
→ An iron chain anchored to
L6. Wights’ Chamber. (30’x40’) the wall can be used to lower
Two lavish caskets are occupied the king from his cage. Among
by vampire lords, while the the bones is a crown of
skeletal remains of a long-dead thorns and a solid gold heart
king are suspended in an iron (2500gp). When inserted into
cage, high above the chamber. A the chest cavity of someone
collection of chalices, perfumes, recently deceased, 3-in-6
and jewelry (2000gp) on a chance to resuscitate.
mahogany desk, next to a full Regardless, the heart is con-
wardrobe of fine and extravagant sumed.
garments (800gp). Two tapes-
tries on either side. → Sabian and Mathias turn up
to 1d4 PCs they kill; con-
98
suming a pint of the brothers L7. Vault. (10’x20’) The large vault
blood grants PCs vampiric door is locked, with an inscrip-
traits. tion etched into its metal surface.
Inside the room, stacks of oil
→ Vampiric traits: PC receives paintings (560gp) lean against
+2 bonus to attacks and AC the wall, and drawers are filled
on days they consume fresh with rare coins, antique jewelry
blood, and -4 on days they do and fine textiles (800gp). Two
not. Should they die, there’s a armor stands with sets of deco-
1-in-6 chance of coming back rative armor and a broadsword in
to life with 1hp. a glass display.
Fast: May move and attack twice Animated Armor (2): AC 3 [16],
per turn. HD 4 (14hp), Att 1 x sword (1d6),
THAC0 16 [+3], MV 90' (30'),
Shapeshift: They may assume SV D10 W11 P12 B13 S14, ML 12,
the form of a bat, or return to AL Chaotic, XP 75, TT None
their human form, at will.
99
M9
M8
M7 M6
M5
M4
M11
M2 M1 M
M12
M3 M10
M: Halls of Dread
M1. Antechamber. (20’x20’) The been activated, the doors
floor is made of black, polished open.
basalt with a 20 foot high door.
Three runes carved onto the M2. Entrance Hall. (20’x30’) The
door’s surface are inlaid with gold, walls and ceiling of the chamber
with no visible means of entry. are made of dried, blackened
flesh, with leathery conduits
→ The runes are of three eyes. running haphazardly along them.
For each of Balthazar’s circles A thick layer of dust covers a
of influence that has been massive stone block etched with
activated (see B6, F10, and cryptic carvings.
I4), one of these glow.
101
M9
M8
M7 M6
M5
M4
M11
M2 M1 M
M12
M3 M10
M8
M7 M6
M5
M4
M11
M2 M1 M
M12
M3 M10