29. Pastel Pit
Old cobwebs (drape-like, filling the room).
Pit (10’ deep, 1/2’ of dusty pastel blue
honey). Rusty pipe (3” diameter, com-
ing out above the pit, connects to pipe
in [21]). Dusty planks. Rumbling echoes
(from the river).
2 Rock Living Statues 45
Searing hot rock: nude human females
with doe heads. When they animate,
glowing red cracks reveal molten magma,
which they shoot from their fingertips.
►►They activate and attack anyone touch-
ing anything in the room not wearing one
of the Seven’s signet rings. Cease if com-
manded by someone with a signet ring.
►►Activate and attack anyone breaking
through a door, without one of the signet
rings. Will not cease to attack anyone else,
even if commanded.
►►Obey the Amber Golem’s (see p. 9) tele-
pathic orders.
►►Will not leave the room. Repair broken
doors and seal them with magma.
2 Doe-headed Living Statues
AC 4 [15], HD 5** (20, 24 hp), Att 2 × mag-
ma jet (2d6), THAC0 15 [+4], MV 60’ (20’),
SV D10 W11 P12 B13 S14 (5), ML 11, AL Cha-
otic, XP 425
►►Immunity: Unaffected by sleep spells.
►►Uncut diamond inside head (surround-
ed by magma, worth 1d6x100 gp).
30. Skulls Tunnel Smashing a Broken Soul's skull
►►Destroys 1 Broken Soul. Cumulative
Slate walls. Sloped (river bank 18’ lower 1-in-20 chance of attracting 1d4 Broken
than [25]). Fae skulls* (lining the walls Souls.
in patterns, mostly elven skulls, a few ►►May inflict a curse: see table.
smashed). Muddy sand (floor, troll foot- ►►All curses last 1 day for each Broken
prints). Rumbling echoes (from the river). Soul’s Skull destroyed, regardless of the
save. E.g. a character who destroyed 10
216 Fae skulls skulls may suffer from 3 curses, that all
56 belong to the Broken Souls (see p. 12). last for 10 days.
►►3-digit dwarven numbers, crudely
carved into their foreheads. Burying a Broken Soul's skull
►►Touching a Broken Soul’s skull: save vs with proper religious rites
spells or be crushed by utter despair for
2d6 rounds (–4 to all rolls). ►►Destroys 1 Broken Soul.
►►Grants a boon (1 roll per attendant).
Is it a Broken Soul's skull? ►►Each boon lasts for 1 day for each Bro-
►►Roll d666 on the table p. 13. ken Soul’s skull properly buried.
►►In a hurry, 1-in-4 chance is close
enough (at least before a few Broken Souls
are destroyed).
46 ▶continued on next page
d10 Broken Souls Curses (save vs spells. Each curse applies once; don’t reroll).
1 When speaking, understood only by creatures of the same alignment.
2 Insatiable hunger: character consumes 3 times normal rations.
3 Gradually attract insects, up to 30’ radius swarm.
4 Banished from Faërie: cannot step into Faërie, including The Grove (area 21).
5 Character becomes invisible to their god, loses turning and divine spellcasting
abilities.
6 Unable to remember new things, including daily spells. Forget everything
within d6 turns.
7 Always shaking from intense cold. –2 penalty to DEX-based checks.
8 Tears continually flow down the character’s cheeks. –1 penalty to sight-based
checks, drink twice as much water to avoid dehydration.
9 Character turns into the last intelligent being they killed.
10 The Broken Soul is not destroyed but haunts one of the PC’s magic item. Save vs
spell or it doesn’t work (every use).
d10 Broken Souls Boons (Each boon applies once; don’t reroll doubles).
1 +2 save vs spells. When targeted by spell or spell-like effect: shimmering, ghostly
mirror-shards appear floating around the character, shielding them partially.
+2 save vs breath. When targeted by breath or breath-like effect: shimmering,
2 ghostly mirror-shards appear floating around the character, shielding them
partially.
3 Remove one curse currently affecting the character.
4 Gain the ability to cast the bless spell once a day.
5 Reroll 1 failed save vs death/poison, once within the duration of the boon.
6 All the character’s attacks count as magical.
7 Never lose or break projectiles (arrows, etc.).
8 +1d4 max hp.
9 reroll 1s on damage rolls (if the second roll is a 1, don’t reroll).
10 reroll 1s on attack rolls (if the second roll is a 1, don’t reroll).
47
31. Subterranean Torrent 33. Trolls Lair (M)
●●Raging, dark, ice-cold river, flowing Rugged slate cavern (18’ ceiling). Muddy
from east to west. sand floor (troll footprints). Campfire.
●●Low ceiling, except between 33 and 36. Spacious cauldron (stewing goulash).
●●Exits on the far side of the hill, Worn crates*. 2 Barrels (smoked herring).
3 miles downstream (see “Outside”). 4 bedrolls (heaps of animal skins, musky,
►►Anything thrown in the river has a 2-in- stained). Firewood.
6 chance of ending up in [34].
Weathered crates
Swimming A mess of miscellaneous tools, pelts,
►►Swimming against the current requires bones, etc. 1 turn of searching also reveals
a STR check. one of the following:
►►Anyone in the water has a 1-in-20 ►►Top key to the Armoury (see [26]).
chance of drowning each round (1-in-6 in ►►Queen of clubs (from the ivory deck of
heavy armour). circular cards in [16]).
►►Eye-sized jade sphere: put against an
32. Bridge over eye socket, it destroys and replaces the
a muddy strand (M) original eye. Functions as an eye, al-
though shades of green are richer, and
Natural cavern (dank jagged slate, ceiling allows to see ley lines.
40’). Muddy sand (deep, massive foot-
prints). Raging torrent. Bridge (wet slate, Trolls with a heart of gp
20’ above river, 3’ parapet, rusty ladder on
the north-east side). Cold and damp. Rugged granitic mildew-pocked skin
and clear sapphire-blue eyes; hair
Troll like porcelain lacework and brilliant
►►3-in-6 chance 1 random troll (from dolomitic teeth; massive 8-fingered
[33]) is hidding, above or under the hands.
bridge. As old as the hills; their survival instincts
►►If in trouble, will issue a bellowing call honed by eons, they do not take
for help. The remaining trolls arrive from unnecessary risks, though they bicker
[33] in d3+1 round. endlessly.
From the west ►►There is a 2-in-6 chance, +1 per troll not
The scent of a campfire and a brewing recently encountered, that they are here.
stew. The distant light of the cooking fire. ►►They want to craft a troll-child: they
need a large enough precious stone (about
a 10-15” sphere). They will then prepare
for a long, dark ritual to shape the stone
into the heart of a newborn troll.
48 ▶continued on next page
Olderest Leigha d4 Leigha’s Curses (3x/day)
►►Wants to sleep, intruders to go away. 1 Nightmare: wake up screaming 1d4
Swift to curse them if they don’t. times/night. ½ natural healing rate.
►►Can turn Broken Souls away (as a Cleric,
with persistent invectives instead of prayer). 2 Sleep: must sleep at least 1 hour
●●Ruby heart (8,000 gp intact, 5,000 gp every 1d8 hours, or –4 to saves.
shattered).
Oldest Emersyn Dark sun: cannot perceive sunlight,
►►Wants to eat new things. Interested in 3 unless reflected by something (the
new recipes and tasty-looking PCs.
●●Pearlescent coral heart (6,000 gp intact, moon, a mirror, water, etc.)
3,000 gp in pieces).
Mirror world: See things inverted.
Older Chester INT check to succeed at physical
tasks, until accustomed (5 success
►►Wants her pet spider Ella back 4 in a row). If the curse is lifted after
from [39]. She goes to feed it once a week, getting accustomed, INT checks are
knows about the trap in [37]. necessary until accustomed again to
●●Heart of jade (1000 gp intact, 300 gp the actual orientation of the world.
broken).
4 Jewel-heart Trolls
Old Bayleigh
AC 4 [15], HD 6+3* (27, 30, 30, 34 hp), Att
►►Loves treasures and shiny things. 2 × talon (1d6), 1 × bite (1d10), THAC0 13 [+6],
●●Heart of gold (300 gp worth) MV 120’ (40’), SV D10 W11 P12 B13 S14 (6),
ML 8 (7 fear of fire), AL Chaotic, XP 650
►►Regeneration: 3 rounds after being
damaged, start regaining 3hp per round.
Severed limbs reattach.
►►Return from death: If killed (0hp), will
regenerate and fight again in 2d6 rounds.
►►Fire and acid: Cannot regenerate dam-
age from these sources. The only way to
permanently kill a troll.
►►Precious heart: if their heart is not
destroyed, every night at midnight, there is
1-in-6 chance they resuscitate at 0 hp.
►►Fear of fire: Morale 8 when attacked
with fire or acid.
49
34. River Nook 35. Old Illusion (M)
Natural cave (ceiling 8’). Muddy sand. Illusory wall* (north entrance). Hole in the
Bloated Kobold corpse*. Junk* (littering ceiling* (north wall). Floor mosaic (under
the river bank). dust, colourful abstract pattern).
►►Everything that falls in the stream
upriver: has a 2-in-6 chance of washing Illusory wall
ashore here. ►►Only visible from the south: hides the
►►Bloated Kobold Corpse. In her pockets: way out. Blocks the raging rumble of the
2 cp ◆ 1 potion of Spider Climbing. torrent and any lightsource.
►►Junk. Searching the tangle of mould- ►►Smashing the mosaic dissipates the
ering wood and stained rags reveals an illusion.
ornate scroll case, rusted shut (protection
from undead, 6 turns). Collapsed ceiling
►►Heap of fallen ceiling tiles, moist dirt
50 on the ground.
►►15” wide tunnel, going up (exits on
level 1, in [16]).
3' long beetles
There is a 3-in-6 chance 1d6 Oil Beetles
roam around around the room.
6 Oil Beetles
AC 4 [15], HD 2* (hp 7, 8, 9, 9, 11, 13), Att 1 ×
bite (1d6), THAC0 18 [+1], MV 120’ (40’), SV
D12 W13 P14 B15 S16 (1), ML 8, AL Neutral,
XP 25
►►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.
36. Crumbling Courtroom Damp tapestry
Vaulted ceiling (18’). Wide stairs (going Moisture-gorged allegory woven with
down 18’). River access (slippery stone, faded, dyed elven hair: a blindfolded
iron ring to tie up boats). Statues* (On dwarf, his right hand holding a hammer
6’-tall pedestals, animal bodies, covering high, a bat hanging from his left hand,
their eyes, ears and mouth). Tapestry* wings spread.
(15’ high). Jumble of decayed furniture Weight: 100 lbs (60 lbs dry). Worth:
(benches, tables, jury box). 1,000 gp, much more to the right collec-
tor.
Crouching Statues
►►Covering their ears: Blue Amber ma-
caque, elven female head.
●●When a lie is uttered: topaz eyes glow
yellow (300 gp each, enchantment fades
in 1d10 days if removed).
►►Covering their mouth: soapstone lizard,
elven male head.
●●When someone speaks, but evil
thoughts are left unsaid: ruby eyes glow
purple (500 gp each, enchantment fades
in 1d6 days if removed).
►►Covering their eyes: red marble bat,
dwarf head.
●●When a jury renders an untruthful ver-
dict: blood tears flow down the statue’s
beard.
51
37. Killing Ground (T, M, S) Broken Soulstorm
Iron double doors (ajar, frost-covered, Fracked psyches. Anguished spirits
decorated, rusty, screeching). Unnatural glimpsed through flickering, ghostly
cold (frost on walls). Blood stains (dark, splinters of shattered mirrors; swirling
ancient, floors and walls). Ever-raging spectral shards, people-shaped
Soulstorm* (Broken Souls). Brass and kaleidoscopic columns.
amber rods* (Scorch marks on the ground
between the rods). 3 Pits (thick cobwebs, Captured, viciously tortured, promptly
12’ drop to [39]). Secret trapdoor (to [38], judged, and then murdered with care-
hollow-sounding tile). ful cruelty: the 56 restless spirits of the
wrongly accused, their names carved
Lightning rods (T) among the 216 on the Wall of the Guilty
3’ tall brass rods, surmounted by 1’ of in [18], their skulls on display in [30].
Blue Amber. Marked ‘a’ on the map. ►►See p. 12.
►►Lightning strikes any creature com- ►►A harmless Soulstorm, glimpsed
ing back from the pits: save vs wand, 8d6 ghostly echoes of Broken Souls, constant-
damage. ly rages half-seen around the room.
►►Does not strike anyone wearing one of ►►1d6 Broken Souls materialise every
the Seven’s signet rings. turn.
►►Any attempt to destroy or tamper with
the devices: releases lightning against
everyone in the room, every round, until
the room is cleared for 10 rounds.
52
38. Interrogation Room 39. Cell (M)
Ladder (iron, rusty, to [37]). Low ceiling Low ceiling (6’). Prison door (locked
(6’). Cramped table* (shackles*, torture [key in 28], stuck, iron and silver, open
tools, 3 colored jars*, 1 bottle*). Iron rings peephole). Cobwebs (thick, everywhere).
(walls, floor). Unlit brazier (coal). Vicious Ancient refuse. Mouldy blankets*.
stains. Perfumes of terror*.
Heaps of stinking blankets
Lingering perfumes of terror
An olfactory map of past crimes, haunt- ►►Among the bones of a small finger:
ing the room: metallic blood, acrid sweat, Harpo the halfling’s Aquamarine signet
involuntary relief, burning hair and flesh. ring (worth 200 gp, faint magic, one of the
Seven’s signet rings, see appendix).
On a cluttered table
►►Silver shackles (neck, wrist, chains), Cached in a crack in the wall
might be used to trap a ghost inside a ►►A brittle scroll: a tearful love letter in
possessed victim. elvish, a final goodbye to “Lady Windleaf”.
►►Cold iron shackles. Inside the scroll is a bejewelled fillet head-
►►Assortment of torture tools. band worth 3,500 gp.
►►A green glass jar of elven nails. Hidden
among them, 10 enchanted jade finger- Hiding Tarantella
nails. Replace actual fingernails (grant 2
unarmed claw attacks, 1d6 dmg; cursed: ►►4-in-6 chance of surprise.
–2 WIS; if peeled off, natural nails will ►►Ella, the pet spider of Older Chester
never grow back). the troll. Hungry.
►►A yellow glass jar of teeth.
►►A pink glass jar of finger bones. In their Ella the Tarantella
midst, a silver ring representing overlap-
ping pine needles (cast speak with plants AC 5 [14], HD 4* (18hp), Att 1 × bite (1d8 +
3 x/day; cursed: –3 CON). poison), THAC0 16 [+3], MV 120’ (40’), SV
►►An opaque black glass bottle, whose D12 W13 P14 B15 S16 (2), ML 8, AL Neutral,
torn label reads: “PA N”; heavy but XP 125
seemingly empty. When unstoppered, a ►►Poison: Save vs poison or dance for
cacophony of anguished screams erupts: 2d6 turns (suffering from painful, jerking
anyone within 30’ must save vs spells spasms that resemble a macabre dance).
with a +4 bonus, or fall unsconscious for ►►Onlookers: Viewers of one affected by
1d6 turns. Single use, unless stoppered the poison must save vs spells or begin
back fast enough (save vs spells). dancing in the same fashion, for as long as
the poisoned victim.
►►Dancing: Those affected suffer a –4
penalty to attack rolls and AC. After 5
turns of dancing, they become exhausted:
fall to the ground, helpless.
53
Appendix
Magic items
Blue Honey Fae Fruits
►►Restores 1d6 hp. A jar contains 6 doses. Grow on fae trees. They look only
►►Blue Honey cravings: a character who remotely like fruits know to mortal and
tastes Blue Honey must have at least 1 dose all taste eerily good.
per day, or roll on the table below. A save Harpo’s cookbook, written in Halfling,
vs poison ends the addiction (1 per day). may help to identify their effects.
d10 Fruit Effects (no save)
d12 Blue Honey Withdrawal 1 Iridescent +1 hp.
Grapes
1 Feet turn to horse hooves.
+1 hp. Blood turns
Prehensile Fox tail: can grab Turquoise blue, skin pales,
2 objects, help in climbing... 2 Tangerine ½ damage from
3 Oily urines. Can be used as lamp cold. 1d6 hours.
oil, or to create slippery puddles.
Green +1hp. Forget 1
Hand(s) become eagle talons. 3 Cherry random language.
Unarmed attacks deal d6 Permanent.
4 damage. (d3: 1-Left, 2-Right
+1 hp. Cannot tell
3-Both) 4 Yellow the truth for 1d6
Raspberry hour.
5 Poisonous fangs.
6 Insect mandibles. Can speak 5 Orange Fig Swap 2 random
with insects. stats. Permanent.
7 Nose disappears. Lose sense of 6 Red –1 hp. Cannot tell a
smell. –2 CHA. Soursop lie for 1d6 hour.
Ears turn to white wings. 7 Pink +1 hp. Skin becomes
8 Can still hear. Fly at ¼ speed. Apricot bark, +1 bonus to
AC. 2d6 turns.
Exhausting.
9 1’ Eyes. Perfect darkvision; Purple –1 hp. Sweat
blinded by the sun. Apple evaporates in puffs
8 of smoke. ½ damage
1d12 black wobbling horns, like from fire. 1d6 hours.
10 cast iron tentacles.
White porcelain skin, swirling 9 Black Save vs poison.
11 golden patterns. Beautiful but Strawberry Pass: down to 1hp.
Fail: full hp.
stiff. –1d3 DEX; +1D6 CHA.
12 Werebees. On full moons, turn 10 White +1d4 max hp for
into a Pastel Blue Bee swarm. Peach 1 week.
54
Harpo's candies d10 Candy Effects (no save)
Colour
Wrapped in crisp coloured paper, these
bear-shaped scrumptious hard candies 1 Pastel Blue +3 hp.
are made from Blue Honey and fae fruits.
The jar of candies in [14] contains 3 can- 2 Turquoise Breathe water (can’t
dies of each colour. Blue breathe air anymore)
►►The recipes can be found in Harpo’s for d6 turns.
cookbook, but not the effects. Ingredients
are mainly Blue Honey and the corre- 3 Leaf Vision: roll 6d20,
sponding fae fruits. Green these are the results
►►Failed attempts to replicate the candies of the PCs next d20
have either the fae fruit’s effect or no effect rolls, player chooses
(3-in-6 chance) and a 5-in-6 chance of in which order to use
having the Blue Honey’s addictive effect. them.
Harpo's candles 4 Royal –1d6 WIS for
Yellow 1d12 days.
Pastel Blue. Strong, pleasant smell of
beeswax and cinnamon. 5 Saffron Reroll stats: 3d6
►►Each burns for 6 turns total. Orange in order, swap 2.
►►Fae creatures in a 30’ radius rolls attacks Permanent.
and saving throws with a –1 penalty. The
effects of multiple candles stack. 6 Lust Red + 1d6 CHA for
1d12 days.
7 Carnation Skin rots, 2d6
Pink damage. Lasts until
next full hp.
8 Deep Turn into a slow
Purple moving black cloud
of smoke for d6
turns.
Antitoxin. Also
cancels all non-
9 Ink Black permanent candy or
Fae Fruit effect.
10 Bone Save or die.
White
55
Kodiak's Grimoire ►►Kodiak’s stone shape
2nd level magic-user spell
Fluffy purple velvet cover. Duration: 1 turn
►►Magic trap: Anyone opening the book Range: 60’
must save vs spell with a –4 penalty, or The caster instantly sclupts a 10’ cube
their head turns into a magpie’s. Dispel of stone into any shape, provided they
magic disables the trap until the book is are able to carve it by mundane means.
closed again. A skilful artisan will be able to produce
●●Research notes: Blue Amber recipe magnificent statues, but an untrained
(turning blue honey into Blue Amber) caster will only shape formless blobs.
and research on stone prosthetics. ►►Kodiak’s stone trail
●●Notes on transferring a creature life- 3rd level magic-user spell
force into a statue. Gruesome log of experi- Duration: 1 hour
ments performed on captive fae, ranging The caster enchants a bag of pebbles,
from repeated failure to obedient statues. similar in type, colour and size. He then
The process involves placing a 1,000 gp drops them behind him as he moves, no
diamond in the statue’s head. more than 3’ apart.
●●Erotic drawings: orgies involving ani- ●●The caster may use an action to be in-
mal-headed people and Kodiak himself. stantly teleported at the start of the pebble
►►Spells: trail, ending the spell.
●●If the pebbles are in any way disturbed
●●Level 1: detect magic, read magic, along the trail, the caster only teleports
shield, sleep. back as far as an uninterrupted line of
●●Level 2: Kodiak’s stone shape, detect pebbles goes.
evil, phantasmal force, wizard lock. ►►Kodiak’s stone maze
●●Level 3: Kodiak’s stone trail, dispel 4th level magic-user spell
magic, invisibility. Duration: 1 turn
●●Level 4: Kodiak’s stone maze, charm Range: 60’
monster, polymorph others. The caster targets a 30’ section of a stone
●●Level 5: cloudkill, magic jar, wall of corridor. It reconfigures itself, twisting
stone. and parting in random directions, in front
●●Level 6: geas, stone to flesh. of anyone trying to traverse it.
●●The target corridor must be at least 30’
56 long and no more than 15’ wide. Its floor,
walls and ceiling must be stone, either
natural or lined with stone blocks.
●●It takes 2d4 rounds to find the way out.
Creatures more than 6’ apart roll sepa-
rately.
●●Any physical object crossing the space
also triggers the maze effect: projectiles
will crash into a moving wall.
●●While the corridor really rearranges
itself, the spell does not affect adjacent
spaces.
Lady Jayne's Dryadwood Staff
If wood can be forged, then this staff was
forged... from a Dryad's limb.
►►Can be used to cast each of the following
spells, once per week (see Druid Spells in
Old-School Essentials): summon animals
(level 4), commune with nature (level 5),
pass plant (level 5), protection from plants
and animals (level 5).
►►It might also be used by a Dryad or
high-level Druid, to create ghostly green
motes zones of protection (from evil
or magic), similar to those in areas 15
and 21.
►►The alignment of any character who
takes the Staff: slowly changes to Chaotic.
►►Bearing the Staff also inflicts a Naturis-
tic Curse: fabric tatters in d6 days; leather
pieces grow fur, then bleed from the
inside as if freshly skinned; wooden ob-
jects grow and sprout leaves; metal rusts.
Magic items are affected on a failed save
vs spells (save separately for each item,
repeat every d6 days).
►►The staff can also be used to push or pull
the Grove towards one world or the other.
Expands all charges for a week. A Druid
or a Dryad can use it instinctively. A
Cleric must roll under WIS. Anyone else
has a 1-in-20 chance of success. Failure:
the staff engulfs the caster and grows
into a majestic oak tree; Galateia will be
furious. Success: the grove and everything
in it durably moves into one of the two
worlds (caster’s choice). The staff will
work at close proximity, or from inside
the grove.
57
Naegling ►►Naegling was used to murder Lady
Jayne. It will only tell if directly asked. It
Sentient Sword of Dame Hailwidis was taken from Haiwidis’ sarcophagus
INT 10, Ego 9, Communication Words ap- by the Dwarf Tsedek, who snuck upon
pearing on the blade, Language Common, the bathing elaphocentaur and eviscer-
Lawful tongue, AL Lawful, Sensory Powers ated her. Her last word, as she gazed upon
Detect evil, See invisible objects, Extraor- the gore erupting from under her was:
dinary Power Healing, Enchantment +1 “Rain?” The Dwarf did not say a word,
(+3 vs fae), Dmg 1d8+1. washed himself, and returned the bloody
►►Controlling the sword: see Sentient sword to Dame Hailwidis’ sarcophagus.
Swords in the Old School Essentials.
►►Lawful: when holding the sword, The Seven's signet rings
inflicts 1d6 damage per round to neutral
characters and 2d6 per round to chaotic When worn, they protect from several
characters. traps inside the Sepulchre (see room
►►Detect Evil : requires concentration. entries).
The wielder can sense the intention to do The first 6 are also the keys to Jayne’s
evil within 20’. (Note: some potentially Tomb (see [13]); Jayne’s ring allows to
harmful things—e.g. animals, traps—are safely open the trapped chest in the ar-
not evil.) moury (see [26]).
►►See Invisible Objects: requires concen- ►►Carnelian: inside Dame Hailwidis’s
tration. The wielder can see invisible or sarcophagus [11], 100 gp
concealed objects up to 20’ distant. (This ►►Onyx: on Judge Tsedek’s finger [19],
power does not reveal secret doors.) 100 gp
►►Healing: requires concentration. One ►►Amethyst: on a silver chain around the
point of damage is healed per round, for Amber Golem’s neck, 100 gp
six rounds. This power may only be acti- ►►Black tourmaline: north sarcopha-
vated once a day. gus [22], 100 gp
►►What Naegling wants: ►►Diamond: south sarcophagus [22],
500 gp
●●As far as the sword is concerned, the ►►Aquamarine: among trash [39], 200 gp
“Sunnestead Crusade” is over. If con- ►►Brownish-green corundum: inside Lady
vinced it is about to start again, fighting Jayne’s sarcophagus [15], 300 gp
the Sunnestead Sorceresse and her
minions will be its primary purpose.
●●In the meantime, it wants to be
wielded by “someone worthy”. It be-
lieves a Lawful family member of Dame
Hailwidis would automatically be.
●●Anyone else will have to prove their
worth, by being as honourable as the
late Paladin and by slaughtering fae
whenever possible.
58
List of the Fallen (67 names) Anderlecht Balmer
Freeman Nester
Bryn Coreman
Justine the Red Ysabel bet Gerraint
Hettore Pastor Rhain Dreamdust, May he forgive us
Opal Rumskinson
Frey Herrenson Phantom, the Raven
Malfex the Unwise Dame Hailwidis the Steadfast
Caprice Tripplehorn
Average Albert Paraclitus, the Hawk
Arthur, faithful feline
Qinn Jerrek Rhiannon Dreamdust, may death ap-
Prim Gondart
Carl Miller pease her sorrow
Alena Squire Our beloved Lady Jayne, victim of
Oona Wiseskin
Samuel Samuels the vilest treachery
Courtney Suits The Hon. Judge Tsedek
Jewol Marxmann Harpo, the beekeeper
Millana Millard
Deon Van Mim Barton Noon
Bandoneon Smith Logs Bison
Badger Books
Remana Goynes Orphisia Melcor
Cleopha Goldman-Smith Suranna Leaves-Glowing
Mand Druise
Greene Bowman Vadda Grimmspiel
Elsius Stormborn Pearl Vimes
Feodor the Mute
Sturri Gravensohn Moonbeam Waterspeckles
Tussaud Nimbletoes Nyoght Wissen
Coolidge Barnes Blake Palmer
Pangelina Padoga Divanios Glück
Clay Fischer
Holly Krestmire Melodi Sun-Spinner
Fern Strongbow Lorm Strong
Uri ban Stamm
Alomea Dreamcaster Mary Roskobbel
Ztan Vorruns
Craig the Undying
Patrick Byrd
Stuart Mann
Dashka Dhurt
Paghu Copper-Tongue
Sensius the Untalli...
59
The trial of ►►He may request that the PCs call Dame
Lady Jayne's murderer Hailwidis’ sword (from [11]) as a witness.
Judge Tsedek may ask the PCs to judge ►►Unless the PCs are experts in Dwarven
him according to Dwarven Law, once his Laws: he will try to backseat-pilot the
own killers have been dealt with. entire trial, probably revoke his counsel-
He will do so if he admits to himself that lor and represent himself. He will most
he probably killed Jayne, which should likely end up calling for a mistrial, and
happen if the PCs ask him the right ques- maybe even being exonerated, much to
tions, after talking to the sword Naeglin, his dismay.
for example. ►►If not convicted, there is a 3-in-6
►►The courtroom [36] is downstairs. If chance he’ll attack, in an attempted “sui-
needed, he asks the PCs to erase the chalk cide by the Court”.
prayer trapping him in his tomb [19].
►►Only when condemned will he give the
►►He needs a judge, a prosecutor, a PCs his signet ring.
defender, and a jury of at least 3 (7 is bet- ►►But, if he survives his trial and its after-
ter). He may suggest the PCs enroll the math, he would accept to accompany the
dungeons inhabitants in the jury: the PCs to open Lady Jayne’s Tomb. She will
Dryad and Amber Golem, mostly. NO! pardon him, granting him eternal rest.
NO KOBOLDS!
A stout beardy
Lady Justice
brandishing a
blind mammal
in lieu of scales;
a bludgeoning
weapon to light
the way:
Dwarven Justice.
60
Design notes Restocking the dungeon
PCs are not expected to clear the whole
Classic Dungeoncrawl dungeon in one run. The referee is en-
This module was designed to be played couraged to consider sticking to the old
using classic Old School dungeon crawl- tradition of beginning and ending each
ing procedures (see Adventuring in Old gaming session outside the dungeon, as it
School Essentials), in particular the scru- is (with a few possible exceptions) not a
pulous tracking of time, encumbrance and safe place to rest.
systematic monster reaction and morale PCs may go back to the nearest town to
rolls. The treasure assumes the game sell their loot, heal, carouse and resupply.
uses a gold for XP mechanic. The PCs are In this case, the referee is encouraged to
expected to be accompanied by NPC fol- restock the dungeon with new threats; if
lowers and retainers. word of the PCs newfound wealth goes
around, throwing in a few rival NPC
At lower levels? adventuring parties will also enhance the
While it is unlikely that PCs could “solve” dungeoneering experience.
the entire dungeon by way of parlay, the
most dangerous foes in this module can Flavour
be reasonned with. Careful, socially-en- ●●This module assumes all elves originate
clined players with characters of level 3-4 from Faërie. If it does not fit the cam-
could theoretically attempt this adventure paign, the referee may choose to reskin
(and hope to escape with a good chunk of the elves in this module as some elf-adja-
the treasure). In this case, the referee may cent folk, for example as Sidhe.
consider adjusting the undead level drain ●●Either to restock the dungeon or
capabilities (see below), in particular for because Kobolds are boring, the referee
the numerous and unpredictable Broken is encouraged, if so enclined, to replace
Souls. them with bandits, goblins, lizard-folk,
rat-folk, or any campaign-appropriate
Undead mechanics critters posing a similar challenge.
If it better fits the referee’s vision, the ●●Classical sources use the term Alseid to
undead’s Level Drain abilities may be re- describe a grove nymph.
placed by an Attribute Drain ability, as the ●●While this module keeps in tone with
wise Melan once suggested: the Specter the Original Game, mixing elements from
(Lady Jayne) drains 2d4 CON, Wraiths various european folklore, the referre may
(Broken Souls) drain 1d6 CON. chose to refocus the flavor towards a more
Characters reduced to 0 CON die and will “nordic” feeling. In this case, Jayne can be
become undead. described as a Völva (a kind of Seeress)
The immediate threat will be greater, but rather than a druid. Similarly, the Dryad
without long-term consequences. may be reskined as a Huldra.
61
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NEVER MEET FORGOTTEN HEROES! Long ago a half-elf, half deer-centaur named Jayne led
a small guerilla band against the armies of an evil fae witch. They prevailed at terrible cost.
Over centuries, the Church erased all memory of Jayne’s fae nature. Monsters moved into her
hideout-turned-sepulchre, still haunted by Jayne’s ennemies and companions, and a ghost
longing to complete his vengeance...
In this 39-room dungeon, adventurers will discover the fates and true faces of Jayne and her
unremembered companions. Will they get out with forgotten riches, or become the latest victims
of a centuries-old tragedy?