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Kavlov's Sanctuary - OSE - Edition - Mobile - 1.1

The Dungeon's Key is a tabletop role-playing game module designed for groups of five to seven players, featuring a dark fantasy setting with themes of death, torture, and cannibalism. It includes various character classes, such as the Flesh Weaver and Blood Baron, each with unique abilities and progression systems. The module encourages exploration and narrative shaping through its rich lore and numerous adventure hooks, making it suitable for long-term campaigns.

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joeyriina
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
715 views106 pages

Kavlov's Sanctuary - OSE - Edition - Mobile - 1.1

The Dungeon's Key is a tabletop role-playing game module designed for groups of five to seven players, featuring a dark fantasy setting with themes of death, torture, and cannibalism. It includes various character classes, such as the Flesh Weaver and Blood Baron, each with unique abilities and progression systems. The module encourages exploration and narrative shaping through its rich lore and numerous adventure hooks, making it suitable for long-term campaigns.

Uploaded by

joeyriina
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The

Dungeon's
Key
Kavlov’s Sanctuary

Writing & Layout


Jean Luc Lariviere-Lacombe

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

The artwork and visuals of this book are a


blend of manually created drawings, digital
art, and photos from the public domain.

Content Warning
Mentioned: Death, torture, cannibalism,
pedicide, slavery, corpses, and gore. Reader
discretion is advised.

The Dungeon’s Key


www.thedungeonskey.com
Table of Contents
Guide 3 Dreaded Hills 46
Classes 4 A: Dwarfling Cave 48

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

Bellroot Wilds Encounters 45

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.

Prime Requisite: STR Cruel seamster (CS): You can


Hit Dice: 1d6 reattach lost limbs or attach
Maximum level: 14 additional ones. The victim of
Armour: Leather, Shields your malpractice must succeed a
Weapons: One-handed edged roll under Constitution or the limb
weapons, slings is rejected and the surgery fails;
Languages: Common they become infected and die in
1d6 days if untreated.
The Flesh Weaver is a macabre
being adept at manipulating flesh, Additional limb bonuses:
altering creatures and creating 1 arm: Strength +2
disturbing appearances. 2 arms: Additional attack
1 leg: Movement rate +10ft
Flesh Weaver Expertise 2 legs: +2 to saves vs dragon’s
breath
Armed with a bone sewing needle 1 head: Intelligence +2 (retains
(1d4 damage) the Flesh Weaver individuality if attached within 1
utilizes spools of sinew to employ minute of dying)
various expertise, each requiring 2 heads: +2 bonus to saves vs
a different number of spools spells
(note the table opposite).
Macabre Child
For the purposes of weapon pro-
ficiency, the bone needle is AC 9 [10], HD ½ (2hp), Att 1 x fists
considered an edged weapon. (1d4), THAC0 20 [-1], MV 120'
(40'), D14 W15 P16 B17 S18, ML 6,
Meat sculptor (MS): You possess AL Neutral, XP None
the ability to shape and
manipulate flesh. Alter the size, Gutrench Cutters
shape, or appearance of a
creature. At a distance, the At 7th level, a squalid package is
changes are convincing, but they delivered to you by a mangy
don’t pass close inspection. goblin who curses the name of
your benefactor. The giant shears
Parental stitching (PS): Spend 1 deal 2d6 damage. On rolling two
hour stitching together multiple 6s, deals max damage and the
bodies to create yourself a child. target is cut in half, dying in 1d4
They attack and defend as a rounds. The shears also increase
Normal Human, have 1d4 HP, and the chance of collecting spools of
behave like a petulant adolescent. bloody sinew to 4-in-6. Should
they be broken or lost, your
Tainted needlesmith (TN): benefactor sends a replacement
Spend 1 hour create a piece of in 1d4 days.
medium armor (AC 5 [14]) from
curtains of flesh taken from a After Reaching 9th Level
dead body. Taking 6 or more
damage in a single round A Flesh Weaver may found a
destroys it. You do not suffer Sewing Circle. 2d6 apprentice
armor check penalties while flesh weavers of 1st level will come
wearing armor you have crafted. to study under the character.
6
Flesh Weaver Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19[0] 13 14 13 16 15
2 1,500 2d6 19[0] 13 14 13 16 15
3 3,000 3d6 19[0] 13 14 13 16 15
4 6,000 4d6 19[0] 13 14 13 16 15
5 12,000 5d6 17 [+2] 12 13 11 14 13
6 25,000 6d6 17 [+2] 12 13 11 14 13
7 50,000 7d6 17 [+2] 12 13 11 14 13
8 100,000 8d6 17 [+2] 12 13 11 14 13
9 200,000 9d6 14 [+5] 10 11 9 12 10
10 300,000 9d6+2* 14 [+5] 10 11 9 12 10
11 400,000 9d6+4* 14 [+5] 10 11 9 12 10
12 500,000 9d6+6* 14 [+5] 10 11 9 12 10
13 750,000 9d6+8* 12 [+7] 8 9 7 10 8
14 900,000 9d6+10* 12 [+7] 8 9 7 10 8

* Modifiers for CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify;
B: Breath attacks;
S: Spells / rods / staves.
Spool of Bloody Sinew Cost Collecting Spools of Bloody
Level MS PS TN* PP CS Sinew
1 5 7 5 3 4 You can collect 1d2 spools of
2 5 7 5 3 4 bloody sinew from the bodies of
3 5 7 5 3 4 the dead. Spend 10 minutes and
roll 1d6; there is a 1-in-6 chance
4 5 6 5 2 4 of success, increasing by 1 for
5 5 6 5 2 4 each body beyond the first.
6 4 6 4 2 3
Who Can Be Cut In half?
7 4 6 4 2 3
8 4 6 4 2 3 Humans and demihumans of any
9 4 6 4 2 3 level and humanoid monsters of
up to 5 HD. Non-living creatures
10 4 6 4 2 3 can be cut in half but do not die.
11 3 5 3 1 2
12 3 5 3 1 2 Commanding Your Child
13 3 5 3 1 2 There is a 2-in-6 chance for the
14 3 5 3 1 2 adolescent to rebuff your
commands: “You aren’t even my
* Requires at least 3 humanoid real mother!”
bodies in addition to the spools
listed.
7
Blood 1: Sense Gore. Your hunger is
practically sensual. Spend 1 turn
entering a state of tantalizing

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.

Blood Baron Juvenile Traits

At levels 1, 3, 5, and 7 the Blood


Baron gains special abilities in the
following order.

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

* Modifiers for CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify;
B: Breath attacks;
S: Spells / rods / staves.

Blood Baron Mature Traits After Reaching 11th Level

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.

Exsanguinate (EX): While


wielding a sword, your veins
sprout from your arms, wrapping
themselves around the blade like
a parasite. Successful attacks
with this weapon grant you the
ability to feed as a free action,
inflicting 1d4 additional damage
and regaining the additional
damage dealt.
9
Degenerate Jar of Bile (JB): Rip out one of
your victims organs and place it
in your jar to ferment overnight,

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.

The Degenerate Cannibal is filthy Heart: Gain a +2 to saving


and insatiable. Above all else, they throws against effects from
desire humanoid flesh. creatures of opposing align-
ment, and subtract 2 from their
Nutritious rolls to hit you for 1 hour after
consumption.
The body of a Degenerate
Cannibal is especially nutritious. Lung: Gain the ability to speak
One body can be divided into or understand any humanoid
3d6 pieces of meat (rotting in 1d4 language (but not both) for 30
days). If eaten raw, save vs death. minutes after consumption.
On a success, restore 1d6 HP; on
a failure, fall violently ill for 1d4
hours. Scry Flesh

Raw Meat Diet On a critical hit, you filet a hunk of


flesh from your victim and are
capable of reading its layers of
Eating food other than raw, sickly yellow fat like braille. Treat
humanoid meat; save vs poison or this piece of meat as a random
fall violently ill for 1d4 hours. flesh spell scroll, rotting in 24
hours.
Degenerate Compulsions
Tapeworm Familiar
Gravemind (GM): You yearn to
embody your prey. Spend 10 At 3rd level, you become host to a
minutes consuming your victim’s tapeworm that inhabits your
brain and roll to absorb a portion body. While it is inside you, gain
of their memories and an additional melee attack. If
experiences as your own. summoned, it emerges from your
body and may be used as the
Devourer of Souls (DS): If you source of the spell flesh scrolls
deliver the killing blow to a you cast. If it feeds on flesh
creature, you may attempt to before reentering your body, you
consume their soul. On as may recover 1d4 HP. In the event
success, gain one of their aspects of the tapeworm's death, another
or abilities at random. You may grows to replace it in 1d4 days.
only have 1 of these at a time. Treat this tapeworm as a 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

* Modifiers for CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify;
B: Breath attacks;
S: Spells / rods / staves.

Tapeworm After reaching 9th level

AC 6 [13], HD 1 (4hp), Att 1 x bite A Degenerate Cannibal Lord may


(1d4), THAC0 19 [0], MV 180' (60') found a Tribe attracting up to six
flying, SV D16 W16 P13 B18 S15, ML 1st level Cannibals.
12, AL Neutral, XP None
Rolling Skill Checks
Flesh Spell Scrolls
Gravemind, Devourer of Souls,
Rot whisper: Causes a humanoid and Jar of Bile: Are rolled on 1d6.
corpse to answer a single If the roll is within the listed range,
question in 5 words or less. the skill succeeds.
Compulsion Chance of
Grave creep: You make no sound Success
while moving for the next 30 Level GM DS JB
minutes.
1 1-2 1 1
Cadaverous breath: You exhale a 2 1-2 1 1-2
putrid breath in a cone 20’ long 3 1-3 1-2 1-2
and 30’ wide. Creatures caught in
the cone must save vs breath or 4 1-3 1-2 1–2
suffer 1d8 damage. 5 1-4 1-2 1-3
6 1-4 1-3 1-3
Wither: Touch a single target.
They must save vs spells or lose 7 1-4 1-3 1-3
the ability to cast spells for the 8 1-4 1-3 1-4
next 1d4 rounds.
9 1-5 1-4 1-4
10 1-5 1-4 1-5
11
Mycotic Parasitic Contagion (PC): You
are fueled by a desire to expand
your influence. Spend one hour

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

* Modifiers for CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify;
B: Breath attacks;
S: Spells / rods / staves.
After Reaching 11th Level

A Mycotic Fiend attracts a cult


like following. At all times, a
Normal Human follows you on
your journey, offering themselves
to you in the event of your host’s Faculties Chance of Success
death. Should they die, another Level SW ME PC
replaces them in 1d4 days. 1 1-2 1 1 HD
Rolling Skill Checks 2 1-2 1 1 HD
3 1-2 1-2 2 HD
Shroomwatch and Mycotic 4 1-3 1-2 2 HD
Excess: Are rolled on 1d6. If the
roll is within the listed range, the 5 1-3 1-2 3 HD
skill succeeds. 6 1-3 1-3 3 HD
7 1-4 1-3 4 HD
Parasitic Contagion: Is not rolled
as a check. 8 1-4 1-3 4 HD
9 1-4 1-3 5 HD
Player Knowledge: The referee 10 1-5 1-3 5 HD
should roll for SW on the player’s
behalf to determine whether a 11 1-5 1-4 5 HD
creature is detected while cross- 12 1-5 1-4 6 HD
ing the mushroom’s path.
13
Skinned you can create is dependent on
your level (noted in the table
opposite). Anyone caught in this

Bastard
darkness is unable to see. You
ignore this penalty.

Shadow Step (SS): You have


Requirements: None become one with the void. Enter
Prime Requisite: WIS an area of darkness and reappear
Hit Dice: 1d8 from any visible shadow, using
Maximum level: 12 the absence of light as your per-
Armour: Any, including shields sonal portal. The maximum
Weapons: Any distance traveled is dependent
Languages: Common on your level (noted in the table
opposite).
The Skinned Bastard is a vile night
crawler and hunter, feared for Spectral Chorus (SC): With a
their flayed and calloused bloodcurdling howl, you call forth
appearance. a horde of spirits from beyond
the realm of the living. 1d6 Phan-
Dream Walker toms materialize from the
shadows, gleaming with other-
As a child, you were skinned alive worldly light. They remain in this
and abducted by the Deadwoods plane for 1d4 rounds.
Fey, who raised you as their own
and gifted you the ability to Phantom: AC 6 [13], HD 1 (1hp), Att
invade the dreams of others. 1 x ethereal claws (1d6), THAC0 19
[0], MV 180' (60') flying, SV D12
Skinned Bastard Epiphanies W13 P13 B15 S15, ML 10, AL
Chaotic, XP None
Each day at dawn, roll 1d4. You
may use any of your abilities a Dark Slumber (DS): You recall the
number of times equal to the haunting melody that lured you
result, or expend 1d4 HP to use into the forest as a child. Spend 1
any of them at will. round singing your haunting song.
Upon completion, a number of hit
dice worth of creatures, depen-
Hideous Revelation (HR): You dent on your level (noted in the
reveal your disfigured body for all table opposite), must save versus
to see. The first time opponents spells or fall into a deep slumber
see your ruined frame, they must for 1d4 turns, awaking upon taking
save vs paralysis with a penalty any damage.
dependent on your level (noted in
the table opposite). If the save
fails, they are frozen with fear for 1 Bastard’s Lament (BL): Driven
round. If they fail the save by 5 or by a desire to see others suffer as
more, they flee in abject terror for you have, you unleash your feral
1d4 rounds instead. wrath upon your opponents.
Once per combat encounter, roll
to enter enter an inhuman battle
Umbral Manipulation (UM): You frenzy. On a success, your next
wield the power to manipulate 1d4 attacks are devastating, deal-
and create shadows, and can fill ing maximum damage.
a normal sized room (or a portion
of it) in complete darkness for 1
minute. The amount of darkness
14
Skinned Bastard Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d8 19[0] 12 13 13 16 13
2 2,000 2d8 19[0] 12 13 13 16 13
3 4,000 3d8 19[0] 12 13 13 16 13
4 8,000 4d8 19[+2] 10 12 12 14 11
5 16,000 5d8 17 [+2] 10 12 12 14 11
6 32,000 6d8 17 [+2] 10 12 12 14 11
7 64,000 7d8 17 [+5] 8 10 11 12 10
8 120,000 8d8 17 [+5] 8 10 11 12 10
9 250,000 9d8 14 [+5] 8 10 11 12 10
10 400,000 9d8+2* 14 [+7] 6 8 10 10 8
11 650,000 9d8+4* 14 [+7] 6 8 10 10 8
12 800,000 9d8+6* 14 [+7] 6 8 10 10 8

* Modifiers for CON no longer apply. D: Death / poison; W: Wands;


P: Paralysis / petrify;
B: Breath attacks;
S: Spells / rods / staves.
Calloused

Your scarred flesh is unnaturally


resilient to physical and magical Repulsive
harm; reduce all incoming non-
magical damage, by 1d4, increas- Due to your hideous appearance,
ing to 1d6 at 5th level. creatures who can see you suffer
a -4 penalty to reaction rolls,
Epiphany Chance of Success regardless of your charisma
and Progression score.
Level HR UM SS DS BL
After Reaching 10th Level
1 0 10’x10’ 10’ 2HD 1-2
2 0 10’x10’ 20’ 2HD 1-2 A Skinned Bastard may skin
3 0 10’x10’ 20’ 3HD 1-2 unconscious, 1st level humanoids
4 -1 20’x20’ 30’ 3HD 1-3 without killing them.
5 -1 20’x20’ 30’ 4HD 1-3 Rolling Skill Checks
6 -2 20’x20’ 40’ 4HD 1-3
7 -2 30’x30‘ 40’ 5HD 1-4 Bastard’s Lament: Rolled on 1d6.
8 -3 30’x30‘ 40’ 5HD 1-4 If the roll is within the listed range,
the skill succeeds.
9 -3 30’x30‘ 50’ 6HD 1-4
10 -4 40’x40’ 50’ 6HD 1-5 Hideous Revelation, Umbral
11 -4 40’x40’ 50’ 7HD 1-5 Manipulation, Shadow Step, and
Dark Slumber: Are not rolled as
12 -5 50’x50’ 60’ 6HD 1-5 checks.
15
Disgraced Court Morvain the Soiled

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.

→ Queen Rinrin, the Mad. You


may exhaust one of your
charges to substitute one
reagent for another.
Explosive Catalysts
Name Description Recipe
Deathbloom Increase the diameter of your explosives by 20’. G, S, P
Fragments

Spiderash Targets hit must save vs paralysis or suffer -4 penalty S, P


to attack and defense rolls for 1 minute.

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

D: Death / poison; W: Wands;


* Modifiers for CON no longer P: Paralysis / petrify;
apply. B: Breath attacks;
S: Spells / rods / staves.

Prepared Explosives Infusions

When thrown, roll to hit; explodes Spend 5 minutes steeping the


in a 10’ diameter and deals 1d6 ingredients in a cup of mosquito
damage per charge level. On a infested water. Consume the
fumble, roll 1d6: 1-5 is a dud, 6 draught to gain its benefits.
explodes at your feet (save vs
breath to avoid taking damage). Barrage

Explosive Catalysts At 8th level, A Disgraced Court


Alchemist can throw up to two
Spend 5 minutes per charge level explosives per attack.
to improve one of your explosives
by combining harvested reagents.
Only one catalyst may be applied
at a time.

Infusions

Name Description Recipe


Nocturnal See through normal and magical darkness for 30 minutes. G, D
vapors
Rodent’s Gain a +2 to all saving throws for the next 30 minutes. G, B, C
milk
Midnight Regain 1d4 spell slots. S, C, P
devil
Target must save versus death; on a success, target's HP
Death is restored to 1. Must be administered within 10 seconds G, B, P, D
weed of dying.
17
Roach God Scuttle Sense

Level: 1

Emissary Duration: 10 minutes


Range: 60’ around the caster
Requirements: None Sense the air for unseen crea-
Prime Requisite: INT tures within 60’ your position. If
Hit Dice: 1d6 you do, double your movement
Maximum level: 10 speed for the duration.
Armour: None
Weapons: Staffs, Wands
Languages: Common Infiltrate

The Roach God Emissary does Level: 1


not spread religion, only Duration: Until the other side is
pestilence. reached.
Range: Touch
Natural Armor
Touch up to 5 willing targets; they
squeeze through a tiny crack or
Your hardened carapace affords passage.
you some protection (AC 7 [12]).
Devour Waste
Undying
Level: 2
A Roach God Emissary may only Duration: Instant
die through decapitation. In such Range: 10’ per level
a case, your body persists for 1d4
days, succumbing to starvation.
When your HP drop 0 or lower, Feed the Roach God by teleport-
instead regain 1 HP and roll on the ing a number of bodies (up to
table of Roach Reckoning (1d4): your level) to their plane of
existence. A target of your
# Description choosing gains 1d4 HP for each of
1 Reduce your highest level the bodies transported this way.
memorized spell slots by 1.
2 Halve your maximum HP Chitinous Armor
permanently (minimum 1), then
disappear for a number rounds Level: 2
equal to your level.
3 Reduce a random ability score by Duration: 1 turn
2 permanently.
Range: Touch
4 Erupt into a swarm of roaches.
Rematerialize nearby in 1d10 Divide a +6 bonus to AC among
turns. any number of targets.

Pestilent Communion Swarm

Each morning, a number of Level: 3


cockroaches crawl out of your Duration: 6 turns
mouth equal to number of spells Range: 10’
you can memorize. Spend 5
minutes etching your spells upon Distribute 150’ worth of flight
their wings and release them to among any number of willing
cast the spells they posses. targets.
18
Roach God Emissary Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19[0] 11 12 14 16 15 1 - - - -
2 1,500 2d6 19[0] 11 12 14 16 15 2 - - - -
3 3,000 3d6 19[0] 11 12 14 16 15 2 1 - - -
4 6,000 4d6 19[+2] 9 10 12 14 12 2 2 - - -
5 12,000 5d6 17 [+2] 9 10 12 14 12 2 2 1 - -
6 25,000 6d6 17 [+2] 9 10 12 14 12 2 2 2 - -
7 50,000 7d6 17 [+5] 6 7 9 11 9 3 2 2 1 -
8 100,000 8d6 17 [+5] 6 7 9 11 9 3 3 2 2 -
9 200,000 9d6 14 [+5] 6 7 9 11 9 3 3 3 2 1
10 300,000 9d6+2* 14 [+7] 3 5 7 8 7 3 3 3 3 2

D: Death / poison; W: Wands;


* Modifiers for CON no longer P: Paralysis / petrify;
apply. B: Breath attacks;
S: Spells / rods / staves.

Malignant Detoxification checks, attack rolls, damage rolls,


and AC.
Level: 3
Duration: 10 days Pestilence
Range: Touch
Level: 5
Remove and store a single Duration: Instant
disease up to 10 days. Transmit it Range: All visible creatures
by touching a creature (save vs
death to resist). 10d6 damage spread evenly
among all creatures you can see,
Pheromonal Treatment including you. Save vs spells for
half damage.
Level 4:
Duration: 1 turn per level Roachlord's Embrace
Range: 100’ around the caster
Level: 5
All healing effects from you or Duration: Instant
your allies produce maximum Range: Touch
effects within the radius.
Target must save vs death within
Repugnant Discharge 1 hours of dying. On a success,
they return to life with 1d4 HP and
Level: 4 you must roll on the table of
Duration: 1 round per level Roach Reckoning. Over the next
Range: 30’ around the caster 1d4 days, they slowly take on the
appearance of a roach, suffering a
Enemies must save vs spells or be -4 penalty to reactions
nauseated; -4 penalty to morale (regardless of Charisma).
19
Lore

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.

5. First transgression 250gp,


second transgression 500gp,
third transgression, death.

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.

Burial services 75gp


Cremation services 50gp
Decorative urn 25gp

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)

3. A tribe of hillfolk are mourning 13. There is a mad scientist in


the death of their chieftain’s the hills that conducts
son. experiments on the dead.

4. “Ye old donkey!” is a common 14. There is buried treasure


response to the challenge inside the keep to the east.
“Fleas on ya!”. (False)
15. Children who go missing in
5. A magic lamp has fallen into the night are seldom seen
the hands of a band of again.
urchins.
16. Basilisks are crude and look
6. A lizardfolk, held captive in the favorably upon those who
hills, holds the key to insult them. (False)
uncovering a wealth of riches.
17. Two undead brothers live in
7. A mad hermit who speaks of an ancient tomb, high up in
dark and brooding magic, lives the hills.
among the lepers in the hills.
18. The Deacon has been seen
8. All species of mushrooms in leaving the chapel in the
the hills are edible. (False) night, returning at first light.

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

Scale: 1 square equals 500 yards


32
3
2

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

Infection: Save vs poison or Fling: Launches chunks of


unable to recover HP outside of masonry at a target; 2d6 damage,
magical means. You may repeat 200’ range.
the save each day at dawn.
3. Deadwoods. Echoes of chil-
Hyena (1d4): AC 7 [12], HD 1* dren's laughter and the pounding
(4hp), Att 1 x bite (1d4 + rabies), of footsteps can be heard deep
THAC0 15 [+4], MV 60' (20'), within the forest, where 2d6 fey
SV D12 W13 P14 B15 S16, ML 5, creatures reside. They lurk among
AL Chaotic, XP 30, TT None the trees and brush, disguised in
the skin of their victims. A glade
Rabies: Save vs poison or unable opens up to reveal a murky pond,
to sleep, eat, or drink for 1d4 days; home to a siren.
lose 1d2 hp each day.
→ The fey do not kill their
2. Carnivorous Keep. A crooked, victims; damage they inflict
crenelated tower made of stone that would result in death
and wrapped in ivy. The only reduces HP to 0 instead. The
visible means of entry is through fey skin their unconscious
a window approximately 60 feet victims alive, but do so in a
up. manner that causes minimal
blood loss. PCs who survive
→ Climbing in: Roll under have their total HP halved and
Strength or Dexterity or fall, suffer a -2 penalty to all stats;
34
these survivors are known as → The witch’s four albino chil-
skinned bastards. dren have gone missing. She
rewards their safe return with
→ The siren uses their 1 random oddity (indicated
enchanted melody to lure in with a✝).
unsuspecting visitors. Unless
the siren is defeated, those Bog Witch: AC 7 [12], HD 11* (42
who fall for the trap enter the hp), Att 2 x fingernails (1d8) or 1 x
pond and begin to drown. wand/spell, THAC0 10 [+9], MV
120' (30'), SV D6 W7 P8 B8 S10, ML
→ Beneath the water are gems 9, AL Chaotic, XP 3500, TT None
and jewelry (280gp), and a
decomposing dragon’s claw Wand of Disintegration: Target
(1500gp, 2d6 damage, counts must save vs wands or suffer 2d10
as a magical weapon for the damage; 2d6 charges.
purpose of damaging
creatures). Metamorphosis: Up to 1d10
targets must save vs spells or be
Fey (2d6): AC 7 [12], HD 2* (6hp), transformed into toads for 1d4
Att 1 x obsidian blade (1d6 + flay), hours; 3 uses per day.
THAC0 18 [+1], MV 120' (40'), SV
D12 W13 P14 B15 S16, ML 7, AL Clairvoyant: The Witch always
Chaotic, XP 75, TT B acts first in initiative.

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

Wand of bug swarm Unleashes a cloud of insects; 1 jar of flies, a


1d3 targets, 1d4 damage + hooded lantern
blinded (save vs spells or
blinded for 1d2 rounds). 2d6
uses.
Wand of fire-breathing Spews a torrent of flames; 15' 2 pixies, a flask
cone, save vs breath or 1d10 of oil, 10 torches
damage. 2d6 uses.
Wand of inflict agony 1 target, save vs wands or 2d6 1 jar of black
damage. 2d6 uses. ichor, 1 vial of
poison
Wand of shape mud Mold mud and earth to 1 cubic foot of
desired shape, carve a 20’ blood stained
long passage through earth, or arena sand
create a mound of mud up to
5’x5’x5’; 2d6 uses.
Wand of happenstance Automatically succeed on a 1 silver cross
single saving throw; 1d6 uses.

Wand of cloning Touch a single target to create 1 changeling


their illusory clone; the clone heart
lasts for 1d6 hours, or until
touched; 2d6 uses.
Wand of change Increase or decrease a 2 scraggly
proportions creature's size and stature, up deathwood
to 1’ small or 10’ tall; 2d6 uses. limbs
Potion of witch's brew Become a toad for 1d4 hours. 4 bog frogs

Potion of invisibility Become invisible for 1d6 1 giant rat brain,


rounds. 1 giant beetle
shell
Potion of fury extract Lasts 1 minutes, -4 to rolls, + 1 vial of bloody
2d10 additional damage with tincture
melee weapons.
Potion of feign death The first time damage that 2 fey eyeballs, 1
would reduce HP to zero or bottle of
below, reduces HP to 1 instead. effluvium

38
Ware Description Cost
Potion of Become a gaseous wisp for 1 1 jar of potent
effervescence minute. opium

Potion of verities Become compelled to answer 4 flagons of


any question truthfully for the wine, 1 bunch of
next 10 minutes. spices

Potion of iron lungs Forgo breathing for the next 4 sets of lungs
1d4 hours. from unique
species

Potion of liquid borealis Become immune to fire and 1 cup of


squelch any flame with your pearlescent
touch for the next 1d10 water
minutes.

Scroll of summon v1d2 devils emerge from an 50 feet of


fiends infernal dimension; succeed at intestines, any 2
a Intelligence check to scrolls
command them or they turn
on their summoner.

AC 7 [12], HD 2 (7hp), Att 1 x


flaming knife (1d4), THAC0 18
[+1], MV 90' (30'), SV D12 W13
P14 B15 S16, ML 7, AL Chaotic,
XP 20, TT None

Scroll of teleportation Teleport up to 6 targets to a 7 skinless


single location previously hands, any 1
visited by the caster. Save vs scroll
spells to resist.
Scroll of virulent bolts 1d2 bolts, 1d10 damage each; 4 pints of
for each bolt, if the damage diseased blood,
kills a target, a new bolt spews any 1 scroll
forth towards a random
enemy.

Scroll of flesh offering The spell consumes up to 1d6 10 pounds of


corpses; the caster gains +1 to cannibal flesh,
an attribute of their choice for any 2 scrolls
each of the corpses
consumed; lasts 1d4 hours.
Scroll of transfiguration Change the physical makeup 1 jewel
of a single object from one encrusted
type to another. goblet

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

Carumaan’s mantle✝ Each day, you may memorize 1 elixir of


an additional number of spells resuscitation
whose levels add up to your
current level, divided in
anyway you see fit.

Pendant of The wearer may spend HP to pharaoh’s


indulgence✝ cast spells, paying 2 HP per amulet,
spell level, and successfully succubus’ liver
rolling under Intelligence. The
effect succeeds as long as the
wearer doesn't die.

Troll skin✝ Must be stitched to the 1 ogre heart


wearer’s flesh, grants a -2 [+2]
bonus to AC.

Morelli’s periapt✝ When the wearer suffers 1 corpse orchid,


damage, there is a 1-in-6 vampire’s ashes
chance that damage is
reduced to 0.
Zuveus’ hourglass✝ If the hourglass is allowed to 1 cyclops’ eye
run its full cycle of 1 minute, it
reverts time back 10 minutes,
then ruptures.

Cancerous cleaver✝ Made of petrified flesh; deals 2 Bristleheim


1d8 damage + necrosis (save tusks, 1 battle
vs death or suffer an axe
additional 1d6 damage per
round for the next 1d4 rounds).

Shrunken heads✝ Three heads with hair woven 3 men or


together in a single, unified women, must
braid. Redirect the effects of a be alive.
single spell to one of the
shrunken heads instead,
destroying it.

Grimoire of worms✝ Writhes in the hands; each A basilisk’s


day at dawn, roll under forked tongue,
Intelligence check to 4 scrolls
memorize 1 random spell of
the highest level the reader
can cast (in addition to their
regular spells); on a failure, the
user is unable to cast any
spells for the day.
41
Wilderness Encounters
D8 Creature Description #
1 Chimera AC 5 [14], HD 6* (21hp), Att 1 x snake tail (1d8 + tail 1
venom) or 1 x fire breath (60' cone breath, 1d6 damage),
THAC0 14 [+5], MV 150’ (50’), SV D10 W11 P12 B13 S14,
ML 9, AL Chaotic, XP 500, TT C

Tail venom: Save vs poison or suffer an additional 1d6


damage.
2 Giant AC 5 [14], HD 1+2 (7hp), Att 1 x bite (1d4 + corrosive 1d4
Centipede saliva), THAC0 19 [0], MV 60' (20'), SV D12 W13 P14
B15 S16, ML 9, AL Neutral, XP 6, TT None

Corrosive saliva: Save vs paralysis or metal


shields and armor crumble. If they are magical,
reduce the bonus by 1; otherwise, destroyed it.
3 Giant Giant beetles (3): AC 4 [15], HD 3 (15hp), Att 1 x 1d4
Beetle mandibles (1d4 + crush), THAC0 18 [+1], MV 150'
(50'), SV D12 W13 P14 B15 S16,
ML 7, AL Neutral, XP 5, TT None

Crush: Save vs paralysis or destroys worn armor


or shield. Magic armor loses one bonus point
instead. Unarmored targets take an additional 1d8
damage.
4 Centaur AC 7 [12], HD 9* (32hp), Att 1 x battle axe (1d8) or 1 x 1
charge, THAC0 11 [+8], MV 180' (60'), SV D8 W9 P910 B10
S12 ML 9, AL Neutral, XP 1600, TT C

Charge: Moves up to 60'; it can move through occupied


spaces as long as it doesn't end its move in a space
occupied by a creature; any creature whose space it
moves through must roll under Dexterity or suffer 1d4
damage and get knocked prone.
5 Dire Wolf AC 7 [12], HD 3* (11hp), Att 1 x bite (1d8) or 1 x claws (1d6) 1d4
or howl, THAC0 17 [+2], MV 180' (60'), SV D12 W13 P14
B15 S16 ML 9, AL Neutral, XP 50, TT S

Howl: Enemies in a 60' radius must save vs paralysis or


be stunned with fear for one round; once per day.
6 Drake AC 5 [14], HD 2* (7hp), Att 1 x vicious bite (1d6) or 1 x fire 1d6
breath (30' cone breath, 1d4 damage), THAC0 18 [+1],
MV 90’ (30’) / 180’ (60’) flying, SV D12 W13 P14 B15 S16,
ML 5, AL Chaotic, XP 25, TT C
7 Poachers AC 7 [12], HD 1 (4hp), Att 1 x short sword (1d6) or 1 x short 1d6
bow (1d6), THAC0 19 [+0], MV 120' (40'), SV D12 W13 P14
B15 S16, ML 5, AL Chaotic, XP 10, TT P
8 Cutthroats AC 6 [13], HD 2 (7hp), Att 1 x short sword (1d6), THAC0
18 [+1], MV 120' (40'), SV D12 W13 P14 B15 S16, ML 9,
AL Chaotic, XP 20, TT Q
42
Bog Encounters
D8 Creature Description #
1 Bog Frog AC 7 [12], HD 1 (4hp), Att 1 x tongue (1d4) or 1 x belch 1d6
THAC0 19 [+0], MV 120' (40'), SV D12 W13 P14 B15 S16,
ML 7, AL Neutral, XP 15, TT K

Belch: 10’ cone; target must save vs poison or become


physically ill for 1 round.
2 Bog Worm AC 7 [12], HD 4* (15hp), Att 1 x 1000 sharp teeth (1d8 + 1
bite in half), THAC0 16 [+3], MV 90' (30'), SV D10 W11
P12 B13 S14, ML 7, AL Neutral, XP 125, TT V

Bite in half: Save vs death or be bit in half. Movement


reduced to 0 and die within 1d4 rounds.
3 Wraith AC 5 [14], HD 2 (7hp), Att 1 x claws (1d6 + ectoplasm), 1d4
THAC0 18 [+1], MV 120' (40'), SV D12 W13 P14 B15 S16,
ML 9, AL Chaotic, XP 35, TT None

Ectoplasm: Claw attacks ignore non-magical armor


and deal an additional 1d4 damage each subsequent
round until the ectoplasm is cleaned off.
4 Sludge AC 7 [12], HD 2 (7hp), Att 1 x grimy hands (1d4 + 1d6
Zombie sludge), THAC0 18 [+1], MV 60' (20'), SV D12 W13 P14
B15 S16, ML 12, AL Chaotic, XP 25, TT P

Sludge: Save vs paralysis or become immobilized; roll


under Strength to break free.
5 Fire Ant AC 7 [12], HD 4 (15 hp), Att 1 x swarm (1d6), THAC0 16 1
Colony [+3], MV 90' (30'), SV D10 W11 P12 B13 S14, ML 9, AL
Neutral, XP 75, TT S

Swarm: Targets caught in the swarm automatically


take 1d4 damage per round; 1d6 if unarmored.
6 Hydra AC 5 [14], HD 10 (35 hp), Att 2 x claws (1d6) or 3 x bite 1
(1d8), THAC0 11 [+8], MV 180' (60'), SV D6 W7 P8 B8
S10, ML 7, AL Chaotic, XP 1100, TT B
7 Fire Beetle AC 6 [13], HD 2* (7hp), Att 1 x bite (1d4 + molten 1d6
mucus), THAC0 18 [+1], MV 150' (50'), SV D12 W13 P14
B15 S16, ML 7, AL Neutral, XP 25, TT P

Molten mucus: Save vs death or suffer a -2 penalty to


attack and saving throws for 1d4 days or until healed.

8 Noxious AC 8 [11], HD 4* (15hp), Att 1 x engulf, THAC0 16 [+3], 1d2


Ooze MV 90' (30'), SV D10 W11 P12 B13 S14, ML 9, AL Chaotic,
XP 200, TT L

Engulf: Target must save vs breath or takes 1d4


damage per round; successful Strength check to
escape.

Corrosive: Damage is dealt to the PCs maximum HP


instead.
43
Deadwoods Encounters
D8 Creature Description #
1 Giant Rat AC 7 [12], HD ½ (3hp), 1 x bite (1d4 + diseased), THAC0 1d4
19 [0], MV 120' (40'),
SV D14 W15 P16 B17 S18, ML 8,
AL Neutral, XP 15, TT None

Diseased: 1-in-6 chance of being infected when bit,


save vs poison or die in 1d6 days, otherwise bed ridden
for 3d10 days.
2 Imp AC 5 [14], HD 1 (4hp), Att 1 x little fingers (1d4 + drain), 1d6
THAC0 19 [+0], MV 120' (40') / 150' (50') flying, SV D14
W15 P16 B17 S17, ML 7, AL Chaotic, XP 20, TT Q

Drain: Save vs death or reduce maximum HP by the


damage dealt for 1d4 days.

Moth-like: Attracted to the target with the highest


Charisma score.
3 Deathwood AC 5 [14], HD 2 (7hp), Att 1 x scraggly wooden limbs 1d4
(1d6, reach 15'), THAC0 18 [+1], MV None, SV D14 W15
P16 B17 S17, ML 7, AL Chaotic, XP 20, TT J
4 Decaying AC 5 [14], HD 9 (32hp), Att 2 x claws (1d8) 1 x bite (1d8 + 1
Dragon infect ) or 1 x necrotic breath (30' cone breath, 1d12
damage), THAC0 12 [+7], MV 120' (40') / 150' (50') flying,
SV D8 W9 P10 B10 S12, ML 10, AL Chaotic, XP 1600, TT B

Infect: Reduce target's maximum HP by half until


rested.
5 Carrion AC 7 [12], HD 3 (15hp), Att 1 x stinking mandibles (1d6 + 1d4
Beetle putrefy), THAC0 18 [+1], MV 150' (50'),
SV D12 W13 P14 B15 S16, ML 7, AL Neutral, XP 50, TT S

Putrefy: Save vs poison or become unable to heal


outside of magical healing for 1d4 days.
6 Giant AC 7 [12], HD 2+1 (9hp), Att 2 x pincers (1d6 + 1d2
Mantis dismember), THAC0 18 [+1], MV 150' (50'),
SV D12 W13 P14 B15 S16, ML 7, AL Neutral, XP 35, TT T

Dismember: If hit by both pincers, save vs death or


lose a limb (1d6): (1) left leg, (2) right leg, (3) left arm,
(4) right arm, (5-6) head; instant death.
7 Woodlice AC 2 [17], HD 1/2* (1hp), Att 1 x small bites (1 damage + 1
infestation), THAC0 19 [+0], MV 30' (10'), SV D8 W9 P10
B10 S12, ML 10, AL Neutral, XP 6, TT None

Infestation: Save vs poison each day until remedied or


suffer -4 to all.
8 Changeling AC 7 [12], HD 3 (15hp), Att 1 x special, THAC0 17 [+2], MV 1d2
120' (40'), SV D12 W13 P14 B15 S16, ML 10, AL Chaotic, XP
50, TT S

Doppelganger: Takes on the appearance of a creature


it can see, including weapons and gear; its attacks only
deal base weapon damage.
44
Bellroot Wilds Encounters
D6 Creature Description #
1 Moss Sprite AC 2 [17], HD ½ (1 hp), Att 1 x little claws (1 damage + 3d10
hungry), THAC0 19 [+0], MV 60' (20') / 180' (60') flying,
SV D12 W13 P14 B15 S16, ML 5, AL Neutral, XP 5, TT S

Hungry: on a successful attack, the target must save


vs paralysis or lose a ration.
2 Rootbound AC 7 [12], HD 6 (21 hp), Att 2 x slam (1d6), THAC0 14 1
Golem [+5], MV 90' (30') / 60' (20') burrow, SV D10 W11 P12
B13 S14, ML 10, AL Neutral, XP 275, TT I

Burrow: While burrowed, has a 3-in-6 chance to


surprise.
3 Bramble AC 5 [14], HD 11 (39 hp), Att 4 x entangle (1d6), THAC0 1d3
Thorn 10 [+9], MV 90' (30'), SV D6 W7 P8 B8 S10, ML 9, AL
Neutral, XP 1100, TT B

Entangle: on a successful attack, the target must save


vs paralysis or suffer a -4 penalty on attack rolls until
freed; make a successful strength check at -2 penalty
to break free.
4 Misty Fox AC 7 [12], HD 1+1 (5 hp), Att 1 x bite (1d4 + blink), 1d6
THAC0 18 [+1], MV 120' (40'), SV D12 W13 P14 B15 S16,
ML 7, AL Neutral, XP 20, TT C

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

Resonance: 30’ cone; 1d4 damage and save vs spells


or be unable cast spells for 1 round.

45
46
DREADED
HILLS

Scale: 1 square equals 10 feet


47
A: Dwarfling Cave
A1. Antechamber. (20’x20’) The A2. Common Room. (30’x20’)
floor and crude walls of this The air is humid and hot; the
chamber appear to be caked in scent of body odor permeates
mud. A glass lantern hangs from these living quarters. The floor is
the ceiling, flickering. A slender littered with rags, sleeping cots,
thread, tied to an explosive noise and a few mining implements.
trap, crosses the entrance. Among these are six dwarflings,
recovering from a day of work.
→ Inside the glass lantern is a
small, glowing pixie whose → Four of the dwarflings sleep
wings have been torn off. in their cots. The remaining
two amuse themselves
→ Handling a pixie causes the plucking wings off 1d4 pixies
individual to be dusted with to prevent their escape.
shimmering specks, illumi-
nating them for 1d4 days. → An iron skeleton key used to
unlock the padlock to the
→ 2-in-6 chance of triggering Alchemical Shed (A6) hangs
the explosive noise trap. on a piece of hempen rope
Concusses those nearby; from a hook on the wall.
suffer -2 penalty to initiative
and Dexterity for 1d4 hours. Dwarflings (6): AC 9 [10], HD 1
The sound of the explosion (4hp), Att 1 x shovel (1d4),
alerts the dwarflings in the THAC0 19 [0], MV 60’ (20’),
Common Room (A2).
48
SV D12 W13 P14 B15 S16, ML 7, SV D12 W13 P14 B15 S16, ML 7,
AL Chaotic, XP 5, TT Q AL Chaotic, XP 5, TT Q

A5. Storage Area. (30’x20’) A


flimsy wooden door gives way to
the pungent stench of mildew.
Lining the walls are collapsed
shelves and a half dozen mining
implements. On one side of the
room are four wooden barrels
filled with unrefined ore.

→ The mining equipment


consists of two shovels (2gp
each) and a pickaxe (3gp)

→ The four wooden barrels


(80gp each) weigh 200
A3. Abandoned Shaft. (20’x20’) pounds each.
Dark and musty, the path is
blocked by numerous wooden
boards. At the end is an 8’ wide → Concealed behind the
circular mining shaft which shelves is a small iron
appears bottomless. lockbox containing 2d10
uncut gemstones (30gp
each).
→ The mining shaft was used
by the tunnel’s predecessors
to access the mines below; → A cloister of filthy
these have long since mushrooms grows in the
collapsed. corner of the room. If
consumed, Save vs poison or
be blinded for 1d4 days.
A4. Mining Tunnels. (10’x120’)
The tunnel walls and ceiling are
supported by thick timbers. Metal A6. Alchemical Shed. (20’x20’)
rails run along the floor leading to The heavy wooden door is locked
the Storage Area (A5). Three with an iron padlock; the room is
dwarflings mine by pixie light dry and smells faintly of sulfur.
near the southernmost end, Boxes filled with inert packing
where a minecart and boulders materials are scattered on the
obscure a secret passage. floor next to bulky cabinets.

→ One of the three dwarflings is → Within the cabinets are


hiding 1d4 uncut gemstones various jars of chemical
(30gp each) on their person, reagents. Combining these
as well as a small brass key haphazardly sets off an
to the hidden lockbox in the alchemical explosion; save vs
Storage Area (A5). dragon’s breath or suffer 1d6
damage.
→ The secret passage leads to
the Spider’s Den (E1). → 1d4 sticks of crude explosives
lie in the wooden boxes. 10
second fuse, save vs breath
Dwarflings (3): AC 9 [10], HD 1 or suffer 1d8 damage; shock
(4hp), Att 1 x pickaxe (1d4), sensitive, 2 in 6 chance to
THAC0 19 [0], MV 60’ (20’), explode when impacted.
49
B
B1 S
B7 B8

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

→ Must be crawled through; Infection: Save vs poison or


those wearing armor are cannot recover hit points outside
unable to fit. of magical means. Repeat the
save each day at dawn.
B2. Studio. (30’x20’) The walls
are decorated with candles and a B3. Butchering Room. (20’x30’)
number of eerie paintings made The savory aroma of meat and
out of bones and tanned human cooked herbs mingles with smoke
leather. Depicted in these are as a butcher cleaves a cadaver
haunted faces; their shapeless on a wooden stump. A large pot of
mouths moving as if alive. Four stew bubbles over a cooking fire
cannibals paint their gruesome near the center of the room, next
scenes by dipping their hands in to numerous corpses.
blood-filled clay bowls.
→ Skimming the scum from the
→ Failing to destroy the paint- top reveals a hearty stew
ings causes the trapped filled with hunks of meat and
souls to spit and curse; save root vegetables. Consuming
vs wands or become the consommé restores 1d6
enfeebled until the cursed. HP.
The PC’s carrying capacity is
halved, they collapse under → One of the corpses is Ufar, a
the weight of medium or gaunt man who is injured but
heavy armor, are unable to lift feigning death. If the
or draw weapons requiring opportunity presents itself,
two hands, and Strength they rush to exit the room
modifiers no longer apply to screaming, plunging a dirty
their melee attacks. knife into anyone in their path.
50
Butcher: AC 7 [12], HD 1 (6hp), → A disheveled priestess
Att 1 x cleaver (1d6), THAC0 17 covered in golden paint
[+2], MV 120' (40'), SV D12 W13 P14 emerges from the mound
B15 S16, ML 10, AL Chaotic, XP 10, wielding a serrated bone
TT None knife; a lone black gem (30gp)
embedded in its handle.
Ulfar: AC 9 [10], HD 1 (hp 4), Att 1 x
dirty knife (1d4), THAC0 19 [0], Cannibals (4): AC 9 [10], HD 1
MV 120' (40'), SV D12 W13 P14 B15 (4hp), Att 1 x blood-soaked fist
S16, ML 9, AL Neutral, XP 5, TT (1d4 + infection), THAC0 18 [+1],
None MV 90' (30'), SV D12 W13 P14 B15
S16, ML 9, AL Chaotic, XP 5, TT P
B4. Tannery. (30’x20’) Steam
billows from the chamber where Infection: Save vs poison or
six cannibals work by cannot recover hit points outside
candlelight. The artisans peel the of magical means. Repeat the
skin from the flesh of their save each day at dawn.
subjects before boiling and
scraping them. On the east side Priestess: AC 8 [11], HD 1 (4hp),
of the room is a large bubbling Att 1 x bone knife (1d6 + bone
vat and racks of leathers. splinters), THAC0 19 [0], MV 120'
(40'), SV D11 W12 P14 B16 S15,
→ The bubbling vat is brimming ML 11, AL Chaotic, XP 15, TT P
with 3d10 skins (4s each) that
might be sold to an Bone splinters: 3-in-6 chance to
unscrupulous buyer. Tipping break in the wound, reducing max
over the vat; save vs dragon's HP by 1. Only happens once.
breath or 1d6 damage.
B6. Ritual Chamber. (20’x30’)
Cannibals (6): AC 9 [10], HD 1 Unintelligible murmuring fills the
(4hp), Att 1 x femur (1d4), passageway leading up to the
THAC0 18 [+1], MV 90' (30'), chamber, where 2d6 cannibals
SV D14 W15 P16 B17 S17, ML 9, are perched on weathered pews,
AL Chaotic, XP 5, TT P scrutinizing two priestesses,
painted in gold, presiding over a
ritual. A shackled man lies on the
floor where a large circle with an
eye has been drawn in white
chalk.

→ The priestesses conduct


their rhythmic seance in the
nude, calling to their
onlookers playfully; they wield
jewel encrusted kris knives
(60gp).

→ Ralr, the bound man, is the


B5. Sleeping Quarters. (30’x20’) son of the barbarian chieftain
Soft snoring accompanies the (C) and a proud warrior. His
crackling of a fire where four eyes have been removed; his
cannibals are nestled in soft hands and feet crushed.
mounds of scalps. Bones and
other anatomical oddities litter
the floor.
51
B
B1 S
B7 B8

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.

Mouth: AC 7 [12], HD 3 (17hp), Swallow: The mouth swallows


THAC0 18 [+1], MV 0, Att 1 x victims that it kills.
tongue (1d6 + drool), SV D12 W13
P14 B15 S16, ML 12, AL Chaotic,
XP 75, TT None

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.

→ An imperceptible ledge → Tucked in the hallway is a


traces the contour of a pit short bow (25gp) with 2d10
trap; save vs death or suffer arrows.
1d6 damage.
→ The barbarians stationed at
→ Holes in the wall neighboring the Guard Post (C3) notice
the Guard Post (C3) are used noise coming from this room.
to stab intruders with spears
who’ve fallen victim to the pit Barbarians (2d4): AC 7 [12],
trap. HD 1+1 (5hp), Att 1 x short sword
(1d6), THAC0 19 [0], MV 90’ (30’),
C2. Guard Room. (30’x30’) 2d4 SV D12 W13 P14 B15 S16, ML 9,
drunken barbarians guzzle wine AL Chaotic, XP 10, TT U
at a broken gaming table; a rabid
dog rests at their feet next to an Inebriated: Opponents receive
assortment of weapons. The +2 to hit the barbarians.
hidden hallway that connects
this chamber to the Wild Dog
Kennel (C9) is covered by a tat-
tered hemp hammock and moth
eaten tapestry.
54
Rabid Dog: AC 8 [11], HD 1/2 (2hp), C6. Festhall. (30’x30’) Dingy, flea
Att 1 x bite (1d4), THAC0 19 [0], covered furs lend an air of opu-
MV 120’ (40’), SV D14 W15 P16 B17 lence and comfort to the room.
S18, ML 7, AL Neutral, XP 5, TT Wine flows freely as 2d8 barbar-
None ians feast and sing songs in
memory of Ralr, son of Kuurm.
C3. Guard Post. (60’x10’) Two
barbarians are stationed at → The barbarians believe Ralr
either end of the room, guarding was killed in battle; he was in
the cave entrances; holes in the fact taken by the cannibal
wall allow them to assault anyone tribe as a tribute to their
who enters without replying to grotesque god.
their call: “Fleas on ya”. The
expected response is: “You dirty → The barbarian chieftain has
dog.” confined themselves to their
bedchamber and given
Barbarians (2): AC 7 [12], orders not to be disturbed.
HD 1+1 (5hp), Att 1 x spear (1d6),
THAC0 19 [0], MV 90’ (30’), → Spending time near the furs;
SV D12 W13 P14 B15 S16, ML 9, save vs poison or catch fleas
AL Chaotic, XP 10, TT Q (-2 to rolls until rested and
cleaned).
C4. Storage Area. (30’x30’) This
room's entry is marked by a thin Barbarians (2d4): AC 7 [12],
string that travels across the floor, HD 1+1 (5hp), Att 1 x short sword
climbs the wall, and is fastened to (1d6), THAC0 19 [0], MV 90’ (30’),
a spiked log trap. Stacks of SV D12 W13 P14 B15 S16, ML 9,
chairs, a big wagon wheel (40gp), AL Chaotic, XP 10, TT U
and rolled-up tapestries (20gp)
are scattered throughout. Inebriated: Opponents receive
+2 to hit the barbarians.
→ The spiked log is recessed
into the ceiling. 3-in-6
chance of being triggered,
dealing 1d8 damage.

C5. Larder. (20’ x 30’) The space


is filled with the strong fragrance
of drying meat; boar carcasses
hang from hooks next to wheels
of moldy cheese and boxes of
root vegetables.

→ 3-in-6 to come across a


barbarian matron searching
the pantry.

Barbarian Matron: AC 7 [12], HD 1


(hp 4), Att 1 x slim knife (1d4),
THAC0 19 [0], MV 60’ (20’),
SV D12 W13 P14 B15 S16, ML 9,
AL Chaotic, XP 10, TT Q

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

Barbarian Chieftain: AC 5 [14],


HD 3* (12hp), Att 2 x two-handed
sword (1d10) or 1 x whirlwind
THAC0 18 [+1], MV 120’ (40’),
SV D10 W11 P12 B13 S14, ML 11,
AL Chaotic, XP 75, TT T

Whirlwind: Slashes at 1d3 targets,


dealing 1d6 damage. On a hit,
opponents suffer a -2 penalty to
hit until the end of the round.

C9. Wild Dog Kennel. (20’x20’)


Incessant barking; 1d4 emaciated
dogs in each of the three kennels.

→ Provided they are fed, each


dog has a 2-in-6 chance of
being tamed; make a
successful Dexterity check
or 1d2 damage to the hand
that feeds.

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.

→ Hidden in the trough is a


burlap sack containing a
golden lamp, stolen from a
lumbering ogre who was
distracted with a meal. If D5. Banquet Hall. (30’x40’) The
rubbed, it unleashes a malev- centerpiece of this expansive hall
olent djinn who binds is the enormous clawfoot dining
themselves to the rubber. In table. Two older youths stand
exchange for duplicating any over a cooking fire dispensing
one item of the PC’s gruel from a steaming cauldron
choosing, they ask that the while the remaining sixteen feral
following list of oddities be children gobble down bowls of
collected: the bland porridge. Sounds of
whimpering escape from a chest
along the southern wall.
59
D D2 D3
D8
D4
D1

D5
D10

S D6

D9
D7

→ A wooden stick secures the behind the damp sacks,


traveling chest. Inside is a which block a small opening
bound, malnourished child into the Cavern (D1).
named Ezer; they had the gall
to request a second serving. D7. Kitchen. (30’x20’) Savory
aromas emanate from the kitchen
Feral Children (16): AC 9 [10], where a team of six feral children
HD 1/2 (3hp), Att 1 x cutlery (1d2), prepare a lavish dinner, grilling
THAC0 20 [-1], MV 60' (20'), hunks of meat with herbs and
SV D14 W15 P16 B17 S18, ML 9, spices, baking breads, and
AL Chaotic, XP 5, TT P arranging platters of vegetables.
An older youth wielding a whip
Youths (2): AC 7 [12], HD 1 (4hp), stands by impatiently, scruti-
Att 1 x whip (1d4), THAC0 19 [0], nizing their every move.
MV 60' (20'), SV D12 W13 P14 B15
S16, ML 9, AL Chaotic, XP 5, TT Q → The older youth threatens to
feed the children to the
Ezer: AC 9 [10], HD 1/2 (3hp), Att 1 Cyclops if they do not hurry.
x fist (1d2), THAC0 20 (-1), MV 60'
(20'), SV D14 W15 P16 B17 S18, Feral Children (6): AC 9 [10],
ML 7, AL Chaotic, XP 5, TT None HD 1/2 (3hp), Att 1 x cutlery (1d2),
THAC0 20 [-1], MV 60' (20'),
D6. Food Stores. (10’x20’) The air SV D14 W15 P16 B17 S18, ML 9,
is dry and cool. The well stocked AL Chaotic, XP 5, TT P
pantry is filled with a variety of
food; sacks of grain, shelves lined Youth: AC 7 [12], HD 1 (4hp), Att 1 x
with preserves (9gp), wildflower whip (1d4), THAC0 19 [0], MV 60'
honey (6gp), dried fruits, spices (20'), SV D12 W13 P14 B15 S16, ML
(80gp), hunks of dry aged meat 9, AL Chaotic, XP 5, TT Q
(15gp) and stinky cheese (7gp).
D8. Living Quarters. (20’x20’)
→ A soft breeze blows from Heaps of dirty laundry lay next to
60
unmade beds where four youths Cyclops: AC 5 [14], HD 5* (20hp),
have separated themselves from Att 2 x chains (1d8) or 1 x bite
the rest. They are scheming to (1d10 + dismember), THAC0 15
overthrow the cyclops and seize (+4), MV 90' (30'), SV D10 W11 P12
all of the treasure for themselves. B13 S14, ML 9, AL Chaotic, XP 175,
TT T
→ One of the youths produces
a capsule which they intend Dismember: On a critical, roll 1d6
to feed to the Cyclops; Save to determine which limb is
vs poison or become removed: (1) left leg, (2) right leg,
paralyzed for 1d4 hours. (3) left arm, (4) right arm, (5-6)
head; instant death.
Youth (4): AC 7 [12], HD 1 (4hp),
Att 1 x whip (1d4), THAC0 19 [0], D10. Treasure Room. (20’x20’) A
MV 60' (20'), SV D12 W13 P14 B15 muddy and cavernous room con-
S16, ML 9, AL Chaotic, XP 5, TT Q trasted by the glint of gold coins
(1000gp). Among the treasure is
D9. Cyclops Chamber. (30’x40’). a golden, jewel encrusted goblet
Copious amounts of bones and (800gp), a jade figurine of a
filthy cutlery and dishes are scat- dragon (400gp), a pair of
tered everywhere. A Cyclops sits matching signet rings, and a
among the filth, shouting to have bronze breastplate embossed
their next meal brought in, or with a relief of a lion.
else…
→ The gold rings are magical.
→ If they are not fed on time, the Once per day, the wearer of
Cyclops begins to nibble on one ring may swap places
the fingers and toes of a with the wearer of the other;
chained-up child, who save vs spells to resist.
screams and cries pitifully.
→ Once donned, the bronze
→ A decorative door leads to armor cannot be removed
the Treasure Room (D10), and extends its curse,
which is magically sealed. Kolmon’s Servitude, to the
Embedded in its surface is a wearer. The armor provides
small mirror which the enhanced defense, AC 2 [17].
Cyclops must look into to Each day, save vs death or
open. Attempting to open it reduce maximum HP by 1.
otherwise activates a poison Dispelling the curse destroys
gas trap; save vs poison or the armor.
1d8 damage.

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.

→ The orcs make use of a hand


cranked grindstone, causing
sparks and flashes of light to
stream down the eastern cor-
ridor.

→ A lone key hangs on a hook on


the western wall, used to
access the Lizard Room (E4).

→ One of the drawers contains


a false bottom, hiding 2d4 vials
of bloody tincture (30gp
each); when spread over a
E3. Tack Room. (10’x10’) Worn wound, grants 1d8 temporary
leather boots have been tossed HP for 1d4 hours; lose 1d8 HP
here haphazardly. In the corner afterwards. Consuming more
stands a tack trunk with and than one at a time causes
rotting side panels. Its filled with convulsions for the duration.
enough loose riding equipment to
cobble together 1d2 complete sets
(20gp each). → An abundance of primitive
weapons, including 2d4
swords (9gp each) , 1d4 spears
E4. Lizard Room. (20’x30’) Locked (3gp each), a bow (25gp) and
shut, the thick wooden door a quiver (1gp) with 2d10 arrows.
conceals 1d3 giant lizards. The air
inside is stale and musty from
piles of dried dung, out of which Orcs (4): AC 8 [11], HD 1 (8hp),
poke a scattering of small bones Att 1 x sword (1d6) or 1 x bow (1d6),
and fur. THAC0 19 (0), MV 120' (40'), SV D12
W13 P14 B15 S16, ML 9, AL Chaotic,
XP 15, TT U
→ The monitor lizards are
covered in thick scars from
leather straps and stirrups E6. Torture Chamber. (20’x20’)
digging into their skin. They Beyond the thick doors of this
hiss and attack anyone who chamber, muffled screams can be
enters the room, but cower heard. Here, an emaciated inter-
away if hit. rogator amuses themselves by
63
SLOPE

holding a torch up to the feet of a its flames casting a warm glow


bound merchant. over the room. A group of 2d6 orcs
berates and beats a sheepish
→ Upon closer inspection, the ogre, accusing them of losing a
merchant’s eyelids and lips golden lamp.
have been removed, exposing
their weeping eyeballs and → Half of the orcs carry vials of
gums. bloody tincture (see E5).

→ The orc interrogator wears a → The Orc Leader believes the


blood stained apron; a set of lamp bestows great magical
keys to the Prison Cells (E8) powers; they stole it from the
dangle from their belt loop. Basilisks' Refuge (K).
They repeat their line of ques-
tioning with a smile: “Where is → The ogre is childish and naive,
the lamp?” apologizing profusely; the
lamp was there one minute
Orc Interrogator: AC 9 [10], HD 1 then gone the next.
(6 hp), Att 1 x scalpel (1d4), THAC0
19 [0], MV 120' (40'), SV D12 W13 Orcs (2d6): AC 8 [11], HD 1 (8hp),
P14 B15 S16, ML 9, AL Chaotic, Att 1 x sword (1d6) or 1 x pillum
XP 10, TT R (1d6), THAC0 19 (0), MV 120' (40'),
SV D12 W13 P14 B15 S16, ML 9,
Merchant: AC 9 [10], HD ½ (2hp), AL Chaotic, XP 15, TT U
Att 1 x fists (1d2), THAC0 20 [-1],
MV 120' (40'), SV D14 W15 P16 B17 Ogre: AC 5 [14], HD 4+1 (24 hp),
S18, ML 5, AL Neutral, XP 5, TT P Att 1 x huge fists (1d8+1 + slam),
THAC0 15 [+4], MV 90' (30'),
E7. Common Room. (20’x30’) A SV D10 W11 P12 B13 S14, ML 9,
worn fireplace on the northern wall, AL Chaotic, XP 75, TT U
64
Slam: Save vs paralysis or → The leader, impressed by
knocked prone. anyone who finds their way
into the chamber, looks to hire
E8. Prison Cells. (10’x30’) Squalid them to locate the missing
prison cells house several lamp. They offer to pay
members of nearby tribes who are 1000gp; a quarter upfront and
marked with signs of torture; the remainder when the lamp
missing fingers, gouged out eyes, is returned. A map marking
burned flesh. dungeons B, C, D, and F is pro-
vided upon request.
→ In the northernmost cell, a
Lizardfolk named Rhuss vows → If the leader is attacked, the
to reward anyone who helps throne comes to life as two
them escape with powerful undead wargs leap forward to
magic. They know about the defend them.
hidden passage that leads to
the Spider’s Den (E1) and takes → Red curtains around the
anyone who helps them perimeter of the room hide the
escape to the Bristleheim’s lair secret doorway to the Caves
(Rhuss refuses to enter). (G1). A small latch on the back
of the dais must be depressed
→ In the southernmost cell, a to unlock it.
cannibal pins down a dwarfling,
ripping at their flesh with a Witch Doctor: AC 9 [10], HD 1
powerful jaw. (6hp), Att 1 x ritual knife (1d4),
THAC0 19 [0], MV 120' (40'), SV D12
→ Cobwebs cover a small W13 P14 B15 S16, ML 9, AL Chaotic,
opening in the northern wall XP 5, TT U
which leads to the Spider’s Den
(E1). Incense smoke: Creatures within
20’ must save vs poison or suffer
Rhuss: AC 5 [14], HD 2+1 (12hp), -2 penalty to hit and AC.
Att 1 x claws (1d4), THAC0 17 [+2],
MV 60' (20'), SV D12 W13 P14 B15 Orc Leader: AC 8 [11], HD 4 (18 hp),
S16, ML 9, AL Neutral, XP 5, TT P Att 1 x battle axe (1d8), THAC0 16
[+3], MV 120' (40'), SV D10 W11 P12
E9. Orc Leader’s Chamber. B13 S14, ML 9, AL Chaotic, XP 75,
(30’x30’) Soft chanting echoes TT V
throughout this impressive hall,
emanating from the thin body of Fierce presence: Each round,
a witch doctor. Raised on a small opponents that can see the orc
dais is a throne made from animal leader must save vs paralysis or
carcasses and pelts. In it sits the be compelled to direct their
orc leader who is in a deep state attacks at the orc leader.
of relaxation.
Undead Warg (2): AC 7 [12], HD 1+2
→ Hunched over the leader, the (8 hp), Att 1 x bite (1d6), THAC0 17
doctor waves a censer and [+2], MV 150' (50'), SV D12 W13 P14
bloodlets the orc's essence B15 S16, ML 12, AL Chaotic, XP 25,
into a platinum saucer TT None
(300gp); the blood is used to
create powerful tinctures. They Undead: Takes half damage
escape through the secret against blunt weapons and double
doorway if danger arises. damage against fire.
65
C7
F2 S

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.

→ Among the tattered rags is a F4. Hermit Room. (20’x20’) A


small cache of jewelry graying old man writes frantically
(100gp) and a hidden at a desk, iron chains binding
passage leading to the Wine them to their seat. Paper sheets
Cellar (C7). covered in cryptic writings
66
blanket the floor. Next to them is secretions fills the dimly lit room.
a statue with black ichor dripping Locked behind the thick wooden
from its eyes. doors are 2d10 lepers who rest in
filthy beds, their skin falling off
→ The hermit dips their pen in their bones.
the ichor as if it were an ink
pot, unable to stop writing. → Both the doors to this
They mumble incoherently in chamber are locked.
a guttural speech; smeared
between their eyes is a drop → The lepers beg and cling for
of black ichor. help from anyone who enters.

→ Freeing or killing them: Their Leper (2d10): AC 9 [10], HD 1/2


skin begins to bulge (3hp), Att 1 x clawing hands (1d2 +
unnaturally as a giant swarm blood splatter), THAC0 20 (-1),
of rats and leeches bursts MV 60' (20'), SV D12 W13 P14 B15
from their body. S16, ML 5, AL Neutral, XP 7, TT P

→ The black ichor is Balthazar’s Weak: Lepers always go last in


blood. Smearing some initiative.
between the eyes anoints the
PC as an acolyte of Balthazar; Blood Spatter: If touched or hit,
+2 to Wisdom and opponent must save vs poison or
Intelligence (see Lore, Balt- be infected with leprosy.
hazar’s Visions p.11).
Leprosy:
Hermit: AC 9 [10], HD ½ (3hp), Day 1: -4 Wisdom and
Att None, THAC0 20 [-1], MV 120' Intelligence
(40'), SV D14 W15 P16 B17 S18, ML Day 2: -4 Dexterity and Strength
5, AL Neutral, XP 5, TT None Day 3: -4 Constitution and
Charisma
Swarm of rats: AC 7 [12], HD 2 Day 4: Death
(8hp), Att 1 x gnawing teeth (1d4 +
diseased), THAC0 17 [+2], MV 30'
(10'), SV D14 W15 P16 B17 S18, ML 9, F6. Garden Shed. (10’x10’) Moldy
AL Neutral, XP 12, TT None sacks of mulch and manure with
patches of inky cap mushrooms
Diseased: 1-in-6 chance of being growing on their sides. An
infected when bit, save vs poison assortment of garden tools (8gp)
or die in 1d6 days, otherwise bed lie on the floor.
ridden for 3d10 days.
→ The mushrooms are dripping
Swarm of leeches: AC 7 [12], HD 2 with 1d3 doses of black
(8hp), Att 1 x suckers (1d4 + poison (70gp each); save vs
feeding), THAC0 17 [+2], MV 30' poison or suffer 1d6 damage
(10'), SV D14 W15 P16 B17 S17, ML 9, and become blinded for one
AL Neutral, XP 12, TT None hour.

Feeding: Save vs death or


decrease maximum HP by 1d4
until rested.

F5. Leprosarium. (20’x20’) The


foul smell of pus and other bodily
67
C7
F2 S

F
F1

F3
F5
F4
F8
F6 F9 F10

F7

F12
S F13
F11

F7. Slave Pens. (10’x10’) Four Albino Siblings (4): AC 9 [10], HD


albino slaves in soiled rags are ½ (3 hp), Att None, THAC0 20
chained to the stone walls of this (-1), MV 120' (40'), SV D14 W15 P16
completely dark chamber. The B17 S18, ML 5, AL Neutral, XP 5, TT
only sound that can be heard None
from behind the iron bars is their
labored breathing. F8. Garden. (20’x20’) A bluish-
green glow fills the room,
→ The door to the pen is locked. emanating from mushrooms
dripping with fluorescent slime. A
→ The four siblings are ghostly thin, transparent membrane, left
pale. Shining light on them by 1d4 flesh-eating snails,
causes their skin to blister stretches across the doorway.
and bubble. The Doctor has Tucked behind the overgrowth
captured them and studies are three raised planters.
their disease-resistant phys-
iology, extracting plasma and → The glowing slime from the
flesh to fabricate a cure for mushrooms is harmless and
the leprous plague. produces dim light for 1d4
hours.
→ 3-in-6 of encountering the
doctor in this room (see F13), → Stepping into the mucus
force feeding the siblings to membrane; save vs paralysis
keep them alive. or be paralyzed momentarily;
spend three rounds in the
68
mucus and be paralyzed → On the floor of the room is a
permanently. Roll under large circle with an eye
Strength check to escape. drawn in white chalk. If blood
is added to the singing bowl
→ Attracted by light and sound, and played, the circle is acti-
the flesh-eating snails are vated, igniting the contents
camouflaged in the tall of the room.
grasses. They come out to
feast on anyone caught in the F11. Bridal Chamber. (10’x20’) A
slime membrane. hot and humid wall of putres-
cence drifts from behind the
→ The raised planters contain locked door, emanating from the
enough medicinal plants to withered body of a bride lying in
create 1d4 salves (100gp an iron-framed bed. Above the
each), each capable of mantle of a worn stone fireplace
restoring 1d6 HP. hangs the portrait of a beautiful
dame; a chest of drawers stands
Flesh-eating snails (1d4): AC 6 nearby.
[13], HD 2 (10hp), 1 x bite (1d4 +
digestive juices) or 1 x paralyzing → The bride’s leprous skin and
spray, THAC0 18 [+1], MV 60' (20'), scalp are fused to the
SV D12 W13 P14 B15 S16, ML 10, bedding, with sections
AL Neutral, XP 5, TT None peeled back to reveal bone
and muscle. Their eyes are
Digestive juices: Save vs poison completely rotted through,
or suffer 1d4 damage. and they gasp for air.

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.

→ Beneath the shelves lies 2d4 → The 1d4 vials of antibodies


random 2nd level spell scrolls (90gp each) protect against
and a brass singing bowl, its infection, disease, or sickness
inside caked in dried blood. It for 1d4 days. Provides a +10
isn’t possible to leave this bonus to saves to resist these
room with the bowl; conditions.
attempting to do so causes it
to reappear on the floor with
a dull ping.
69
C7
F2 S

F
F1

F3
F5
F4
F8
F6 F9 F10

F7

F12
S F13
F11

F13. Doctor’s Chamber. (30’x20’) Chamber (F11), Leprosarium


Warmth, and the smell of smoke (F5), and Slave Pens (F7).
fills this chamber where a small
fire crackles. A straw mattress → If you are here for the
sits on the floor next to drawers siblings: the doctor does
filled with odorless compounds. everything in their power to
Various alchemical implements prevent you from taking them.
and interconnected glass beakers
are arranged neatly on a wooden → If you are here to help: In
table. exchange for the cure, or the
fine clothes in the Bridal
→ If the doctor is present, they Chamber (F11), the doctor
are laboring over the table, requires a rare botanical
measuring ingredients care- specimen known as the
fully. corpse orchid. It grows in
warmer, more humid caves
→ The doctor’s skin is leprous. located at higher altitudes.
Grafted onto their face and
arms are pieces of the → Behind the drawers is a
albinos' pale skin, placed secret door which leads to a
there in an effort to slow the corridor the doctor uses to
disease's progress. Around access various other rooms,
their neck is a silver chain namely the Leprosarium (F5),
(5gp) and key which opens Slave Pens (F6), Garden Shed
the doors to the Bridal (F7), and Garden (F8).
70
Doctor: AC 9 [10], HD 1 (6 hp),
Att 1 x unclean scalpel (1d6),
THAC0 19 [0], MV 120' (40'),
SV D12 W13 P14 B15 S16, ML 5,
AL Chaotic, XP 20, TT None

Blood Spatter: If touched or hit,


opponent must save vs poison or
be infected with leprosy.

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.

Rip flesh: Save vs death or suffer Hobgoblin (6): AC 5 [14], HD 1+1


-2 Dexterity permanently. (6hp), Att 1 x halberd (1d10),
THAC0 18 [+1], MV 90' (30'),
G3. Antechamber. (20’x20’) The SV D12 W13 P14 B15 S16, ML 8, AL
walls of this chamber are covered Chaotic, XP 15, TT S
in hobgoblin graffiti. Empty
bottles and dirty clothes are G5. Larder. (10’x10’) Cool air fills
stacked on top of a cracked the room, accompanied by the
wooden chest. To the south is a smell of rot and the buzzing of
locked iron door with a closed flies. Loaves of dry bread sit on
viewing port. shelves next to casks of ale,
cartons of rotting eggs, and a pail
→ Among other things, the of spoiled milk with grubs floating
graffiti includes unsavory in it.
references to the reader's
mother. → The grubs can be mashed
into a milky paste, enough to
→ If the chest is opened, a create 1d4 salves; restores
series of tranquilizer darts 1d6 HP.
fire out of small holes on the
western wall; up to 6 targets, G6. Arena. (50’x40’) The stands
save vs paralysis or be around the arena are filled with a
knocked unconscious for 1d4 small crowd, separated from the
hours. If the entire party is fighters by rusty iron bars. Three
knocked out, they wake up in captives are locked inside the
the arena to the roars of a sandy pit, fighting to the death.
crowd. Regardless, the On the north wall, a large iron
hobgoblins in the Guard gate is connected to a mecha-
Room (G4) come to investi- nism by a chain.
gate.
→ Unlocking the arena doors
→ The iron door is locked. A requires the ringmaster’s key
hobgoblin lackey behind the (see G11).
viewing port charges 10gp per
spectator or 50gp per → The mechanism is activated
combatant. Payout for by a lever on the mezzanine in
surviving three rounds is the Hobgoblin Leader’s
1000gp (though the last Chamber (G8).
round is always against the
dire bear). → Concessionaires peddle
their wares to spectators,
Hobgoblin Lackey: AC 7 [12], HD selling beetle larvae and
1 (5hp), Att 1 x rusty knife (1d4), mealworms by the fist full for
THAC0 19 [0], MV 90' (30'), 5s.
SV D12 W13 P14 B15 S16, ML 7,
AL Chaotic, XP 15, TT None

73
G

G1

G3
G2

G5
G11
G6 G4
G7
G10

G8
G9

Captives (3): AC 8 [11], HD 1 (4hp), → Fraternizing with the


Att 1 x short sword (1d6), THAC0 hobgoblins and partaking in
19 [0], MV 90’ (30’), SV D12 W13 the consumption of opium;
P14 B15 S16, ML 7, AL Neutral, XP 5, save vs death to gain a +4
TT None bonus to all saves for 1d4
hours. Failure results in losing
G7. Opium Lounge. (20’x20’) The the last 8 hours of memories.
lounge is filled with the sweet,
sickly smell of burning opium. → 1d4 jars of potent opium
2d6 hobgoblins lie motionless on (40gp each) are scattered
run-down sofas and shabby rugs, throughout the room.
completely stoned and
unmoving. One of them is playing Hobgoblin (2d6): AC 5 [14], HD 1+1
a nasally pungi flute, charming a (6hp), Att 1 x spear (1d6), THAC0
king cobra in a basket while the 18 [+1], MV 90' (30'),
others look on. SV D12 W13 P14 B15 S16, ML 8,
AL Chaotic, XP 15, TT U
→ The music is hypnotic.
Staying here for a long time G8. Hobgoblin Leader’s
runs the risk of being hypno- Chamber. (30’x30’) A collection
tized; save vs spells or be of taxidermied heads adorn the
compelled to kiss the cobra; walls of the room, creating a
3-in-6 chance of being trophy hall of sorts. At the center
bitten (save vs poison or die). of the space sits an opulent
74
cherrywood throne, draped in Poisoned blade: Save vs poison
thick furs. From their perch in the or suffer an additional 1d6
mezzanine, the hobgoblin leader damage.
surveys the arena below,
attended by a harem of six sword Conjoined Dancers: AC 6 [13], HD
dancers who provide entertain- 2+2* (12hp), Att 2 x flailing swords
ment. (1d6 + mirage), THAC0 16 [+4],
MV 120’ (40’), SV D12 W13 P14 B15
→ Plaques display the heads of S16, ML 9, AL Chaotic, XP 50, TT
a wurm, bear, alligator, and None
stag. The key to the Spoil
Room (G9) can be found Mirage: All creatures within sight
inside the mouth of the alli- must save vs spells or suffer a -4
gator. penalty to their next attack roll.

Dancers (4): AC 9 [10], HD 1+1


(6hp), Att 1 x scimitar (1d6),
THAC0 17 [+2], MV 90’ (30’), SV
D12 W13 P14 B15 S16, ML 7, AL
Chaotic, XP 15, TT None

G9. Spoil Room. (10’x10’) The


thick door to the room is locked.
Inside is a lavish mosaic of tiles
→ On the mezzanine, there is a depicting two armed combatants
lever that can be used to killing one another. Piled against
raise and lower the iron gate the wall are 3300gp, 1d4 barrels
to the Dire Bear Den (G2), of spices (120gp each), 2d6
releasing the animal into the expensive rugs (80gp each), , 2d4
pit. fine tapestries (100gp each), a
whip sword, a censer, and a
→ Despite their small stature, teapot.
the hobgoblin leader is
overly confident and chal- → Exotic whip sword (330gp):
lenges intruders with wit, 1d6 damage, attacks up to
instead of physical combat. two adjacent opponents. On
They pose a riddle: “I have a natural 1, the wielder is
two heads, one neck, and struck instead.
thousands of moving parts,
what am I?” The solution is
“an hourglass”. Solve their → Sterling silver censer
riddle and earn an item from (150gp): Comes with 1d6+2
the spoil room, or face the conical incense pellets; if
consequences in the arena. subjected to the smoke, save
vs petrification or lose
consciousness for 1d4 hours.
→ Two of the dancers are
conjoined at the hips and
armed with four thin, flexible → Assassin’s teapot (400gp):
blades. Dispenses a small amount of
poison at the pourer's discre-
tion. 1d3 doses of poison;
Hobgoblin Leader: AC 7 [12], HD 2 save vs poison or suffer 2d10
(10hp), Att 1 x dagger (1d4 + damage.
poison), THAC0 18 [+1], MV 120’
(40’), SV D12 W13 P14 B15 S16, ML
8, AL Chaotic, XP 25, TT V
75
G

G1

G3
G2

G5
G11
G6 G4
G7
G10

G8
G9

G10. Armory. (10’x10’) A cramped tered wooden furniture; a pitch


room filled with a variety of torch casts dim light on a
weapons and armor. 2d6 rusty sleeping hobgoblin ringmaster.
swords (5s) hang on the walls,
and three battered shields → Stuffed in the hobgoblin
(10gp) are stacked in a corner. ringmaster’s boot is the key
to the arena.
→ Hiding behind the shields is a
dirty captive who escaped → The captives are despon-
confinement; they are fueled dent, resigned to their fate.
by fear and won’t negotiate.
Hobgoblin Ringmaster: AC 7 [12],
Dirty captive: AC 9 [10], HD ½ HD 2 (8hp), Att 1 x whip (1d4),
(3hp), Att 1 x short sword (1d6), THAC0 17 [+2], MV 90’ (30’),
THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 B15 S16, ML 7,
SV D14 W15 P16 B17 S18, ML 7, AL Chaotic, XP 25, TT S
AL Neutral, XP 15, TT None
Captives (2d12): AC 9 [10], HD ½
G11. Combatant Cells. (20’x20’) (2hp), Att 1 x filthy hands (1d4),
The smell of body odor and THAC0 19 [0], MV 90’ (30’),
excrement fills the air. On the SV D14 W15 P16 B17 S18, ML 5,
western wall, several dirty cells AL Neutral, XP 5, TT None
contain 2d12 captives. The
furnishings are limited to splin-
76
77
H H1 H2
S

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.

→ If the bodies are disturbed, Sear: Envelopes all targets in a 10’


they crumble to dust. Among radius; each turn that begins in
them is a tarnished bronze the smoke, targets must save vs
shield. If buffed and polished death or suffer 1d6 damage; crea-
to restore its mirror finish, it tures killed by this ability turn to
becomes a +2 shield. ash from the inside out.

→ The smoke moves with ser- H2. Scepter Room. (10’x10’) A


pentine grace, giving life to a jewel-encrusted scepter
fumeous horror. This intelli- (170gp) rests in the hands of a
gent and malevolent creature washed out stone statue of a
suffocates and consumes all. humanoid cat, its unrecognizable
It cannot leave the room and face ravaged by time.
dissipates if the braziers are
extinguished. → Taking the scepter causes
the statue’s spring loaded
→ Defaced hieroglyphs on the arms to fold away. The ceiling
southern wall reveal a hidden opens up to a humongous
stone door with no observ- boulder trap (roll under vs
able means of opening it. Dexterity or suffer 4d6
damage) hurtling towards
anyone still in the chamber. It
78
rolls south until it reaches the from a mix of plant wax and
end of the corridor, effec- bone ash; its flame does not
tively blocking the hallway. consume it. When it is extin-
guished, it also puts out all
H3. Embalming Studio. (20’x20’) other sources of nearby light,
The room is filled with the scent plunging its surroundings into
of lavender and iron. Urns line the darkness.
walls, each filled with a variety of
organs. In the center of the room, → The ancient Book of the
four gorgon priestesses clad in Dead (800gp) contains cere-
white, filigreed robes, are bent monial instructions for
over a table, carefully mummify- passing on to the afterlife:
ing a pair of cats. The only light in Opening of the Mouth,
the room comes from the oil Weighing of the Heart, Pro-
lamps that flicker. cession of the Mummy, and
Closing of the Tomb.
→ The urns contain 2d4 organs.
Consuming one restores one → The secret door to the north
spent spell slot, beginning is opened by a wooden latch
with the lowest spell slot. which causes it to recede into
There are no hearts. the floor, leading to the
Brazier Room (H1).
→ The priestesses continue
their work, hissing softly in H5. Fountain Room. (20’x20’)
spite of being disturbed. The chamber is filled with the
sound of rushing water. In the
Gorgon Priestesses (4): AC 9 center of the room, a fountain
[10], HD 2 (8hp), Att 1 x bite (1d4 + shaped like a cat's head stands,
venom) or 1 x venomous spit, its mouth open in a silent roar.
THAC0 17 [+2], MV 120’ (40’), Alcoves along the walls contain
SV D12 W13 P14 B15 S16, ML 8, 2d4 mummified cats; the ceiling
AL Chaotic, XP 25, TT None is supported by four large pillars
carved in the shape of cats.
Venom: Save vs death or suffer
1d6 damage. → The water is cool and
refreshing; consuming it
Venomous Spit: Spits venom in a restores 1d6 HP.
target’s eyes; on hit, target suffers
1d4 damage and must save vs
poison or become permanently
blind in 1d2 eyes.

H4. Priests’ Chamber. (20’x20’).


Incense smoke hovers above the
floor which is covered in pieces of
shed snake skin. On the western
wall is a scribe's desk and scroll
rack, which are illuminated by the
soft light of a black candle.
Across the room stands a lectern
with a dusty tome resting on its
surface.

→ The black candle is made


79
H H1 H2
S

H3
J1 S H4

H8

H5
H7 S
H6

→ Placing a mummified cat in mouth is its dehydrated


the fountain unleashes dark heart. A gold amulet set with
magic. The undead cat rises, gemstones (110gp) and a
dripping with ichor. It stands bronze spear by its side.
ready to unleash its fury.
→ Spear of Ka: 1d6 damage.
Ichor Cat: AC 6 [13], HD 3 (12hp), Sunburst: Becomes a bolt of
Att 1 x Claw (1d4) or 1 x Ichor light when thrown that is
Spray, THAC0 16 [+3], MV 150’ absorbed by the target, killing
(50’), SV D12 W13 P14 B15 S16, ML them instantly if struck. Single
8, AL Chaotic, XP 125, use.
TT None
→ The black ichor is Balthazar’s
Ichor spray: 30’ long cone of cor- blood. Smearing some on the
rosive ichor; save vs breath or feet anoints the PC as an
suffer 1d6 damage; on a failed acolyte of Balthazar; increase
save, non-magical armor is Dexterity by +2 and they are
destroyed (magical armor loses called upon the next time
one bonus point). they rest (see Lore, Balt-
hazar’s Visions p.11).
H6. Ceremonial Hall. (20’x30’)
Musty air hangs in the room. In → Bringing water from the
the center of the space, a black Fountain Room (H5) up to the
obsidian sarcophagus is etched pharaoh's lips returns it to
with the visage of a hooded life, halting its journey to the
gorgon. In the corner, a golden afterlife. Cursed to live
scale rests atop a table draped forever, it attacks those
with rich, ornate cloth. responsible.

→ The withered remains of the → Weighing down one of the


gorgon pharaoh lie in the scale’s pans is a golden
sarcophagus, its skin is oily feather (80gp). Placing the
and black, its lips sewn shut, pharaoh’s heart on the other
and its feet dripping with pan balances the two halves;
black ichor. Enclosed in its the room trembles as the
80
secret doorway on the → The queen is slender, with the
western wall opens up with a head of a snake, adorned in
hiss. Any other heart melts scarlet robes and a bone
into black ichor. circlet with black pearls
(200gp). She holds the Staff
Gorgon Pharaoh: AC 3 [16], HD of Ka.
7+1** (32hp), Att 1 x claw (1d6 +
mummy rot) or 1 x siphon life, → Staff of Ka: Made from a
THAC0 12 [+7], MV 90’ (30’), SV single piece of polished
D8 W9 P10 B10 S12, obsidian. Dominate crea-
ML 12, AL Chaotic, XP 775, TT E ture: Exhaust 1 of your highest
spell slots to bind one target
Mummy rot: Target must save vs irrevocably to the staff,
death or wound becomes forced to obey all of your
necrotic; unable to heal, 1d4 commands. Only death can
damage each day until dead. release a creature from this
bond and only one creature
Siphon Life: Target must save vs may be bound at a time. The
death or have their maximum hit target may save vs wands to
point total permanently reduced resist the effect, repeating
by 1d6, healing the Pharaoh for the save daily.
the same amount.
→ Approaching with the
H7. Hall of Snakes. (30’x20’) The pharaoh: The snake swallows
air is filled with the sound of hiss- the pharaoh whole, trans-
ing and the sickly smell of decay. forming into a large,
A large pit forms a twisted, ser- crystalline structure,
pentine river, filled with snakes, entombing them for all eter-
winding its way through the nity. The queen rewards PCs
chamber. with spools of golden silk,
enough to weave a single
garment.
→ Swimming with the snakes;
Save vs poison or 1d4 damage
for each round. It takes four → Golden Silk: When worn, gar-
rounds to cross the river. ments made from this silk
add two spell slots to the
wearer’s highest spell slots.
→ Entering the chamber with
the pharaoh causes the
snakes to hiss and coil in → Approaching without the
unison; they part, creating a pharaoh: The queen regards
direct path to the Queen’s this as an affront and com-
Chamber (H8). mands her forces to attack.

H8. Queen’s Chamber. (30’x40’) → To the north, a secret door,


The queen sits on a throne made covered in a tangle of writhing
of jasper, a giant serpent coiled snakes (roll under Dexterity or
protectively around her. The air is 2d6 damage), leads to the
thick with the smell of venom. Hall of Skeletons (J1). The
Plush sofas and luxurious wool snakes part for the wielder of
rugs line the chamber, while four the Staff of Ka.
gorgon priestesses attend to
ritual ceremonies.

81
H H1 H2
S

H3
J1 S H4

H8

H5
H7 S
H6

Gorgon Priestesses (4): AC 9 Locust plague: 60’ long cone of


[10], HD 2 (8hp), Att 1 x bite (1d4 + locusts; save vs breath or suffer
venom) or 1 x venomous spit, 1d6 damage.
THAC0 17 [+2], MV 120’ (40’), SV
D12 W13 P14 B15 S16, ML 8, AL Tomb Serpent: AC 6 [13], HD 6+2
Chaotic, XP 25, TT None (33hp), Att 1 x bite (1d8 + swallow)
or 1 x constrict, THAC0 15 [+4],
Venom: Save vs death or suffer MV 90’ (30’), SV D10 W11 P12 B13
1d6 damage. S14, ML 10, AL Chaotic, XP 400,
TT None
Venomous spit: Spits venom in
its target’s eyes; on hit, target suf- Swallow: Save vs paralysis or
fers 1d4 damage and must save vs swallowed, taking 1d4 damage
poison or become permanently each round. Can escape by deal-
blind in 1d2 eyes. ing at least 8 HP worth of damage
(regurgitated or cut their way
Gorgon Queen: AC 5 [14], HD 5** out).
(18hp), Att 1 x staff of ka (1d6), 1 x
bite (1d4 + venom), 1 x frog storm, Constrict: Save vs paralysis or
or 1 x locust plague (breath), unable to move or attack; each
THAC0 15 [+4], MV 90’ (30’), round constricted, take 1d8
SV D10 W11 P12 B13 S14, ML 12, damage; make a successful
AL Chaotic, XP 225, TT E Strength check to escape.

Venom: Target must save vs


poison or suffer 1d8 damage.

Frog Storm: Covers a strip of


ground in a carpet of living frogs;
anyone attempting to pass
through the frogs must roll under
Dexterity to avoid slipping and
falling.

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.

→ The flesh golem, excited by


the prospect of experi-
menting on live subjects,
attacks anyone on sight.

→ Among the debris is an elixir


of resuscitation; this potion
can bring someone back from
the dead for 1d6 minutes.

→ Inside the cabinets, a series


of books sits undisturbed.
Tugging on these causes the
cabinet to swing open,
revealing a hidden altar. On
the floor is a large circle with
an eye drawn in white chalk
and a blood-soaked fetish
doll. Taking the doll activates
the circle, causing it to glow.
85
I

I1 I2 I4 S

I3

I5

I6

I5. Body Room. (20’x20’) The I6. Creator’s Private Chamber.


drone of flesh flies is deafening; (20’x20‘) Behind the rusty iron
piles of bloated bodies, limbs, door is a grayish human, hooked
and other failed experiments up to a strange machine, lying
clutter the room. A black unconscious on a bed. Flasks
substance oozes from the walls filled with bubbling blood sit
and seeps into a drain in the floor. nearby, aerated by a set of
mechanical bellows. A small desk
→ Several of the bodies are still nearby shows diagrams and
alive, but just barely; 2-in-6 instructions for operating it.
to avoid their pleading hands
or 1d4 damage per round; → Powered by dark magic, the
successful Strength check to machine is an artificial heart
get away. (5200gp), capable of
sustaining life indefinitely
→ The black ichor on the walls with fresh supplies of blood.
is Balthazar’s blood. Smearing
some on the chest anoints → If the desk is searched, a
the PC as an acolyte of Balt- parchment falls from a book.
hazar; increase Constitution It bears a crudely drawn map
by +2 and they are called indicating the location of the
upon the next time they rest Wight's Lair (L). A note reads,
(see Lore, Balthazar’s Visions ‘The key to eternal life lies
p.11). within these walls!’

Swarm of Flies: AC 7 [12], HD 3 (11 → The creator is kept


hp), Att 4 x nibble (1), THAC0 17 unconscious with powerful
[+2], MV 180' (60') flying, SV D12 sedatives; their body is
W13 P14 B15 S16, ML 9, AL Neutral, riddled with disease, a single
XP 35, TT None dot of black ichor smeared on
their sternum.
Swarm: Targets caught in the
swarm automatically take 1d4 → Interacting with the creator
damage per round; 1d6 if unar- exposes the PCs to wasting
mored. plague; save vs poison or
86
contract the contagion.
Lesions form on the skin as
the body tears itself apart.
Lasts for 1d6 days, each day
roll 1d8:
1. Lose a foot
2. Lose a hand
3. Lose an arm
4. Lose a leg
5. Lose an eye
6. Lose your tongue
7. Lose your nose
8. Die

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

→ Interacting with objects in J2. Armory. (10’x20’) The floor


the room causes the skele- leading to the armory has
tons to come to life and collapsed. Weapon and armor
attack. racks line the walls, covered in
dust.
→ Handling the Grimoire of the
Damned for the first time; → 1d4 animated swords fly off
save vs spells or lose the of the walls attacking those
ability to cast spells (or 10d6 who disturb the armory.
damage if the PC is already
unable to). If successful, gain → The racks contain 1d10
the ability to command the random weapons and 1d4
undead using the book, with a random pieces of armor.
successful Intelligence check
for each command issued.
Failing this check results in → To reach the armory, PCs
the undead attacking the PC must leap over the collapsed
instead. section of floor (roll under
Strength or fall to their death).
88
Animated Swords (1d4): AC 5 → Any person who takes coins
[14], HD 1+1 (5hp), Att 1 x blade or gems from these halls
(1d6), THAC0 18 [+1], MV 180' (60') becomes cursed. Within 1d4
flying, SV D12 W13 P14 B15 S16, days, they transform into a
ML 12, AL Chaotic, XP 15, TT None pigman, their minds
consumed by an obsessive
J3. Library. (10’x20’) The library's desire for wealth; they
floor has collapsed on both become ravenous, attacking
sides. Its walls are lined with and consuming all.
shelves, filled with ancient texts.
→ The hoard contains 4890gp
→ If disturbed, a flock of 2d4 worth of coins and gems, as
animated books kick up a well as an arbalest, a leotard,
cloud of dust and attack. helm, and prosthetic eye.

→ Among the texts are 1d6 → Arbalest (90gp): 1d10


random spell scrolls and damage; reload, slow, two-
details pertaining to the handed.
Bristleheim’s curse (see J4).
→ Acrobat’s leotard: Increase
→ To cross to the library or the Dexterity +4 when wearing
Bristleheim’s Chamber (J4), nothing else.
PCs must leap over the
collapsed section of floor (roll → Spectral helm: While wearing
under Strength or fall to their this helm, the PC has the abil-
death). ity to stick their heads
through surfaces no thicker
Animated books (2d4): AC 7 [12], than 12’’.
HD 1+1 (4hp), Att 1 x enumerable
thin cuts (1d4), THAC0 16 [+3], → Unsavory prosthetic: Must
MV 180' (60') flying, SV D12 W13 be inserted into an eye
P14 B15 S16, ML 12, AL Chaotic, socket. Once per day, the
XP 50, TT None wearer can reroll a failed save
or force a reroll of a save
J4. Bristleheim’s Chamber. made against a spell they
(40’x40’) Thick sections of floor cast by the wearer. They must
are riddled with faults, some of cast at least one spell per day
which have already collapsed or suffer -1 Intelligence.
below. In complete darkness, the
Bristleheim roams these halls, Bristleheim: AC 7 [12], HD 9**
driven mad by avarice. (32hp), Att 1 x tusks (1d6 + Impale)
or 1 x hogsplitter (2d8), THAC0 13
→ Each 10’ section of floor has a [+6], MV 90' (30'), SV D8 W9 P10
1-in-6 chance of collapsing B10 S12, ML 10, AL Chaotic,
into the chasm below when XP 2300, TT None
stepped on for the first time;
save vs death to avoid falling Impale: Roll under Dexterity or
to their death. movement rate halved until
rested.
→ Standing 9 feet tall, the
Bristleheim is a gluttonous, Deafening squeal: Save vs paral-
repulsive pig, covered with ysis or suffer -2 penalty to attack
thick bristles, who sniffs out rolls and saving throws for 1d4
valuables in the dark. rounds.
89
K
K1 K2

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.

Giant Toad: AC 7 [15], HD 12* → Touching the catfish brings


(42hp), Att 1 x tongue (1d4 + its stone shape to life; in
swallow), THAC0 10 [+9], MV 90' exchange for a shining red
(30'), SV D6 W7 P8 B8 S10, ML 10, apple, it can tell the PCs
AL Chaotic, XP 900, TT None about the basilisks’ tails and
the pearlescent water.
Swallow: Save vs death each
round in the stomach to avoid 1d4 → Instead of seeing their own
damage; roll under Strength to reflections in the pool, PCs
escape. see an anatomical skeleton
of themselves. This water has
K3. Flower Room. (20’x20’) In the power to extinguish even
this room, the buzzing and chirp- the most intense magical
ing of insects can be heard. The fires.
floor is soft and spongy with
moss. Four massive blossoms → The pool conceals a small
dominate the space where hun- tunnel beneath the surface
dreds of flowers grow, each which leads to the Secret
coated with a thin layer of pollen. Grotto (K5); roll under
Among these is a single thin, Strength to swim past an
white orchid. underwater current or take
1d4 damage and reappear in
→ Disturbing the blossoms the pond in the Basilisks’
sends clouds of pollen Oasis (K9).
floating into the air; save vs
poison or sneezing fit; -2
penalty to saving throws for
1d4 hours.

→ The corpse orchid resem-


bles a face with a veil, it
smells faintly of decay. Cures
any and all ailments when
consumed.

→ The carpet of moss hangs


above a pool of writhing
earthworms, able to support
no more than two PCs at a
time. If more try to cross, the
floor collapses; save vs paral-
ysis or sink knee-deep, then
shoulder-deep, then com- K5. Secret Grotto. (20’x20’)
pletely, disappearing forever. Stone effigies of baboons and
panthers protrude from the
dense jungle. A stone chest filled
K4. Reflecting Pool. (20’x20’) In with riches: 200gp, a potion, vial,
this cave, sounds seem muffled and crystal shard.
and muted. To the south, a pool of
water shimmers with pearlescent
swirls that seem alive. Next to the
pool, there is a small alcove in the
91
K
K1 K2

K3 K6
K4 K8

SL
OP
S

E
K5 K7 K9

→ Potion of animate stone: → Taking the apple; roll under


brings to life a creature previ- Dexterity or lose a hand to
ously turned to stone; their the hungry pig. The apple is
stone skin is especially tough maggot infested and con-
(AC 5 [14]) and they no longer suming it causes the eater to
benefit from rest. age twenty years, losing all
their hair in the process.
→ Vial of sludge: Reduce Intelli-
gence by 1 permanently and K7. Atelier. (30’x10’) A single
restores all expended spells. candle lights the room where
eight children of various ages lie
→ Ertmug’s crystal heart: in their separate beds, watched
Inserted into the heart, over by a tired old flesh weaver,
doubles maximum HP, but 2- with waist-length graying hair and
in-6 chance to be fatal. hooves for feet. Against the
southern wall, a workbench is
K6. Feast Hall. (20’x30’) The fra- stacked with sewing materials,
grance of cooked meat lingers in including large needles, thread,
the air. A cornucopia of food sits plant matter, and several incom-
on a harvest table between four plete masks.
candelabras (75gp each); fresh
fruits, breads, vegetables, a full → If they are not interrupted, the
roast pig with a shining red apple flesh weaver uses their
in its mouth, and horns filled with slender fingernails to deli-
wine. At the head of the table is cately lacerate the flesh
an ornate chair, glimmering with around the children's heads
gold leaf and gem embellish- and peel off their faces.
ments.
→ Waking the children; they
→ The chair features luxurious scream before turning stone.
dark wood, plush velvet
upholstery, and 8 sapphires → Among the paraphernalia are
(70gp each). Sitting in it 2d6 large silver needles (6gp
causes twenty four jovial each) and a gold thimble
spirits to burst into the hall, (30gp).
drinking and eating all.
92
Flesh Weaver: AC 7 [15], HD 6* center of a pond, topped with
(21hp), Att 1 x fingernails (1d4 + two sunbathing basilisks. 2d8
kiss ) or 1 x needle (1d6), THAC0 fauns frolic mindlessly around
14 [+5], MV 90' (30'), SV D10 W11 them, plucking fruit from nearby
P12 B13 S14, ML 8, AL Chaotic, XP trees, while two centaurs groom
500, TT S their long manes.

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.

K9. Basilisks’ Oasis. (60’x30’) A


large boulder rises from the
93
K
K1 K2

K3 K6
K4 K8

SL
OP
S

E
K5 K7 K9

Centaurs (2): AC 9 [10], HD 3 Zar: AC 7 [12], HD 6** (21hp), Att 1


(11hp), Att 1 x sling (1d4), THAC0 17 x claws (1d6), extract mind, or
[+2], MV 180' (60'), SV D12 W13 P14 psychic ruin, THAC0 17 [+2],
B15 S16, ML 9, AL Chaotic, XP 35, MV 180' (60'), SV D12 W13 P14 B15
TT None S16, ML 10, AL Chaotic, XP 725,
TT E
Isius: AC 7 [12], HD 6** (21hp), Att
1 x claws (1d6), shape ophidian, Extract mind: Save vs spells or
liquefy skeleton, or weaken (2d6), become catatonic; the PC’s mind
THAC0 17 [+2], MV 180' (60'), seeps out as a viscous liquid from
SV D12 W13 P14 B15 S16, ML 10, AL their ear. Uncontained, the liquid
Chaotic, XP 975, TT E evaporates in 1d4 minutes.

Shape ophidian: Transform any Psychic ruin: Save vs death or


object into a wriggling viper; may 2d6 damage and lose 1d4 points
save vs spells to avoid losing of Intelligence.
magical items this way.

Liquefy skeleton: Save vs spells


or liquefy the target's bones; they
are still alive, but collapse, unable
to move or attack. Must have line
of sight to the target.

Weaken: Save vs death or lose


1d4 points of Strength.

Viper: AC 7 [12], HD 1/2 (2hp), Att


1 x bite (1d4 + venom), THAC0 19
[+0], MV 90' (30'), SV D12 W13 P14
B15 S16, ML 7, AL Chaotic, XP 35,
TT None

Venom: Save vs poison or suffer


1d8 damage.
94
95
L L1 L3
S
L2
S L4

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

Bite: On a successful attack, Bite: On a successful attack,


target must save vs death or be target must save vs death or be
drained of 1d4 hit points per drained of 1d4 hit points per
round, healing the vampire for the round, healing the vampire for the
same amount; roll under Consti- same amount; roll under Consti-
tution to be released. tution to be released.

L4. Throne Room. (30’x40’) Dis- Succubus: AC 5 [14], HD 7*


cordant melodies clash with the (25hp), Att 2 x claw (1d8) or
sound of muffled groans. Two seduce, THAC0 13 [+6], MV 90'
statues of young boys overlook a (30') / 180' (90') flying, SV D8 W9
crimson tapis which runs the P10 B10 S12, ML 7, AL Chaotic,
length of the room, leading to a XP 850, TT B
throne. High above, a chandelier
made of teeth illuminates the Seduce: Target must save vs
room with an unearthly glow. spells or become dominated,
obeying all commands until dis-
→ At the head of the room are 4 missed, or the succubus is killed;
vampiric musicians wailing repeat the save daily.
on the bodies of flayed, yet
living hobgoblins. The sound L5. Inner Sanctum. (40’x20’)
of their plucked vocal chords Tapestries made of entrails hang
resonates from their tortured on the walls, filling the room with
bodies to create an ominous, a nauseating odor. A marble
gruesome sound. pedestal to the west holds a dec-
orated urn and a stone door to
→ Sitting on the throne is a the east is secured with a burning
wildly seductive, androgy- silver chain wrapped around its
nous succubus. Smokey handle.
makeup graces their features,
and torn garments reveal → The tapestries portray three
supple pink flesh. They melancholic scenes. On the
manipulate the juvenile vam- back of each of them is a
pires into carrying out their roman numeral woven into
bidding. the fabric:

→ At the southern end of the


hall is a stone door which 1: A vampire lord comes
leads to the Inner Sanctum across the corpses of two
(L5). boys. (IV)
2: A vampire lord feeding two
→ The western statue is boys its blood and turning
missing one of its eyes. In its them. (I)
socket is a small latch that 3: Two young men with pale,
opens the stone door to the ghostly visages. (III)
Hidden Passage (L2).

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.

Sabien: AC 2 [17], HD 6** (21hp), → The inscription reads: “What


Att 1 x steelcutter rapier (1d6+2 + count of our number dost
flurry), THAC0 14 [+5], MV 120' thou behold?”. It reveals the
(40') / 180' (60') flying, SV D10 W11 nature of the combination
P12 B13 S14, ML 9, AL Chaotic, used to unlock the vault; for
XP 1500, TT C each of the tapestries, sum
the number of vampires por-
Steelcutter rapier: +2 rapier. trayed in the scene. The
Roman numerals indicate the
order (from left to right.)
Flurry: If their rapier attack suc-
ceeds, they make additional
attacks until their attack misses. → Five dials and a compact
handle are incorporated into
the vault door. To unlock the
Vanish: Instead of moving, disap- vault, rotate each dial to
pear then reappear anywhere select a number between 0
they wish within a 50 foot radius. and 9. Once your chosen
combination is entered,
Shapeshift: May assume the turning the handle verifies the
form of a bat, or return to their code. From left to right, the
human form, at will. correct combination is
3 0 2 1 3. The door seals itself
Mathias: AC 3 [16], HD 7** (25 shut after three incorrect
hp), Att 1 x bastard sword (1d10 + attempts.
Cleave), THAC0 13 [+6], MV 120'
(40') / 180' (90') flying, SV D8 W9 → The animated armor comes
P10 B10 S12, ML 9, AL Chaotic, XP to life and attacks anyone
1500, TT D attempting to take items from
the room.
Cleave: Target must save vs
paralysis or take an additional → Bloodmoon Broadsword: +1,
1d10 damage; if this kills the 1d8. Glows red in the pres-
target, the attack cleaves them in ence of fresh blood, restores
half. half the damage dealt in HP.

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.

→ When all three circles have


100
→ The carvings read: Guardian: AC 3 [16], HD 13*
Oh great and fearsome (46hp), 2 x bite (1d8) or 2 x
Balthazar, infernal gaze, THAC0 10 [+9], MV
Three-eyed devil of the 120' (60'), SV D4 W5 P6 B5 S8, ML
underworld. 10, AL Chaotic, XP 2350, TT None
Gaze upon mine repugnant
viscera, for it is thine.
I giveth thou a spleen, Infernal gaze: 30' long line of fire;
I giveth thou a kidney, save vs breath or suffer 1d8
I giveth thou a heart, damage.
I giveth thou a lung,
I giveth thou a stomach Invisibility: Becomes invisible for
I giveth thou a mind! 1d2 rounds; may still attack while
invisible.
M3. Stomach Room. (10’x10’) The
room smells faintly of bile. At its Two-headed: After taking 24 hit
center is a pit made of dried and points damage, one of the heads
flaccid tissue, lined with ridges of becomes disabled, (cannot
cartilage; a thick layer of dried attack).
sludge is caked at the bottom.
M5. Kidney Room. (20’x20’) The
→ The sludge is composed of air is heavy with the taste of iron.
tufts of hair and bones, Tubules run along the walls,
remnants of ancient feedings. leading to hard, fibrous sponges.
Beneath each sponge is a mass of
→ Usage: Once the lungs (see ligaments, covered by a series of
M8) have been activated, the stretched membranes. The floor
walls secrete a viscous is teeming with shriveled
digestive fluid; as the pit fills, pustules.
its flesh quivers and
contracts, filling the halls with → The pustules are filled with a
loud groans. Feeding the hematophage swarm. Not
stomach meat satiates the long after blood reaches this
structure’s hunger, causing room, they reconstitute and
the conduits leading to the burst open.
Brain Room (M10) to become
engorged.
→ Usage: Requires blood from
the Spleen Room (M7). The
M4. Guardian’s Chamber. sponges act as filters for the
(30’x20’) Warmth radiates blood, but they become
throughout the room where clogged with massive
nearly every inch of the floor is amounts of clotting. To allow
covered in lit candles. At its fresh blood to flow onto the
center is a pile of bones that membranes and be funneled
serves as a bed for a monstrous into small holes, PCs must
two-headed dog. squeeze the sponges and
reach inside them to remove
→ The guardian rests its heads the clots. After sometime, the
on the bones, with a single conduits leading to the Heart
eye on the end of its long tail Room (M6) become
standing watch as it sleeps. engorged.

101
M9

M8

M7 M6

M5
M4
M11

M2 M1 M

M12

M3 M10

→ Bypassing the sponges: numerous interconnecting tubes


Cutting open the arteries and extending into it is resting atop a
spilling blood onto the polished basalt pedestal.
membranes below causes
coagulated blood to filter → Usage: Requires blood from
through directly to the heart the kidneys (see M5). Insert-
(see M6). ing the golden nail from the
Child's Crypt (M9) into the
Hematophage Swarm: AC 5 [14], black mass causes it to beat
HD 4+4 (18hp), Att 4 x suckers with powerful force. The flesh
(1d4+1), THAC0 16 [+3], MV 60' on the walls of the chamber
(20'), SV D10 W11 P12 B13 S14, becomes flushed with blood,
ML 10, AL Chaotic, XP 125, and the floor and walls break
TT None out in goosebumps when
touched. The conduits
M6. Heart Room. (30’x30’) A leading to the Lung Room
black, withered mass with (M8) become engorged.
102
→ Blood clotting: If the sponges and deflate rhythmically,
in the Kidney Room (M5) are filling the structure with a
bypassed, the heart begins to current of stinking, fetid air.
palpitate violently, causing The conduits leading to the
the room to shudder. Roll Stomach Room (M3) become
under Dexterity to avoid engorged.
flying pieces of mucus-
covered flesh or 2d6 damage. M9. Child’s Crypt. (20’x20’) The
heavy basalt door effortlessly
M7. Spleen Room. (20’x20’) Six swings open to reveal a tall
undulating sacs with bulging chamber with stone walls and
veins hang from the ceiling. The floors. A black slab stands in the
floor is made from dense bone center of the room, where the
and gristle, and slopes towards a corpse of a child is chained to it.
small drain in the center of the
room. → The child's pale skin appears
as fresh as the day of their
→ One of the sacs contains a death. Pressed into their flesh
blood golem. and piercing their heart is a
long, golden nail.
→ Usage: Cutting open the sacs
releases hundreds of liters of → Removing the nail: the basalt
blackish blood which spills door slams shut and cannot
out and siphons into the drain be opened. The child's eyes
with a loud slurping sound. open, and blood begins to
Occasionally, congealed flood the room from their
masses block the drain and mouth and nose. It takes 10
must be removed to allow the minutes to fill the room.
blood to continue flowing. Inserting the nail into living
The conduits leading to the flesh deals 1d4 damage and
Kidney (M5) become stops the flooding, unlocking
engorged. the door.

Blood Golem: AC 4 [15], HD 5* M10. Brain Room. (20’x20’) Made


(18hp), 1 x splintered bones (1d8 + of flesh, the chamber is
regenerate), THAC0 15 [+4], MV accessible by four bone and
90' (30'), SV D10 W11 P12 B13 S14, gristle bridges. In the center of
ML 10, AL Chaotic, XP 300, TT the room, fused to the top of a
None bone pedestal, is a smokey quartz
crystal skull.
Regenerate: Regains hit points
equal to half the damage dealt. → Usage: Requires energy from
the stomach (see M3). Placing
M8. Lung Room. (20’x20’) The the crystal crown from the
room is filled with large flaps of consort’s chamber (M11) onto
flesh hanging from the ceiling. In the skull causes it to emit a
the center of the room, a calcified series of booming, electrical
bone valve protrudes out of a pulses; the doors to Kavlov’s
basalt monolith. Chamber (M12) fly open up
with a deafening roar: “What
→ Usage: Requires blood from have you done!”
the heart (see M6). Turning
the valve counter-clockwise
causes the lungs to inflate
103
M9

M8

M7 M6

M5
M4
M11

M2 M1 M

M12

M3 M10

M11. Consort’s Chamber. → The corpse orchid is a rare


(30’x30’) The chamber is filled flower recognized for its
with the stale smell of dried healing properties. It cures
organic matter and is packed with any and all ailments when
dead flowers. On a black slab in consumed.
the center lies the consort, a lone
white orchid placed across their M12. Kavlov’s Chamber.
chest, and crystal crown of (‘40x’80’) The chamber is filled
thorns upon their head. with howling wind and is plunged
into an otherworldly void, with no
→ Upon removing the crystal walls or ceiling to be seen. The
crown from the consort's floor is crumbling on all sides,
head, they are reanimated. large sections tumbling into the
Before turning to dust, they endless abyss. There are six stone
let out one final cry: "Kavlov!". pillars in the chamber, with Kavlov
suspended in midair, chained
between the southernmost two.
104
→ Moving in the howling wind damage for each of the spells
is treacherous; roll under consumed this way.
Strength or fall prone. If prone
on your turn, save vs death or Kavlov's exchange: A single
be thrown into the abyss. target must save vs spells or
trades places with Kavlov and
→ Kavlov’s story: Long ago, take 1d8 damage.
Kavlov used wicked magic to
chain the devil Balthazar Kavlov's favor: Causes a single
beneath the earth, sacrificing spell or saving throw that would
their consort and child to do succeed to fail instead. Can only
so. In the process, Kavlov also be used once.
bound themselves to this
monument, condemning
themselves to an eternal
struggle alongside Balthazar.

→ Defeating Kavlov: Kavlov’s


power is waning. Regardless
of the PCs intentions, Kavlov
must consume them to
maintain their own strength.
Should Kavlov die, Balthazar
would be released and bring
destruction unto the world…!

Kavlov: AC 3 [16], HD 20***


(90hp), 1 x cursed chains (1d12 +
toss), 2 x cursed bolts (1d10),
Kavlov's hands, Kavlov's harvest,
or Kavlov's exchange, THAC0 6
[+13], MV nil, SV D2 W2 P2 B2 S4,
ML 12, AL Lawful, XP 5500,
TT None

Conduit: When hit by Kavlov, PCs


reduce a random ability score by
1d2.

Toss: Target must roll under


Dexterity or be thrown into the
abyss.

Kavlov's hands: Invisible hands


carve runes into the bodies of all
opponents within sight. Save vs
spells or take 1d4 damage each
round. The effect lasts until
Kavlov’s death.

Kavlov's harvest: Anyone


capable of casting spells must
save vs spells or lose a random
memorized spell, then take 1d8
105

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