Maps
LEVEL 1 ►►To Encounter Table
1. Roadside sanctuary 7. Starved Grey Ooze 13. Hall of the loyal
2. Kobold deathtrap
3. Kobold lair entrance 8. False door retainers
4. Kobold cave
5. Kobold wood storage 9. Unskilful Frescos 14. Beekeeper’s Tomb
6. Time-worn honey trap
10. Living statues 15. Jayne’s True Tomb
11. Tomb of the Paladin 16. Derelict guard room
12. Tomb of the Golem-maker 17. Levers and hallways
N
1 sq = 5’
LEVEL 2 ►►To Encounter Table
25. Troll Larder 33. Trolls Lair
34. River nook
18. Bats in the Verdicts 26. Armoury 35. Old Illusion
36. Crumbling Courtroom
19. Blind Dwarf Mummy 27. Perilous Ladder 37. Killing Ground
38. Interrogation Room
20. Snow leopard Golem 28. Wizard's Workshop 39. Cell
21. Otherworldly Grove 29. Pastel Pit
22. Tears and Rhain 30. Skulls Tunnel
23. Bath/shrooms 31. Subterranean Torrent
24. Lady Jayne’s Cenotaph 32. Bridge over a muddy strand
Encounters
Events & encounters 1d8 Secrets of the
Kaleidoscopic Soulstorm
►►1-in-6 chance every turn, or in case of
loud noise. His strength lies within his organs.
►►Do not roll on this table in areas 1-5 and 1 Devour them, and it will be yours.
22 (see areas descriptions). Also see areas
21, 23 and 24 for specific rules. All yours, while you rot away!
Which die to roll? 2 Their rings can keep you safe, but
►►Level 1, if all portcullises to the grove they won’t keep you alive.
are closed (at the beginning): roll d12.
►►Level 1, any portcullis leading to the She betrayed her kin; Took the sky
grove is opened : roll d20. from her friend, mutilated her. Left
►►Level 2, if stairs and portcullises are 3 another one to die. All for power.
closed: roll d10 on the last 10 entries. You’ll see... She shall ask only one
►►Level 1 & 2, the grove and the stairs to thing: that you kill for her.
level 2 (24-25) are opened: roll d30.
4 Can you plunder her grave before
►►To Table of Contents she screams? Then, you might live...
►►To the Maps
None of them cared about justice!
5 They revelled in our pain. Stay,
become their next victims.
The depraved cat believes in his
6 self-made prophecy. Did you fall for
it too?
7 The Wicked Plant despairs in her
stone prison. Good. Let her wither!
8 Dead trolls will kill you, if you don’t
destroy their most beloved treasure.
dungeon levels : schematic sideview
1 The Ghost of Rhain Dreamdust (see p. 10).
2 Level 1: The Amber Golem (see p. 9). Level 2: as 29.
3 1d6 Kobold explorers (from [4]). Cautious, stealthy.
4 1d4 Oil Beetles (see [16] or [35]).
5 1d3 Living Statues. 8 patrolling in total (see [10]). 11 hp each.
6 Nude humans (M/F) with animal heads: 1-Badger (M), 2-Bear (F), 3-Elk (M),
4-Boar (M), 5-Owl (F), 6-Osprey (F), 7-Lynx (F), 8-Stoat (M).
7 If free to roam: Judge Tsedek (from [19]), looking either for his murderers or someone
to judge him. Otherwise - Level 1: The Amber Golem (see p. 9). Level 2: as 30.
A storm of Broken Souls, dozens erupting through the floor. Wave of cold & an-
guish. Physically harmless (see p. 12). “Give us a nice memory!”, they murmur... A PC
8 who shares a good memory forgets it forever. It is replaced by a gruesome memory
9 of torture or death; save vs spell or lose 1 INT/WIS/CHA (referee’s call, based on
lost memory). The Souls then whisper a secret (see table) and depart.
10 Wind blows specks of frost across the party. Save vs paralysis or character shivers
uncontrollably: –2 to all rolls until they eat or spend 1 turn next to a large fire.
11 A shockwave of unnatural cold. Frost covers the walls. 1d4 light sources go out.
12 Echoes of a sobbing lament.
13 Frenzied buzzing from a nearby room.
14 A warm breeze carrying a sweet perfume of flowers, with a hint of decayed
undergrowth soil and the faint, metallic scent of blood.
15 Any PC who tasted fae fruits or candies suddenly craves for more. Eat either one
during the next turn, or lose 1d4 hp.
16 The Ghost of Rhain Dreamdust (see p. 10).
17- A Pastel Blue Bee (see [21]). Will follow and observe for 2 hours.
20 If rolled again: the bee goes back to report and is replaced by another one.
1 21 The Ghost of Rhain Dreamdust (see p. 10).
2 22 1d6 Oil Beetles (see [16] or [35]).
3 23 1d6 Broken Souls, Fae Wraith of the tortured and wrongly accused (see p. 12).
4 24 Coming through wall/ceiling, among a storm of Broken Souls.
1d3 Trolls (from [33]). 4-in-6 chance they are noisy: a lone troll whistling an old-
5 25 timey tune or 2+ trolls arguing about (d4): 1-Ella the spider, 2-Food seasoning,
3-Who last went out to hunt, 4-Whether it’s day or night outside.
A storm of Broken Souls, dozens erupting through the walls. Wave of cold &
6 26 anguish. Physically harmless (see p. 12). “Give us blood! Give us your pain!”, they
7 27 murmur. For every 1d6 of self-inflicted damage, they whisper a secret (see table),
then leave.
8 28 Hundreds of fat black earthworms drop through cracked ceiling joints. They radiate
a black pulsating light visible only with infravision.
9 29 Harrowing echoes of a torture victim screams. No so distant.
10 30 A swarm of fist-sized baby tarantellas. Unaggressive.
Acknowledgements
This adventure was inspired by and would not exist without the maps by Matt Jackson (https://www.
msjx.org/2020/01/collabodungeon-02.html) and Dyson Logos (https://dysonlogos.blog/2020/04/30/
pits-of-the-black-moon/), and a “doe” painting by Hook Woojin (https://www.deviantart.com/
hoooook/art/Doe-365976614).
The following works influenced this work in a fashion I can point to: the Wormskin Zine
(Dolmenwood setting), by Gavin Norman and Greg Gorgonmilk, Winter’s Daughter by Gavin
Norman, The Rosewood Highlands adventures by WR Beatty, the numerous and incomparable works
of Sir Terry Pratchett (Lords and Ladies in particular). The famous Dragon Magazine article by Roger
E. Moore, “Tucker’s Kobolds”, is the far too obvious source of inspiration behind an entire part of the
dungeon...
I was also largely influenced by a number of ‘OSR’ bloggers and their works, including but not limited
to: Dyson Logos (Dyson’s Dodecahedron), Patrick Stuart (False Machine), Skerples (Coins and scrolls),
Ben L. (Mazirian’s Garden), Melan (Beyond Fomalhaut), Emmy Allen (Cavegirl’s Game Stuff), Luka
Rejec (Wizard Thief Figher), Evlyn M. (Le Chaudron Chromatique), Arnold K. (Goblin Punch), ktrey
(d4 Caltrops), Bryce Lynch (Tenfootpole), Zedeck Siew (Zedeck Siew’s Writing Hours).
Layout inspired by Old-School Essentials by Necrotic Gnome.
Credits
All rights reserved, used with permission: Cover art “Jayne” by HexaGnome. Level 1 map by Matt
Jackson © 2020 (https://www.msjx.org/2020/01/collabodungeon-02.html); Level 2 map by Dyson
Logos © 2020 (https://dysonlogos.blog/2020/04/30/pits-of-the-black-moon/); Maps were edited
by the author. HexaGnome and the Sepulchre of Seven logos by HexaGnome © 2021. The “OSE
compatible” logo is the property of Necrotic Gnome.
Public domain art: p4, A. de Neuville; p6; p7(edited); p10, p43, Harry Clarke (collages); p13, Harry
Clarke & Harry Fenn (collage); p14; p17, Henry Justice Ford; p18; p24; p21 Henry Justice Ford &
unknown (collage); p22, Gaston Vuillier (collage); p26, E.A Smith/G. Pearson; p28; p29, HexaGnome;
p31 (collage); p32; p33 (background); p34 (collage); p35; p37 (collage); p38; p41; p42-43; p43
(collage); p48-49, Harry Fenn; p50, HexaGnome; p57 (collage); p55, HexaGnome; p58, HexaGnome;
p.g, HexaGnome with dungeon scrawl by Probable Train.
CC0 art: p6, HexaGnome (map); p12, HexaGnome (map); p33, Lady of Hats (dryad, edited); p47,
RANT 73 (edited); p44, Mustang Joe (edited).
All public domain collages and CC0 edits by HexaGnome, released under CC0 licence.
Other: “Aged Comic or Magazine Cover” texture by appearsharmless.
Fonts: Minion Pro, by Robert Slimbach (main text); Windings, Windings3, by Kris Holmes, Charles
Bigelow; Arial by Robin Nicholas, Patricia Saunders (bullets and various graphics); Kingthings Italics
by Kevin King, Kingthings Spike by Kevin King (titles); Louis Georges Café, by Chen Yining (titles);
1550, by Frédéric Michaud (map legends); Roboto, by Christian Robertson (map legends); Didact
Gothic, by Daniel Johnson and Cyreal (cover); The Bold Font, by Sven Pels (HexaGnome logo).
Written and illustrated by
Hex nome
Requires Old-School Essentials
Old-School Essentials is a trademark of Necrotic Gnome
The trademark and Old-School Essentials logo are used
with permission of Necrotic Gnome, under license
This product is not affiliated with Necrotic Gnome
Words, some original art, editing and layout by HexaGnome,
Version 1.3 - November 2021
Foreword Document formatting
I didn’t plan to write an adventure. ►►Items marked with an asterisk in the
Certainly not this one. It’s less weird and room descriptions are developped below.
more vanilla, less whimsical and a bit ►►Letters appear next to area titles:
more grim than what I’d have expected. M indicates a monster in the room,
I hope you’ll enjoy it or find something to S indicates a secret passage or compart-
cannibalise for your own games. ment, T signals a trap.
►►Numbers between brackets, e.g. [21],
HexaGnome, 2021 are a reference to the corresponding area.
►►There is no read-aloud text. Colored
Good, bad or anecdotal, don’t hesitate to text is not meant to be read aloud.
share feedback and war stories to :
[email protected] PDF navigation
or u/six-sided-gnome
This product is 100% free. ►►Clicking on the map (or the legend be-
low) links to the corresponding section.
The backstory in a nutshell ►►Numbered area titles link back to the
700 year ago a half-elf, half deer-centaur maps.
named Jayne led guerrilla fighters ►►Page numbers link to the Table of
against an evil fae lord. Rhain, one of contents.
her lieutenants was captured and left to
his fate, as the other went on to win the ►►The symbol links to the random
final battle. His vengeful ghost killed his
former friends; all were buried inside encounter table.
their hideout. ►►Page and area numbers within the text
Over centuries, the Church erased are also links.
all memory of Jayne’s fae nature.
Monsters moved into the sepulchre, still Content warning
haunted by Jayne’s companions, and
Rhain’s ghost, longing to complete his This module hints at war crimes commit-
vengeance. ed by NPCs in the past: murder, torture,
cannibalism and (post-mortem) sexual
abuse (kind of, but still...).
These deeds are evoqued without details,
to make it as easy as possible for you to
tune the horror to your taste and your
players expectations.
It should be quite easy to remove them
completely or even to present the Seven as
bona fide heroes, if a bit misguided.
2
Table of Contents
Maps 21. Otherworldly Grove 32
Events & encounters (3M)
Foreword
Table of Contents 22. Tears and Rhain 38
Referee’s background
Players’ background 2 23. Bath/shrooms 40
Treasure (2T)
Encounter details 41
C. Kodiak, Blue Amber Golem 3 24. Lady Jayne's Cenotaph 42
Rhain Dreamdust, Silent Ghost (S)
56 Broken Souls 4 Level 2
Outside
Outside events and encounters 6 25. Troll Larder 42
Level 1
1. Roadside sanctuary 8 26. Armoury 42
(2T) 43
(S)
9 27. Perilous Ladder
Kobold Komplex
(areas 2-5) 9 28. Wizard's Workshop 44
(M, S)
2. Kobold deathtrap
(M, T) 10 29. Pastel Pit 45
3. Kobold antechamber 12 30. Skulls Tunnel 46
(T,S)
14 31. Subterranean Torrent 48
4. Kobold cave (M)
5. Kobold wood storage 15 32. Bridge over a muddy strand 48
(M)
(S)
16 33. Trolls Lair 48
6. Time-worn honey trap (M)
(T)
16 34. River Nook 50
7. Starved Grey Ooze
(M) 17 35. Old Illusion 50
(M)
8. False door
(T) 18 36. Crumbling Courtroom 51
9. Unskilful Frescos 19 37. Killing Ground 52
10. Living statues (T, M, S)
(M) 19 38. Interrogation Room 53
11. Tomb of the Paladin 20 39. Cell 53
12. Tomb of the Golem-maker (M)
(T) 20 Appendix 54
13. Hall of the loyal retainers 21 Magic items 54
(M, 4S)
21 List of the Fallen 59
14. Beekeeper's Tomb (67 names)
15. Jayne's True Tomb
21 The trial of Lady Jayne's murderer 60
(T, M) 22 Design notes 61
16. Derelict guard room 22 Open Game Licence 62
(M)
23
17. Levers and hallways
(S) 24
18. Bats in the Verdicts 26
19. Blind Dwarf Mummy
26
(M)
28
20. Snow leopard Golem
(M) 29
30
30
32
3
Referee’s background
►►You don’t need to remember all of this, From stronghold
but it may be useful for NPC conversations. to sepulchre: a tragedy
The story of ●●The Companions bury Rhain. Her twin
Lady Jayne of the Woods sister Rhiannon Dreamdust soon dies of
sorrow. Seeking vengeance, the ghost of
700 years ago Rhain Dreamdust possesses the dwarf
●●War in the Northwoods! Mortals Tsedek and eviscerates Jayne in her bath,
face evil elves from Faërie, led by the using Dame Hailwidis’ sword.
Sunnestead Sorceresse. ●●Claiming their beloved leader shall rise
●●Jayne Half-Elven, a fae druid, sides back to fight the Sunnestead Sorceresse
with humans. She attracts 6 followers and once again, the wizard Constantine
blesses them with animal companions. Kodiak seals her Tomb. The signet rings
They are joined by dozens of loyal retainers. of the Seven, originally designed to evade
●●From the hidden Stronghold of Seven, the traps of Stronghold, will open it.
concealing a portal to Faërie, they strike the ●●A few weeks later, the ghost possesses
elves in both worlds. Harpo the Halfling. He strangles the
●●King Hraldr promises wealth, titles and dwarf Tsedek with a wire.
lands in exchange for their fealty. ●●One month later, while Harpo the
●●One of the Seven, the elf Rhain Dream- halfling is projecting his spirit into a bee
dust, is captured by the Sunnestead Sor- colony, the wizard Constantine Kodiak,
ceresse. His albino raven alerts the others. possessed by the ghost, plunges a dagger
●●Alas! Heeding King Hraldr’s call, the through his heart.
others join the final battle, leaving Rhain ●●The wizard Constantine Kodiak builds
Dreamdust to die. an Amber Golem but fails to animate it
●●During the final battle, Dame Hailwi- with his snow leopard’s soul. He uses his
dis the Paladin and her hawk meet their own life-force to animate the statue.
fate. Arthur the snow leopard is mortally ●●Some retainers commit mass suicide,
wounded. vowing to protect Jayne beyond death.
●●After the Sunnestead Sorceresse is de- The one chosen to properly bury them is
feated, king Hraldr goes back on his word. killed by the ghost of Rhain Dreamdust,
while carving their names on a memorial.
4
Dame Hailwidis (dead) [11] NPCs overview
Animal Companion: Red Hawk Green: the Seven
Human Paladin. Didn’t partake in the dread-
ful atrocities, but actively ignored them. Rhain Dreamdust, Mute vengeful Ghost p. 10
Died: honourably; rests in peace. Animal Companion: Albino Raven
Her sentient sword, Naegling, “witnessed” Elf scout and interrogator. Prosecutor during
Jayne’s murder (see appendix). the trials. And afterwards, ruthless executioner.
Died: abandoned, tortured to death by the Sun-
stead Sorceresse. Possessing his companions, he
Judge Tsedek, Mummy [19] wmafonuutrsdnhedriser(s) killed Jayne, Tsedek and Harpo.
Animal Companions: Bats killed
Blind, biased dwarf. Con- Lady Jayne, Spectre [15] wants
demned countless fae to Elaphocentaur druid, half-elven, full fae, char- to kill
horrible deaths.
Died: strangled with a wire, ismatic herald of Nature, leader of the Seven.
by the possessed Harpo. Died: taking a bath (in [23]), sliced open by
Wants: his murderer(s) found. the possessed Judge Tsedek, wielding Dame
Doesn’t remember killing Hailwidis’ sword.
Jayne: will want to be judged. Wants: to pass on; her companions to rest.
Believes the time has come
for Jayne to come back
killed
Constantine Kodiak, Amber Golem p. 9
Harpo the Halfling, Bee Colony [21] Animal Companion: Snow Leopard
Animal Companions: Fae Blue Bees
Melissomancer: was able to transfer killed Human wizard and golem-maker. For his
his consciousness into the hive mind entertainment, he animated statues using the
of bees. Skilled beekeeper, dreaded life-force of condemned captives. Devised a way
to turn the fae blue honey into blue amber. Built
assassin, formidable (cannibalistic) the security measures of the Stronghold.
cook and confiseur. needs Jayne’s staff
Died: While “borrowing” the mind of Not dead yet! His body is preserved in amber [12],
his fae bees, stabbed by the possessed while his mind animates the Amber Golem.
Wants: to protect the tomb of Lady Jane, until the
wizard Constantine Kodiak. time comes for her to rise back.
Wants: to leave, with his bones.
can command
does not want the Bees to leave 13 Living Statues various places
Animal headed statues, guard the tombs.
Galateia, 1-armed Grovekeeper Dryad [21] Obey commands from the Amber Golem or
Gave up one arm (made into Jayne’s Staff), anyone wearing one of the Seven’s signet rings.
allowed the Seven to use her grove as a
portal (it’s now stuck between worlds). 12 Hungry Kobolds [2-5]
Wants: her grove to go back to Faërie. Want: food!
protects 4 Ancient Trolls [33]
Mélicorne, Melanistic Unicorn [21] Hunt outside, made a good life here.
Doesn’t want: to leave the Grove or Rhiannon.
Want: various things; to make a troll-child: they
need a large precious stone.
protects
Rhiannon Dreamdust, Banshee [22] 56 Broken Souls, Wraiths p. 12
Animal Companion: Melanistic Unicorn Remnants of innocent fae condemned, tortured
Fearless elf Warmaiden. Defence attorney and murdered by the Seven.
during the trials, then merciless executioner. Encountered either as a kaleidoscopic storm of
Died: of sorrow, and is still crying to this day. ghostly splinters, or as more singular Fae Wraiths.
Doesn’t want: Rhain or the unicorn to be Want: Blood. Memories. The PCs may set them free,
harmed. by destroying or burying their skulls (found in [350]).
Players’ background
The legend of Rumours (d8)
Saint Jayne Half-Elven
Saint Jayne’s right hand was a
The Church’s well crafted tales of a half- 1 Dryad; she gave her a staff that
human Saint Jayne Half-Elven twisted the
true memory of Jayne and the Seven. could control nature. (P)
Obscured and forgotten, “Saint Jayne” is
still remembered in the villages near the Some day the Sunnestead
sanctuary, where hunters and woodcutters Sorceresse will return, and Saint
pray for her protection. 2 Jayne Half-Elven shall come back
Locals will earnestly tell that: and protect us. (P)
●●When Men rose up against Sunnestead
Sorceresse 700 years ago, Jayne Half-Elven Beware! The restless spirits of Saint
lived in the woods. She saw the misery of 3 Jayne Half-Elven’s enemies still
Men and offered to help.
●●She commanded Nature and seven loyal haunt her tomb. (T)
animal companions escorted her.
●●Her hidden grotto became a refuge for Saint Jayne is not dead : she went
mortals fleeing the atrocities of war. Some 4 to Faërie, to convert her former
remained at her side and urged her to
help them fight. So she did. enemies to the True Faith. (F)
●●Just before the final battle, Jayne’s raven
companion delivered intelligence crucial If you pray to Saint Jayne Half-
to the final victory. Wounded, he suc- 5 Elven at her sanctuary, she will
cumbed soon after.
●●During the battle, all her blessed send animals to help you. (F)
animals fiercely fought and sacrificed
themselves for the freedom of Men. 6 Saint Jayne hated hybrid creatures
●●After the victory, King Hraldr offered and fed them to a Basilisk. (F)
her lands and title as a reward. She kindly
refused and went back to the woods. Saint Jayne was in truth a
●●Saint Jayne is buried somewhere fae goddess. She abandoned
beneath the hills, near the sanctuary 7 everything to convert to the
honouring her.
Church teachings! (F)
Trolls in those hills, they hide the
most precious gems. My great
8 uncle once brought one back from
the woods. All shattered, it was,
but still worth a fortune! (P)
6
Hooks ●●A withering, secret Cult of Saint Jayne is
●●Brother John-Forrest has been tasked to now certain that the Sunnestead Sorcer-
clean and bless the derelict sanctuary of Saint esse is about to return. They seek to fulfil
Jayne. Sheepish but curious to learn more the Kodiak Prophecy, but don’t have the
about the saint’s life, he seeks an escort. slightest clue about Jayne’s true nature, who
●●The old trail between Crimstone and Kodiak is, or what the prophecy precisely
Hapre grows perilous. Woodsmen speak entails, only that Jayne shall once more
of trolls and kobolds roaming freely. Aela, fight the Sunnestead Sorceresse. They need
the sister of a missing merchant needs an escort for Nesteren, their Chosen One,
someone to look into the matter; also, Earl a frail 17 year-old destined to venture into
Katram of Nucamons may be convinced to the tombs, who show potential, yet is a bit
pay a small sum per monster slain. too eager to prove themself.
●●Solas, the exhausted bartender of the ●●Ser Nauqx, a fae emissary of the
Five Dragoons Inn in Crimstone, has Sunnestead Sorceresse hires the party to
been having harassing nightmares of retrieve Lady Jayne’s Dryadwood Staff.
broken fae souls. They wake up covered in They may do so openly, or masquerade as
frozen sweat, tetanised by dread, hatred someone willing to pay the PCs to clear
and despair. One of the shattered souls, a the tombs of an ancient undead threat.
lady with green demented eyes, seems to ●●The wizard Crest Kodiiak, claiming to
reach out to them. She screams about the descend from a clone of the great wizard
woods, about Jayne and the Seven, about Constantine Kodiak, hires the party to
vengeance and proper burial. find the grimoire of his almost-ancestor,
and everything else they can find
about his golem research. 7
Treasure
Area Treasure Area Treasure
2-5 102 sp. 530 cp. Onyx (50 gp). Earrings
4 (10 gp). Stone ring. Potion of Loud 20 210 gp. Silver mace. Navel jewel
5 Thoughts. Girdle of Gender Fluidity. (50 gp). Chain-mail +1.
6 3,500 cp. Emerald (350 gp). 2 gold
7 teeth (10 gp). 6 Humansbane arrows. 21 100 pp. Arrow of Dendrification.
8 Diamond (500 gp). Boot of Jumping. 60 doses of Blue Honey. Fae Fruits.
10
11 85 gp. Silver thieves’ tools (50 gp). 70 gp. Gold sealing (50 gp). Silver
12 studs (1500 gp total). Amulet (150 gp).
13 Diamonds (2,100 gp). Key to Armoury [26]. Diamond signet
22 ring (500 gp). Tourmaline signet ring
14 Gold filigree (600 gp). (100 gp). 2 Porcelain dolls (110 gp).
356 gp. Armband (75 gp). 3 uncut
15 diamonds (3d6x100gp total). Dagger. Leather boots. Potion of Cure Mummy
Carnelian signet ring (100 gp). Silver Rot. Elven katana. Music box (800 gp).
16 crucifix (200 sp). Holy water. Chalice
18 of Saint Orwyll. Naegling. 24 Gold sealing (50 gp).
2 candelabras (500 gp each). Key to
19 Workshop [28]. 2 Swords. 2 Leather Armour. Ice-seed.
Silver bas-relief (500 gp). 8 candelabras
8 (400 gp each). 26 amulets (3,900 gp 26 Potion of Control Plant. Scroll of
total). Potion of Polymorph Self. massmorph. Mask of the Wolf.
Silver knives (5 gp). Salt & pepper
(315 gp). Cookbook. Poison. 2 jars of 5 diamonds (1,000 gp each). Molten
Blue Honey. 1 bag of candies. 1 Rosetta diamonds (2d6x100 gp). Alchemy tools
Stout. 3 Blue candles. Dagger +1. (2,000 gp). Stone carving tools (150 gp).
Silver studs (505 sp total). Gold 28 Key to prison [39]. Kodiak’s Grimoire.
sealing (50 gp). Gold inlays (600 gp).
Corundum signet ring (300 gp). Snow-leopard statuette (200 gp). 3 Stone
10,000 cp. 3 offerings bowls (300 gp to Flesh Scrolls. 2 Marble Hands.
total). Dryadwood Staff.
72 cp. Ruby (600 gp). 51 ivory cards Key to the Armoury [26]. Missing
(25gp for the full set). Silver inkwell 33 card from [16]. Troll Hearts (8,600 gp
(5 gp). Blue candle.
21 Bronze Bats (500 gp each). total, if shattered). Jade Eye.
5,000 gp. 8,000 sp. Onyx signet
ring (100 gp). 7 canopic jars (full 34 2 cp. Potion of Spider Climbing.
set: 25,000 gp). Book of Dwarven Protection from Undead Scroll.
Laws (1500 gp). 7 Bronze Bats (500
gp each). 3 Dispel Evil Scroll. Cure 36 2 topaz (300 gp each). 2 rubys
Disease Scroll. (500 gp each). Tapestry (1,000+ gp).
38 Silver shackles. Cold iron shackles. Jade
Fingernails. Silver Ring. Bottled Pain.
39 Aquamarine signet ring (200 gp).
Headband (3,500 gp).
8 diamonds in Living Statues heads
rdm (8d6x100 gp total). Amethyst signet
ring (100 gp) on Amber Golem.
Total monetary value: ~93,100 gp
Encounter details
Constantine Kodiak, the Blue Amber Golem
(area 20 and random encounter)
Carved in pale
translucent blue
amber, the lean,
5' tall, 2-tons snow
leopard radiates
softly from within.
Bronze teeth and claws
shine with the promise
of death.
Liquid gold cat-eyes cast
puzzling, hopeful inquiries.
●●The Golem is animated by the life-force Communicating with
of the wizard Constantine Kodiak. The the Amber Golem
wizard’s body is in [12].
►►He wears an amethyst signet ring ►►He understands Common and Elvish.
around his neck, on a tarnished silver
chain (100 gp, faint magic, one of the ►►He communicates mostly by shaking his
Seven’s signet rings, see appendix). head, clearly expressing only “yes”, “no”,
“maybe”, and “I don’t know”.
Constantine Kodiak's attitute ►►He can purr, but whatever he intends, it
always comes out as a menacing rumble.
►►He cooked up a prophecy where Jayne
would come back, and wants to believe Constantine Kodiak
the PCs are here to finally fulfill it: he will (Blue amber snow leopard golem)
show them the monument in [13]. Once
they have the other rings, he will give AC 6 [13], HD 10** (hp 43), Att 2 × claw
them his own. (2d6), 1 × bite (2d10), THAC0 11 [+8], MV
►►Gauging (accompanies the PCs to 180’ (60’), SV D10 W11 P12 B13 S14 (5), ML
observe their behaviour), perhaps helpful 12, AL Lawful, XP 2,300
(knows traps, commands Living Statues). ►►Immunity: Unharmed by gas; unaf-
►►He lets the PCs take the rings from the fected by charm, hold, and sleep spells.
tombs, but won’t let them behave like Cannot be possessed by the Ghost of
crass grave-robbers. Rhain Dreamdust.
►►Won’t step into the grove [21] or on the ►►Mundane damage immunity: Can only
honey-trap [6]; won’t go down to level 2, be harmed by magical attacks.
except in pursuit of the PCs. ►►Tracking: Without error.
►►Detect invisible creatures: Within 60’.
►►Animated by Kodiak life-force: If the
body of Constantine Kodiak (in [12]) is
killed, the Amber Golem dies instantly.
9
Rhain Dreamdust, the The Ghost of Rhain Dreamdust
Silent Ghost
AC 3 [16], HD 5** (24 hp), Att 1 × touch (1d6
(area 22 and random encounter) + aging), or 1 x possession, THAC0 15 [+4],
MV 60’ (20’), SV D10 W11 P12 B13 S14 (5),
Haloed by faint silver light, the ML 11, AL Chaotic, XP 425
tongueless ghost thrusts accusatory
stares, his ice-cold eyes underlined by ►►Undead: Make no noise, until they
ashen tears endlessly trickling down attack. Immune to effects that affect
his hollow cheeks. An intricate lace of living creatures (e.g. poison). Immune to
unhealed scars runs on his maimed, mind-affecting or mind-reading spells (e.g.
etheric body: his tongue is but one of charm, hold, sleep).
many missing appendages. ►►Barely visible: in a lit area, 5-in-6
chance of surprise.
►►Cannot speak without a possessed body. ►►Mundane damage immunity: Can only
►►Asks for help accomplishing his ven- be harmed by silver weapons or magic.
geance (killing Kodiak, the last Compan- ►►Aging touch: Target ages 2d20 years. If
ion). Will lead the PCs to Constantine the victim is a fae, he or she does not age,
Kodiak’s tomb [12]. but must save vs spells or be afflicted with
►►If faced with refusal, will go alone in terror for 1d6 rounds.
the possessed body. ►►Turning: If turned, disappears for
►►If shown evidence of Constantine 3 hours (24 hours in grove-time, see [21]).
Kodiak’s death: will fade away with a ►►Possession: The ghost may attempt
demented, thankful look. to possess the body of another creature
within 120’. The victim must save vs spells.
If the save is successful, the ghost may not
make another attempt to possess that vic-
tim for one turn. If the save fails, the ghost
enters the victim, possessing it.
●●Control: The ghost gains full control
over the victim’s body, but is not able
to make the victim cast spells.
●●The victim has no memory of what
happened during the possession.
●●If the possessed victim is killed: The
ghost is expelled from the body.
●●Dispelling: Dispel evil forces the ghost
life force out of the body.
●●Returning: The ghost may choose to
end the possession at any time.
10
Possessed by Rhain Dreamdust! ►►The referee may allow the use of Turn
Undead on a possessed character; on a suc-
►►Rhain exits his host if they are re- cess, the host may roll a new saving throw
strained or knocked unconscious. with a -2(D)/-4(T) penalty.
►►Dispel evil ends the possession, but is a ►►The referee may allow a PC to choose to
high-level spell (3 scrolls of dispel evil can lose one level (or 1d6 WIS), in order to get
be found in [19]). a new saving throw.
►►Additionnal ways to end the possession.
Because losing the ability to control one’s Possessed NPC death
character for long is not fun, here are a
few options the referee may consider. The 1d20 + The host is killed by:
PCs should try to make a deal, but you NPC level
may chose some of the options below, as a Wandering oil beetles
fail-safe mechanism. 1-5 Wandering Broken Souls
►►If the PCs are accompanied by NPCs, 6-10 Living statues (either
the easiest solution is for the ghost to 11-15 patrolling, or in [10])
target (weaker) NPCs first. If a possessed The Cloudkill runetrap in
NPC leaves the party to accomplish 16-20 Kodiak’s sarcophagus in
Rhain’s vengeance (going towards [12]), [12] (Amber Golem rushes
he will most probably meet his end on the 20+ there)
way (see table). The Amber Golem,
►►The referee may allow the use of dispel rushing in [12] when the
magic, treating the possession as a spell sarcophagus is opened
cast by a 10th level caster. A success al-
lows the victim to make another saving
throw.
11
56 Broken Souls
(areas 30, 37 and random encounters)
Fracked psyches. Anguished spirits
glimpsed through flickering, ghostly
splinters of shattered mirrors; swirling
spectral shards, people-shaped
kaleidoscopic columns.
Captured, viciously tortured, promptly
judged, and then murdered with careful
cruelty: the 56 restless spirits of wrongly
accused fae.
Soulstorm Broken Souls (Fae Wraiths)
►►When manifesting as a Soulstorm, doz- AC 3 [16], HD 4** (18 hp), Att 1 × touch
ens rage half-seen around the room. The (1d6 + energy drain), THAC0 16 [+3], MV
storm is too removed from the material 120’ (40’) / 240’ (80’) flying, SV D10 W11 P12
world to physically interact with it. B13 S14 (4), ML 12, AL Chaotic, XP 175
►►They want memories or blood, and tell
secrets (see Random Encounters table). ►►Undead: Make no noise, until they
►►If upset, 1d6 congeal into wraiths. attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
Individual wraith mind-affecting or mind-reading spells (e.g.
►►When they manifest this way, a handful charm, hold, sleep).
at a time, they can interact with the world. ►►Mundane weapon immunity: Only
►► Roll each wraith’s reaction separately. harmed by silver weapons or magic.
►►Damage reduction: Half damage from
2d6 Broken Soul Reaction table silver weapons.
4 or less Attacks with fury. ►►Energy drain: A successfully hit target
Shell-shocked, lamenting, permanently loses one experience level
5–6 crying, may lash out. (or Hit Die). This incurs a loss of one Hit Die
Relives their gruesome last of hit points, as well as all other benefits
7–10 moments (PCs can only see due to the drained level (e.g. spells, saving
what happened to the fae). throws, etc.). A character’s XP is reduced
10–11 Pleads to be avenged. to the lowest amount for the new level.
12 or Grabs (attack) at PCs and im- A person drained of all levels becomes a
more plores they end their torment. wraith in one day, under the control of the
wraith that killed them.
–1 per PC who remotely looks like one of the ►►Limited numbers: when a wraith is
Seven (e.g. a halfling thief or a human paladin). destroyed, roll 3d6 and read from highest
–2 per PC wearing a signet ring. digit to lowest (e.g. 5-4-4). Cross out that
+1 per PC who doesn’t look like one of the Seven number on the list next page.
at all (e.g. a half-orc or minotaur).
12
d666 Table of Broken Souls ►►The referee can double strike-through
skulls smashed or buried by the PCs in [30]
►►This is the list of the the fae prison- (destroying the corresponding wraith)
ers’ numbers, carved on the wall in [18] and simply cross out a Broken Souls’ num-
and on the skulls in [30]. In-world, the ber when they are otherwise destroyed,
numbers are written in sacred dwarven leaving the skull intact.
runes, a base-7 system. No prison number
contains a ‘0’ because that 7th digit is holy. ►►Some skulls in [30] are already smashed:
►►Numbers in bold indicate one of the 56 before running the adventure, the referee
Broken Souls. Other numbers belong to shall make 8 d666 rolls on this table, and
long dead prisoners who do not haunt the cross out the results, possibly lowering the
dungeon. Broken Souls count.
111 154 241 324 411 454 541 624
112 155 242 325 412 455 542 625
113 156 243 326 413 456 543 626
114 161 244 331 414 461 544 631
115 162 245 332 415 462 545 632
116 163 246 333 416 463 546 633
121 164 251 334 421 464 551 634
122 165 252 335 422 465 552 635
123 166 253 336 423 466 553 636
124 211 254 341 424 511 554 641
125 212 255 342 425 512 555 642
126 213 256 343 426 513 556 643
131 214 261 344 431 514 561 644
132 215 262 345 432 515 562 645
133 216 263 346 433 516 563 646
134 221 264 351 434 521 564 651
135 222 265 352 435 522 565 652
136 223 266 353 436 523 566 653
141 224 311 354 441 524 611 654
142 225 312 355 442 525 612 655
143 226 313 356 443 526 613 656
144 231 314 361 444 531 614 661
145 232 315 362 445 532 615 662
146 233 316 363 446 533 616 663
151 234 321 364 451 534 621 664
152 235 322 365 452 535 622 665
153 236 323 366 453 536 623 666
13
Outside
Sanctuary of Saint Jayne On the far side of the hill
150’ off the old trail, at the foot of a ►►A stream exiting a low cave (to [31]).
100’ grey granite cliff, surrounded by ►►500’ from the cave mouth, where it’s
overgrown thickets (see [1]). easier to climb in and out of the water:
troll footprints in the mud.
On the tree-covered hill
►►Trickle of smoke (chimney from the In Faërie
Kobold kitchen in [4]), escaping through Where a sun-lit grove used to be, a dark
cracks in the rock. non-space exists. Faint sound can some-
►►Among boulders, a burrow entrance. times be heard: galloping hooves, the
The dirt is drenched in musky, fammable buzzing of bees, and at sundown, a gentle
oil secreted by oil beetles; 15” wide, leads lullaby in a language only plants can
down to [16]. understand.
14
Outside events and Night
encounters 1. 1d4 hunting Rhagodessa, walking down
the cliff-face: they are huge, hairy, noctur-
1-in-12 chance every hour. Roll 1d4. nal arachnid carnivores, with large heads
and mandibles and 10 legs.
Day 2. A panicked herd of 2d6 red deer. Track-
1. A murder of albino ravens. They ing the origin of their flight, 3 mile away
remember. They repeat a single word in uphill, reveals troll footprints. Tracking
common: “Lies”. the troll leads to the stream, 500’ from the
►►Speak with animals: “long ago, one of us cave entrance to level 2.
befriended one who lived in a cave around
here; they were both betrayed by a deer 3. 3d6 hungry wolves.
with 4 legs and 3 arms. So, no, we don’t 4. d4 Kobold hunters (from [4]). 3-in-6
trust bipeds anymore!” chance they are going out, otherwise
2. A party of 6 cocky poachers, carrying 2 coming back. If captured, the buggers will
red deer. talk.
3. 3d6 hungry wolves.
4. Lemuel, an old peddler with bright
violet eyes, travelling the trail with a mule,
stopping to leave flower offerings at the
sanctuary. Will be wary the PCs are ban-
dits. Would buy up to 500 gp of interest-
ing goods.
Poachers Rhagodessa
AC 6 [13], HD 1 (4hp), Att 1 × sword (1d8) AC 5 [14], HD 4+2 (20hp), Att 1 × sucker
or longbow (1d6), THAC0 19 [0], MV 120’ (grab), 1 × bite (2d8), THAC0 15 [+4], MV
(40’), SV D13 W14 P13 B16 S15 (T1), ML 8, AL 150’ (50’), SV D12 W13 P14 B15 S16 (2), ML
Chaotic, XP 10 9, AL Neutral, XP 125
►►Suckers: Front legs equipped with suck-
Wolves ers for grabbing prey.
►►Grab: When hit with a sucker, the
AC 7 [12], HD 2+2 (11hp), Att 1 × bite (1d6), victim is stuck and will be bitten automati-
THAC0 17 [+2], MV 180’ (60’), SV D12 W13 cally next round.
P14 B15 S16 (1), ML 6 (8 in larger packs), AL ►►Cling: Can walk on walls.
Neutral, XP 25
►►Strength in numbers: Packs of 4 or
more wolves have morale 8. If the pack
is reduced to less than 50% of its original
size, this morale bonus is lost.
15
Level 1
►►Unless noted otherwise: chalky white
stone block walls, floor, and ceiling (8’).
1. Roadside sanctuary (S)
Forsaken and unwelcoming (sunless,
damp, muddy). Mossy stone benches.
Statue*. Secret entrance*.
►►Outside encounter table (p. 17).
Weathered statue
Female druid holding a staff of intertwined
branches (5’ tall, mossy stone, half-elf,
half-human, mediocre craftsmanship).
►►Engraved pedestal (in common:
“SAINT JAYNE HALF-ELVEN”).
►►Surrounding the druid, buried in moss:
1’-tall statuettes of seven animals: a deer, a
raven, a unicorn, a bee, a bat, a hawk, and
a snow leopard.
Secret entrance (T)
Footprints in the dirt (diminutive, leading
to the rock wall and back).
►►Rock wall: secret door (5’ high, swings
outwards from the top)
►►Inside: kobold alarm trap (tripwire,
bells), faint sound of rumbling water,
smell of a brewing stew.
16
Kobold Komplex (areas 2-5) Negotiating with the Kobolds
12 malnourished Kobolds have settled ►►They need food.
into the entrance to the tombs.
►►No random encounters in areas 2-5. d12 Negotiations outcome
1-14 No deal, prepare to die!
12 Kobolds 15-22 Deal! They take the food and
let them in, but will ambush
AC 7 [12], HD 1/2* (see table), Att 1 × nail- 23+ weakened PCs on their way out.
fitted clubs (1d4) or 1 x blowguns (1d2 + poi- Deal! They let the Pcs in and
son) or 1 x molotov (bodyguards), THAC0 out (this once!).
19 [0], MV 60’ (20’), SV D14 W15 P16 B17 S18
(NH), ML 8, AL Chaotic Adjust with CHA modifier
►►Infravision: 90’. +1 per day’s worth of rations
►►Hate gnomes: Attack on sight. +1 for each Kobold killed
►►Poison darts: save vs poison (0/2d4 –4 if the chieftain is dead.
damage), 1 round onset time. Each Kobold
has 3 poison darts. ►►Regardless of the result, there is a 3-in-
►►Molotov cocktails: 1d8 damage, burns 6 chance they will conduct a night raid on
for 2 rounds. Bodyguards have 1 each. any encampment the PCs may have set up
outside, while they explore the dungeon.
d12 Sex Name HP XP Treasure
1 F Tucker (chieftain) 9 21 Real Key to 6
2 M Bucker (bodyguard) 7 16 200 cp, molotov
3 F Brucker (bodyguard) 6 16 199 cp, molotov
4 M Ducker (bodyguard) 5 16 12 cp, obscene drawing pad, molotov
5 F Drucker 4 6 15 cp, 1 onyx (50 gp), Key to room 5
6 M “Eff ” 4 6 Golden snake earrings (10 gp)
7 F Hucker 3 6 Rotten apple, 2 cp
8 M Lucker 3 6 White stone ring*
9 F Mucker 2 6 Potion of Loud Thought*, 85 cp
10 T Pucker 2 6 Girdle of Gender Fluidity*, 19 cp
11 F Sucker 1 6 half a dried fish, shiny red apple
12 M Thucker 1 6 fishing line, 102 sp
►►White stone ring (masonry motif): +1 damage against stone, fear of running water (save vs
paralysis or become shaken within 30’ of running water: –2 to all rolls).
►►Potion of Loud Thought (scribbled label, “loud” is unreadable): character loudly says everything
they think, 2d6 turns.
►►Girdle of Gender Fluidity (hermaphrodite symbol on the buckle, fitted for a Kobold waist): al-
lows the wearer to finely select their visible sexual characteristics, 1 alteration per day.
17
2. Kobold deathtrap (M, T) North door (T)
Wooden door (locked, lancet arch, iron
Well* (rumbling water far below). 7 arrow leaf-shaped studs). Haphazard holes in
slits*. Larger-than-life statues (alabaster, the ceiling (kitchen scents, light from the
nude woman/man with a doe/stag head, cooking fire). Inscription above the door
holding out votive bowls). Lancet arch (in elvish: “Once the Stronghold of Seven,
door* (north). now their Sepulchre. They shall arise when
Evil returns”).
Kobolds ►►Key in lock: disabled (filed off notches).
1d4 Kobolds stand guard in the dark. ►►The cook in [4] can tip over the caul-
►►They are (d6): 1-2-Gambling with dron: scalding broth showers through the
bones, 3-4-Drinking sullenly, 5-Mating holes (save vs paralysis, 1d6 damage).
voraciously, 6-Sleeping and snoring.
►►Bone whistles around their neck. Well
Low margin, bucket (worn out rope).
7 crude arrow slits ►►60’ drop, into the roaring river on
See minimap below. level 2, see [31].
►►If the Kobolds are alerted, 1 Kobold will ►►Anything falling in: has a 2-in-6 chance
man each arrow slit in 1d4 rounds. of washing up ashore in [34].
18
3. Kobold antechamber (T,S) 4. Kobold cave (M)
Oaken door* (trapped). Secret door* Natural cavern (obscene graffiti, ceil-
(closed, to [5]). 2 arrow slits (crude, tiny). ing 15’). Dirty bedrolls (main cave).
Chieftain’s quarters* (Northeast corner).
Sturdy oaken door (T) Kitchen* (above [2]). 9 arrow slits (5 molo-
►►Self-closing mechanism: shuts in tovs and wooden shutters near each arrow
1 round. slit opening into [3]).
►►No handle on the inside. ►►Hooked near the entrance: the missing
door handle (from [3]).
Firetrap
►►When the door closes: Kobolds throw a Chieftain's corner
bundle of 5 molotovs through each arrow ►►Behind rock columns, north corner.
slit (save vs petrification, 2d8 damage). ►►Wide stinky bedroll, pelts.
►►Then, they close the slits with thick ►►Supply crates: 3,500 cp ◆ emerald
wooden panels. (350 gp) ◆ 2 molotovs ◆ rope (50’) ◆
►►Fire, smoke, oxygen burning away: save saddlebags ◆ carpenter tools ◆ 2 gold teeth
vs poison every round, 1d8 damage and (10 gp) ◆ 6 Humansbane arrows (2d6 dam-
fall unconscious if failed. age against humans) ◆ a broken shortbow.
Secret door Kitchen
►►White stone blocks mounted on a Enormous iron cooking pot (watered down
wooden chassis, 3’ high. broth, suspended over fire). Supplies*.
►►Bar-closed from [4]. Natural chimney (sizeable crack in the ceil-
►►Faint draught: obvious if the room is ing, going up to the hilltop). Murder holes
on fire. (floor, above the north door in [2]).
►►1 Kobold cook (at all times).
►►Supplies: fresh and dried food, question-
able meat, roots, herbs, beer keg, firewood.
19
5. Kobold wood storage (S) 6. Time-worn honey trap (T)
Oaken door (locked). Trashpile*. Hidden Coffered ceiling (15’, cobwebs). 6 Door-
Tunnel* (to [19]). ways (lancet arch). Blue-black substance*
Roomful of discarded wooden items (covering the entire floor). 2 skeletons*.
(planks, cart wheels, broken barrels, etc.)
and smaller trash (stained rags, broken Blue-black substance (T)
backpacks, boots, clay pots, etc.) that the Dust encrusted (dulled out surface). Tar-
Kobolds use as firewood or to build bar- like (1” thick, soft, smell of wild flowers
ricades. and turpentine, bittersweet taste).
►►Searching the pile: a suspiciously heavy ►►Sticks to everything. Save vs paralysis
piece of coal, actually a diamond under an every 10’ or become stuck. 1-in-6 chance
illusion spell (500 gp) ◆ left Boot of Jump- of falling if moving carelessly.
ing (rotten foot still inside): allows the ►► Acid can clean it off, but damages
wearer to leap up to 10’ high and 30’ hori- items.
zontally (2-in-6 chance of working if ►►Highly flammable. Crossing with a
wearing this single boot). torch: 1-in-20 chance per round of setting
►►1’ wide tunnel: in the east wall, behind the room alight. Noxious black smoke
dismembered furniture. Excavated in the lingers in adjacent rooms for hours.
dirt.
2 fallen skeletons
►►20’ from south entrance.
►►Mouldy bones and rusty equipment,
blue tar still clinging to everything.
►►Salvageable: 85 gp, tarnished silver
thieves’ tools (50 gp).
20
7. Starved Grey Ooze (M) 9. Unskilful Frescos
Rusty iron doors (stuck). Wet, uneven Arched alcoves (ruined murals*).
stone floor (actually a Grey Ooze, filling
the entire floor). Blackened bones (human Smashed west mural
ribcage, various animal bones). Scattered ►►Originally depicted the Seven, either
diamonds (worth 2,100 gp). dead or in victorious pauses, accom-
panied by their animals. Separated by
1 Grey Ooze blooming trees, above slain elves.
►►Parts are still intact:
AC 8 [11], HD 3* (13hp), Att 1 × touch (2d8), ●●The legs of a red deer.
THAC0 17 [+2], MV 10’ (3’), SV D12 W13 P14 ●●A halfling clad in dark blue (under a
B15 S16 (2), ML 12, AL Neutral, XP 50 oversized stylised pastel blue bee).
►►Blend in with stone: Difficult to tell ●●A stern dwarf with a short grey beard
apart from wet stone. (under a soaring bat).
►►Acid: After a successful attack, sticks ●●Someone’s fancy boots, in front of the
to the victim and exudes acid. The acid legs of a sizable white cat.
destroys normal armour immediately and ●●A figure in white plate armour, hands
in�icts 2d8 damage per round. (Magic crossed over their chest (head smashed
armour is dissolved in one turn.) away).
►►Energy immunity: Unharmed by cold ●●A pair of elves wearing similar cloth-
or fire. ing: male (eyes closed, hands crossed on
chest), female (next to a black unicorn).
8. False door (T)
Collapsed east mural
Pressure-triggered trap*. Ornate door*. Sheets of crumbled plaster, dozens of
fragments on the floor.
Collapsing corridor (T) ►►Putting it back together takes 4 turns.
►►Pressure plate: a single stone slab (hall- ►►It shows a proud human king, gesturing
way wide, 8’ long). crestfallen animals away: a deer, a white
►►If stepped upon by someone not wearing raven, a black unicorn, a swarm of blue
one of the Seven’s signet rings, the plate bees, a brown bat, a red hawk, and a snow
goes down 1’’. leopard.
►►Upon release, the ceiling collapses
(Save vs petrification, 1d10 damage).
Ornate iron fake door
►►Cast haut-relief of a mage with a pan-
ther, gold filigree (600 gp worth of gold).
21
10. Living statues (M) 11. Tomb of the Paladin
3 statues* (stone, animal-headed). Ancient Sturdy aspen door (locked, peeling paint:
corpse* (grave robber). a white cross on a red background).
Sarcophagus*. Font*. Tattered banner (red
Dwarf adventurer corpse cross on white background).
Long-dead, between a pair of statues.
►► Treasure: 356 gp ◆ Silver fire agate Stone sarcophagus
armband (75 gp) ◆ Rusty miner’s pike ◆ Carved lid (stylised hawk, broken lead
Dagger (the dwarven runes “always” and seal). Name and epitaph (in common:
“faithful” on the blade; reappears in hand “Dame Hailwidis the steadfast, faithful
when thrown less than 30’ away). servant of Saint Orwyll”).
►►Inside: human female remains, in a
Teriocephalic statues cleft and rusted plate armour ◆ hawk
●●2 facing statues: nude human bod- skeleton ◆ carnelian signet ring (worth
ies (raven-headed male, hawk-headed 100 gp, faint magic, one of the Seven’s
female), holding stone swords. signet rings, see appendix). ◆ Chalice
●●1 statue, further down the corridor: nude of Saint Orwyll (chiselled wood): once
human hermaphrodite, wolf head, clawed every Sunday, 1 phial of holy water can be
fists. poured into the chalice, and enough to fill
►►Animate and attack anyone passing in 2 phials can be poured back out.
front of them. ►►Dame Hailwidis’ sentient sword:
►►Obey the Amber Golem’s (see p. 9) tele- Naegling (see appendix). Dark dried
pathic orders. blood on the blade and hilt.
3 Stone Living Statues Font in a corner
►►Under a tarnished silver crucifix (worth
AC 4 [15], HD 3 (13, 13, 13 hp), Att 2 × blow 200 sp).
(1d6), THAC0 17 [+2], MV 90’ (30’), SV D12 ►►Crystal-clear liquid (Holy water,
W13 P14 B15 S16 (3), ML 11, AL Lawful, XP 35 enough to fill d4 phials).
►►Immunity: Unaffected by sleep spells.
►►Uncut diamond inside head (molten by
creation process, worth 1d6x100 gp).
22
12. Tomb of the Large stone sarcophagus (T)
Golem-maker (T) Carved lid (stylised snow leopard, sealed
with lead and cold iron). Name and epi-
Ajar mahogany door (peeling white paint, taph (in common: “Maestro Constantine
broken lower hinge, damaged stone door- Kodiak, may he <scratched off> die”).
frame). 2 silvery candelabras*. Statue*. ►►Rune on the edge, under the lid: save vs
2 sarcophagi* (child- and adult-sized). wands if looked at. Releases a thick purple
fog (as the spell cloudkill; remains in the
Snow leopard-headed statue room for 6 turns).
Stone statue (male human in robes with a ►►The sarcophagus is filled with glowing
snow leopard head), offering bowl (held Blue Amber (22 hp, immune to mundane
out). Glass jar (contains 6 ice-clear crystal damage, half damage from magical at-
beads). tacks).
►►If someone places a bead in the bowl, ►►Encasing a perfectly preserved elderly
they are teleported to the workshop [28]. man, wearing blue-tinted glasses, purple
►►Dwindling enchantment: when tele- robes, and an immaculate coat lined with
ported, save vs spells or leave one random white fur and adorned with silver tassels.
item behind. Key (to the workshop [28]) on his belt.
►►If the Amber casing is damaged, the
2 tawdry candelabras Amber Golem (see p. 9) will rush in as fast
5’ tall, silver with amethyst inlays, worth as possible and arrive in d3+4 rounds,
500 gp each. crashing through doors and smashing
secret passages open.
►►If the body of Constantine Kodiak is
killed, the Amber Golem dies instantly.
Small stone sarcophagus
Lid (sealed with lead and cold iron). Name
and epitaph (in common: “Arthur, Hero of
the Final Battle”).
►►Inside: a block of blue amber, encasing
the preserved corpse of a snow leopard, a
wide wound on his right flank.
23
13. Hall of the 26 wrapped skeletons, in
loyal retainers alcoves
(M, 4S) 9 humans, 7 fauns, 5 dwarves, 3 elves, 2
halflings (see next page).Wrapped in mor-
Thick redwood door (barred from the tuary shrouds, sitting arms around their
inside by an oak beam, tree motifs in legs. Clinging to rusted weapons.
silver bas-relief: worth 500 gp). Vault ceil- ►►Animate and attack anyone tempering
ing (18’). 10 arched alcoves* (2-3 wrapped with the door to Jayne’s Tomb (alcove E).
skeletons* in each). 8 silver candelabras ►►If destroyed, 1d12 will reform each
(5’ tall, between alcoves, 400 gp each). round if the door is tempered with.
Monumental Statue of the Seven* (Blue ►►They each wear an identical gold and sil-
Amber). ver amulet (leaf ornaments; worth 150 gp.
3,900 gp in total).
Monument to the Seven
26 Skeletons
Faithful, larger than life renditions of the
Seven and their animal companions. AC 7 [12], HD 1 (4hp each), Att 1 × rusty
17' tall, shaped from a single block of weapon (1d6), THAC0 19 [0], MV 60’ (20’),
Blue Amber, including a 3' pedestal. SV D12 W13 P14 B15 S16 (1), ML 12, AL Cha-
otic, XP 10
Elaphocentaur, holding a staff of inter- ►►Undead: Make no noise, until they
twined branches (lower body of a doe, attack. Immune to effects that affect
reared up; upper body: elven female, living creatures (e.g. poison). Immune to
flowing hair) ◆ Elven maid (riding a uni- mind-affecting or mind-reading spells (e.g.
corn) ◆ Male elven warrior (a raven on his charm, hold, sleep).
shoulder) ◆ Male halfling (bees covering
half his body) ◆ Female human paladin
(a hawk on her wrist) ◆ Male dwarf (a bat
on his shoulder) ◆ Male human wizard
(glasses, fur-lined coat, a lean snow leop-
ard at his feet).
►►Signet rings can be fitted on each of the
Seven’s right hands (except Jayne): if all 6
are put in place, the door to [15] (alcove E)
slides open.
24 ▶continued on next page
Alcove A Alcove C: hidden Alcove E: secret
3 human skeletons (m, f, f). hatch to [27] (S) door to [15] (S)
►►Behind a skeleton: a for- 2 dwarf skeletons (m, m).
gotten Potion of Polymorph ►►Moving the skeletons re- 2 elf skeletons (m, f).
Self. veals the unlocked wooden ►►Secret door: the back wall
hatch: rusty ladder (40’ of the alcove is made from
Alcove B down, fragile, see [27]). a single slab, unlike the oth-
3 skeletons: 1 human (m), ers. Thick and tremendously
1 faun (f), 1 elf (m) . Alcove D heavy. Any attempt to force
3 skeletons: 2 fauns (m, m), it opened cause the skele-
1 human (f). tons in the room to animate
and attack.
to 27 to 15
(lvl 2)
to
10
to 14 to 17 Alcove I
3 skeletons:
Alcove F: secret Alcove G 2 humans (f, m),
door to [14] (S) 3 faun skeletons (f, m, f). 1 faun (f).
2 halfling skeletons (m, f).
►►Secret door: Signs of Alcove H: hidden Alcove J
wearing on the floor, from door to [17] (S) 3 skeletons: 2 dwarves (f, f),
a frequently opened door. 2 human skeletons (f, f). 1 human (f).
A new wall is mounted in ►►hidden door: a stone
front of the ancient door: panel swinging freely, like
this alcove is 5” less deep a cat flap. Not very well
than the others. adjusted, easy to spot.
25
14. Beekeeper's Tomb Kitchen utensils
Corridor (cold, damp, 1” of water). Birch ►►cracked wooden ladles, oxidised copper
door (unlocked, peeling blue paint). Sooty cooking pots, 3 silver cooking knives (5 gp
ceiling (18’). Sarcophagus* (in place of a as a set).
sealed off chimney). Burn marks (where a
stove used to be). Utensils*. Shelf*. Shelf
Stone sarcophagus 4’ up on the west wall.
Carved lid (stylised bee). Name and ►►Cookbook: handwritten in Halfling,
epitaph (in common: “Harpo the Halfling: recipes include “Jarret d’elfe rôti au miel”,
melissomancer and gourmet. Boisterously “Pixie en croûte” and “Harpo’s Candies”.
generous with friends, furtively ruthless May also be used to identify the fruits in
with foes”). [21] (see Fae Fruits in appendix).
►►Sealed with Blue Propolis. 2 turns to ►►Several jars, sticky with black remains.
pry open. ►►1 jar of Blue Honey (see appendix).
►►Inside: halfling skeleton, missing his ►►1 bag of colourful candies (30 candies,
left ring finger (his signet ring is in [39]) see appendix).
◆ 1 jar of Blue Honey (see appendix) ◆ ►►1 dusty bottle of Rosetta Stout (compre-
1 phial of blade poison (3d6/death) ◆ hend written languages, 6 turns).
3 blue candles (see appendix) ◆ +1 dagger ►►Small jars of pink salt (15 gp) and
◆ thieves’ tools ◆ garrotte wire. grains of exotic Yoon Pepper (300 gp).
15. Jayne's True Tomb (T, M) Green door (T)
Sturdy oaken door* (magical trap, un- Leaf-shaped silver studs (101, worth 5 sp
locked, cracked green paint, silver studs). each).
Leaves bas-relief (walls and ceiling, 20’).
Unnatural Cold. Taste of blood (primal, ►►If the door is opened by someone who
permeating the room). Tall sarcophagus* has not pledged allegiance to Lady Jayne,
(15’ high, black marble). the room fills with swarms of ghostly
firefly-like green lights, coalescing out of
thin air. They hover and gather around
intruders, acting as a protection from evil
spell. The effect lasts until everyone exits
and the door is closed.
26 ▶continued on next page
Tall sarcophagus The Spectre of Lady Jayne
Black marble (intricately carved sylvan AC 2 [17], HD 6*** (27hp), Att 1 × touch (1d8
scenes, lid sealed with gold, 50 gp). Name + energy drain) or spell, THAC0 14 [+5], MV
and epitaph (gold inlays, worth 600 gp, in 150’ (50’) / 300’ (100’) �ying, SV D10 W11
common: “Lady Jayne of the Woods – De- P12 B13 S14 (6), ML 11, AL Neutral, XP 950
fendour of the Seasons – Protectrix of the
Free People of the Northwoods – Honored ►►Undead: Make no noise, until they
& Beloved & Righteous Ruler of the Strong- attack. Immune to effects that affect
hold of Seven – Heroine of the Cantons – living creatures (e.g. poison). Immune to
She will rise again when the enemy returns. mind-affecting or mind-reading spells (e.g.
Til that fated day, we wait and we weep.“). charm, hold, sleep).
►►Inside: Lady Jayne’s bones ◆ the Dryad- ►►Mundane damage immunity: Can only
wood Staff (see appendix) ◆ brownish- be harmed by magical attacks.
green corundum signet ring (one of ►►Energy drain: A successfully hit target
the Seven’s signet rings, worth 300 gp) permanently loses two experience levels
◆ 10,000 cp ◆ 3 nesting offerings bowls (or Hit Dice). This incurs a loss of two
(obsidian, jade and wood, 300 gp). Hit Dice of hit points, as well as all other
benefits due to the drained levels (e.g.
Lady Jayne, reluctant spells, saving throws, etc.). A character’s
elaphocentaur messiah XP is reduced to the lowest amount for the
new level. A person drained of all levels
A crimson shade, glimpsed as through becomes a spectre next night, under the
deer blood endlessly flowing over a control of the spectre that killed them.
frosted glass sheet, Lady Jayne remains ►►Spellcasting: casts spells as a 6th level
a startling, commanding presence; her Druid or Magic-User (referee’s choice).
immense pine-green gaze channels ►►Druid Spells: faerie fire, heat metal,
the raw animus of the wilds; her voice, hold animal, temperature control, wall of
primal and warm, like dark forest soil thorns.
drenched in doe gore, sends quivers ►►Magic-User Spells: charm person, con-
through the bones, conjuring the echoes tinual darkness, haste (2x), dispel magic.
of a stampeding herd.
►►She wants to pass on. Facing the
Sunnestead Sorceresse is a fate for new
heroes.
►►If someone grants final rest to all her
Companions (she doesn’t care how), she
will reach into her tomb and bestow upon
them her Dryadwood Staff: “let it go back
into the world, and reach those who will
fight on against unnatural tyranny”.
27
16. Derelict guard room (M) Collapsed ceiling
& hidden floor tunnel
Cold iron door (locked, rusty, opened
peephole). Collapsed ceiling* (souththeast ►►Southeast corner, heap of fallen ceiling
corner). Weapons rack (empty, broken). tiles and moist dirt on the ground.
3 brown duster coats (mouldy). Table*. ►►15” wide tunnel, going up (exits be-
4 stools (wood), 2 cots* (ruined). Lever tween boulders, on the hilltop).
(lever a, see [17]). ►►Hidden amidst the fallen tiles: another
15” tunnel, going down (exits on level 2,
On a single-slab wood table in [35]).
►►51 circular ivory playing cards (queen
of clubs missing (it is in [33]), worth 3" long beetles
10 gp, 25gp for the full set) ◆ 72 cp There is a 4-in-6 chance 6 Oil Beetles
◆ Silver inkwell (dried ink, worth 5 gp) roam around the room.
◆ Whiskey bottle (dusty, half-full) ◆ Blue
candle stub: will burn for 5 rounds (see 6 Oil Beetles
Harpo’s candles in appendix).
AC 4 [15], HD 2* (hp 6, 8, 9, 9, 11, 14), Att 1 ×
Under a tangled cot bite (1d6), THAC0 18 [+1], MV 120’ (40’), SV
►►A ruined pair of green leather boots: D12 W13 P14 B15 S16 (1), ML 8, AL Neutral,
ruby (600 gp) in secret compartment in XP 25
the left heel. ►►Oil spray: Use when attacked. Targets
one opponent within 5’. A hit causes pain-
ful blistering: –2 to attack rolls for 24 hours.
Cure light wounds can be used to cure
this, instead of restoring hit points.
28
17. Levers and hallways (S)
Levers* (a, b, c, wooden handles). Portcullises (a: opened,
b, c: closed, cold iron). Poorly hidden door* (to [13]).
North hallway (S) ►►Hidden door to [13], Lever (c),
8’ above the stairs: a stone in lower position
►►Stairs lead down to port- panel, swinging freely like
cullis (a), then to lever (c) a cat flap. Not very well ►►Pull up: opens cold iron
and a brass door (see [20]), adjusted, easy to spot. portcullis (c) (in [20]).
20’ below. ►►Pull down again: closes
►►The ceiling remains portcullis (c).
straight, 8’ high upstairs
and 28’ high downstairs.
Lever (b),
in lower position
►►Rickety: 2-in-6 chance to
break every time it is used.
►►Pull up: opens cold iron
portcullis (b).
►►Pull down again: closes
portcullis (b).
Lever (a), South hallway East hallway
in upper position
►►Stairs lead up to a ►►Stairs lead 15’ up, to the
►►Pull down: loudly closes bronze door (see [18]). pathway above [21].
all opened portcullises (at ►►Faint smell of decay. ►►Spring forest scents.
the beginning: a only). ►►Sound of a strong wind in
►►Pull up again: opens branches (due to Faërie time
portcullis (a) only. passing faster in [21]).
►►Light from Faërie (see
[21]) shines up to the port-
cullis.
29
18. Bats in the Verdicts 19. Blind Dwarf Mummy (M)
Birch & bronze door to [17] (locked, out- Adorned bronze door* (unlocked, frosted).
side: embossed foils depicting a mountain Unnatural cold. Chalk inscription* (lin-
under seven stars). Bronze bats* (hanging ing the threshold). Stone sarcophagus
from the ceiling). 3 alcoves* (engraved (opened, empty, no lid). 7 canopic jars*
names). Tunnel (1’ wide, leads to [5]). (on the floor). Stone table* (books and
scrolls). 7 Bronze bats (hanging from the
21 Bronze bats ceiling, see [18]).
1’ tall, 90 lbs bronze statues, evenly spaced
on the ceiling. Worth 500 gp apiece. Decorated bronze door
►►Illuminate the room in infrared. Regu- ►►Embossed foils, covered in frost: a
lar light sources are severely dimmed out. mountain under seven stars.
►►Allow the blind to see in infravision; if ►►Stench of ever-rotting flesh seeping
darkness is cast, everyone sees in infravi- through.
sion. ►►Listening: 3-in-6 chance to hear a low
►►Strength in numbers: an isolated bat dwarvish chant.
effigy has a limited effect. Only works
underground. Chalk-inscribed elvish prayer
Alcoves of protection
►►East alcove: “Record of the Innocent” (in
Dwarvish). 4 names, engraved in dwarven ►►Cannot be crossed or erased by undead.
runes.
►►Northernmost west alcove: “Record of Stone table
the Guilty” (in dwarvish). 216 lines in Makeshift (sarcophagus lid). Stylised bat
dwarven runes: on each line, the word carving (under books and scrolls).
“Prisoner” followed by a 3-digit number. ►►Bloated burlap bag used as a stool: con-
►►Southernmost west alcove: “Record of tains 8,000 sp and 5,000 gp.
the Guilty – condemned in absentia” (in ►►Book of Dwarven Laws, etched on
Dwarvish): 97 fae names, including the bronze sheets (10 lbs, worth 1500 gp).
Sunnestead Sorceresse. Anyone swearing on this book to “tell the
truth, and only the truth” will be unable
to lie for 6 turns (no save). Breaking any
other oath vowed on this book inflicts a
curse (no save): –2 penalty to all saving
throws.
►►Clerical scrolls: 3x dispel evil, 1x cure
disease.
►►Key: to the doors in [18] and [19].
30 ▶continued on next page
7 canopic jars Judge Tsedek's behaviour
12” clay jars sealed with blue wax, a bat
carved on the lid. Each contains a rotten, ►►Wants his murderer (or proof of their
desiccated organ of the mummified dwarf. true death): he judges them on the spot,
►►Destroying a jar and its content (1 fire then kindly asks the PCs to execute them.
or magic damage): –2hp to the mummy. ►►He was garrotted: he suspects Harpo.
►►Anyone touching the contents contracts
mummy disease. See stats below. ►►If the PCs bring him any information,
►►Ingesting the contents also he will make them swear on his Book.
grants a permanent +1 bonus:
Stomach: STR ◆ Liver: ►►Upon learning that Harpo the
DEX ◆ Intestines: CON halfling was possessed by Rhain
◆ Brain: INT ◆ Lungs: Dreamdust, he wants them
WIS ◆ Heart: CHA ◆ both brought to him.
Pancreas: all saves.
►►Worth 3,000 gp each, ►►If he finally acknowl-
to a collector or necro- edges that he may have
mancer (25,000 gp for the killed Jayne: he will ask
intact full set). the PCs to judge him. See
►►Fragile: in a backpack, “The trial of Lady Jayne’s
1-in-20 chance to break during murderer” in appendix.
a fight.
Judge Tsedek
The mummy of Judge Tsedek (dwarf mummy)
His blind eyes gleaming with pale blue AC 3 [16], HD 5+1* (hp 25), Att 1 ×
fire, the stern Judge stands, wrapped touch (1d12 + disease), THAC0 14 [+5],
in anthracite silk. Running along the MV 60’ (20’), SV D10 W11 P12 B13 S14 (5),
black hieratic bands, stocky runes ML 12, AL Lawful, XP 400
glitter, embroidered from a single, ►►Paralyse with terror: Anyone seeing
uninterrupted silver thread. They spell a mummy must save vs paralysis or be
out the sacred Laws of his Clan. paralysed with terror. Paralysis is broken if
the mummy attacks or goes out of sight.
►►On his finger: Onyx signet ring (worth ►►Disease: Anyone hit contracts a horrible
100 gp, faint magic, one of the Seven’s rotting disease. Magical healing is ineffective;
signet rings, see appendix). natural healing is ten times slower. The disease
can only be removed by magic.
►►Damage immunity: Only harmed by fire
or magic. All damage reduced by half.
►►Blind: Without the bat-lights in [18]
and [19], hits only on a natural 20.
►►Undead: Make no noise, until they
attack. Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
31
20. Snow leopard Golem (M) Blue Amber Golem
Brass door (unlocked, to [17]). Brass dou- The 5' tall, 2-tons, lean snow leopard
ble door (unlocked, to [21]). Dome ceiling carved in pale translucent blue amber,
(12’). Portcullis (c: closed, cold iron). Blue radiates softly from within. Bronze
amber golem*. Dead adventurer remains* teeth and claws shine with the promise
(neatly bundled in a corner). of death. Liquid gold cat-eyes cast
puzzling, hopeful inquiries.
Grave-robber bones ●●4-in-6 chance to be here.
►►Human female, crushed skull. ◆ ●●See p. 9 for stats and behaviour.
+1 chain-mail ◆ silver mace ◆ black pouch
(210 gp) ◆ eye-agate navel jewel (50 gp).
21. Otherworldly Grove (3M)
●●Warm natural cavern (light-brown
granite with grey and red veins, 50’ high).
Fae forest (black soil, tall grass, colourful
flowers, rings of mushrooms). 23 Waver-
ing trees* (10 bearing fruit). 5 Beehives*.
●●Creaking oaken walkway (suspended 35’
above ground). Portcullises (cold iron, see
[17], [20] and [23]).
●●Pastel blue bees* (all around, gathering
pollen, investigating the PCs). Discontent
dryad* (north, hidden in tree). Black uni-
corn* (south, trotting between trees).
►►Whenever a spell is cast: Ghostly green
motes congeal from thin air around the
caster, glowing phantom leaves hovering
like fireflies. See Galateia the Dryad’s stat
block (page 35).
32 ▶continued on next page
Between worlds Faërie Light
►►The grove is always lit, bathed either in
Faërie light seeps into the grove, oddly golden Faërie sunlight or the eerie ultra-
coming in throughout the rock wall; marine and oxblood glow of the Fae Moon.
rain and wind also cross the boundary ►►When the PCs first arrive, it is (d8):
between worlds. 1-Dawn, 2-4-Day, 5-Dusk, 6-8-Night.
►►Inside the cave, PCs attuned to Faërie
sense the fae realm tugging at reality. Faërie Time
►►Time is different in Faërie: viewed from
Random encounters mainly the outside, a full day in the grove passes
appear on the walkway in a mere 3 hours.
►►Different time flow: only check for ►►1 round in the grove = 8 rounds outside.
encounter every 8 turns.
►►The Amber Golem and the Broken Souls Faërie Weather
avoid the area: interpret as “no encounter”. Roll 2d6 twice a day. 1-Heavy rain, distant
►►In case of loud noise in the grove, crea- thunder. 2-3-Light rain. 4-6-Gloomy mist.
tures from the grove come to investigate 7-8-Sunny, strong warm breeze. 9-11-Sun-
(see diagram below). ny, light breeze. 12-Golden summer day.
Grove denizens relationships
The trees
The Dryad protects The Unicorn protects The Banshee protects The Ghost
protects
protects (area 22) (area 22)
The Bees
▶continued on next page33
34 23 Wavering Trees
Woven roots firmly anchored into the
ground, their crowns of soft green
leaves wave -lighter than air- back
and forth under the slightest breeze;
their serpentine trunks, astonishingly
flexible, soundlessly undulate to
accommodate these moves.
►►Up to 30’ tall.
►►10 bearing Fae Fruits: see appendix.
►►13 bearing iridescent blooms, pol-
linated by blue bees.
►►They do not burn easily.
Galateia,
the One-armed Dryad
A one-armed sculptural marquetry
of precious essences: ash skin, ebony
lips, sharp walnut wood nails. Eyes like
radiant pools of sap, a crown of vibrant
green leaves atop her head.
►►Shy and distrustful. She protects the
grove before all else, and blocks spells
she suspects are harmful.
►►She speaks a weird, child-like form of
Elvish. Speak with plants also works.
►►She gave up one arm (made into Lady
Jayne’s Staff), and allowed the Druid to
use her grove as a portal (it is now stuck
between worlds, and will soon end up
completely in the mortal world).
►►She wants to reverse the drifting of her
grove into the mortal world. Lady Jayne’s
Staff was used to open the portal; it can
close it.
►►Treasure, hidden in the roots of the
easternmost tree: 100 pp ◆ the Arrow of
Dendrification: laurel leaves in lieu of
feathers. Target must save versus spells
with a +4 bonus, or turn into a tree,
whose roots dig through nearly any-
thing until they reach soil.
▶continued on next page
Galateia, Grovekeeper Dryad
AC 5 [14], HD 2** (10hp), Att 1 × magic
(charm or fruit sprout or counterspell),
THAC0 18 [+1], MV 120’ (40’), SV D10 W11
P12 B13 S14 (4), ML 6, AL Neutral, XP 45
►►Bound with trees: Spiritually con-
nected with every tree in the grove.
Galateia dies if all the trees die, or if
separated by more than 240’.
►►Meld with trees: Can disappear
by joining with any tree in the grove.
When inside a tree, she can perceive
events going on in the grove. She can
enter a tree and exit from any other
tree.
►►Defensive: Distrustful of strangers.
Usually appears high in the branch-
es. Attempts to charm anyone who
approaches or follows her.
►►Charm: Victim compelled to
approach the nearest tree, van-
ishes inside it (save vs spells with
a –2 penalty). If not immediately
rescued, the victim is lost forever.
►►Keeper of the Grove: Galateia
has dominion over every plant-life
in the grove.
►►Can make flowers blooms
and fruits sprout. If the fruit is
within a creature’s stomach:
save vs poison, 1d6 damage.
►►Counterspell: whenever a
spell is cast within the grove,
ghostly green motes congeal
from thin air around the caster,
glowing phantom leaves hover-
ing like fire�ies. Galateia can
order these motes to counter
the effects of the spell: caster
must save vs magic with
–2 penalty, or lose the spell.
35▶continued on next page
5 Beehives Harpo the halfling,
1 bustling with fat pastel blue bees, 4 aban- now a bee colony
doned.
►►Next to the hives, sticking out from the A dancing haze of fat pastel blue bees,
ground: a 3” diameter rusty pipe, still mindful and industrious. After genera-
sticky with Blue Honey. Leads to [29]. tions, their hive mind is still dominated
►►In the hive: enough pastel Blue Honey by Harpo's spirit, who yearns after his
to fill 10 jars (60 doses, see appendix). original form and the outside world.
Communicating with Harpo, ►►Wants to leave this doomed grove. His
the bee colony plan is to get his bones and walk out.
►►Understands Common, Elvish and ►►When his bones are laid on the ground, a
Halfling. compact mass of bees envelopes the bones,
►►Communicates via bees flying in forma- filling up the halfling’s erstwhile shape. He
tion, spelling out single words. They will stands up, a buzzing marionette, and leaves
confirm the PCs’ guesses, but won’t spell to find a better place.
several words in a row. If misunderstood,
they repeat the same word several times, ►►His ring finger was bit off by a prisoner
until they change strategy and spell out in area 39. Will tell if asked, may send a
another word. small detachment of bees to lead the PCs.
►►For example, a conversation may go
like this: “What do you want?” BONES. Harpo the Bee Colony
“You feed on bones?” BONES. “Wait! (4 Fae Bee swarms)
What kind of bones do you want?” MINE.
“Where are your bones?” TOMB. “Right. AC 7 [12], HD 4 (18hp each), Att 1 × swarm
Where is your tomb?” KITCHEN. (2 or 4hp), THAC0 16 [+3], MV 60’ (20’) fly-
►►Smaller bee detachments can only spell ing, SV D14 W15 P16 B17 S18 (NH), ML 11, AL
one letter, usually the initial of a word. Neutral, XP 75
►►Size: 10’ × 30’ area.
36 ►►Immunity: Only harmed by fire, ex-
treme cold, sleep spells (affect the whole
swarm), smoke (drives off), or other at-
tacks as the referee wishes.
►►Swarm attack: Automatically dam-
ages characters within swarm area: 2hp if
wearing armour, 4hp without.
►►Warding off: Characters inside the
swarm who defend themselves by bran-
dishing a weapon (or similar) suffer half
damage from the swarm. A brandished
torch damages the swarm.
►►Escaping: On exiting the swarm, char-
acters continue to suffer half damage until
3 rounds are spent swatting the attached
insects.
►►Diving into water: Suffer damage for
one round, then attached insects drown.
►►Pursuit: An angry (i.e. damaged)
swarm will pursue characters until they
are out of sight or inaccessible.
▶continued on next page
Mélicorne,
the Melanistic Unicorn
She frolicks amidst the trees;
a platonic equine shadow, a
vantablack horned void cast against
the sylvan backdrop.
Blazing coronal discs encircle
unknowable black eyes.
She trots blissfully, oblivious to all
but to maidens... and to the fools
who would dare hurt them.
►►Guards the south door (to [22]). A
virgin (like the Dryad) may steer her
aside, but she will follow inside and
refuse to let the doors be closed.
►►Wants: to protect Rhiannon
Dreamdust (the Banshee). To pro-
tect virgins (including Galateia the
Dryad).
►►Does not want: to leave the Grove,
to leave the Banshee behind. Will not
understand if the Grove is about to go
back to Faërie, not before it is too late.
Black Unicorn
AC 2 [17], HD 4* (18hp), Att 2 × hoof (1d8), 1 ×
horn (1d8), THAC0 16 [+3], MV 240’ (80’), SV
D8 W9 P10 B10 S12 (8), ML 7, AL Lawful, XP 125
►►Empathy with maidens: A pure-hearted
maiden can communicate with and ride a
unicorn.
►►Teleport: Once per day, up to 360’
(including rider). May use it to find refuge
inside the Twins’ Tomb.
►►Magical beast: all attacks count as magical.
►►Killing a black unicorn: the character who
struck the killing blow will forever be identified
as evil by detect evil spells and similar effects.
37
22. Tears and Rhain General facts
►►No random encounter checks. Instead:
(elven twins tombs) (M, M) ●●2-in-6 chance that Rhain Dreamdust,
Arched double door (ebony, heavy, rusty the Silent Ghost, is hiding inside the
hinges, 300 drop-shaped fae-silver studs south sarcophagus (see p. 10).
worth 5 gp each). Vaulted ceiling (15’). ●●1-in-20 chance, every 2 turns: Judge
Unnatural Cold. 2 Slate sarcophagi*. Tsedek (if out of his chamber and look-
Spectral elven maid*(crying banshee, ing for his murderer, see [19]), or a
in front of the south sarcophagus - her Storm of Broken Souls (see Encounters).
brother’s). Wall maps* (east, west, 10’ x 10’, ►►Time passes at the same rate as in the
bas-relief). Memorial to the fallen* (names grove (see [21]).
etched on south wall, dwarven skeleton). ►►Listening at the door: sobbing sounds.
Wall Memorial North stone sarcophagus
Inscription in elvish: “To our fallen com- (Rhiannon)
panions”. 67 names, the last one unifin- Carved lid (rearing unicorn, sealed with
ished (see appendix for full list). 50 gp worth of gold). Name and epitaph
►►Skeletal remains of a dwarf in front (in elvish: “Rhiannon Dreamdust, valiant
of the monument, hammer and chisel maiden. Sorrow fell her down, when no foe
nearby ◆ Wears a gold and silver amulet ever could”).
similar to the ones in 13 (150 gp) ◆ 70 gp ►►Inside the sarcophagus: elf maid skele-
◆ Potion of Cure Mummy Rot ◆ Key to ton ◆ Black tourmaline signet ring (worth
the Armoury (bottom lock, see [26]). 100 gp, faint magic, one of the Seven’s
signet rings, see appendix) ◆ Black-bladed
Bas-relief wall maps elven katana (+3 sword, cannot harm
►►West wall: map of the Northwoods. magical/fae animals) ◆ A porcelain doll in
Indicates strongholds used by both sides a red silk dress (100 gp, representing the
(some may still hold treasure) and portals Fae Moon Goddess) ◆ A silver music box
to Faërie (most don’t exist anymore). engraved with unicorns (worth 800 gp):
►►East wall: map of Faërie. Fae Domains, plays a crystalline tune and cancels all
and their Lords & Ladies. Most informa- other sounds in a 20’ radius, for up to
tion still accurate. Also indicates portals 10 rounds (1 round for each round spent
to the mortal world; many do not exist winding it up).
anymore.
38 ▶continued on next page
South sarcophagus (Rhain) Rhiannon Dreamdust, Banshee
Carved lid (soaring raven, sealed with
50 gp worth of gold). Name and epitaph Pale shadow of a collapsed elven maid,
(in elvish: “Rhain Dreamdust. Brother, a dishevelled cascade of silver hair
friend, hero”). engulfing her face, shoulders and knees.
►►The banshee, Rhiannon Dreamdust, Empty, salt scorched eyes, weeping
mourning next to it. dry dust tears. Black hole of a mouth,
►►Inside the sarcophagus: male elf bones, distorted in an endless mournful moan.
cracked and broken ◆ Diamond signet
ring (worth 500 gp, faint magic, one of ►►Shell shocked, unresponsive, sobbing
the Seven’s signet rings, see appendix) next to her brother’s sarcophagus.
◆ Splintered porcelain doll in a blue silk ►►Wails and attack if: attacked, her
dress (10 gp, representing the Fae Moon brother or the unicorn are hurt.
Goddess) ◆ White shortbow ◆ White
leather boots: leave no footprint or scent, Rhiannon Dreamdust, the Banshee
feet immune to cold damage.
AC 0 [19], HD 7* (30 hp), Att 1 × chill touch
Alternately, the referee may (1d8), or 1 x wail (death), THAC0 13 [+6],
use the Banshee stats found in MV 60’ (20’), SV D8 W9 P10 B10 S12 (7),
ML 12, AL Chaotic, XP 850
Old School Essentials ►►Undead: Immune to effects that affect
living creatures (e.g. poison). Immune to
mind-affecting or mind-reading spells (e.g.
charm, hold, sleep).
►►Mundane damage immunity: Can only
be harmed by magical attacks.
►►Wail: All within 30’ must save versus
death or die within 2d6 rounds. Usable
once per night (uses the day/night cycle of
the grove).
39
23. Bath/shrooms (2T) ►►If the mushrooms are disturbed in any
way, they ooze spores, like a mist of dried
Rusty portcullis (d: closed, cold iron). blood ground to dust. Everyone in a 10’
Lever* (d, shiny brass handle). Sturdy radius must save vs poison or cough up
oaken door (stuck, opened latch on the blood for 1 minute (1d8 damage).
pool side). Pool* (1” black water, blood- PCs who fail the save also have a vision of
red mushrooms). 2 statues* (lilac glow- deer blood and entrails spilling in a clear
ing eyes, nude man and woman, animal water pool. Then, Dame Hailwidis’s blade
heads, holding amphorae). rises from the blood-murked waters, held
from below by a small plump hand, wear-
No random encounter checks ing an onyx ring.
Unless portcullises (b) and (d), and/or the
secret stairs in [24] are opened. Sitting alabaster statues (T)
Lever (d) in lower position (T) ►►Aquamarine eyes glowing, casting a dim
►►Brass handle: Shocks anyone touching lilac haze over the carmine red mushrooms
it with bare hands, unless wearing one of (continual light, 5’ radius, 300 gp each).
the Seven’s signet ring. Save versus wands, ►►West: Nude male human body with a
3d6 damage. fox head, holding an amphora, right fist
►►Pull up: opens portcullis (d). ready to knock on it.
►►Pull down again: closes portcullis (d), ►►East: Nude female human body with
in a painful metallic shriek. a mountain goat head, drinking from an
amphora.
Blood mushrooms pool (T) ►►Knocking on the west amphora: a swirl-
►►5’ deep. 1” of oily, stinky and stagnant ing sphere of bath-hot water appears,
black water. floating over the centre of the pool. It
►►Cancerous fungal growth: rust-coloured spills out water until the pool is filled. All
mushrooms, linked by a mesh of reddish- the mushrooms release blood spores, fill-
brown rhizomes. They coat the pool tiles ing the entire room (see above).
and spread a few feet around it. ►►Knocking on the east amphora: Any
liquid in the pool vanishes. Even if there
40 is no water in the pool, it disturbs the
mushrooms: anyone in the room has a
2-in-6 chance of getting hit by spores (see
above).
24. Lady Jayne's Empty stone sarcophagus
Cenotaph (S)
Carved lid (elaphocentaur, sealed with 50
Sturdy oaken door (locked: closed latch gp worth of gold). Name and epitaph (in
on the pool side). Sarcophagus*. Secret elvish: “To Lady Jayne of the Woods”).
door* (under the sarcophagus, stairs
to [25]). ►►The sarcophagus lies on a raised stone
dais.
No random encounter checks ►►Stepping on the dais: it wobbles a little.
Unless portcullises (b) and (d), and/or the ►►Pushing on the dais: the dais and
secret stairs in this room are opened. sarcophagus slide into the wall, revealing
steep stairs going down west (55’ down,
to [25]). The rusted railings howl: imme-
diately check for an encounter in [25].
41
Level 2
►►Unless noted otherwise: rugged 26. Armoury (2T)
bluish-grey slate tiles on walls, floor, and
ceiling (12’). Heavy cold iron door* (locked). Racks and
shelves* (weapons, armours). Iron and
25. Troll Larder silver chest* (small, locked, unmoveable).
Hazardous stairs* (steep, 4’’ deep steps). Double-lock door (T)
Tangled mess of rust (broken bunk beds). Twin keyholes, above one another (keys
Numerous carcasses on hooks (hang- in [22] and [33]).
ing from ceiling: deer, wolf, and human ►►If they are not operated simultaneously,
smoked meat). South passage* (distant or if the keys are interchanged (they fit
rumbling from the river). both locks): a massive stone slab drops in
front of the door.
Stairs ►►Surprised by the falling slab (3-in-6
Go up 55’ to [24]. chance): save vs paralysis, 1d6 damage.
►►Very steep, moving quickly or encum- ►►After 6 turns, the slab slowly rises up.
bered requires a DEX check. Fall: 1d6 ►►Synchronising a lock picking attempt
damage. (either with a genuine key, a ‘knock’ spell
or another lockpick): requires both PCs to
South tunnel roll 4d6 under their INT.
Collapsed wall into a natural cave, slope
going 3’ down. Weapons and armours
►►1-in-12 chance every turn: 1 random ►►Rusted and ruined: 16 swords ◆ 7 axes ◆
troll (from [33]), coming up through [30]. 8 bows ◆ 20 leather armours ◆ 6 chainmail
armours.
►►Salvageable: 5 shields (need new
straps) ◆ 3 bows (need new strings).
►►Intact: Two +1 swords (shine a golden
light within 100’ of fae) ◆ 2 White leather
armour (half weight, wearer is immune to
cold damage).
42 ▶continued on next page
Iron and silver chest (T) 27. Perilous Ladder
►►Bolted to the floor (from the inside). Iron ladder* (rusty, going up 40’). Trap-
►►Magic trap: unless Lady Jayne’s signet door (wood, unlocked, exits in [13 -
ring is fitted into an opening to the left alcove C]).
of the lock, roots erupt from between the Rusty ladder
stone blocks paving the floor. They fill the Brittle rungs, some inevitably snap every
whole room for 6 turns (as the entangle time the PCs come up or down:
Druid spell, see Old-School Essentials). A ►►Roll a d12 “usage die” every time some-
shrill-voiced beak-shaped magic mouth one uses the ladder: when a 1-2 is rolled
appears on the chest and continuously on the d4, the ladder is unusable.
shouts “Thief!” for 10 minutes: roll a ran- ►►If the PCs are moving fast, go down
dom encounter. a die size on a 1-3 instead. Each fast-
moving PC also risks falling 1d4x10’ on a
►►Inside: failed DEX check.
●●Ice-seed, in a chiseled crystal phial: ice- ►►If they secure themselves using a rope:
cold crystal bead, leaves frost on fingers. go down a die size on a 1 only.
In contact with water, will freeze up to a
60’ sphere, expanding 20’ per round. If 43
ingested by a living creature not immune
to cold: instant death (no save). If thrown
in the river, the resulting iceberg clogs its
flow downstream, submerging areas 30,
31, 32 (up to the bridge level), 33, 34 and
36; it takes 2 days to slowly melt and let
the water level go back down.
●●Potion of Control Plant: a phial of thick
sap-green liquid in which pulsating
specks glimmer and slowly swirl.
●●Scroll of massmorph (divine scroll, as
the magic-user spell).
●●Mask of the Wolf: Chipped wooden
mask with leather straps. The wearer
shapeshifts into a wolf for 2d6 turns and
cannot end the effect sooner. 1 use: when
the effect ends, the mask breaks.
28. Wizard's Workshop (M, S) Well-concealed floor cache (S)
►►A pair of red marble hands: magically
2 heavy iron doors (locked, outside: snow attach to stumps and function as normal
leopard knockers). 3 Statues* (1 snow hands (1d4 unarmed damage, 1d6 if both
leopard-headed, 2 living statues). Clut- hands replaced).
tered mess (Alchemy tools worth 2,000 gp, Snow leopard-headed statue
stone carving tools worth 150 gp, key to
prison [39], grimoire*). Shelves*. 3 man- (north)
sized vats (sticky layer of Blue honey). Stone statue (male human in robes with a
Stone pillars (iron rings, 3 chained des- snow leopard head), offering bowl (held
sicated elves). 2 raw stone blocks (human out, contains a lone crystal bead). Glass
height). Floor cache* (under floor tile, jar (contains 6 ice-clear crystal beads).
north-east corner). ►►If someone places a bead in the bowl,
they are teleported to the tomb of the
Broken Souls never venture Golem-maker [12].
inside the workshop ►►Dwindling enchantment: when tele-
►►Ignore “Broken Souls” results on the ported, save vs spells or leave one random
random encounter table. item behind.
Constantine Kodiak's ▶continued on next page
Grimoire (T)
On a workbench. Fluffy purple velvet
cover.
►►Magic trap: Anyone opening the book
must save vs spell with a –4 penalty, or
their head turns into a magpie’s. Dispel
magic disables the trap until the book is
closed again.
►►See appendix for content.
Shelves
2 Jars of Universal lubricant ◆ Rotten spell
components ◆ Bronze statuette of a walk-
ing snow leopard (200 gp): its head turns
to always face the direction of the Amber
Golem. If Constantine Kodiak is killed,
the leopard lies down, paws over its eyes,
and never moves again.
►►Hidden compartment: 5 Diamonds
(1,000 gp each) ◆ 3 stone to flesh arcane
scrolls (10’ zone, duration 1 hour).
44