Cults of The Sundered Kingdoms (S&W)
Cults of The Sundered Kingdoms (S&W)
Cults of The Sundered Kingdoms (S&W)
364
Oliver Rathbone (Order #27405459)
Authors: David Brohman, Casey W. Christofferson, Patrick Lawinger, Front Cover Art: Artem Shukayev
and Greg A. Vaughan Interior Art: Felipe Gaona, Brian LeBlanc, and Marcin Rudnicki
Additional Design: Erica Balsley, Anthony Pryor Cartography: Robert Altbauer, Ed Bourelle, and Dave Brohman
Developer: Greg A. Vaughan Playtesters — Morrick Mansion: Nathan White, Andy and Amy
Producers:Clark Peterson, Bill Webb, and Charles A. Wright White, Jenny “Notdatone” Jones, Scott Wall, Brian Shack, David Cane,
Editors: Jeff Harkness, Erica Balsley, Andrew Bates, Scott Greene, Beth and Michael Park, and “Gant Burnedtoes”
Mike Johnstone, Ed McKeough, Anthony Pryor, Greg A. Vaughan, and Playtesters — Aberrations: Shane Shirley, Kathy Christofferson, Clint
Kevin Walker Bennett, Carl and Steve Meyer, Michael Cunningham, Hussein, Kirsten
Swords & Wizardry Conversion: Jeff Harkness Goodall, James Stewart, and Darcy Perry
Project Manager: Greg A. Vaughan Playtesters — Crystal Skull: Shoshana Brohman, Carolyn Jackson,
Layout and Graphic Design: Charles A. Wright William Jackson, Mike Keough, John O’Neil, and Bob Radejewski
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
Table of Contents
Foreword. p. 5
Cults of the Sundered Kingdoms Gazetteer...........................................................................p. 6
Introduction.................................................................................................................................p. 7
History of the Sundered Kingdoms.......................................................................................p. 7
Lost Lands Timeline of the Sundered Kingdoms......................................................p. 13
Peoples of the Sundered Kingdoms.....................................................................................p. 17
Languages.....................................................................................................................p. 18
Chapter 1: The Sundered Kingdoms.........................................................................................p. 20
Technology Levels.........................................................................................................p. 21
Giantlands............................................................................................................................p. 20
Kildren Point........................................................................................................................p. 22
Lowport................................................................................................................................p. 22
Matagost Peninsula..............................................................................................................p. 23
Old Burgundia......................................................................................................................p. 25
Ramthion Island...................................................................................................................p. 27
Southvale, Duchy of............................................................................................................p. 30
Sunderland, District of.........................................................................................................p. 32
A Folktale of the Sundered Kingdoms........................................................................p. 32
Points Beyond......................................................................................................................p. 35
Chapter 2: The Cults.................................................................................................................p. 37
Obelisks of Chaos................................................................................................................p. 37
The Obelisks..................................................................................................................p. 38
Baphomet.............................................................................................................................p. 38
Crocutus...............................................................................................................................p. 38
Cybele ................................................................................................................................p. 39
Athame..........................................................................................................................p. 40
Dagon ................................................................................................................................p. 40
Fraz-Urb’luu........................................................................................................................p. 40
Hastur ................................................................................................................................p. 41
Jubilex ................................................................................................................................p. 41
Slime Spells...................................................................................................................p. 42
Kostchtchie..........................................................................................................................p. 43
Kunulo ................................................................................................................................p. 44
Mirkeer ................................................................................................................................p. 44
Orcus ................................................................................................................................p. 44
Pazuzu ................................................................................................................................p. 45
Tsathogga.............................................................................................................................p. 45
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Chapter 3: New Monsters.........................................................................................................p. 47
Azure Fungus.......................................................................................................................p. 47
Choker ................................................................................................................................p. 47
Co’Nurgral the Chaos Beast, Nascent Demon Lord............................................................p. 48
Demon Mist.........................................................................................................................p. 49
Dragon, Bone.......................................................................................................................p. 50
Mhaazoul, Nascent Demon Lord (666th Child of Orcus).....................................................p. 51
Serpentfolk...........................................................................................................................p. 53
Magic Items Appendix..............................................................................................................p. 54
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Oliver Rathbone (Order #27405459)
Foreword
A Peak Behind the Curtain
With The Lost Lands: Cults of the Sundered Kingdoms we are at last able to start the systematic exploration
of our Lost Lands campaign world. Previous to this, we have only been able to give out little bits and pieces of
the campaign setting as places are explored through adventure encounters and locations. A perfect example of this
is The Lost Lands: Sword of Air where the player characters are given a whirlwind tour of the Gulf of Akados
region, but other than locations specific to that adventure, no real information is given about the region itself.
However with Cults of the Sundered Kingdoms we are, for the first, time able to give a gazetteer to a portion
of the Lost Lands. In this book you will find a gazetteer describing the region of the Sundered Kingdoms in
detail above and beyond simply the portions covered in the Cults of the Sundered Kingdoms Adventure Path.
With this information and the additional regional information to be found in Tales of the Lost Lands: Tales
Pack 1 and Tales Pack 2, you can build your own campaign in these lands greater than those adventures we
have created and not worry about contradictions between your own creations and the established Lost Lands
canon. This process will continue with our next book release The Lost Lands: Borderlands Provinces, which
will detail almost all of the rest of the Sinnar Coast Region Map. We will continue to produce books to explore
regions of the Lost Lands in gazetteer detail leading up to and even following the eventual release of The Lost
Lands Campaign Setting.
In addition to the opportunity for the first gazetteer expansion of the Lost Lands, Cults of the Sundered
Kingdoms allows Frog God Games to continue its update and release of old Necromancer Games materials long
out of print and largely lost to the buying public in anything other than pdf form for an older rules system.
As you have no doubt seen with prior releases such as Rappan Athuk, The Lost Lands: Stoneheart Valley, and
The Lost Lands: The Lost City of Barakus, it is our goal to get these classics into your hands in expanded form,
updated to new rule systems and to the Lost Lands setting. However we don’t wish to simply reissue old materials
with a few tweaks here and there for rules changes, we at Frog God Games also want to give you value for
your purchase by greatly expanding upon these older adventures with the addition of new original material.
Cults of the Sundered Kingdoms gives an excellent example of this as we took the three classic Necromancer
Games adventures Morrick Mansion, Aberrations, and Crystal Skull—all long out of print—and combined them
together with three brand-new Frog God Games adventures and the gazetteer of the Sundered Kingdoms region to
bring a book with a campaign scale much larger than the sum of its parts and in a format that we hope you’ll find
both exciting to play in your home game as well as useful to expand upon that campaign in the Lost Lands.
Not every product we produce will use this exact ratio of classic material to new materials. For instance, the
upcoming The Lost Lands: Borderlands Provinces consists of all-new materials in the Lost Lands setting
while The Lost Lands: Legends of Hawkmoon after that will consist of a much greater ratio of classic mate-
rials to new as we use it to compile all of the Necromancer Games adventures of Lance Hawvermale into a
cohesive Lost Lands adventure path. Regardless of the ratio in any given product, however, rest assured that
our goal at Frog God Games is to give you quality game books that are not only cool adventures and campaign
guides but valuable additions to your Lost Lands collections. We hope you think so, too.
—Greg A. Vaughan
June 10, 2015
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
The Cults of the Sundered Kingdoms Gazetteer describes the lands eyes of the Imperial Court at Courghais it is considered all one chaotic
that make up the central area of the Sinnar Coast Region. This region was jumble. The Cults of the Sundered Kingdoms Gazetteer includes a poster
first introduced with The Lost Lands: The Lost City of Barakus by Frog map of this region that encompasses roughly the central third of the larger
God Games in 2014. That book, which detailed the Free City of Endhome Sinnar Coast Region map.
and its immediate surroundings, included a poster map of the Sinnar Coast The Cults of the Sundered Kingdoms Gazetteer includes a description
Region, the central-most section on the eastern coast of the continent of of the eight territories that comprise the area of the Sundered Kingdoms
Akados in the Lost Lands. Endhome lies on the northern third of that as well as their technology levels (including a guide to Lost Lands tech-
coastal region, and The Lost City of Barakus provided information only nology levels), the history of its formation from ancient prehistoric days
on the area within 50 miles of the free city, leaving thousands of square to the present (including a timeline), the five primary human ethnicities
miles mapped but without significant description. that occupy the region and their languages, as well as the humanoid races
The Lost Lands: Cults of the Sundered Kingdoms is the first prod- they share it with, and details of the thirteen evil cults that are highly ac-
uct to further detail the area revealed in that regional map. The Sundered tive in the region, where they principally operate, and the history of their
Kingdoms is not a true, recognized territory with well-defined boundaries. involvement in the area.
Rather, it is a generalization that refers to a portion of the Sinnar Coast The gazetteer also ties in directly with the Cults of the Sundered King-
Region that recognizes both its lack of any central authority and its tumul- doms Adventure Path where portions of this region are given greater at-
tuous history. The name is often used synonymously with the District of tention as characters adventure in locales such as the Endhome hinterlands
Sunderland, though that territory is actually only a part of the Sundered and Grollek’s Grove to the Moon Fog Hills and the deepest depths of the
Kingdoms region and does not comprise its whole area — though in the Duchy of Southvale.
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Oliver Rathbone (Order #27405459)
Introduction
Introduction
South of the free city of Endhome, east of the King’s Road and Trader’s amenities, but over the years lucrative veins of silver, gold and mithral
Way, north of the Forlorn Mountains, and west of the sea, these lands have been mined many times and the old kingdom of Burgundia was a
comprise what are known today as the Sundered Kingdoms, a half-wild land known for its refinement and sophistication. Still others see it as a
land of scattered towns and villages, a handful of independent city-states, cursed land, beset by evils far beyond its ken and plagued by a darkness
and few formal borders. It is a land where giants still roam the mountains, that extends back into the mists of time — these people, however, are not
trolls prowl the hills, and unknown beasts walk in the night, a land where far wrong.
villagers huddle after dark around crackling fires behind puny palisades
History of the west of Sull was the great continental forest of Akados, stretching from
the Forlorn Mountains to the Crescent Sea, but east of the Lorremach
Highhills was a plain of gently rolling grasslands punctuated here and
Sundered Kingdoms there by rough hills and scattered forests. Upon this plain dwelt dozens
of tribes of Andøvan, the Ancient Ones as they are usually now known.
The Ancient Ones were a mixture of hunters, growers and breeders of
The history of the Sundered Kingdoms is a story long and complex. horses, and their magic was in the strength of the natural world and its
Multiple empires have laid claim to its lands, yet none has succeeded in creatures. Shamans called upon the spirits of the land and the middle air.
holding it in the end, and all have spent more blood and coin to hold it They communed with many different types of spirits, and some of them
than it was probably worth. Many people see it as little more than a string were what would now be called demons.
of petty kingdoms of shifting borders continually racked by skirmishes Though the lives of the Ancient Ones of Sull were hard — the land
and civil wars, though many parts of it have been at peace for generations. had few great rivers and was prone to drought and famine — the spirits
Others think of it as a backwater with little to offer in resources or civilized of the land provided enough for the tribes to survive, if not thrive. Cattle
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The Lost Lands": Cults of the Sundered Kingdoms
raids and kidnappings for marriages and slave labor were common, but “My father had no other sons to carry his name,” Aracor stated. “I have
in general, if a tribesman stayed close to the villages of his people and three sons, all grown and healthy, and each has grown sons of his own. It
his tribe’s shaman remained in good graces with the spirits, life was not is a small price for me.”
too hard, and he might live to see his fifth decade and his grandchildren And he ordered his two oldest sons to bring the youngest, Aram,
grown. More often, however, the tragedies of life beset the Ancient Ones, forward, and there he sacrificed his Aram upon the rocks before the Dark
and illness or violence from opposing tribes or monstrous marauders Shaman’s cave, his blood spilling into the froth of the green ocean below.
brought an end to their life before their 40th year. Such was the way of life Aracor and his remaining sons returned to Mynydd Marfal to plan their
for time beyond counting, but it was not a way satisfactory to all. campaign. The next summer, canoes and coracles loaded with armed
Upon the Fair Island (now Ramthion) across the narrow sea (as the warriors paddled across the narrow sea and war came to the Plains of Sull.
Dardanal Strait was then known) there arose a chieftain named Aracor. The warriors of Aracor swept down from the peninsula, pillaging
Aracor had three sons who were all mighty warriors and had many sons and burning the villages before them, taking their survivors away as
of their own. With his line and the future leadership of his tribe secure, slaves, and advanced as far as the hills at the end of the mountains before
Aracor sought the means to bring an end to the travails of his tribe and the tribes of Sull organized enough to mount any real resistance. The
secure their fortune for all time. In the time of his youth, Aracor had once war raged through winters and summers while fields were left untilled
accompanied his father to visit the Dark Shaman who dwelt at the southern and animals went untended. Aracor’s army lived off the spoils of their
tip of the Fair Island. Aracor’s father, Arcenda, had sought the old man’s victories, sending the rest to their island to feed the families they left
advice on the secret of long life and plentiful resources. The enigmatic old behind. The other tribes faced famine, unable to bring in sufficient
shaman had whispered in Arcenda’s ear while Aracor looked on from the harvests to support themselves.
distance. Arcenda then arose and walked away. He gathered up his son The nine greatest surviving chieftains of the Sull tribes grew afraid under
and their gear and they traveled back to their village in silence. Arcenda the seemingly endless onslaught and agreed that desperate measures were
never spoke again of the shaman or what secrets he revealed, but Aracor warranted. They converged upon the holy hill of Bryn Calun at the heart
knew it must have been something truly terrible because Arcenda clearly of the plains, and each brought with him his wisest and most powerful
never followed through with it; he died of a winter fever two years later shamans. Faced with the supernatural good fortune and long life of Aracor
and left Aracor as a young man to rule the tribe. of the Island of War, they decided that they needed assistance from the
For many years, Aracor wondered about the words of the Dark Shaman. spirits of the Otherworld as well. So, against the advice of the elders and
Despite his father’s forebodings, however, the house of Aracor knew great wise men of their tribes, they had their high shamans perform a ritual at
bounty and good fortune — three sons, all alive to adulthood and sons the sacred ring atop Bryn Calun. They called upon the worst and most
of their own, and four daughters, each fairer than the next and married powerful kinds of spirits, the spirits of the middle sky and of the hollow
to chiefs of neighboring tribes. Soon Aracor felt that the spirits must hills, and beseeched them for aid. And the dark forces that had long sought
truly smile upon him and wish for him great things. He decided to test entry into the world of mortals listened to their prayers and laughed.
their bounty and, allied with the tribes married to his daughters, brought Unbeknownst to the chieftains of Sull, the king-chieftain Aracor had
warfare to the Fair Island. More than simple cattle raids or small-scale also grown afraid. The initial invasion of Sull had gone well, but it had
attacks, he mobilized his warriors and invaded the villages of the tribes bogged down as the Sull tribes rallied. Now the resources of the island and
around him. The island was swallowed in a tide of bloody conflict and the spoils of war grew thin with all the men off fighting on the mainland,
was no longer known as the Fair Island but rather the Island of War. But and famine and starvation had fallen upon Aracor’s own folk. In addition,
the spirits still smiled upon Aracor and within a few years he was king- the king-chieftain felt his age more acutely each day and realized that the
chieftain of the entire island. He built a great broch atop Mynydd Marfal Dark Shaman’s magic was not working.
and ruled there as a king among chieftains as the other tribes of the island Leaving one son, Arcan, to continue the war in Sull, Aracor took his
paid him and his sons homage. other, Arved, and returned to the shaman’s cave at the south end of the
After a time, Aracor grew tired of his new wealth. He reasoned that the island. There he confronted the Dark Shaman and said, “You promised me
spirits still favored him and intended more for him since his sons still lived the secret of long life for the price of my blood!”
and now his grandsons were grown, too. He remembered the trips of his “So I did, so I did,” chanted the ancient shaman, “but the price is not full
youth across the narrow sea and of the wide lands of Sull, and he coveted paid. You still have many sons and grandsons, and your life and fortune
them as well. He coveted their fields of grain and their copper mines, their comes at their cost. Just as I told your father … so I did, so I did.”
plentiful forests and their hardy plains ponies. He knew he could conquer Enraged, Aracor left his son at the Dark Shaman’s cave with a bronze
those lands, too, if he had but the time, for old age was advancing upon sword and orders to cut the old man’s throat if his spell did not prolong
him; his fifth decade was nearing its end and no one but the spirit-filled Aracor’s life and allow him quickly to win the war. The old man cackled
shamans ever lived beyond that age. He had the secret to bounty and good with mirth as the king-chieftain departed, leaving his son and 20 warriors
fortune; he just needed the secret to longer life. And with that in mind he behind. Aracor returned to Mynydd Marfal to await word from his other
took his sons and traveled to the southern tip of the Island of War to see son, Arcan, who was leading the war in Sull.
the Dark Shaman. At Bryn Calun, the high shamans completed their ritual, and a great
By some dark miracle, the wizened old shaman still lived in his cave darkness covered the sky. A great sound made of many infernal voices
in a rock by the sea. He left his sons behind and walked up to the strange, cried out, “It is done!” and all nine shamans instantly fell dead. Then,
wrinkled creature and said, “Old Man, if you knew who I was you would descending from the darkened sky, came a tall stone, more than five times
give me the secret to long life.” the height of a man. It was of the blackest stone cut so that its four sides
“I know who you are, Aracor, son of Arcenda, just as I knew your were flat with its tip cut into a pyramid. It came to rest in the center of
father when he came to me with this question. He did not like the answer, the sacred ring, and the voice said, “With these stones your war may end.
and it brought to him his death because it vexed him so. Are you sure you Draw thine own blood at the appointed hour to crush your enemies.”
want to hear it yourself?” The bodies of the nine high shamans were burnt in a pyre around the
“You know I am Aracor, king-chieftain of the Island of War. I possess strange obelisk, and the shaken chieftains departed back to their warriors,
all that can be seen from atop the mountain Marfal and more. I fear uncertain if they had succeeded in helping their tribes or not.
nothing you have to say. The spirits have already gifted me with bounty. I As word of the ritual of the high shamans spread, rumors returned to the
need only life to enjoy it.” chieftains that the dark stone atop Bryn Calun was not the only one. A total
“So it is, so it is,” the old man replied. “Then you shall know the of 18 strange stones of different heights and colors but all the same shape
truth. The secret to your long life is to pay the price of the keepers of the had descended from the sky that day to various points around Sull. In
Otherworld with the life of those that would follow after you.” fact, a group of four had descended into the forested hills just west of the
“You mean my children?” Aracor replied. “I am to pay for my own life peninsular mountains where the armies of Aracor’s son were gathering.
with the life of one of one of my sons?” The nine chieftains, trusting to the spell of their shamans, gathered their
“So it is, so it is,” the old man cackled. warriors into a great host to meet him there.
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Oliver Rathbone (Order #27405459)
Introduction
The warriors of Sull attacked Aracor’s son among what would become the
Moon Fog Hills where a cluster of three strange stones — one shimmering
with starlight, one black as midnight, one of pulsing green stone — now stood
Arrival of the Hyperborean Legion
together, while another covered in shifting shadows stood barely more than 2 When the Legion of Polemarch Oerson reached the eastern flank of the
miles away. The warriors of Sull sought to attack with surprise and take the continent of Akados in his expedition, he came upon a place where the ranks
army of Bloody Arcan, son of Aracor, by surprise, but Arcan was ready, and of the great continental forest broke apart and revealed a vast, hilly plain
more of his warriors were hidden in the woods than the nine chieftains knew. well suited for cultivation of cereal crops and raising of horses. In fact, the
After fighting for a day and a night, the army of Sull was decimated, and its scattered tribes that lived in this area that they called Suilley raised a breed
last remnant huddled between the three stones, awaiting the final attack. of pony that could travel well across the sometimes-rugged terrain and
It was then that the nine chieftains agreed that the time had come to use subsist on the sparse vegetation that grew in the drier portions of it.
their last desperate measure to call upon the power of the stones. They Years later, after the defeat of the high elves, when the Legion found
drew their blades across the palms of their hands and let their blood soak itself repelled from the Helcynngae Peninsula by the savage fighters of the
into the dry dust. The blood seeped into the base of the stones, which Heldring, Oerson withdrew his troops to this favorable region beyond the
began to glow with a powerful dark light as more blood soaked in. The forest’s leaves to regroup and resupply. Here among the assimilated tribes,
nine chieftains suddenly fell dead, and their blood was drawn in torrents he began breeding their rugged plains ponies and the Legion’s warhorses.
through mouths and nose, ears and eyes, to be absorbed into the stone Where the plains met the treacherous terrain of the Lorremach Highhills,
faces of the obelisks. And when the last of the blood had been drawn forth he constructed the Stronghold Hjerrin to watch over the horse-breeding
from the dead chieftains, the stones released a great pulse that tore down activities on the plains below that were so vital to the fighting mobility
the trees in all directions and destroyed the armies of Sull and Bloody of his Legion.
Arcan entirely. Not a man walked alive from that field of battle.
Some 200 years later when the Hyperborean Legions suffered bitter
After the stones released their deadly pulse, they settled to a quiet
defeat at the hands of the Heldring, the levies raised on these plains were
humming, barely heard unless one was standing nearby. And word spread
used to construct fortifications along its coast to guard against a sea
throughout the Plains of Sull of the disaster of the battle. Word also spread
invasion by the folk of the Helcynngae Peninsula. Though the anticipated
that all 18 of the strange stones now hummed with an unearthly buzz that
attacks never came, the Hyperboreans kept the main coastal forts of
led the survivors of the tribes to move far away to find new lands to settle
Salyos and Parthos garrisoned for long years.
so they might reclaim their lives. Word also spread to the east, where the
The dryness of the southern and northern plains, marshy wetness of
few warriors of Aracor remained on the coast. When they heard of the
the central plains, and lack of year-round rivers prevented the area from
death of Arcan and the destruction of his armies, they climbed into their
becoming as densely populated as the empire’s core realms, and though
canoes to paddle back across the narrow sea with the news.
the heart of the empire’s horse-breeding needs was eventually moved to
At Mynydd Marfal, Aracor grew more anxious awaiting word of the
areas farther west, the plain continued to provide a fine yield of grain crops
victory of his son, Arcan, so that he might know that the Dark Shaman’s
and the occasional discovery of a lucrative mine. The plains remained
spell was taking effect. He paced long into the night in his chambers high
atop Broch Marfal as he awaited a messenger. In the depths of one night, underpopulated and fairly peaceful for centuries, with only the occasional
he heard footsteps outside the door to his chamber. Crying out, “Is there threats of giant and troll raids out of the mountains and hills and tribes of
word from Arcan?” he flung open the portal to instead find his grandsons, orcs north of the Gaelon River.
the sons of dead Aram, standing without, bronze knives in their hands. When destruction came to the city of Tsen and the Great Darkness fell
“There is,” they said, “Your son, Arcan, is dead, just as is our father, Aram, over the waters north of the Suilly region, the plains would likely have
and tonight you pay your blood price for the spells of the Dark Shaman.” remained largely unaffected except that a small trading village at the
The sons of Aram fell upon Aracor and stabbed him many times so that mouth of the Gaelon to the north suddenly found itself at the center of
he died in his chambers within the mighty fortress he had built. With the trade on the Sinnar Coast. This village grew into the city of Endhome, and
death of Aracor, the last spell of the 18 obelisks was completed. They all as a result trading ports began to appear all along the coast to the south
simultaneous stopped their humming and silently sank into the ground and on the nearby islands. Among these Penmorome, Pontus Tinigal, the
as if it were water until they had disappeared from sight. Once they were fort at Parthos, and Port Clar became the most prominent. The fortress of
encased in the rock belowground, a great shudder shook the earth. It Highreach was constructed to defend against pirates of the Ramithi Clans
traveled violently through the plains and the peninsula and caused a great that began congregating in the swamps of the island peninsula known as
rising of the sea to the east. The waters rose up and swamped the southern the Sea Dagger.
portion of the Island of War so that it was smaller and its shape forever
changed. When the waters receded from the deluged portion, they left
behind a bitter salt swamp that covered the island’s southern end. Calamity Comes
The shock of the earthquake struck the mountain of Mynydd Marfal
just as the sons of Aram finished killing their grandfather. As the mountain With the great calamity that shifted the poles of the world and changed
suddenly shook, the fortress of Broch Marfal was thrown down and the oceans forever, the prosperity of the plains unraveled. Within a few
crashed into the valley below. But from the rubble crawled the lifeless short years, the always arid hills and plains became so dry that even
body of Aracor, given new life. The blood price of all of his family had the cereal crops failed. A few short years later, great wildfires from the
been paid, Aracor now lived as a creature of the night that survived on destruction of Curgantium spread across the continent in a conflagration
the blood of the living. He hunted among the survivors of his people and that lasted for years. The flames devastated the Plains of Suilley, and
found that the promised bounty was their blood. As long as folk remained the forests of the Matagost Peninsula went up like a stack of tinder. The
upon the island to hunt, he would never starve. city of Endhome, protected by the waters of the Gaelon River, was the
Aracor traveled by night to the ravaged southern tip of the island where only portion of the plains spared. Refugees traveled in scores across the
he found much of the land claimed by the sea. But the Dark Shaman’s Dardanal Strait by whatever conveyances they could to escape the burned,
rock was still above the waves, draped in seaweed and dying sea life from infernal landscape behind them.
where it had been for a time swamped under. He found the corpse of the In the years that followed, when the Imperial Court removed itself to
Dark Shaman, drowned but still sitting bent and wizened where he had its new capital of Tircople far to the east across the Sinnar Ocean, the
been when he had lived, a strange, fatalistic smile frozen upon his face. folk of the plains became insular and taciturn. Endhome elected a new
And the dead shaman’s gaze rested upon the point where Aracor’s son had form of representative government and conducted itself as a free city-
made his camp, now nothing more than a deep green tidal pool. state. Penmorome sealed its gates against all travelers to avoid the plagues
The last of his line, Aracor returned to the mountains, but he came down spreading across the ravaged countryside. The Ramithi pirates set sail
from them at night to hunt among the island’s survivors until none was left from their fortified citadel of Kapichi to bring much-needed supplies to
alive and no one remembered Aracor, King-Chieftain of the Island of War. the beleaguered refugee towns and villages huddled along the coasts of
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The Lost Lands": Cults of the Sundered Kingdoms
Ramthion Island, becoming legendary saviors of the isle. Overking Macobert raised the Primus to his feet. He said that
Little more than a decade later, the Hyperborean elite and the Legions Penmorome had stood in opposition to his rightful rule, but Penmorome
that served as the source of their power and authority had completely stood no more. He said that before him he saw only the city of Penmorgh.
withdrawn from Akados, and the long pent-up warbands of the Heldring He named the Primus as Magnate of Penmorgh and placed the entire
began to pour over the Helwall far to the south, bringing sword and fire Province of Southvale in his hands to rule with justice in the king’s name.
to all in their path. Soon, Heldring longships were seen off the coasts Macobert’s small fleet was as yet unable to launch an effective attack
of Penmorome and Ramthion. They quickly conquered the islanders but against the Heldring longships of Ramthion Island, but the Ramithi Clans,
were unable to breach the great walls of Penmorome and settled instead who still held out against the ruling Heldring at Kapichi, took note of
for ravaging the countryside of Southvale. Though the Ramithi pirate the new Kingdom of Foere and watched it carefully. Nevertheless, it was
clans remained secure in the stronghold of Kapichi and preyed upon the not until the time of Macobert’s great-grandson, Overking Osbert II, that
invaders’ longships when they could, the Heldring became the de facto the entire Heldring host of the Helcynngae Peninsula was finally brought
rulers of the island and erected their mighty fortress of Farketh Knowe to battle and decisively defeated at Oescreheit Downs. This was the first
from which to rule over their subjugated people. true defeat of the Heldring on their home soil and spelled the end of their
The Heldring raiders found the gentle forested lands of Southvale, spared influence over southern Akados.
the worst of changing climate and fire ravages, to be a rich and fertile. Within weeks, the Ramithi Clan ships began to pour forth from
They built settlements of their own among the ruins they had left. Soon the Kapichi with lightning raids upon Heldring ships and coastal settlements.
surviving inhabitants of Southvale outside of Penmorome were living in Remembered as the saviors of many of Ramthion’s refugees generations
these new Heldring settlements, intermarrying and assimilating them. before and fresh on the heels of the Heldrings’ demoralizing defeat by
The omnipotence of the Heldring was not long-lived, however. Fifty- the Foerdewaith, the Ramithi Clans raised the local populace against
three years later, the Polemarch Daan rose upon the far southern island their masters in bloody rebellion. The Heldring of Ramthion Island were
of Insula Extremis. He soundly defeated the Heldring at the battle of overthrown and their fortress at Farketh Knowe destroyed. Their legacy
Agedium and began his legendary march to overthrow the corrupted of piracy swiftly forgotten, the folk of the island embraced these former
Hyperborean Court at Tircople. Thousands of warriors from the Plains ruffians and soon identified with their clans, claiming kinship whether
of Suilley and Matagost Peninsula flocked to the banner of Daan, seeing any bloodline existed or not. The sailing clans did not entirely give up
in him the opportunity to right the wrongs that had afflicted them for their freebooting ways, but they took their depredations farther south and
generations and bring a new prosperity to the world not seen since the allowed the veneer of respectability to settle over them and their island
height of Hyperborea. Though the Heldring of Ramthion Island observed home. Within two years the Province of Ramthion was added to the
Daan’s march with a watchful eye, they felt secure in their island fastness growing empire of the Foerdewaith.
and were undisturbed as his new Legion passed them by. In Southvale,
however, many of the assimilated Heldring of the vale likewise joined the
march on Tircople under Daan’s leadership. The results of that campaign
are legend unto themselves, and though Daan managed to overthrow the
Rise and Fall of a Kingdom
corrupt and wicked court, he and much of his force bled their life out on
Membership as states within the Kingdom of Foere brought new
the sands of the Sacred Table in far Libynos. Few of those who marched
prosperity and trade to the plains and coastal provinces. The advent of
to war ever made their way home to Suilley.
the new monarchy and its reclamation of Tircople led to the launching of
crusades as the power of the Huun rose in far Libynos and threatened the
The Warhorses of Suilley holy city upon its Sacred Table. The result of one such crusade was a new
wave of settlement as land grants in the sparsely populated hills and plains
of Suilley were given by victorious Overking Yurid to those knights who
A hundred years passed with little impact on the lands of Suilley,
had faithfully served him. One such knight was the valiant Count Wynston
Matagost, Ramthion and Southvale until the half-elven knight Macobert
Mathen who established a prosperous village in the Moon Fog Hills and
arose from the ashes of Hyperborea and began carving out the kingdom of
opened a lucrative silver mine nearby.
Foere in central Akados. The secret of much of Macobert’s success were
Centuries of relative prosperity passed, and dwarves from the fabled
the heavy warhorses he discovered being bred on the Plains of Suilley.
He purchased the animals in great numbers to begin his own breeding mines of Hazad-Burgh in the Forlorn Mountains discovered gold and
program to create a knightly order of heavy cavalry unseen since the silver in Southvale. With the permission of the Magnate of Penmorgh,
Cataphracts of Daan. the dwarven city of Durandel was founded. Soon, precious metals flowed
With the consolidaton of much of central Akados into his Kingdom across the Blackflow River and out from the wharves of Penmorgh,
of Foere, the long-lived Overking Macobert brought his Knights and bringing evermore riches to the guilds of that city. However, with the death
the Foerdewaith host in a march to the Plains of Suilley. Once there, he of Overking Oessum VIII on the Fourth Great Crusade a mere century later,
quickly brought the plains into peaceful subjugation by establishing the the beginnings of cracks in the provinces’ foundations began to appear.
provinces of Suilley and Matagost and by bringing the justice and stability The new overking, an aged uncle of the popular Oessum, felt a military
of the King’s Law to the wild lands of the Sinnar Coast for the first victory close to home would boost the morale of the faltering kingdom.
time in generations. He rebuilt the old Hyperborean forts of Salyos and He gathered the Army of Light to eradicate the Temple-City of Tsar far to
Parthos, razed long before by Heldring raiders, and created the Province the north in the Gulf of Akados region. However, the expected victory was
of Burgundia to support them. undermined when the armies of Orcus and the Army of Light disappeared
The city of Endhome approached Macobert and negotiated its status to into the Forest of Hope north of Endhome. Neither was ever seen again, and
remain a free city though subject to certain taxes and obligations to the Overking Graeltor found his reign descending into chaos. Within a few short
Foerdewaith Court and with a Foerdewaith magnate to advise the senate. years, Graeltor was dead — whether by ill health and age or by poison was
Macobert then turned his attentions upon the sealed city of Penmorome. never determined — and the Foerdewaith Wars of Succession had begun.
He approached the city in force by land and by sea. The Heldring
The Sundering
settlements provided little resistance as a few warbands were swept away
and the rest quickly learned to lay down their arms at the king’s approach.
As Macobert’s siege lines were put into place around Penmorome, the
city’s gates suddenly opened with a fanfare of trumpets. Out of the gates With the collapse of the monarchy, the Kingdom of Foere began to
marched the Primus of Penmorome and his entire family, complete with unravel. The ever independent-minded Ramithi were the first to declare
attendants, courtiers and entertainers. Given leave to approach the great independence from the unraveling empire and proved to be the first in a line of
king’s tent, the Primus laid the keys of the city and a wreath of golden falling dominoes. Shortly thereafter, the Grand Admiral of the Foerdewaith
laurels as Macobert’s feet and swore fealty to him on the spot. Fleet, from the fleet’s primary harbor at Pontus Tinigal, declared Pontos
10
Oliver Rathbone (Order #27405459)
Introduction
Island as the seat of the Kingdom of Oceanus and himself as Emperor of but they had declared themselves an independent kingdom and needed
the Oceans Blue, claiming the oceans of the world in his name. With his allies. In a brilliant maneuver of stealth and diplomacy, King Oescar of
audacious claim, other nations looked at Emperor Maximilian d’Varago Burgundia snuck out of his besieged city and met with the Senate of
Pontos askance, but the shattered rulership of Foere could do little with him Endhome and ambassadors of Oceanus. In the famous Pulanti Accord,
controlling the lion’s share of their maritime power. representatives of the city and the two kingdoms hammered out an accord
The would-be monarch Frobisuire gained control of the fleets anchored that recognized Endhome as a free city into perpetuity, acknowledged
at Reme and spent a year consolidating his hold by defeating the rival Burgundia as a sovereign nation and bound all three in an alliance of
fleets at ports along the Crescent Sea. Then he took his fleet out of the mutual protection. Witnesses described the ability of the three sides to
Mouth of Akados and made sail for Highreach to stage an invasion of come to an agreement as almost supernatural in nature, but all parties
Pontos Island. However, his successes thus far mattered little against left satisfied with the agreement. The Wizards’ Academy of Endhome
the experience and mastery of the sea enjoyed by d’Varago Pontos. The magically transported King Oescar and his entourage back to Trevi, and
Oceanic fleet took Frobisuire’s fleet in a series of lightning maneuvers and the next day the Oceander garrison withdrew from Endhome, making it a
finally trapped them off the Sea Dagger where they were resoundingly free city in truth as well as name. Both promised aid to besieged Trevi, but
defeated at the Battle of Kapichi Point. The battle likewise crushed the the logistics of it made it a long time in coming.
bulk of the Ramithi navy, which was trapped in its harbor, and reduced the The next domino to fall was the Province of Suilley declaring itself a
fortress of Kapichi to rubble. With the death of King Frobisuire, no other sovereign kingdom. In many ways this helped Burgundia, as it decreased
claimant for the throne commanded the resources to challenge d’Varago the threat of attack on its western border. But the declaration was not
Pontos’s mastery of the seas, and the Kingdom of Oceanus endured. greeted with joy everywhere in the region. The eastern portion of Suilley
With the sinking of the Foerdewaith fleet, many nations saw that the was sparsely settled but held many diehard royalists, and civil war almost
beleaguered capital at Courghais was hard-pressed to deploy troops immediately broke out across the Gundlock Hills and plains west of the
effectively — if sufficient troops could even be gathered amid the turmoil. Trader’s Way. This chaos threatened the besieging army of Matagost as
This emboldened the outlying provinces, and more defections followed. much as it did Burgundia, so there was little net effect on the war between
First among them was Endhome. Previously considered an independent the still-loyal province and the former province. The situation was
protectorate of the empire, the Senate found itself on the near shore to compounded when an army of Foerdewaith immediately attacked western
a new maritime empire and knew they were between a rock and a hard Suilley from the Duchy of the Rampart.
place. They declared neutrality and expelled the Foerdewaith garrison, The commander of the Foerdewaith army in Troye had been removed
sending them away with the former Magnate at their head. The Senate after his humiliating retreat before the rebel Burgundians without a fight
elected a Governor to carry out executive duties and awaited the turmoil five years earlier. As a result, the new commanding general was brazen and
they knew would come. desired a quick and decisive victory. His counterpart in Manas, the leader
Endhome did not have to wait long. News soon reached them that a of the army of Suilley, knew this all too well because he had attended
Foerdewaith Imperial army approached from the Duchy of the Rampart. the Royal Military Academy in Courghais with the commanding general
It had far to travel, but Endhome’s army was small and ill-equipped for years earlier. The Suilley army clashed with the Foerdewaith troops along
the battle. But a neutral harbor is always valued, and Endhome found the Rampart causeway. The onslaught forced the Suilley army to retreat
unexpected allies. When the Foerdewaith army rounded the northern curve toward a small copse around the edge of an abandoned cow pasture called
of the King’s Road and approached the Gaelon River, they found that Bullocks Bale.
the Endhome army had fired the bridge and was arrayed along the north The aggressive Foerdewaith commander, tasting blood from his first
bank to repel a crossing. As they prepared to array themselves to force a success against Suilley, wanted complete victory and did not want the
crossing, scouts reported another army approaching from the south. It was opposing army to regroup among the trees and make an orderly retreat.
the army of Burgundia, but it was not flying imperial colors. Oceanus and He pushed his troops off the causeway’s highland to cut across the field
Endhome had bought off the loyalties of the Magnate of Burgundia, and only to discover that recent rains had left its grassy expanse a sodden mess
he marched to the aid of Endhome. Though the Foerdewaith army was and the Suilley had dug numerous concealed holes within its high grasses.
larger than either force, its commander realized that he risked being caught The terrain hindered the Foerdewaith troops and completely bogged down
between two attacking armies and a river. He withdrew along the King’s its heavy cavalry. Slingers and archers emerged from the copse and began
Road before he could be encompassed, and traveled all the way to Troye a withering hail of missile fire into the exposed Foerdewaith troops. The
where he dug in against pursuers. Pursuit did not come, and Endhome left main Suilley army reversed course and came back down the causeway to
the empire without spilling a drop of blood. Days later, an Oceanic fleet strike the straggling rear elements of the Foerdewaith, cutting off their
sailed into the harbor of Endhome, and the city found itself hosting an retreat back to the causeway. Nimble, unshod spearmen entered the field
occupying force. They had simply traded one emperor for another. and moved among the heavily armored troops, slaughtering them as they
With the defeat at Endhome, and the threat of Oceander invasion from struggled in the mud. Within hours, three-fifths of the Foerdewaith army
the sea and the betrayal of Burgundia by land, the Foerdewaith garrisons was destroyed, with only those who slogged their way to the unguarded
at Salyos and Parthos were exposed to attack from both sides. Ships north side of the pasture and across a small stream surviving. Suilley
sailed up the coast under cover of night to avoid any Oceander patrols and cavalry pursued and cut many of these down so that in the end only a small
withdrew the entire garrison of each fort under cover of darkness before remnant of the Foerdewaith army returned alive from Bullocks Bale.
retreating to the security of Highreach. When dawn came, the forts were The next year brought even more turmoil to the blood-soaked lands of
empty. With this act, the last bit of loyalty remaining in the Province of the Sundered Kingdoms. The Province of Southvale, secure in its out-of-
Burgundia unraveled. The Magnate was publicly executed and his body the-way corner, had watched the chaos engulfing its neighbors with great
dragged through the streets of Trevi. trepidation. But the walls of Penmorgh remained manned by trained troops
With the garrisons of Salyos and Parthos now reinforcing his northern and the local militias were raised in the town, so the vale felt ready for the
coast, the Magnate of Oestre, the ruler of Matagost Province, marched approach of any external threat. It was not ready for a threat from within
on Trevi. His route through the Moon Fog Hills avoided detection, and when one of the province’s local barons, Tarler Traverthal, led a coup
he was able to lay siege to the city before the Burgundian army reached within the city and assassinated the Magnate of Penmorgh. Traverthal had
him. As Matagost besieged the city, the Burgundians encircled and gained the support of the guilds and, therefore, had the support of the local
besieged the besiegers. But the army of Matagost was well supplied, and garrison. The Guild Council quickly raised Traverthal to the position of
the Burgundians could not break their fortified encampment. The city and Duke of Southvale and allied itself with Burgundia.
both armies settled in to what would become a long siege. In response to this new uprising, the Magnate of Oestre deployed the
The Burgundian army was forced to defend a huge area against possible troops he had brought to Highreach and, within a few months, a new
invasion from Foere. Thus they had insufficient forces to break the army army loyal to Foere landed south of Wellesley and marched on Penmorgh.
of Matagost at Trevi. They had taken the much-needed gold of Oceanus The army outnumbered the forces holding Penmorgh, but the Magnate
and Endhome to threaten the Foerdewaith army marching on Endhome, of Oestre had not reckoned on the numbers and training of the peasants
11
Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
who arose from the countryside to harass them nor the heavy infantry dwarven army slashed into the rear flank of their hated enemy, the giants
provided by the dwarves of Durandel. The army of Matagost soon found held only moments before breaking in a panic. Hundreds of giants fell in
itself outnumbered and caught in unfavorable terrain. The army was the space of a few hours, and hundreds more fled westward, back to the
routed and forced to retreat to the coast to be picked up by the ships that mountains. But on the field of battle, the Duke of Southvale lay dead.
had transported it down. When the army of Burgundia marched in a few weeks later, they found the
With Matagost reeling from its sudden defeat, Duke Tarler took the giant threat averted and the battle-scarred populace turned against them.
initiative and marched his now-blooded army up the Southvale Causeway The guilds of Penmorgh had elected a mayor to oversee the city, and he
toward Trevi. These reinforcements, combined with the surrounding became the de facto ruler of the entire duchy as a result.
army of Burgundia, broke the siege of Trevi, routing the Matagost host. King Guillerm quickly withdrew his forces to Trevi and only beat the
At the same time, word came that ships carrying survivors of Matagost’s messengers bearing news of Southvale’s secession from the Kingdom of
southern army encountered a storm in Dardanal Strait and many had gone Burgundia. The outraged king threatened war, but this time cooler heads
down, including the one carrying the Magnate of Oestre. Pandemonium among his advisors prevailed. The army did not march again, and the
immediately engulfed the Matagost Peninsula, and civil war broke out in Court of Burgundia hoped to normalize relations with Penmorgh through
the quickly fragmented province as war still raged in eastern Suilley. peaceful means in order to once again welcome them into the kingdom.
Seeing the chaos to the east and fearing further reprisals from Their hopes of consolidation were dashed, however, only a few years later.
Courghais, the forces of Suilley withdrew west of the Trader’s Way and Six years after the giant invasion, a fleet of ships came silently out
the new king foreswore any interest in the warring region of the Gundlock of a night fog and landed on the shores of Matagost. Oceander marines
Hills and surrounding plains. Burgundia likewise positioned troops along stormed ashore and quickly took Highreach while transport ships
its northern borders to prevent any bleed over from the civil wars in deployed infantry and cavalry units. In only a matter of weeks, Oceander
Matagost and the Gundlocks, but also deployed troops to refortify the old units swept through the war-torn remnants of the peninsula and brought
strongholds of Salyos and Parthos on the Sinnar Coast. It also admitted its civil war to a screeching halt. The banner of Oceanus now flew over
Penmorgh into the Kingdom of Burgundia as the capital of the new Duchy Oestre, and the maritime empire had its first mainland holding.
of Southvale. At the same time, diplomats were dispatched to the courts of Trevi, Port
The civil war in the Gundlock Hills eventually burned itself out as the Clar and Penmorgh to demand immediate fealty to Maximilian d’Horatius
population, further depleted by the fighting, packed up and left for safer Pontos II of the Kingdom of Oceanus and Emperor of the Oceans Blue.
lands. The central plains were once again largely devoid of settlements. Southvale, seeing a way to gain support against the hated King Guillerm of
Meanwhile, the civil war on the Matagost Peninsula slowed to a low simmer Burgundia (and with insufficient naval forces to effectively resist anyway),
with occasional flare-ups of violence against targets of opportunity among immediately swore fealty. Stubborn Ramthion Island predictably refused.
the various factions. It seemed stability was on the verge of returning to the Burgundia, panicked by the sudden capture of Matagost on its northern
ancient Plains of Sull, but the respite was to be short-lived. border, bought time by negotiating a tribute to be paid to Oceanus but at
Burgundia now knew prosperity as regular patrols of heavily armed the same time sent envoys to the Foerdewaith Court in Coughais with an
and experienced troops secured its borders. Southvale, little bloodied offer of alliance against Emperor Maximilian, II.
by the worst of the fighting, likewise settled into something close to Trestal Drivoromich, the newly installed King of Foere, agreed to
prosperity as the guilds jockeyed for power and control of trade in and out Burgundia’s offer (and bribe) and ordered the army in Troye to march east
of Penmorgh. However, in the time of Duke Tarler’s son, trouble came to to aid Burgundia against the Oceander occupiers of Matagost. Suilley,
Southvale. The giant tribes of the Giantlands in the neighboring Forlorn finally seeing a break in the years-long stalemate it had endured with the
Mountains noticed the violence going on among the puny humans of the Duchy of the Rampart, waited until the Foerdewaith army marched well
plains. But other than occasional raids into southern Burgundia where along the King’s Road and then ambushed it west of the Gundlock Hills.
they encountered companies of heavily armed soldiers as often as they Reeling, the army from Troye retreated west beyond the causeway of the
encountered spoils for the taking, they did little to get involved. With Rampart. King Trestal drank poison after the humiliation, bringing chaos
normalcy returning to Southvale, they now saw a land of accumulating once again to Courghais. His advisor Marimet took the throne amid the
riches that did not have nearly the numbers of armed troops as nearby turmoil and sought to quickly bring about stability and a sense of order. He
Burgundia. So on one Moonless Night in the fall of 3306 I.R., a howling declared the border of the Kingdom of Foere to be drawn at the line of The
horde of hill giants led by their larger cousins stormed down from the Rampart, with all points east and south to be formally named the District
mountains in western Southvale. of Sunderland to recognize its internal lawlessness and final separation
A call for help immediately went forth from Penmorgh to Trevi. from the imperial court.
However, the guilds of Penmorgh — in their unending loggerheads over
primacy within Southvale — had recently backed a measure to undermine
the Guild of Ironmongers, which had signed a lucrative agreement with
the Royal House of Burgundia. The move cost the Burgundian king a
Sunderland
great deal of money when his investment fell through and soured relations With the defeat of the Foerdewaith army, Burgundia saw its proposed
between him and Penmorgh. When King Guillerm received word of the alliance fall apart and began paying its tribute to Oceanus while technically
attack on Southvale, he rashly ignored his court advisors and instead had remaining sovereign. Finally, after 20 years, a formal peace was achieved
his keeper of accounts tally the financial losses suffered as a result of the between the two nations and all tribute payments ceased. By this time,
guilds of Penmorgh. He then estimated the number of days that a giant Oceanus firmly controlled Matagost, Southvale and much of the plains of
raid could ravage Southvale before Penmorgh suffered the same economic Sunderland. With its southern borders secure, the now-aged Maximilian
loss. When that number of days expired, King Guillerm the Petit (as he II gathered his armies in Matagost and marched across Sunderland. His
became known) gathered his army and marched on Southvale. But he was goal was nothing less than to capture the imperial court at Courghais.
already too late. But the Feordewaith king during this time, the former advisor Marimet,
The invading giants hit Southvale hard, ransacking many towns on retained his throne through his shrewd diplomacy and careful stratagems.
its forested western border. The giants continued pushing forward as the He had long prepared for such a contingency, and the army of Oceanders
militias and army were unable to get organized. They finally formed a found itself met — and soundly defeated — on the King’s Road by a well-
defensive line at Guildford that held. A stalemate ensued for several days as trained and prepared Foerdewaith army. The Oceanders retreated across
the giants probed for weaknesses along the Guildford front as they continued the plains, and a formal treaty of non-aggression was signed between
ravaging the countryside they had already crossed. Things looked bleak for Oceanus and Foere the next year.
the defenders of the vale until a new army entered the field. Things seemed to have finally reached a peace in the perpetually war-
The gates of Durandel opened, and a dwarven host marched to war for torn lands. Phillipe of Burgundia, the nephew of King Guillerm, succeeded
the first time since the relief of Trevi. The giants, unaware of the dwarven his uncle to the throne, and a new era of prosperity and trade came to his
city’s location, overlooked them as defenders of Southvale. When the kingdom. Burgundian wines, fine furnishings, and its unique silver-veined
12
Oliver Rathbone (Order #27405459)
Introduction
marble were in demand throughout Akados, and King Phillipe made discovered in the Forest of Hope and the final fate of the long-lost Army of
many diplomatic sojourns of friendship to the courts of other nations. One Light was finally known. A mysterious doom came to the town of Greenpool
such trip in 3350 I.R. was to the city of Penmorgh, once a holding of on Ramthion Island 22 years later and left it little more than an abandoned
Burgundia but now a vassal of Oceanus and a trusted trading partner of ruin centered on the green tidal pool from which it took its name.
the Burgundian throne. Not all was doom and destruction this time. A consortium of Endhome
Unfortunately, not all saw the new peace in a positive light, and some merchants established a trade outpost in western Sunderland called
folk still remembered what they saw as the betrayal of the Burgundian Grollek’s Grove, Oceanus began formal trade relations with settlements
throne during the giant invasion two generations earlier. It was just such on the distant Razor Coast. Settlements began to spring up again along the
partisans who plotted the assassination of King Phillipe at the aptly named Soldier’s Road and throughout the plains of Sunderland.
King’s Head Inn in Penmorgh. The plot was discovered and the king
escaped with his life and a serious injury that his court clerics healed, but
the injury to his soul was not so quickly resolved.
The formerly friendly and outgoing Phillipe withdrew and became
Recent Years
increasingly paranoid. Only a year later, the outriders of Weatherell Once again wars have touched the fragile realms of Sunderland.
reported a Burgundian army marching on their borders. A call for aid
Forty years ago, Oceanus finally invaded Ramthion Island and quickly
immediately went forth from Penmorgh, and a fleet was dispatched to
consolidated its hold upon the lowlands by building a foreboding fortress
land at Parthos and assist the defenders of Southvale. The Oceanic fleet
called the Damerhold. The ever-defiant Ramithi, however, rallied to the
successful took Parthos and pinned the Burgundian king on the causeway
mountains around the ruins of Farketh Knowe where they elected a “duke of
between the mountains and Stony Strand. At the same time, an Oceander
battle” or dux bellorum in the old Hyperborean tradition to lead them in war
army marched forth from Oestre. Once again, little more than a century
since the last time, Trevi found itself besieged. This time, however, its and drive the Oceander invaders from their shores. This conflict has now
king was not inside to lead it. dragged on into its fourth decade with the Oceanic hold on the lowlands
Trapped on the causeway, the Burgundian army was defeated at the growing ever firmer but little progress being made in the highlands.
Battle of Weatherell Moor and King Phillipe was slain. His son Marteir With the new expenses of their Ramthion campaign, Oceanus withdrew
took the throne in Trevi, but the besiegers were soon reinforced by the its troops from Parthos and turned over responsibility for maintaining the
Oceander army coming up the causeway and the forces of Southvale post the mayor of Penmorgh. Ill equipped for the task, the new garrison
that joined it. The walls of Trevi proved their worth once again, but after quickly fell to a barbarian called Gathos the Cruel from the Wildlands
three years with no relief, the city finally fell. King Marteir was taken in who renamed the fort as Lowport and installed himself as tyrant. He has
chains to the dungeons beneath the grim fortress of Tros Zoas. The armies since fallen in personal combat with a challenger, and a new tyrant now
of Oceanus threw down the stones of Trevi’s wall and laid waste to the rules on the Sinnar Coast.
entire countryside of Burgundia. When they finally left after months of With stability returned to the much-reduced Kingdoms of Foere since
pillage, they left a garrison in Parthos, but very little lived or remained the time of Marimet, the latest overking called for a new Great Crusade
whole throughout the length of Burgundia. The land fell to ruin, home against the heathen Huun threatening the borders of the western nations, but
to scattered settlements of bandits and roving humanoids, and became few in the worn and battered Sundered Kingdoms heeded his call. Now the
known as the Wildlands. exhausted populace seeks some respite in a time when monstrous marauders
Little of great note occurred over the next 40 years until a strange Tower once again roam the hills, often unimpeded, and sinister cults look to dark
of Bone suddenly appeared in the Fae Copse of Southvale and the dwarven forces for power. The Sundered Kingdoms are a land ripe for saviors who
city of Durandel was destroyed. The infamous Dungeon of Graves was are willing to take on the long darkness that has engulfed it.
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
Imperial Erylle Huun
Record Cycle Chronicle
(I.R.) (E.C.) (H.C.)
Construction of Helwall begun, Legion breeds horses on plains east of Lorremach
–83 6402
Highhills
–2 6483 Tower of Oerson completed
1 6485 Battle of Hummaemidon; Birth of Imperial Record
Stratego Verin and his Legion destroyed by Heldring in Peninsular Campaign; Militias
288 6772 are raised from Helwall to Apothasalos fearing Heldring attack; Coastal forts erected
south of Matagost Range to guard against sea invasion
687 7171 Beginning of Pax Hyperborea
The Great Darkness covers waters of Gulf of Akados region for three years; Sea trade
1491 7975
to the north ceases
Small port of Endhome becomes hub of trade on eastern coast, grows to be known
1492 7976
as “Trading Capital of the Continent”
1930 8414 Port city of Penmorome established on Southvale coast
1932 8416 Evil treants from Fae Copse plague Penmorome and surrounding settlements
The Great Conflagration; Citizens of Penmorome with soldiers of Parthos raze forests of
1943 8427
Southvale with iron axes and fire; Treants retreat into Black Wood and Fae Copse
Towns of Southreach, Guildford, Marwood, and Whitehaven founded; Treants
1944 8428
disappear from Fae Copse
2360 8844 Stonebridge built over Blackflow River
2472 8956 Last of evil treants hunted in Black Wood
Poles of Boros shift; Goitre emerges to form Tempest Meridians; Ice sheet begins
2491 8975
forming over continent of Boros and World Roof
Tower of Oerson destroyed; Wildfires ravage Curgantium and spread across Akados
2496 8980 1 burning Plains of Suilley and Matagost Forest; Refugees flee across Dardanal Strait to
Ramthion Island; Endhome spared devastation
Imperial Court relocates to Tircople; Western empire abandoned by Hyperboreans;
Chaos descends among survivors of Suilley Plain and Matagost Peninsula;
2499 8983 4
Penmorome seals gates against all travelers; Endhome elects Senate to govern in
absence of Imperial Court; Ramithi pirates give aid to refugees of Ramthion Island
2516 9000 21 Hyperboreans withdraw from Akados; Heldring cross the Helwall
Heldring longships land on Ramthion Island and subjugate the populace; Heldring
2517 9001 22
land in Southvale but cannot breach walls of Penmorome
Heldring conquer all of Southvale but Penmorome, found settlements of Wellesley,
2521 9005 26 Weatherell, Freeport, North Bay, Penn, and Pike Point but eventually assimilate with
local population
2523 9007 28 Fortress of Farketh Knowe constructed for Heldring to rule Ramthion Island
2566 9050 71 Daan acclaimed as Polemarch of Insula Extremis
2576 9060 81 Daan defeats Heldring at Battle of Agedium
2581 9065 86 Daan’s Legion marches on Tircople, passing through Plains of Suilley
Daan falls as he destroys the lich-queen Trystecce; Few warriors return home to Plains
2584 9068 89
of Suilley
Daanites withdraw to Ynys Cyrmagh; Daanites name the rest of the world as Lloegyr
2585 9069 90
— the Lost Lands
2690 9174 195 Knights of Macobert formed, mounted upon destriers bred in eastern Suilley
2698 9182 203 King Macobert begins uniting Akados as Kingdom of Foere
2744 9228 249 Macobert crowned Overking of the Hyperborean Monarchy of the Foerdewaith
Foerdewaith provinces of Suilley and Matagost established; Old Hyperborean forts at
2745 9229 250
Salyos and Parthos rebuilt
Province of Burgundia established to maintain garrison forts at Salyos and Parthos;
2751 9235 256
Construction begins on city of Trevi
14
Oliver Rathbone (Order #27405459)
Introduction
Imperial Erylle Huun
Record Cycle Chronicle
(I.R.) (E.C.) (H.C.)
Overking Macobert and his Knights march on sealed city of Penmorome, Primus of
2762 9246 267 Penmorome opens gates with welcoming celebration; City renamed Penmorgh,
Primus Ostephion appointed Magnate of Penmorgh; Province of Southvale created
2768 9252 273 Overking Magnusson completes imperial capital at Courghais
2802 9286 307 Overking Osbert, II, defeats Heldring at Oescreheit Downs
Ramithi islanders overthrow Heldring warlords on Ramthion; Fortress of Farketh Knowe
2803 9287 308
thrown down
Ramthion Island petitions for entry into Kingdom of Foere; Province of Ramthion
2805 9289 310
created
Huun besiege Tircople, overrun part of Crusader States; Overking Yurid gathers
2970 9454 475 Crusader army at Pontus Tinigal and Tros Zoas to sail for Khemit, march overland to
Tircople
2971 9455 476 Second Great Crusade breaks Siege of Tircople and drives Huun from Sacred Table
Count Wynston Mathen given land grant in Moon Fog Hills; Mistwood silver lode
2977 9461 482
discovered near Malthlyn
3160 9644 665 After years of declining population Hazad-Burgh falls to giant invaders
Dwarf lord Durand Strong-Arm discovers gold and silver west of Blackflow River;
3190 9674 695
Establishes Durandel mines under Fae Copse in Southvale
Overking Oessum VIII calls for Fourth Great Crusade; Armies and fleet gather at
3199 9683 704
Endhome to sail for Crusader Coast
Huun defeated at Battle of The Sickles; Overking Oessum slain; Graeltor crowned
3207 9691 712
overking
Army of Light defeats Tsar and pursues Disciples of Orcus into Forest of Hope where
3210 9694 715
both disappear; Citadel of Orcus vanishes from Tsar
3213 9697 718 Foerdewaith Wars of Succession begin; Ramthion Island breaks from empire
Grand Admiral of Pontus Tinigal withdraws from Foere, declares himself Emperor of the
3215 9699 720
Oceans Blue; Kingdom of Oceanus established on Pontos Island
Earl of Swordport mockingly declares himself Monarch of the Moonsilver Sea,
3216 9700 721
assassinated by agents of Oceanus
Imperial fleet gathers at Highreach to attack Kingdom of Oceanus; Foerdewaith
3217 9701 722 fleet defeated at Battle of Kapichi Point; City-state of Endhome declares neutrality,
Foerdewaith garrison expelled
Foerdewaith army marches on Endhome; Army of Burgundia paid off by Oceanus
3218 9702 723 and Endhome, surprises imperial army with flanking maneuver; Imperial army
withdraws to Troye without bloodshed; Oceander army occupies Endhome
Imperial garrisons withdrawn from Salyos and Parthos; Kingdom of Burgundia declares
3221 9705 726 its independence; Armies of Matagost besiege Trevi; Burgundia sues for peace with
Oceanus; Oceander army withdraws from Endhome
Kingdom of Suilley declares independence; Eastern region of Suilley erupts in civil war;
3222 9706 727
Foere attacks western Suilley
3223 9707 728 Foerdewaith army defeated by Suilley at Battle of Bullocks Bale
Magnate of Penmorgh assassinated; Penmorgh appoints duke and allies with
3224 9708 729
Burgundia; Southvale named a duchy of Burgundia
Matagost attacks Southvale; Dwarves of Durandel aid army of Penmorgh and route
3225 9709 730
Matagost army
Siege of Trevi lifted by human and dwarven army from Southvale; Matagost erupts
3226 9710 731 into civil war; Suilley armies withdraw from Gundlock Hills drawing new eastern border
at Trader’s Way
3227 9711 732 Burgundia garrisons coastal forts of Salyos and Parthos
Giants from Giantlands invade Southvale as far as Guildford, Duke Artimus Traverthal
slain in battle; Burgundia refuses to give aid; Men of the vale and dwarves of
3306 9790 811 Durandel drive giants back; Duchy of Southvale secedes from Kingdom of Burgundia;
Burgundia threatens war but does not invade; Mayor of Penmorgh becomes de facto
ruler of Southvale
15
Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
Imperial Erylle Huun
Record Cycle Chronicle
(I.R.) (E.C.) (H.C.)
3309 9793 814 Border Keep constructed in Southvale to guard against further Giantlands incursions
Kingdom of Oceanus demands fealty from Burgundia, Southvale and Ramthion
Island; Invades Matagost Peninsula quickly ending civil war and bringing its factions
to heel; Southvale surrenders; Ramthion refuses; Burgundia agrees to pay tribute to
3312 9796 817
Pontus Tinigal to avoid invasion, calls to Foere for aid with promise of fealty; Suilley
attacks troops sent by Foere to assist Burgundia; Foere withdraws beyond The
Rampart and names region east of Suilley the District of Sunderland
Burgundia and Oceanus reach peace agreement; Oceanus firmly controls Matagost,
3333 9817 838
Southvale, and much of Sunderland
3337 9821 842 Oceander army marches from Matagost for Troye
Foerdewaith army defeats Oceanders soundly at Battle of the King’s Road; Oceander
3338 9822 843
forces withdraw back across Sunderland
3339 9823 844 Oceanus and Foere sign nonaggression treaty
Partisans of Southvale attempt to assassinate visiting King Phillipe of Burgundia in
3350 934 855
Penmorgh; Plot is discovered and king escapes
Burgundia attacks Southvale; Oceanic fleet lands at Parthos to aid Southvale;
3351 935 856 Oceanus also marches from Matagost; Trevi besieged by combined armies; King
Phillipe slain in battle, succeeded by King Marteir
Trevi destroyed; King Marteir taken captive to Tros Zoas; Burgundia falls and
3354 938 859
Oceander armies lay waste to the lands; Leaves garrison at Parthos
3392 9876 897 Tower of Bone appears in Fae Copse; Dwarven city of Durandel falls
3400 9884 905 Rappan Athuk: The Dungeon of Graves discovered in Forest of Hope
3422 9906 927 Doom of Greenpool
Merchants of Endhome establish Grollek’s Grove as trading post between four nation-
3423 9907 928
states: Endhome, Sunderland, Suilley, and Duchy of the Rampart
Captain Aldrin Shaw of Eastwych deserts from the navy of Foere, relocates to
3436 9920 941 Swordport; Begins to gather small fleet of freebooters; Shaw’s estate at Stormshield
seized by governor of Eastwych
3442 9926 947 Captain Shaw’s fleet driven from Swordport by earl’s dragoons; Flees to Razor Sea
Captain Shaw destroys small Foerdewaith colony on Razor Coast and founds Port
3446 9930 951
Shaw
3451 9935 956 Oceanus opens trade relations with Port Shaw
Oceanus invades Ramthion and conquers lowlands; construction begins on The
3478 9962 983
Damerhold
Ramithi resistance gathers in mountains at ruins of Farketh Knowe, appoints dux
3483 9967 989
bellorum to drive Oceanders into the sea
Ramithi resistance successfully repels Oceander army in Caterwaul Mountains;
3484 9968 990 Oceanus turns responsibility to garrison Parthos over to Southvale; Construction begins
on Fort Kellstyn
Gathos the Cruel executes garrison of Parthos; Renames city and declares himself first
3485 9969 991
Tyrant of Lowport
3517 10,001 1022 Current year
16
Oliver Rathbone (Order #27405459)
Introduction
Foerdewaith
Erskaelosi Ramithi
Heldring Kaf
Peoples of the short-lived kingdom, with many of their warriors serving in the king’s
personal guard. After the fall of the kingdom, many Erskaelosi still roam
the Wildlands and remains of Old Burgundia, picking through the ruins of
Sundered Kingdoms Trevi for items to use or to trade. Tyr remains their principal city, though
many found their way eastward into Southvale, lured by promises of gold
from the valers seeking their skill as giant fighters from their long tenure
As with most places upon the continent of Akados, if you look hard in the shadow of the Giantlands.
enough you’re apt to find someone of just about any nationality, ethnicity,
race or religion imaginable. But the Sundered Kingdoms are not a melting
pot like ancient Reme or cosmopolitan Courghais, so the local peoples
are much more common and are the folk who are usually encountered.
Foerdewaith
The peoples most commonly found in the Sundered Kingdoms (human or
otherwise) are described below. The Foerdewaith are by far the most commonly found ethnicity across
the Sundered Kingdoms. These humans represent the many indigenous
tribes that dwelt in the lands and were assimilated by the Hyperboreans. It
Erskaelosi was these tribes who were left behind when the Hyperboreans withdrew
from Akados and who later became part of the hegemony of Foere started
These barbarians are principally found only in the southern portions by the first Foerdewaith overking, Macobert. As a result, the Foerdewaith
of the Wildlands. Their main settlement is the city of Tyr. Immigrants of are descended from hundreds of tribes in ancient times but identified as a
the northern Irkainian deserts after the destruction of Tsen turned much single people during the height of the Foerdewaith monarchy. Now they
of the land into a poisoned wasteland, a portion of this brawny warrior- are extremely unlikely to identify themselves as Foerdewaith, having
race made its way south in a long, decimating migration. Reeling with broken off from that failing kingdom during the Sundering years. Now
the catastrophic loss of the City of Wonders 2000 years ago, the lands of they tend to identify themselves with where they live, whether that be
southern Akados were unprepared for the arrival of the refugee peoples nationality, duchy, city, village or general region.
from beyond Tsen’s northern borders. City after city of province after
province of the Hyperborean Empire turned aside these gaunt, starving
warriors. On more than one occasion, militias and city defenders took an Heldring
overzealous and violent approach to ousting the wanderers.
A reputation for thievery and raiding clung to the Erskaelosi, though The fair-skinned raiders of the Helcynngae Peninsula arrived after
it was primarily the result of rumor and exaggeration. On more than one the abandonment by the Hyperboreans. Their longships full of vicious
occasion, local war bands attacked straggling camps of these peoples and raiders landed on the coasts of the Sundered Kingdoms and swept across
slaughtered them for what meager treasures they carried, only to claim Ramthion Island and Southvale. They conquered all of Ramthion Island,
that they had attacked them in “retaliation” for some fictional earlier raid. but never managed to capture the city of Penmorome (later Penmorgh).
In the sparsely populated Suilley Plains, the Erskaelosi finally found Later, when the Foerdewaith finally cowed the Heldring, they withdrew
a home, and even then they tended to migrate toward the foothills of the from Ramthion, leaving little more than pillaged towns and half-breed
southern portion that more resembled their former homes in the Barrier bastard children. As a result, their legacy upon that island was short-lived
Hills and surrounding plains. Centuries later, the King of Burgundia and largely unnoticed as their descendants were quickly absorbed by the
encouraged other scattered settlements on the plains to relocate to the local population. In Southvale, however, they never departed. Instead, the
southern portions of his kingdom. The city of Tyr grew from one of their Heldring raiders built homes in that gentle land, living fairly peaceably.
17
Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
Languages
himself realized that Gasquen was inadequate to communicate
Westerling (Common) within his growing empire and set about establishing the Westerling
The common language of most of Akados, Westerling (as it is military tongue as a vernacular to be used commonly among all his
known outside of Akados) or Common (as it is more commonly disparate peoples. Gasquen is now found only in isolated areas or
known locally) is the language handed down to the civilizations of the noble courts that wish to strongly identify with Old Foere. In the
continent by the Kingdom of Foere. The language of the overking’s Sundered Kingdoms, the Ramithi, who hate the Heldring influence on
court as High Boros lost popularity among the aristocracy, Westerling the Common tongue, speak Gasquen almost exclusively as a means
pervaded trade, diplomacy and soldiering. It was from this last that it of emphasizing their cultural identity in the face of generations of
spread throughout the continent as Foerdewaith armies marched forth invasion of their island.
and the local auxiliary conscripts needed a means of communicating
with their commanders. Related to Gasquen and High Boros with an
unusually strong influence from the Heldring Helvaenic, Common Old Suli
began as something of a pidgin only to develop into a full language Old Suli is the archaic language once spoken by the tribes that
and the lingua franca of the West. inhabited the whole of the Plains of Sull. It is considered a lost
language beyond a very few written samples on ancient scrolls
in certain libraries in Endhome and Oestre. No known speakers of
Erskin the language exist according to the sages who study such things.
Related to the Semuric language of northern Libynos, Erskin is However, scattered remnants in the form of a few wildmen tribes
the language of the Erskaelosi barbarians and was brought with them found primarily in the Moon Fog Hills still speak a bastard variant of
when they migrated south to the Sundered Kingdoms. It has picked it that is slightly intelligible to those who know the ancient language.
up many aspects of High Boros and Common over the years so that, These modern speakers no longer use a written form and would not
even though areas of the Isthmus of Irkaina exist where Erskin is even recognize the ancient scrolls as being a part of their linguistic
still spoken, the dialects are so different from that of the Erskaelosi heritage if it were pointed out to them.
as to be almost unintelligible at times. In this day and age, more of
the Erskaelosi are likely to speak Common as their primary language
rather than Erskin. Ruiki
The only known speakers of Ruiki are the Kaf of Kildren Point. It is
a language of hard consonants and harsh syllables, perfect for the hard-
Gasquen riding, hard-fighting, hard-drinking warriors of the Kaf. These insular
Gasquen was the language of the original tribe of Foere from whom people are very careful to keep strangers from learning and spreading
Macobert descended. Unique in its linguistic etymology, its scope their language since they are prone to shouting commands and tactics
of use was originally limited to central Akados around the Star Sea. in battle. Nevertheless, most Kaf speak Common as well so they can
With the spread of the Foerdewaith empire, Gasquen was picked up conduct trade with the merchants and seaman who occasionally call
in many places to identify with the new overking. But even Macobert upon their isolated region.
They began families and worked the land, and much intermarrying
occurred between the newcomers and the locals. Now, other than in
Penmorgh itself, much of Southvale’s population is of direct Heldring
Ramithi
ancestry with tall, broad-shouldered men, many with fair hair prone to The Ramithi are descended from the indigenous inhabitants of
thick beards. They live just like their neighbors in the vale, but to those Ramthion Island. After the passing of the Hyperborean Empire, only a few
accustomed to being among the warlike folk of the Helcynngae, meeting small clans that occupied the swampy peninsula known as the Sea Dagger
these “civilized” descendants can be a bit disconcerting. existed of this bloodline. These were a piratical people known for raiding
shipping as far north as Legions Bay and as far south and west as the Mouth
Kaf
of Akados. The folk of the island resisted the invasion of the Heldring,
with very little intermixing of bloodlines occurring, and rallied behind
the Ramithi Clans in driving them out. The islanders came to identify
The Kaf are actually not common in the Sundered Kingdoms, unlike the themselves with their Ramithi saviors, with the clans rapidly spreading
other peoples listed here. In fact, they are found in only one place and they are as they intermarried with other folk of the island. Now, all of the native
unique to that location. No other known enclaves of the Kaf exist in the rest of inhabitants of the island identify themselves as being directly descended
Akados or Libynos. The Kaf are a fierce band of horse warriors that fight with from the Ramithi Clans, though probably only around 20 percent have any
lance, shortbow and saber. They wear armor of layered leather and onion- more than a fictional blood tie. The Ramithi are swarthy of skin and dark
domed helmets that have a fringe of fur. They roam and hunt throughout the of hair. They are usually shaven with elaborate moustaches and sideburns.
Kildren Peninsula and nearby Sand Hills, conducting some trade with coastal There heritage is that of a sea people, but they have had to become warlike
cogs or the occasional merchants that they approach on the Soldier’s Road. over the generations due to repeated invasions of their home island.
Their principal settlement is Kaf Village, but smaller farms and settlements
are scattered across the peninsula. Scholars who know of them tend to think
they may be related to the K’Haln located north beyond the river Xircos, but Dwarves
no firm connection to the horse people has been established. Records also
don’t show how or when the Kaf came to dwell on Kildren Point. The Kaf Unlike most of the rest of Akados where the typical dwarf encountered
have pale skin with straight black hair. Their eyes are black, and they are is a hill dwarf, in the Sundered Kingdoms the most common dwarves
prone to beards and moustaches. They have high, angular cheekbones that are mountain dwarves. These pale-skinned dwarves with black or gray
give them a fierce predatory look and a reputation for a sour disposition. They hair and full, thick beards descend from the Great Mountain Clan of Targ
dress in colorful pants and vests with felt jackets, and are known to be cheerful that settled the Forlorn Mountains in their kingdom of Hazad. When their
and boasting at feast but hard and taciturn at other times. capital at Hazad-Burgh was destroyed, many followed Durand Strong-
18
Oliver Rathbone (Order #27405459)
Introduction
Arm to settle the lowland city of Durandel. After that great mining city’s
fall, the dwarves of Targ scattered among minor mountain citadels in the
Forlorn and Matagost ranges or mingled among the lowlander settlements
of the humans. Interestingly, for some unknown reason none are known
to have crossed the Dardanal Strait to settle the Caterwaul Mountains.
Unlike their mountain kin in the Stoneheart Mountains, the dwarves of
Clan Targ do not despise the humans around them, not having descended
from dwarves involved in the Great Betrayal at Hummaemidon. They
get along well with their non-dwarven neighbors, generally working in
smithing, stonemasonry, mining and other construction and heavy craft
skills. Outweighing their common skills, however, is their reputation as
giant fighters with a long history of contending with the savage inhabitants
of the Giantlands.
Elves
The elves of the Sundered Kingdoms are almost all high elves
descended from the Great Houses of the Forest Kingdoms and Harwood
Forest. Only occasionally is one of the wood elves out of the Domain
of Hawkmoon seen. These elves are friendly to the non-elves of the
region and tend to assimilate well. They are, nonetheless, extremely rare,
especially outside the forests of Southvale or Matagost or the wooded hills
of central Sunderland.
Half-Elves
A disproportionately large number of half-elves are in the Sundered
Kingdoms. Many families of the bellimorum of Valenthlis’s day relocated
to the sparsely settled eastern forest of Matagost to escape persecution
among their own folk, and over the millennia have become a natural part
of the communities of the Sundered Kingdoms. That Overking Macobert
was himself a half-elf only increased these folk in the esteem of their
neighbors. The average half-elf of the Sundered Kingdoms is more human
in his outlook and identifies with the Foerdewaith folk of the region than
his more distant sylvan kin. The presence of half-elves in the area has been
ubiquitous for so long, the average human of the Sundered Kingdoms
would not give one even a second glance.
Halflings
The rolling plains and low hills of much of the Sundered Kingdoms
are well suited to the halfling race. As a result, some clans of the small
folk migrated to the area from the Low Country in the last thousand
years to establish homes and businesses. Those halflings in the towns
and cities tend to be more humanlike and cosmopolitan in their outlooks,
owning businesses, dwelling in aboveground homes and fitting in just like
everyone else. The more rural halflings tend to live more traditionally
in burrows and farm the land. Halflings are still relatively rare in most
cities, and towns rarely boast more than a family or two at best. Southvale,
in particular, has become the center of the most urbane halflings in the
Sundered Kingdoms with some even assuming the quasi-traditional role
of membership in the local thieves’ guilds.
19
Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
Chapter One:
The Sundered Kingdoms
Once the imperial provinces of Suilley, Matagost, Ramthion, Burgundia, Ruler: Lord of the Peaks, Caller of Thunder, King of the
and Southvale, the region that became the Sundered Kingdoms has Jotunborn Graccus Bonesnapper (Chaotic male frost giant
been torn by plague, famine, civil war, and invasion over the last few Clr14) and other assorted jarls and chieftains
centuries, changing territories, erasing loyalties, and redrawing borders. Government: anarchy
The Sundered Kingdoms — minus Suilley which became the fairly stable Population: 7000? (4700 ogres; 1500 giants; 500 mountain
Kingdom of Suilley to the west after losing its holdings east of the Trader’s dwarves; 300 humans [Erskaelosi])
Way — has known great upheaval and more than its share of hard times. Humanoid: mountain dwarves (few)
But it has also known some times of peace and stability, the Kingdom Monstrous: dire animals, orogs, ogres, crag giants, hill giants,
of Burgundia reigning prosperously for many years, Ramthion Island aberrant giants, stone giants, wyverns, dracolisks, frost
lying in blissful obscurity for much of its history, and Southvale enduring giants, cave giants, rocs, cloud giants, dragons (Forlorn
throughout. In fact, it is with the relatively recent Oceander invasion that Mountains)
the region of these former provinces has been plunged once again into Languages: Giant, Dwarven, Erskin
these times of anarchy and trouble. Religion: Kostchtchie, Gromm, Dwerfater, Bowbe
Resources: timber (unharvested), furs, copper, gold
(unharvested), gems
Technology Levels
One of the lines found in the information blocks for the various cities, towns; Social Organization: city-states; Transportation:
nation-states of the Sundered Kingdoms (and, indeed, for all of the chariot, oars, sails, side rudder, wheel; General: agriculture, corbelled
forthcoming Lost Lands products) is “Technology Level.” This line arch, hand loom, lever, oil lamp, plow, potter’s wheel, pulley, sundial
simply indicates the level of technological achievement that can be
found throughout the land in question. There are always exceptions as
some areas may be more erudite and others more savage, but this gives Iron Age
a general guideline of the types of weapons, armor, and equipment Materials: cotton textiles, iron and steel tools and weapons,
that can be found in the area. These levels can vary between even parchment; Armor: ring mail, scale mail, studded leather; Weapons:
neighboring nations as one may be more insular and cut off from longbow, longsword; Warfare: cataphracts, catapults, hill forts;
outside contact and ideas and another may be open to a great deal of Social Organization: nations/empires; General: arch, dome, locks,
trade bringing in new innovations from outside. loom, screw, water wheel
In general characters should only be able to find equipment of the
technology level listed and, in some circumstances, that of lower Dark Ages
technology levels. For instance, just because the residents of a given Materials: cold iron, felt, porcelain, silk, silvered weapons;
nation have achieved a High Middle Ages technology level does not Armor: chain shirt, chainmail; Warfare: fortified towns (wooden
mean that they cannot find a wheeled conveyance just because that was stockades); General: horn window panes, hourglass
invented during a Bronze Age technology level. Likewise, the short
sword was developed in the Bronze Age and would still be available in
later technology levels. Stone or bronze weapons and armor, however, High Middle Ages
would be unlikely to be found in a High Middle Ages technology level Materials: adamantine, mithral; Armor: half-plate armor;
as few artisans in such a technology level have practiced that sort of Weapons: longbow, two-handed sword, lance; Warfare: castles,
crafting. As always, the Referee must use his discretion to determine cavalry; Social Organization: guilds; Transportation: stern rudder,
what might be available from a lower technology level. stirrup; General: Gothic arch, lantern, spinning wheel, waterclock,
It should be noted that the technology levels presented in the Lost windmill
Lands products are not meant to represent real-world advancements
in technology. There is, perhaps, a loose correlation in some of it, but
it is instead intended to represent the developments of technology in Medieval
the world of the Lost Lands specifically. Materials: paper; Armor: full plate, tower shield; Weapons:
The technology levels most frequently found in the Lost Lands are bastard sword, crossbow, rapier; Warfare: gunpowder, trebuchet;
as follows: Transportation: astrolabe, compass; General: buttons, crude glass
window panes, mechanical clock, mirror, power loom
knew of their legend and gave homage when the great storms swept themselves in any numbers. Not in two centuries has a powerful-enough
down from the mountains. But these despots of old had disappeared long chieftain arisen to unite the various groups into an organized invasion,
before the arrival of the first Hyperborean scouts, and little remains of though some fear that another one cannot be far off.
that legendary kingdom save for a stretch of peaks in the Forlorns called
the Giantlands.
This range still serves as home to an inordinate number of giants. Gnarlheim
Other than deep in the Stoneheart range, there is perhaps nowhere else
in Lloegyr that serves as home to a greater concentration of giants than The fortress of Gnarlheim stands against the side of one of the peaks of
these peaks. Only the hardy dwarves of the Targ Mountain Clan dared live Mount Therosabad. Its massive ramparts of crumbling stone and leaning
close to them, and Old Burgundia long reinforced its southern border with towers are the remnant of an ancient storm giant citadel that crashed
companies of heavily armed knights and Erskaelosi mercenaries. There into the mountain top long ago and was abandoned. Two decades ago
are still giants of many sorts living in the giant lands, though it is believed a powerful frost giant calling himself the Thunder-Caller rose up and
that all of the storm giants have left and few enough cloud giants remain. inhabited the ruin with his band of giants and enslaved ogres. Since then,
Strangely fire giants have never been known to be found in this region. this self-styled king has attracted more and more giants of all kinds to his
These giants live in various holds, steadings, and caves in conditions banner and is the closest thing to a true monarch among the Giantlands.
ranging from comparable of that to the Heldring of the lowlands to The barbarians of Tyr fear that if a powerful giant does rise to unite the
absolute squalor. They hunt in small bands but rarely leave the mountains giant bands of the mountains, it will be this King Graccus Bonesnapper.
21
Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
A bounty of a great weight in gold has been placed upon the giant king’s
head but the walls and newly tunneled caverns beneath the fortress of
Gnarlheim have proven to be a tough nut to crack for even experienced
Sand Hills
giant slayers. These windswept dunes rise in terraced formations away from the
sea. They are composed of a coarse yellow sand unique to the Sinnar
Hazad-Burgh Coast, and scholars speculate that they are all that remains of a time
when an ancient inland sea covered much of the Sundered Kingdoms.
This is supported by the vast skeletal remains of ancient sea beasts that
The Great Mountain Clan of Targ created the kingdom of Hazad with its are occasionally uncovered by the near-constant winds; sometimes these
primary mines and citadel at Hazad-Burgh. Their mines were wealthy and ancient bony remains crawl to life on their own and attempt to swim
one of the few sources of ironstone, but built as they were so close to the through the dunes or make a meal of curious onlookers. Now the hills are
Giantlands were under constant threat of attack. When the defenses finally home to a smattering of gnoll bands that hunt the giant insects that reside
fell in 3160 I.R. after many years of declining population, the surviving among them and who domesticate the native hyaenodons.
remnant scattered into the mountains to the west while many migrated
east into Southvale. It was this migration that led to the establishment
of Durandel and the creation of the second great Targ citadel. Today the
empty halls of Hazad-Burgh are stalked by giants, undead guardians, and
worse and are avoided by all but the bravest. The most interesting tales of
Lowport
late speak of a blue dwarven ghost drifting among the corridors. However, Capital: Lowport (10,610)
there are also always tales of lost treasure caches within to convince the Notable Settlements: fugitive camp at Salyos (1255 — 824
foolhardy to tempt their fate. humans; 210 half-orcs; 158 orcs; 63 half-elves), Lezcano’s Inn
(43 — 26 humans; 13 half-elves; 2 mountain dwarves; 1 half-
orc; 1 hobgoblin)
Kaf Village
Oceanus wholly occupied with its wars of expansion, there was no one
with sea power enough to dislodge the scurvy lot that had taken over. By
the time things had calmed enough for the powers that be to turn attention
Little more than a camp, really, Kaf Village is constructed on the towards the situation, they found Gathos and his recruited mercenaries
northern edge of the Sand Hills where its riders can easily make forays well entrenched with a heavily defended harbor. With no land areas of real
into the desert wastes to hunt the giant insects that dwell there for their value nearby to be claimed and defended, it became more expedient to
valuable carapaces and delicate wings used in jewelry and adornments simply patrol the waters off of the coast to reduce piracy rather than try to
for dwellings. Many of the village’s homes are tents of stiff leather that root out the entire rats’ nest. Gathos wisely ordered his piracy conducted
have stood for many years and whose lines must constantly be replaced further afield to avoid antagonizing nearby Oceanus, and Lowport became
and new patches added due to the omnipresent winds of the point. At least a fixture of the Sinnar Coast.
half of the homes, however, have been constructed from ill-fitting wooden Gathos’s rule was cruel and profitable until the old pirate was challenged
beams and logs, their chinks filled with mud and thatching. Despite the and defeated by a half-orc gladiator champion. But if folk thought that the
aridity of the location, the village streets seem perpetually muddy due rule of Baljulias the Great would bring moderation and greater civility to
to the pig pens along either side that constantly drain into them and the the town, they far over-estimated the conscious of the foul brawler. Under
horses that continually churn them into a stinking morass. Baljulias, Lowport has sunk even further into depravity, getting much more
Notable NPCS in Kaf Village are Bertal the Massive, Hetman (Neutral heavily involved in the slave trade and beginning to conduct kidnappings
Ftr10); Ogama Ong, Wisewoman (Neutral Clr7 of Halatra) for ransom of valuable targets in the nearby realms. The situation has not
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Oliver Rathbone (Order #27405459)
Chapter One: the Sundered Kingdoms
grown so bad to require a military response yet, but many folk suspect that it
won’t be too many more years before an Oceanic fleet carrying a sufficient
number of marines arrives to sweep the riffraff into the sea.
Notable NPCS in Lowport are Baljulias the Great, Tyrant (Chaotic
orc Ftr12), High Priest Othothulva (Chaotic Clr14 of Thursis) and High
Priest Chak-rak (Chaotic orc shaman of Grotaag [Clr9]).
Salyos
The Hyperborean fort at Salyos largely fell into ruin after its abandonment
by Foere in 3221 I.R., though Burgundia did garrison it for a short time
thereafter. It was reduced to ruin by the invasion of Oceanus and had lain
abandoned thereafter, its stones being taken for building in Parthos as that
fort was converted into a functioning port. With the rise of the tyrants, the
ruins of Salyos have found new life as a camp for refugees fleeing from
the brutal regime changes but with nowhere else to go. As such, a small
community of hard-bitten refugees has sprung up among these ruins, though
they constantly fear an attack by the Tyrant of Lowport at any time. Lawless
and poorly supplied, Salyos’s occupants are truly the dregs of the dregs.
Notable NPCs in Salyos are The Butcher (Chaotic orc Thf9) and Spell-
For-Hire Langwyf (Neutral MU8).
Stony Strand
This stretch of desolate, rocky coastline is little visited even by the
inhabitants of Lowport. Too many wild or deadly creatures run amok
to make travel within them worthwhile for any but the most desperate.
Nevertheless, the Tyrant of Lowport sends orc bands out into the hills
semi-regularly to scrape the chalk downlands above the sea for blocks of
the stuff for exporting when his treasury begins to run low.
Old Burgundia
being injured during a rockslide years ago. A few years ago his compatriot
Callawagn stumbled upon a small dwarven mining claim in the nearby
mountains that contained a promising gold vein. Together they murdered
a villager and framed the dwarven miners. The miners have since been Capital: none
arrested and executed, giving the mayor and sheriff sole control over Notable Settlements: Emryl (1156), Terrin Keld (3286 — 2645
the mine to be worked by their gnomish crew. But now the mayor fears humans; 328 half-elves; 213 mountain dwarves; 100 other),
dwarven reprisals and has set a ban on dwarves within Tirigoth. It remains Tyr (7362 — 6221 humans; 731 mountain dwarves; 213 half-
to be seen if the mountain dwarves of the Matagost Range will realize the orcs; 197 other)
crime that has been perpetrated and seek vengeance. Ruler: none
Notable NPCs in Tirigoth are Mayor Limper Karl and Sheriff Government: anarchy (Wildlands), feudalism (settlements)
Callawagn (Chaotic Thf7). Population: 33,800 (13,350 Foerdewaith; 11,200 Erskaelosi;
7100 mountain dwarf; 1300 half-elf; 450 half-orc; 400 other)
Humanoid: mountain dwarves (many), half-elves (some)
Inns and Roadhouses of the Monstrous: dire animals, ghouls, leucrotta, boggards,
megafauna, perytons (Wildlands); dire animals, orogs, ogres,
Matagost Peninsula crag giants, hill giants, stone giants, wyverns, dracolisks,
frost giants, cave giants, rocs, cloud giants, dragons (Forlorn
Mountains)
The Lost Lament Languages: Common, Erskin, Dwarven
Situated in a particularly ill-omened location on the eastern edge of the Religion: Bowbe, Gromm, Dwerfater
fearsome Moon Fog Hills and backed up onto the desolate lower slopes of Resources: furs, plunder, ivory, quarry stone, cinnamon
the Matagost Range, The Lost Lament is a dark and gloomy looking stone Technology Level: Dark Ages
structure with multiple gables and a heavy iron fence intended to keep
out the local wildlife and overly inquisitive visitors. Salem Gorvezal and Once the richest of the Sundered Kingdoms, Burgundia stood out as a
his pale, big-eyed children run the inn, quietly serving guests and tending shining example of prosperity and sophistication. From the much-lauded
to their animals. Rumor has it that Salem has a wife, though no one ever capital of Trevi, with its marble buildings, silvery fountains, and vaunted
sees her — rumors abound that she is a demoness, a vampire, an immortal walls, the Kings of Burgundia enjoyed great reputation among monarchs
sorceress, or various other fancies, and Salem himself is mum regarding throughout Akados. The kingdoms finely crafted furniture and unique
her very existence. silver-veined marble were found among the richest across the known
None of this is to say that the The Lost Lament is a bad inn — it is in world, and even today antique furnishings of Burgundia remain the prized
fact quite comfortable if one doesn’t mind the dark, somewhat sepulchral pieces in palace collections from Castorhage to Memphis.
décor and its gloomy surroundings. Rooms are almost luxurious and run Twice the great city of Trevi was besieged, once for 5 years against
from 4–8gp per night, with a total of eight rooms available, each under the Foerdewaith armies of Matagost when the city stood firm, and once
the peak of a forlorn gable with a haunted view of either the mist-choked for 3 years against the armies of Oceanus. In the second case, the King
hills to the west or the foreboding mountains to the east. Food varies of Burgundia had been killed in battle in Southvale and his young son
from simple and plain to fanciful gourmet meals prepared by Salem’s son Marteir had been forced to take the throne. Between the young king’s
Reginald, who is said to be a genius in the kitchen. inexperience and the Oceander’s use of their new cannon, the city fell.
Other rumors surround the inn — that those who sleep there have The Oceanders laid waste to the countryside from Trevi to Parthos and left
prophetic dreams presaging disaster, that Salem has a deal with the local behind a decimated population and destroyed infrastructure. While many
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
survivors emigrated elsewhere some few remained behind, though the invaders. The ruins have been picked over and looted for the last 175
kingdom never recovered as anything more than a handful of independent years, and occasional pack trains still come to salvage marble from the
towns. palaces on the acropolis for trade. Lately, however, scavenging parties
from Terrin Keld and Emryl have failed to return. A fiendish ogre mage
warlord calling herself the Beautiful Contessa has assumed control of the
Burgundian Road city and gathered the dregs of the countryside to her banner. She plants
the heads of intruders and those who displease her atop pikes outside the
This roadway runs from the Trader’s Way in the west to the remains of ruined gates. Recently one of the Princess of Tyr’s favored consorts was
Parthos in the east by way of the trade town of Terrin Keld. It sees little among those lost, and a band of devoted Erskraelosi warriors from that
enough traffic other than caravans out of Southvale, and much of its length city calling themselves the Blade of Vengeance are planning an attack on
is rutted and washed out. Bandit encounters are frequent along its length. this upstart’s new kingdom.
Ramthion Island
generations. Now in addition to the slow-moving cane barges that plod up and
down its length, keelboats manned by Oceander marines patrol from Port Clar
to the base of the mountains looking for Ramithi insurgents.
Capital: none, formerly Port Clar
Notable Settlements: Farketh Knowe (3285), Fort Kellstyn Lesser Reach
(950), Kapstan (565), Lambert Landing (573 — 531 humans; Actually called the Lesser Reach of the Caney River, this languid
40 half-elves; 2 gnomes), Port Clar (8673 — 7289 humans; flow trickles south into the glades and the scum-covered surface of Lake
1081 half-elves; 303 gnomes), Salt Tide (321), Tenibrean (626), Latrouche in the heart of the swamp. The town of Lambert Landing lies
The Damerhold (5260) just beyond the initial fork in the river.
Ruler: Governor-General Altorius d’Ambrago d’Mediceno
Thyriskos (L male human Pal11 [order of the lion]) (lowlands),
Dux Bellorum Ombarto Trullian (L male human Ftr5) Caterwaul Peaks
(mountains)
Government: military dictatorship (lowlands), feudalism Rising on the western end of the island as an extension of the Matagost
(mountains) Range beyond the strait, the Caterwaul Mountains serve as a foreboding
Population: 52,300 (32,800 Ramithi; 17,000 Oceander natural fortress in the heart of Ramthion Island. The ruins of Ancient Ones
[Foerdewaith]; 2000 half-elves; 500 gnomes) still dot the peak, and the great fortress of Farketh Knowe was constructed
Humanoid: half-elves (few), gnomes (few) on the high precipice of Mount Marvel. Now many small Ramithi villages
Monstrous: blood hawks, spriggans, caterwauls, banshees, have sprung up in hidden dells and valleys as refugees from the lowlands
rift drakes, vampires (Caterwaul Mountains); crab swarms, seek to escape the Oceander invaders. This stubborn people has appointed
bunyips, giant crabs, sahuagin (coastline); giant frogs, a war leader to lead them in their rebellion against the invaders centered at
oozes, gnolls, gallows trees, zombies, vampires, black the ancient Heldring fortress.
dragons (Southfell Glades) The peaks themselves are steep and jagged, broken by many narrow,
Languages: Common, Gasquen high-walled valleys and precipitous waterfalls. The terrain is perfect
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
for a guerilla war against the conventional armies of Oceanus, and the who would end their piracy. However, with the Battle of Kapichi Point
Oceanders appear to be no closer to flushing the resistance out than 300 years ago, the Ramithi clans watched the Oceander navy brilliantly
they were when they began. A mountain village culture has developed defeat the navy of Foerdewaith, sending many of their number to their
among the Ramithi, and anyone who knows their hidden ways can find watery graves upon the very rocks before the fortress. They then saw the
communities prospering with children playing among the women who Oceander fleet somehow navigating those self-same rocks and converging
go about their business of weaving, building, and trading while the able- upon the Ramithi ships trapped in the harbor. In one day, the Oceander’s
bodied men continually train for battle. At night the fires are lit and there destroyed the only two naval forces in western Akados capable of
is dancing and feasting in the streets while the folk forget their troubles for threatening their own fleets. The fortress of Kapichi was destroyed, and
the moment and remember their lost homes on the rivers. the Ramithi Clan survivors fled into the swamps to the south to escape
the slaughter. The piles of rubble that stand at the end of the point and the
jagged rocks in the waters beyond the harbor serve as reminders of the
Farketh Knowe Ramithi fortress and Foerdewaith navy that were both destroyed here by
the Oceanders.
The great stone fortress of Farketh Knowe was built by the Heldring to
Lambert Landing
control the lowlands of their conquered islands. When the Ramithi pirates
led the conquered peoples in rebellion against their Heldring overlords
during the waning of the Heldring Expansion, the fortress was overrun
and its walls thrown down. Its ruins remained formidable, however, This settlement lies where the muddy waters of the Lesser Reach branch
and when the Ramithi refugees created a dux bellorum to lead them in off from the Caney River and head towards the mires of the Southfell
their revolt against the Oceanders, that war leader chose the centuries- Glades. Despite its small size, this town boasts a curtain wall and two
old ruins to serve as the focal point of their resistance. The walls and stone churches, one to Thyr and one to Kamien, Goddess of Rivers, though
towers of Farketh Knowe stand strong once again with repairs continuing none of these constructions are in particularly good repair. At one time the
on sections that had crumbled, and warriors once again fill its halls. Dux town served as the central shipping point of the vast Toussant sugar cane
Bellorum Ombarto Trullian has gathered 2000 Rathimi warriors here, and empire, though it has fallen on hard times since the disappearance of that
continues to put the call out among the mountain refugee towns. His plan family a century ago. Now it exists off of minor trade with river traffic
now is to continue a guerilla campaign through the mountains until he to the north as well as the shipment of fresh frog legs for the tables of
can gather sufficient forces and determine the right location for a decisive the Oceanders in Port Clar (considered a rare delicacy among the new
battle against the invaders. Oceander elite). There is also a significant trade in fools looking to enter
the glades for hunting or more likely to find the lost treasures of Toussant
House. Currently only about half of this latter group ever return, and those
Fort Kellstyn who do have all returned empty-handed.
Notable NPCs in Lambert Landing are Lord-Mayor Antoin Lambert
This small fort only recently sprang up within the last 30 years. After VI (Chaotic) and Reeve of the Lesser Reach Polsalvy Estermont
the lowlands were subjugated from the fastness at the Damerhold, the (Chaotic Ftr7).
Oceanders realized that they needs a bastion against incursions from the
Port Clar
Ramithi forces gathering in the mountains. The wooden palisade of the
fort is augmented by stone towers that are being constructed at each of
its corners, and the roof of the keep within has been replaced with tile
to guard against the fire arrows of the rebels. The garrison is under the Formerly a large trade town, Port Clar has seen a sudden expansion
authority of Captain Garos d’Lamaya (Lawful Ftr5) who commands an to a small city as it serves as the primary port of call for the Empire of
Oceander force of 25 light cavalry and 267 infantry. In addition another Oceanus on Ramthion Island. The people still go about their business as
100 Ramithi auxiliary infantry conscripted from among the conquered normal, but now they make way for constant supply trains and columns
lowlanders live in a tent town outside the walls of the fort and serve to of troops marching to or from the fortresses built farther inland. A small
reinforce its troops when needed. Oceanic naval base has been established with a fleet of 5 ships, and a
contingent of 1500 Oceander marines are likewise stationed in town for
rapid deployment inland or upon the sea as necessary. The port have
Greenpool have been opened to a greater expansion of contact due to the Oceander
occupation, but the folk remain insular and tight-knit among themselves,
The village of Greenpool stood for centuries on the rocky cliffs waiting for the day when the occupiers leave.
overlooking the ocean at the southernmost tip of Ramthion Island. Not A notable NPC in Port Clar is Oceander Administrator Admiral
exceedingly prosperous, it nevertheless made a fair trade on its local Trophius d’Tylo Percutia (Chaotic Ftr4).
saltworks and fishing. That was until 3422 I.R. In one night the waves rose
Salt Tide
and crashed over the cliffs, though no storm blew them, the earth cracked
and opened, though no earthquake shook them, and men fell dead where
they stood, though no hand slew them. An unknown doom had come to
Greenpool, and when dawn rose red over the town the next morning not a The village of Salt Tide consists of a half dozen families (total 321
living soul remained. Over the years the town has been avoided as cursed, humans), all of whom work in the extensive saltworks that lie along the
and what few buildings remain have fallen into ruins. The only thing that shore. There are many other saltworks along the coasts and in the swamps
remains to easily identify the town is the green tidal pool from which it of Ramthion Island, but Salt Tide is renowned for producing the whitest
took its name. That strangely deep pond still exists, its waters occasionally and most uniform crystals. The villagers of Salt Tide were long considered
rippling even when no wind touches its surface. the tenants of principal clan chief of the Ramithi, but are now in the
employ of the island’s Oceander governor-general. They make a pittance
for their back-breaking labor, but consider one tyrannical lord much like
Kapichi Point another and go about their business in isolation save for the weekly ships
that arrive to pick up loads of salt.
The ancient fortress of the Kapichi pirates once stood upon this lonely A notable NPC in Salt Tide is Town Headman Natch Prumble.
rocky point. The treacherous sea rocks beneath its ramparts that only they
knew how to navigate protected them and their fleet from attacks by those
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Oliver Rathbone (Order #27405459)
Chapter One: the Sundered Kingdoms
garrison of 350 heavy cavalry and 4000 infantry, Lord Chyri awaits only
Southfell Glades the opportunity to squash the Ramithi resistance in a decisive battle once
and for all.
The southern end of Ramthion Islands is a swampy morass despite
the fact that it lies far enough above the sea that it should be able to
drain. Scholars speculate that some catastrophic deluge of old must have The Sea Dagger
occurred to create the anomalous conditions, but no one knows for certain.
The Lesser Reach of the Caney feeds into the swamp and Lake Latrouche The northern peninsula of Ramthion Island, the Sea Dagger got its
at its center, and from their muddy fingerlets of water spread out to saturate name from its characteristic shape jutting out into the Sinnar Ocean as
the entire area of the glades. The Southfell Glades have been considered well as the proclivity with which the rocks at its northern tip cut into the
haunted since the earliest known times on Ramthion, and the ruins of the hulls of ships unfamiliar with its waters. Most of the peninsula is swampy
ill-starred Toussant family’s house still rest somewhere within their dank and difficult terrain, which made it ideal as a barrier to guard the Ramithi
embrace. Disappearances have always been common among villages pirate clans when they dwelt in their fortress on Kapichi Point. Despite
that lie near the swamps and are usually attributed to alligators or the the ominous terrain, these marshes don’t share the same sinister reputation
gargantuan frogs that haunt its death, but the graybeards just shake their as those at the island’s southern end do, and for many years after the
heads and know better. In addition, there is an undeniably large number of Oceander invasion they served as a hiding place for Ramithi resistance
mindless undead that wander the watery ways, so even the most skeptical fighters. With the construction of the Damerhold, however, any patches of
have to consider that something supernatural may be at work here. resistance that once resided here have largely been rooted out.
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
When the Heldring were ousted from the island three centuries later, Monstrous: dire animals, orogs, ogres, giants, wyverns,
accusations of collaboration were made against the Toussants, but the dracolisks, rocs, dragons (mountains); kobolds, dire bears,
loudest voices soon disappeared and the superstitious folk soon learned gobins, fey, quickwoods, bugbears, undead, dracolisks,
to keep their opinions to themselves. The Toussants continued to prosper treants, behirs, demons, dragon horses (woodlands); goblins,
with their sugar cane empire, and the locals quietly whispered of strange buckawns, fey (countryside); skum, scrags (coastline); annis
noises in the swamp and of deals with the Devil. Whatever the truth of hags, medusas, dracolisks, serpentfolk, hydras (Black Marsh)
these claims, they were made moot when a century ago all contact was Languages: Common, Helvaenic, Dwarven, Halfling, Elven
lost with the Toussants and the swamp appeared to expand and swallow up Religion: Thyr, Muir, Freya, Herne
Toussant House. The swamp road was lost to the mires, and no one today Resources: trade hub, timber, cloth, manufactured goods,
knows the exact location of where Toussant House is rumored to still stand foodstuffs, ironwork, furs, silver, gold, gems, firearms
among the moss-draped trees. The sugar cane plantations were bought by Technology Level: Renaissance
other interests, but the small folk of the river villages still whisper of the
Devil Toussant and witchcraft among the dark mires. The Duchy of Southvale has existed in some form or fashion for more
than 1500 years when the city-state of Penmorome was established by
Perigorn the Conquerer. Sheltered by the nearby Forlorn Mountains, the
Inns and Roadhouses of climate of the vale is milder with more rainfall than that of the rest of the
Sundered Kingdoms. As a result, as long as there has been a fortification
Ramthion Island on the site of Penmorgh, the surrounding lands have been jealously
guarded. Originally under the oversight of the Primus of Penmorome,
the countryside was largely detached from the city’s affairs during the
The Pirate King time of the sealing, when the city closed its gates and refused entry to all
foreigners and subsequently lost its hinterlands to Heldring invaders. The
Strategically located between the Ramithi stronghold of Farketh gates were opened again with the coming of Overking Macobert and the
Knowe and the Oceander fortress of the Damerhold, this seaside inn is inclusion of now-Penmorgh and the surrounding vale as a duchy of Foere.
well-known as an unofficial neutral ground where both Oceander and Independence followed by inclusion in the Kingdom of Burgundia and
Ramithi are served without favor or prejudice. Innkeeper Amalya Raen finally surrender to the Empire of Oceanus has led to a time of stability
is a Foerdewaith woman who has no real quarrel with either side, and her and prosperity broken by occasional giant invasions, attempted regicides,
even-handed treatment of native rebel and foreign invader has led to an evil treant attacks, and various other times of great upheaval.
unspoken truce that allows the combatants to meet here free of the threat Consisting of a mixed population of old Foerdewaith (principally in
of violence. More than one group of diplomats have met here over the Penmorgh) and descendants of Heldring invaders (in the surrounding
past few years to discuss terms and conditions. And while none of brought countryside), Southvale is fairly cosmopolitan and enjoys the benefits of
any lasting peace or freedom to the island, on more than one occasion the its inclusion in the technologically advanced empire of the Oceanders.
agreements reached by these embassies have improved conditions for the Penmorgh is one of the few locations outside Pontos Island that has an
common folk of the island in at least some small way. actual gunworks, and two dozen of the city guard of Penmorgh and a
The inn is a picturesque stone structure perched above the crashing full platoon of soldiers stationed at Border Keep are armed with muskets.
surf below, and it remains a safer and far more secure place than most However, outside these small military units, firearms are still extremely
wilderness roadhouses. Amalya and her family maintain the place and rare due to their expense and difficulty to operate and maintain.
serve excellent basic fare, and the Ramithi and Oceanders who have come The duchy hasn’t had a duke since the death of Artimus Traverthal
to love the place take special care to keep the inn and its guests safe from during the giant invasion, and the Mayor of Penmorgh has served as the
harm, lest their peaceful refuge from conflict be damaged or destroyed. primary decision maker for the entire vale since then. With the emergence
Notable NPCs at The Pirate King include Amalya Raen and Tom Burg of the Merchant Guild in Penmorgh as the true power behind the throne,
(Lawful Ftr4). it is now the guildmaster of this organization that wields the real power,
though edicts are still issued in the name of the mayor. Individual towns
elect or appoint their own mayors, but these are all subject to the rulings
Durandel
contingent of imperial Oceanic marines, Penmorgh also boasts the
headquarters of a militant holy order dedicated to Muir known as the
Order of Iron. This order of paladins, based out of a stone fortress within
The Targ Clan mountain dwarf city of Durandel was founded by the city, is the most militaristic order of Muir west of the Temple Militant
Durand Strong-Arm in 3190 I.R. after the fall of Hazad-Burgh. It began in Alcaldar. They see it as their duty to bring the faith by sword to where
as an iron mine but expanded into a full city after rich veins of silver it is needed most and frequently make incursions into the Giantlands to
and gold were discovered. Durendel endured for 202 years, serving as a forestall any threats that might emerge from there. The Guild, the city, and
major participant in events of Southvale in its giant invasion and war for even the Temple of Muir look askance on these grim holy warriors, but
independence, until its destruction when the mysterious Tower of Bone none doubt there ability or dedication to defend the city should the giants
appeared on the surface above it. The Tower of Bone’s lower levels broke of the mountains threaten once again.
through into the dwarven city, and the tower’s ability to create unique Notable NPCs in Penmorgh are Mayor Lem Mastlan, Guildmaster
varieties of undead caused the city to become besieged from its own Gebhardt Berezon, Commander of the City Watch Montforte de
catacombs. The city actually endured for several years after the tower’s Guise (Lawful Ftr11), Deputy-Governor Alvoria d’Alvoros “Duke of
initial appearance, though most of its surviving inhabitants fled in the first Southvale” (Chaotic Thf10), and Lady Astrid Dugganey (Lawful Pal11
few months. It was through the efforts of dwarven heroes such as Dagfa of Muir [Mistress of the Order of Iron]).
Durbhis and Branwyr that the city lasted as long as it did and as many
dwarves escaped to safety, though ultimately they were unsuccessful and
a dwarven city of more than 30,000 inhabitants was destroyed. Stonebridge
Guildford
Built at the very northern edge of the Black Marsh, the town of
Stonebridge sprung sprang up around the great stone span constructed
by the dwarves of Durandel to move supplies and goods to and from
Built on the road connecting Penmorgh with the Southvale Causeway the humans of Penmorgh. The town has been razed several times in
where it crosses a minor branch of the Blackflow River, Guildford is the various fires and calamities, but the dwarven stonework of the bridge has
second great trading city of Southvale. Frimly under the control of the withstood every time and allowed the town to be rebuilt. With little to
Penmorgh Merchant Guild, the guild representative in town commands offer as the location of a settlement, the tolls from the bridge and the river
more influence than anyone other than the deputy governor when he below it truly are the lifeblood of the town.
makes his frequent visits to the imperial hunting lodge kept there by Notable NPCs include Mayor Edgar Fritch and Captain of the
the Oceanic Court. While the deputy governor is thoroughly corrupt, Guard Rein Thiswhey (Lawful Ftr7).
the Merchant Guild actually sends its most valuable non-corrupted
representatives to Guildford where they can work in the financial interests
of the guild without the risk of them discovering the guild’s darker doings.
Representative Triff is a shining star in the guild for her financial acumen
Southreach
and incorruptibility, but she has begun to notice minor discrepancies in A small fishing village at the southern tip of Southvale, this settlement
some of the guild’s books so her days before she must be quietly removed was once considered the southernmost part of the Foerdewaith Empire.
may be numbered. Now it has little of interest to offer other than occasional sightings of the
The city walls of Guildford and strong and kept in good repair with a legendary Moonsilver Beast from the Moonsilver Sea to the south.
full company of imperial troops augmenting the City Guard. But these Notable NPCs are Mayor Parmen Urgeni and Fishing Fleet Captain
walls are scarred and show the tests of battle. It was here that the giant Naccius Brimm.
invasion was finally halted and turned back with the aid of the dwarves of
Durandel in 3306 I.R. Since then the city has maintained a watchful eye
on doings from the Giantlands that some would say borders on paranoia.
Regardless, the Captain of the Guard has vowed that should the giants
Weatherell
come again, Guildford’s walls and defenders alike will not break. The Doorway to Southvale, this Heldring city serves as the gate
Notable NPCs are Mayor Harlan Mizerschmidt, Guild against all land invasions except those from the mountains. It is built
Representative Andressa Triff and Captain of the Guard Togus van as a palisaded fortification that crosses the Southvale Causeway, with
Wellton (Lawful Pal9 of Muir). the rest of the town built upon an elevated mound that overlooks the
surrounding moors before they give way to the foothills between the
Forlorn Mountains and the Stony Strand. Any army hoping to march
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into Southvale from the north will have to plan on overcoming this
strongpoint or try to cross the marshy fens on either side. A motte and
bailey keep raised above the center of town serves as the abode of the
Inspector General who inspects, issues permits, and taxes all trade
A Folktale of the Sundered
caravans entering the duchy.
Notable NPCs in Weatherell are Inspector General Olthobol d’Charosa Kingdoms: Cat Seeks a Wife
and Captain of the Watch Carlisle Thurgison (Lawful Rgr7).
Cat came to a new country one day and stumbled upon a
bundle beneath a tree. It was a soldier’s pack, left from wars
Wellesley long ago and held a pouch of silver pennies. Cat saw the money
and realized that now he could become a respectable landowner
After Guildford, Wellesley is the largest city of Southvale outside and bought a fine farm where he could live. But Cat soon grew
Penmorgh. During the time of the Heldring invasion, the Heldring lord, lonely and realized that to be a respectable landowner, he
Jarl Ragnar kept his hall here atop a knoll overlooking the bay. The needed a wife. So Cat set out for the village to seek a wife.
remnants of that hall still stand, its beams blackened by centuries of mold Cat came to the Cooper’s house and saw his lovely daughter
and lichen and its thatched roof long since carried away by winter winds. cooking a meal that smelled wonderful. Cat said, “I am now a
The population of Wellesley remains primarily Heldring to this day, and respectable landowner, and I will give you this silver penny in
one walking its streets would not find longships pulled on the shore of the exchange for the hand of your daughter.”
bay at all out of place, though the town boasts a fine set of wharves and The Cooper said to Cat, “She is my only daughter, but I am a
the barbarians of yore are primarily fishermen and traders now. The old poor man. If you make it two silver pennies, you can have the
Heldring spirit still lives on to some extent, though, for on the blót nights hand of my daughter.”
offerings are still left to the old gods of the Helcynngae in the ruins of So Cat paid the Cooper and took his daughter home to wife,
Ragnar’s hall. but he soon learned that she was a terrible cook — all of her
Notable NPCs are Mayor Jorgen Jorgenson, Chief Constable Dryus meals smelled wonderful but were tough and tasted like shoe
Felthem, and Soothsayer Mmeld the Aglaecwif (Neutral female MU10). leather. So Cat put her away in a barrel and set out to find a wife.
Cat came to the Fisherman’s house and saw his daughter,
Sunderland, District of
even lovelier than the Cooper’s daughter, singing as she fished
on the shore. Cat said to the Fisherman, “I am now a respectable
landowner, and I will give you two silver pennies in exchange
for the hand of your daughter.”
Capital: none
The Fisherman said to Cat, “She is my only daughter, but
Notable Settlements: Armir (125), Besseble (1007),
Billockburne (165 humans), Cat’s Wife (74 humans), Coburn I am a poor man. If you make it three silver pennies, you can
(918), Dimmelhill (131), Fairbridge (2212 — 1354 humans; have the hand of my daughter.”
628 half-elves; 230 halfling), Farington (215), Grollek’s Grove So Cat paid the Fisherman and took his daughter home to
(853 — 785 humans; 34 halflings; 17 high elves; 9 mountain wife, but he soon learned that she knew only one song, and she
dwarves; 8 half-elves), Malthlyn (278 — 194 humans; 42 sang it all the time so that it drove Cat crazy. So Cat put her
mountain dwarves; 15 high elves; 13 half-elves; 6 halflings; 5 away in a fisherman’s net and set out to find a wife.
gnomes; 3 half-orcs), Soldier Stone (520 — 310 humans; 105 Cat came to the Ropemaker’s house and saw his daughter,
half-elves; 78 halflings; 25 high elves; 2 mountain dwarves) even lovelier than the Fisherman’s daughter, washing the
Ruler: local town councils, magistrates, and mayors Ropemaker’s clothes. Cat said to the Ropemaker, “I am now a
Government: varies respectable landowner, and I will give you three silver pennies
Population: 220,000 (172,000 Foerdewaith; 22,000 Oceander in exchange for the hand of your daughter.”
[Foerdewaith]; 11,000 half-elves; 6500 halflings; 4000 The Ropermaker said to Cat, “She is my only daughter, but I
mountain dwarves; 2100 high elves; 1300 gnomes; 1100 am a poor man. If you make it four silver pennies, you can have
other) the hand of my daughter.”
Humanoid: half-elves (many), halflings (some), mountain So Cat paid the Ropemaker and took his daughter home to
dwarves (few), high elves (few), gnomes (few) wife, but he soon learned that she was terrible at washing — his
Monstrous: goblins, bat swarms, worgs, giant beetles, clothes were always stained and wrinkled. So Cat bound her in
bugbears, dire bats, ogres, athachs, mutated creatures rope and put her away and set out to find a wife.
(Gundlock Hills); kobolds, orcs, stirges, trolls, hill giants, carrion Cat came to the Burgher’s house and saw his daughter, the
moths, gray renders, slime crawlers, troglodytes, tsathar loveliest of any woman he had seen, riding a horse. Cat said to
(Moon Fog Hills); wolves, blood hawks, lions, dire lions, giant the Burgher, “I am now a respectable landowner and I would
spiders, wolfweres, leucrotta, lycanthropes, ebony horses like the hand of your daughter, but I have given away all my
(plains) silver pennies.”
Languages: Common, Elven, Halfling The Burgher said to Cat, “She is my only daughter, and I
Religion: Kudrak, Freya, Mithras, Sefagreth, Stryme, Thyr am a rich man in need of nothing. But I can see that you are a
Resources: foodstuffs, wool, livestock (horses), wine, timber,
respectable landowner and have diverse business interests in
copper, tin, silver, gems, mithral
barrelmaking, fishing, and ropemaking. Give me your barrel,
Technology Level: High Middle Ages
your net, and your rope so I can inspect them to decide if I will
invest, and you can have the hand of my daughter.”
Considered by Courghais to comprise everything between the King’s
Road/Trader’s Way and the sea, the District of Sunderland proper primarily So Cat gave the Burgher the barrel, the net, and the rope and
encompasses the plains and hills between the Gaelon River to the north, Old took his daughter home to wife. When the Burgher opened the
Burgundia to the south, and the peninsula to the east. Hundreds of villages barrel and untied the net and rope, he found the daughters of
and farmsteads are scattered across the district, most with no more than a the Cooper, the Fisherman, and the Ropemaker inside. He sent
few dozen inhabitants and many without even a name. The folk are primarily them home to their fathers, who still kept the silver pennies,
native Foerdewaith, though the Oceander have moved in from the Matagost and everyone lived happily ever after.
Peninsula and control much of the northeastern parts of the district, primarily
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Chapter One: the Sundered Kingdoms
along the Soldier’s Road. They do not extend their reach north of Soldier
Stone because they do not wish to agitate Endhome, who they see as a
valuable trading partner. To the west Sunderland extends to the King’s Road
and Trader’s Way, and to the south it reaches the Burgundian Road in places.
These lands are under no sovereign in general, though mercantile interests
from other lands have made forays in some strategic locations.
Most of Sunderland is dry, rolling plains covered in low grasses and
rocky outcroppings. Rivers are usually seasonal, appearing in the rainy
springs and drying up over the summer. Winters can be harsh with no
mountains and few trees to break the bitter north winds. Horses are still
bred on these plains as they have been for hundreds of generations, though
it is no longer the primary source of horseflesh as it once was in the days of
Foere. Shepherds and their flocks are frequently seen on these grasslands.
The plains’ two chains of hills are low, but rugged in places, and often
tree covered. On the gentler slopes of these hills, the soil is often good for
vineyards and orchards.
Billockburne
Standing in the heart of Lonely Moor, Billockburne is one of the oldest
extant settlements of Sunderland. The community was established to
support the nearby shrine of Thyr, now known as the Chapel-on-the-Moor.
The village consists mainly of herdsmen and peat cutters with a single
blacksmith and some small trade with surrounding hamlets. The local
public house serves as the center of society for the entire Lonely Moor
area, drawing folk from farms and thorps as much as a day’s walk away.
Notable NPCs are Sheriff Tom Gorn (Lawful Rgr4), Publican
Brisban Scutt, and Midwife Mother Bess (Lawful MU2).
Cat’s Wife
This quaint little village lies not far down a little-used side trail off of the
King’s Road midway between the Gundlock Hills and the Gaelon River. It is
a pleasant farming community that does some small trade with the travelers
of the King’s Road. It also has a small local river that happens to be one of
the few stretches of waterway in the region capable of supporting fishing
year round. The villagers proudly point out that their village is named for
the well-known fable about Cat seeking a wife (see Sidebox above) and
take great delight in putting the image of a cat in all of their decoration.
Some scholars who have studied local folklore, however, think that the tale
refers to actual incidents involving some sort of werebeast and is connected
to a string of disappearances of young women that occurred in the area over
two centuries ago. Whether the villagers know anything of that matter or not
is open to conjecture but, if so, they do not let on about it.
Notable NPCs in the village are Burgher Silas Buntervelt, Bailiff Hans
Krecher (Neutral Ftr3) and Priest Karl Rustov (Lawful Clr4 of Thyr).
Fairbridge
The town of Fairbridge stands where the Trader’s Way crosses a small
muddy river called the Granis by the locals, though it does not appear
on any maps. The bridge is maintained and repaired every few years by
workers out of Grollek’s Grove to keep it sturdy and to repair washouts.
The town’s magistrate collects tolls for crossing the bridge from travelers
that look like they can be intimidated, though he has no authority to do
so since the town does not maintain it. Next to the bridge is a crow cage
that usually has the picked over skeleton of some petty criminal that the
locals like to point out to discourage miscreants. Unbeknownst to the
town, the magistrate is a member of the Cult of the Faceless Lord, though
only occasionally are rituals held in the cow shed behind his small manor.
Lairing at the bottom of the town well is a semi-sentient vampiric ooze
that is allied with the magistrate and who comes out only at night to hunt.
Notable NPCs are Magistrate Pythorus Kroon (Chaotic Clr9 of
Jubilex), Chief Constable Artel Splunk (Chaotic Ftr8) and Priestess
Shumwe (Lawful Clr4 of Kudrak).
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east and north, so no rivers carry this drainage out to sea. As a result a large
Grollek’s Grove moorland has developed west of Stone-ring Knoll. The aridity of the area
keeps this from becoming a true swampland but grasses and heather grow
Established a century ago by a consortium of merchants out of thick in this region, and deadly bogs lie hidden beneath mossy patches that
Endhome led by a shipping magnate named Beval, Grollek’s Grove look like solid ground to the unwary. The paths that run across this region
controls a key crossroads between the Trader’s Way and the King’s Road. are known to be safe, but anyone venturing off of them risks disappearing
The Beval family still resides in Endhome under their patriarch Alistair among the unforgiving mires, both horse and rider alike. To aid travelers,
Beval while maintaining extensive orchards in and around the small stone crosses have been erected along the path by the clerics of Thyr who
town, but cadet branches of the other families, including the Morricks once inhabited the moor. These ancient stone monuments are weathered
and Eldorans, relocated to the town and own extensive vineyards from and broken — and many are missing entirely — but those that remain still
which they produce several of Endhome’s fine selection of wines. The mark the safe trails and continue to guide those who would travel the paths
magistrate of Grollek’s Grove is appointed by a vote of the shareholder of the moor known collectively as the Monk’s Way.
merchant houses, and all have a vested interest in seeing the town continue
Malthlyn
to prosper. Tragedy struck the town 5 years ago at the wedding of Lord
Beval’s scion which few of the guests survived, and the estate at Morrick
Mansion where it occurred has been considered cursed ever since.
Notable NPCs in Grollek’s Grove are Magistrate Miriam Kriel, Originally a land grant to a Foerdewaith knight by the overking five
Captain of the Guard Lauren Darkbow (Lawful Ftr5) and Priestess centuries ago, Malthlyn found prosperity through a silver mine established
Sarah Lyrean (Lawful Clr8 of Kudrak). in the nearby Mistwood. Unfortunately after several years the original Count
Mathen went insane and murdered his family before killing himself at the
family estate. The mine was closed and the town sank into obscurity for
Gundlock Hills centuries. Only recently has an heir to the Mathen name moved back in and
reestablished lordship over the town and mine after mithral was discovered
The sprawling western hills of Sunderland are considered the safer within. The funding allowing the Mathen heirs to reopen the mine and their
of the plain’s two highlands. There are more villages in the vicinity of ancestral estate has been provided by a consortium of merchants in distant
these hills and their proximity to the Trader’s Way and King’s Road than Bard’s Gate. Because of the ominous reputation of the Moon Fog Hills and
elsewhere, though the eastern portion of the hills is much less populated the dangers in transporting the mithral ore to the nearest ports, the consortium
and wilder. The western hills have many orchards and is fine vineyard contracted Wayriders from the Duke of Waymarch to provide security in and
country, though many of these are overgrown, having been abandoned around the town. When shipments failed to arrive as expected, a company of
after wars and skirmishes in the past. Bats are nuisance at nigh due to their Lyreguard from Bard’s Gate was dispatched to investigate the problem. The
occasional tendency to swarm, but the dire bats and mobats that hunt the merchant interests have yet to hear back from these troops.
more desolate regions and are capable of carrying away a goat or peasant Notable NPCs in Malthlyn are Acting Sheriff Cignor (Lawful Ftr3)
are much more of a problem. Violent humanoids roam the eastern hills in and Priest Thungor (Lawful Clr4 of Stryme).
small packs but have yet to gather into any groups large enough to pose a
threat to anything but isolated farmsteads.
Moon Fog Hills
Hollow Road These sinister hills rise from the eastern plains and form the foothills
of the Matagost Range. Much of these hills are covered by the Mistwood,
The Hollow Road is an old track running between Terrin Keld a light forest that is much wilder than the copses and orchards that cover
and Heldring’s Cross. It had some significance in the old days when the rest of the plains. These hills are also much more rugged than their
shipments of silver from the Mistwood Mines were being sent over its western counterparts with many hidden vales and isolated ridges where
rugged course but then fell into disuse when the mines were shut down small villages and homesteads have existed, largely cut off from outside
over the intervening centuries. With the reopening of the mine in recent contact for centuries. There have always been many disappearances
years, traffic has picked up again somewhat, and at times patrols of of travelers within the Moon Fog Hills, and not all of them are from
both Waymarch cavalry and Lyreguard from distant Bard’s Gate and its monstrous or natural hazards.
environs have been seen, though of late even these are absent. These hills gain their name from the strange misty iridescence that rises from
the treetops of the Mistwood at night to give the full moon an ominous hazy halo
that creates disorienting shadows beneath the trees. This strange phenomenon
King’s Road combined with the lurid coloration that paints the sky during these nights is
attributed as the cause of a schizophrenic condition locally known as “moon
Originating in distant Courghais, the King’s Road has carried the king’s haze”. Cases of moon haze are fortunately infrequent, but when they do occur
messengers to distant courts and armies to war for a thousand years and they often lead to madness and murder. Unbeknownst to most of the inhabitants
more. Now it serves primarily for trade as it ends in the mighty trading city of the region, these strange manifestations are a direct result of an unusually
of Endhome in the east. A bridge of wood and brick crosses the Gaelon high concentration of Obelisks of Chaos in the area of Malthlyn.
River 100 miles west of Endhome. It is that city’s duty by contract to see In addition to these unique dangers in this region, the Moon Fog Hills also
to its maintenance, and it has been repaired or replaced many times over have an unusually high number of openings into the Under Realms from
the years after being destroyed in war or washed out in floods. A toll house which foul subterranean denizens have been known to come forth in the
now stands on either bank and collects tolls from travelers and traders. night to wreak their own brand of havoc. And more than one disappearance
Southbound tolls go to the coffers of distant Courghais while northbound in the region has actually been the result of the unfortunate being dragged to
tolls feed into nearby Endhome. realms below and whatever unimaginable fate awaits them there.
Points Beyond
caretaker nalfeshnee will even appear with reinforcements to destroy
the interlopers.
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The Lost Lands": Cults of the Sundered Kingdoms
independence of the Kingdom of Suilley has now reduced its effective for sale abroad. The Governor of Endhome overseas this market, and
southern border to somewhere vaguely north of Manas, and the King’s there is always a company of Endhome soldiers stationed at the bridge to
Law in the east ends at a line running roughly from the southernmost protect the city’s interest in it.
spur of the Cretian Mountains to Manas. The Rampart, a raised causeway
that runs from Manas to the duchy’s capital at Troye, is heavily fortified
against attack from the east or the south. Kingdom of Oceanus
Endhome
Founded on the Island of Pontos by the Grand Admiral of the
Foerdewaith fleets, the Kingdom of Oceanus has declared itself sovereign
over the oceans of the world and its king as Emperor of the Oceans
The City-State of Endhome is a powerful trading port that has key Blue. This audacious claim is silently mocked in foreign courts, but the
alliances with Oceanus and Foere. Its chief trading rival is Bard’s Gate efficiency and advanced weapons of the Oceanic Navy have prevented
and its shipping out of the Amrin Estuary, but rarely does competition anyone from actively challenging their supremacy since the disastrous
between the free cities end in violence. Like Bard’s Gate, Endhome has Battle of Kapichi Point. For its part, Oceanus rules its maritime empire
extended its mercantile interests into the District of Sunderland, and the with a light hand, generally not interfering with the peaceful shipping of
city’s Governor and Senate closely watch the doings of the distant High other nations, only asserting their alleged authority when it is expedient
Burgess and her allies. to do so. Most ships of other nations simply avoid an Oceanic man-o-war
when sighted upon the high seas or accede to its demands if it wishes
to board and search the craft. Denying an Oceanic warship’s demands is
Forlorn Mountains done at a captains own risk. Oceanus’s current policy is to not interfere
with the warships of other nations as it does not see an open naval conflict
This vast mountain ranges is one of the largest outside the Stoneheart to be in its best interests at this time. Those interests are currently to amass
Range and served as the ancestral home of the Great Mountain Clan of a colonial empire throughout the oceans of Lloegyr, and the Empire of
Targ, though those dwarves have widely scattered with the fall of their Oceanus administered from Pontus Tinigal is already grown vast and rich.
principal citadel at Hazad-Burgh. Giants haunt the eastern stretches of
Kingdom of Suilley
the mountains in great numbers, though they can be found just about
anywhere in the range in smaller numbers. Legends speak of a strange
and powerful wizard called the Mechanician who is said to have a fortress
in the southern Forlorn Mountains where he keeps one of the fabled Bells Once a province of Foere, the Kingdom of Suilley declared its
of Heaven, though no one has been able to confirm this rumor. independence at the beginning of the Sundering. Having fought multiple
wars with the Duchy of the Rampart, the Kingdom of Suilley was able to
survive thanks to contributions of money and equipment from Endhome
Gaelon River Valley and Oceanus, and later Burgundia. Since the territorial ambitions of the
Kingdom of Foere have stabilized, Suilley has maintained an uneasy
Since the withdrawal of the Duchy of the Rampart’s influence, the peace with the duchy. Since they no longer received aid from the eastern
valley of the Gaelon has been dominated by Endhome. Tumbling from a kingdoms, one of the highest priorities of the king in Manas is to maintain
great waterfall in the Cretian Mountains and entering the sea beneath the strong diplomatic relations with the County of Vourdon to the west to
walls of Endhome, this fertile valley is studded with farms and villages ensure that if war does come again, it will not be on two fronts from the
tilling the land and raising crops. A virtual city has sprung up around the north and the west. The siphoning of merchant traffic from the Trader’s
Gaelon River Bridge, a vast stone structure built by dwarves of old. The Way up the Flatlander Road and on to Troye from Manas also ensures
docks of this river town launch river barges up and downstream to collect a mutual financial interest between the duchy and Suilley for the young
grain from the many granges that line its banks and deliver it to Endhome kingdom to remain stable.
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Oliver Rathbone (Order #27405459)
Chapter Two: The Cults
When the high shamans of Sull called upon the spirits of the middle air followers, but the price they claimed was much too high and decimated
and of the hollow hills, the world was much younger, and they had no true the peoples they were intended to help, affecting them still hundreds of
idea of whom or what they called upon. To their misfortune, what they had generations later.
called upon were 18 of the most powerful and malevolent creatures of the Each of the Obelisks of Chaos is unique in that it was dedicated to a
entire multiverse. Most of the 18 were demon lords, though some were specific dark entity. Each was of its own color and dimensions, but all
otherworldly beings of pure chaos. Though each had different motives, retained the same basic obelisk shape — a four-sided column topped
their methods were largely the same — sow chaos and destruction on this by a pyramid. Now they all lie buried within the bedrock of the places
young world. where they landed, and only a few know of their existence with fewer still
knowing where one or more might be found. No one knows where all of
them lie, and some have yet to be discovered.
Obelisks of Chaos The dark influence of these buried artifacts over the areas of ancient
Sull is a subtle evil seeping into the beings who live in their vicinity. As a
result, numerous dark cults of varying power and influence have sprung up
The high shamans called upon the spirits of unknown powers for aid, around the Sundered Kingdoms. Some know of their specific obelisk(s),
and what they received were the Obelisks of Chaos. These foul artifacts and protect and venerate them, while others only feel the subtle impulse of
were created by the 18 demon and chaos lords that the shamans had the obelisk calling to them. These have formed tiny and disorganized cults
unknowingly called upon, one for each. And each has the power to warp with no real idea of why, only that something calls to them.
reality around it, to create rifts in space-time, to thin the barriers between The pull of these objects is weak but pervasive upon the inhabitants
the Material Plane and the foul depths of the Ginnungagap, and to bring of the Sundered Kingdoms. There is no detectable aura of evil or chaos
these entities ever closer to unrestricted access to the world of Men. upon the region unless one is very near to an obelisk and can cast
With the deaths of the nine high shamans, the obelisks were brought detection unimpeded by many feet of intervening bedrock. And the
to the Material Plane and deposited around the Plains of Sull region, and influence of the obelisks does not generally turn those in its vicinity to
with the deaths of the nine chieftains the obelisks’ positions in the Material evil, though this has happened on rare occasions to the very sensitive.
Plane were cemented in place and they were activated. The obelisks Rather, the true effect of the obelisks is simply an atmosphere of
brought the salvation that the high shamans and chieftains requested — uncertainty, mistrust, and fear that pervades the entire region — usually
in a way — in that they brought about the destruction of Aracor and his stronger the closer the subject is to the obelisk. This atmosphere is not
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
readily noticeable, but rather colors the outlook of a person living in
its vicinity for many years. It manifests itself in disturbed sleep and
unsettling dreams, tempers that flare more easily than they should, a
suspicion of strangers, and perhaps a slightly greater urge to more base
Baphomet
actions such as violence, dishonesty, and selfishness. The beasts of Baphomet know little organization. They roam the
No census is taken of the Sundered Kingdoms, but one gathered Wildlands and more desolate areas of the District of Sunderland as their
carefully enough would reveal that reports of crime are no higher overall capriciousness and hunger takes them. They aren’t as much a cult as a loose
than anywhere else (because many likely go unreported due to apathy collective of predators and savages seeking to sate their appetites and animal
or silent affirmation), incidents of sudden violence are disproportionate lusts upon anyone weaker that falls into their clutches. Though wild beasts
to the population, and the numbers of suicides and alcohol abuse are and barbaric raiders are nothing new across the Sundered Kingdoms, they
much higher than they should be. These changes have yet to be formally seem drawn to the region now called the Wildlands with unusual frequency.
observed, yet travelers passing through the region often feel a strange This situation has not been improved with the emergence of the creature
sense of relief when they depart, as if they had been traveling under a known as the Beautiful Contessa in the ruins of Trevi.
dark cloud and the sun was finally shining through. Many superstitions It is thought that the Beautiful Contessa is an ogre mage of fiendish
are associated with the Sundered Kingdoms and humanoids seem to blood raising an army of humanoids and monsters to found her own
thrive in great numbers in the area, but no one has ever fully grasped the kingdom. This is nothing more than a ruse: The Beautiful Contessa is
ramifications of all these small clues put together. actually a powerful and extremely rare fungus man queen whose spores
While the obelisks do serve to channel the will and a tiny fragment of grow among the ruins of the royal palace. She veils herself in the illusion
the power of their masters, their full purpose has yet to be revealed, and of being the ogre warlord. The fungus queen’s true purpose is to create
it may be that some final activation awaits in the future, a day when true a legion of fungoid-infected soldiers and spies to spread the insidious
catastrophe will at last be visited upon the Sundered Kingdoms. seed of her dark master’s name — the name of Baphomet. The Beautiful
Contessa came to the ruins of Trevi because of the high concentration of
bestial creatures that call the region home, but even she is not aware of
the fact that buried deep in the secret dungeons of the royal palace lies
The Obelisks the secret of the old Burgundian king’s success. For in these dungeons is
hidden an Obelisk of Chaos dedicated to Baphomet through which the first
As mentioned, the obelisks are powerful artifacts of malevolent Burgundian kings made a pact with the demon lord in exchange for power
beings. And while they can take many sizes and colors, they all — a power that eventually corrupted and destroyed them. If the Contessa
have the general shape of an obelisk. Originally the obelisks were to ever discover this fell artifact, there is no telling the destruction
were each dedicated to a different demon lord or power of chaos she could bring to the Sundered Kingdoms.
and evil, but over the millennia since they were planted there
have been changes and power shifts within the cosmos. The
Ginnungagap is a dynamic maelstrom of chaos, and a powerful Baphomet, Prince of Beasts,
Demon Lord of Minotaurs
lord of the Otherworld today may be overthrown tomorrow. This
has occurred on multiple occasions in the 77 centuries since the
obelisks first appeared.
The original 18 demon and chaos lords have shifted and Alignment: Chaos
consolidated over time. Some were destroyed and subsumed Symbol: goat’s head with a candle between the horns or a
by other demons or evil gods, some were superseded by their simple stylized bull’s head (Aleph)
lieutenants, and some managed to maintain their hold on their Garb: rich, royal robes or filthy nakedness
obelisks throughout. There are currently 13 gods, demons, and Favored Weapon: halberd
Great Old Ones that control one or more of the obelisks. They and Form of Worship and Holidays: Full moons for worshippers
their cults are described below. with lycanthropy who tend to engage in wanton slaughter.
The obelisks in general share the following features: Non-lycanthropes hold secret rites with desecration of
• Each obelisk is a four-sided column, 3ft thick, with a pyramidal symbols of Thyr and Muir and blood rituals.
capital. They can be of any height, color, type of stone, or texture. Typical Worshippers: minotaurs, lycanthropes,
• Each obelisk is dedicated to a single entity, and has a cult that therianthropes, chaaors, the Alcaldrich Order of Knights
attempts to carry out the interests of that entity. Templar in Exile
• Each obelisk summons a guardian creature if someone
of a non-Chaotic alignment touches it or in some cases even The Prince of Beasts appears as a minotaur of prodigious size, wielding
approaches within 30ft. The summoned creature remains for 1 hour his infamous halberd Musileim. Baphomet not only attracts the worship
once summoned, but can be summoned again if the summoning of intelligent, bestial creatures such as minotaurs and lycanthropes but has
is triggered again. If this guardian creature is killed, a new one also made inroads with humanoid worshippers as well. The heretical order
cannot be summoned for 24 hours. Examples of summoned of Alcaldrich knights known as the Temple Knights of the Sacred Table,
creatures include will-o’-the-wisps and dimensional slugs. or simply the Knights Templar, secretly worshipped the Prince of Beasts
• Each obelisk has a magical trap or spell effect of some sort in their chapterhouses across the kingdom until they were driven from
that activates when someone of non-Chaotic alignment touches it Alcaldar by the Church Militans of the Holy Ecclessia Inquisitorial. The
or approaches within 30ft. Effects could include an ice storm, wall organized priesthood of Baphomet is called the Horned Ones after their
of fire, dispel magic or confusion. master’s symbol with its horns named “Wisdom” and “Mystery.”
• In addition to the magical trap, each obelisk gives forth
a 30ft-radius aura directed inward that activates only when a
Crocutus
Lawful creature comes within 10ft. Lawful creatures cannot cross
the circle to leave except with a successful dispel magic against a
15th-level caster. This only dampens the effect for 1d4 hours after
which it functions again unless the obelisk is destroyed. Gnolls and gigantic hyena-kin roam the Sand Hills of Kildren Point
• An obelisk has AC –2[21], magic resistance (50%), and 250 and even venture into the coastal areas to threaten what shipping and
hit points.
fishing occurs there. It has long been known that the riders of the Kaf hunt
these vicious and disgusting scavengers, and the spotted hide of a gnoll
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Chapter Two: The Cults
or hyaenodon fetches a fine bounty from the hetman of Kaf Village. What folk of the Southfell Glades still whisper of witches and worse in the
is not known is why these creatures are so drawn to this area of sandy swamp, but to date no true evidence has been brought to the Oceander
wastes. Nor is it known why rumors say that the creatures have for years military authorities that now control the island. And the disappearances
been digging a hole deep in the center of the Sand Hills far beyond the that occur perhaps too frequently along the verges of the marshlands are
prying eyes of the rest of the Sundered Kingdoms. simply attributed to attacks by vicious alligators even if no evidence of
The truth of the matter is that an Obelisk of Chaos dedicated to Crocutus such is ever found.
is buried beneath the Sand Hills. The gnoll god assumed power over this The fact that a coven of witches still operates in the swamp — possibly
hidden dolmen after slaying and eating the corpse of his demon lord descended from Marguerite Toussant herself — is a commonly held
predecessor. The obelisk calls to gnoll-kind and the creatures who have an belief, but no one suspects that standing upon a small island amid the
affinity for them, such as the great prehistoric hyenas that call the region brackish waters of Lake Latrouche is a strange obelisk that has been dug
home. It has taken years to gather a sufficient force of gnolls to labor for out of the mud and occasionally glows with an eerie light when certain
him, but a great flind chief called Scar-Pelt (flind chieftain, HD 8+2) has rites to The Goat with a Thousand Young are held. Nor do they have even
set his horde to digging at a particular location among the Sand Hills. an inkling of the secret war that has been waged within the depths of the
Kaf riders that come too close are hunted mercilessly until slain — even swamp between the followers of Cybele and the followers of Orcus for the
followed into their villages and taken at night if necessary — in order last 100 years and more.
to keep this secret. As a result, only the vaguest rumors of this strange In addition to the lost obelisk of Lake Latrouche, the cult of Cybele
excavation have reached beyond the bounds of the hills, and none know has a center of power near another Obelisk of Chaos, this one still
the true scope of its progress. The pit is more than 30 yards wide and is buried in the wastes of the eastern Gundlock Hills. The witches have not
nearly 100ft deep at this point with gnolls continually scraping away at the discovered the existence of this obelisk but a coven gathers in the small
earth and stone with crude picks made of antler and horn and sharpened village of Dimmehill under the aegis of a local midwife called Mother
digging sticks. It is only a matter of time until Scar-Pelt reaches the “Gift Tidwel (C female human witch MU9). Mother Tidwel has overseen the
of Crocutus” that he has been promised in his dreams and unearths the births of every babe in her village and every surrounding hamlet for more
obelisk. than three decades. Unbeknownst to the young parents, she checks each
newborn for a mark indicating if the baby is chosen by Cybele. These she
notes for members of her coven to settle near and keep an eye on until the
Crocutus, Eater of the Dead, day when some unknown fate that the Magna Mater has in store for them
can be revealed.
Demon Lord of Gnolls
Alignment: Chaos Cybele, Magna Mater, The Goat
Symbol: painted gnoll or hyena skull
Garb: Spotted or striped hyena skins. Clerics of Crocutus with a Thousand Young, Goddess
sometimes shave their own pelts into wild hair patterns.
Favored Weapon: flail, glaive
Form of Worship and Holidays: Blood sacrifices and flaying
of Fertility and Witchcraft
of living foes, especially on nights with a full or new moon. Alignment: Chaos
Moonless Night is their most sacred time of ritual. Symbol: image of a pregnant woman or a dark moon
Typical Worshippers: gnolls, flinds, and some ghouls, ghasts, Garb: nudity
and other intelligent eaters of carrion Favored Weapon: athame
Form of Worship and Holidays: Nighttime rituals when
Known as the Eater of the Dead for his disgusting eating habits and mystic planetary and astrological conjunctions occur.
ability to consume and digest any carrion — including the bones of the The equinoxes are particularly sacred, such as the vernal
dead — Crocutus is a powerfully built creature resembling a large ogre equinox which is called the Day of Blood. Other sacred
with a gnoll’s head. His fur is shaved into chaotic patterns and runes of nights include Samhain and Walpurgis. Rituals include
death and destruction. A wily demon lord, Crocutus carved his way to orgiastic dancing and chanting, bloodletting, and
rulership of the gnoll pantheon through murder and treachery, deposing sometimes sacrifices.
and devouring his predecessor and taking up his dreaded flail. Crocutus Typical Worshippers: witches, disenfranchised women, some
favors the most bloodthirsty, ruthless, and treacherous of worshippers, and amazons, gallu-demons, lycanthropes, degenerate cults
ignores the prayers of the weak and helpless.
Cybele, also known as the Great Mother, the Goat with a Thousand
Young, and by many other names, is an ancient deity that sprang up
Cybele among the ancient Hyperboreans but was old before they adopted her.
The few known myths of the Ancient Ones do not speak of her, so it
appears that her origin does not lie within their culture, but she was
Cults of Cybele can be found wherever witches practice their dark arts, undoubtedly present in their day. Cybele is the matron of witches and of
and dozens of covens are undoubtedly scattered throughout the Sundered creatures with great fecundity, even if it be degenerate or unwholesome
Kingdoms. However, the most important one is the one that no one in nature. A tribe of inbred ogres might venerate her in a mountain cave,
even knows about. In the heyday of the House of Toussant on Ramthion while a coven of witches operates under the noses of the authorities in
Island, during the Heldring invasion, it was more than just business savvy a highborn palace. She appeals to women who have been oppressed but
and collaboration with the invaders that made the fortune of Sterneher does not truly care for them, instead merely using them for her own
Toussant, it was the influence of his wife Marguerite. Lady Toussant was mysterious ends. That they might enjoy power and ascendance while
secretly an ardent follower of the Magna Mater, leading a cabal of sister serving at her pleasure is the draw for most of her cultists. The methods
witches in rites on a hidden, overgrown island in Lake Latrouche, and it of the followers of Cybele are poisons and subtle spells rather than overt
was the influence of their magic and the power of their patron that raised attacks, but her covens have toppled more than one city or ruler through
the House of Toussant to its lofty heights. their manipulations.
What occurred to bring about the downfall of the Toussant witches Cybele is also associated with Lloegyr’s small, dark second moon Sybil,
is known to no one outside the family, and no trace has been seen or though she is not truly a moon goddess. Nevertheless, some lycanthropes
heard of any of them in the century since they disappeared. Swamp venerate her in this aspect.
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
that may cost far more than the alliance is worth. Dagon is ichthyic and
cold-blooded; his mind is alien to the creatures of land, and his will and
Weapon desires are often inscrutable. Sacrifices to Dagon on shore often involve a
deep well that extends to flooded sea caves where his horrific minions can
gather to feast upon those unfortunates offered up in his name. Dagon’s
Athame clerics are called Scaled Ones and must sign a pact to serve the dread lord
This small, double-edged blade is the traditional ritual knife of as described above.
witches. It is extremely sharp and used for varying things from
inscribing ritual symbols in the earth to making human sacrifices.
It is well made with a wooden or horn handle and is always of
masterwork quality. Fraz-Urb’luu
Weight Like in many of the greatest cities throughout Akados, Oestre has a
Weapon Damage Cost powerful cult of the Demon Prince of Deception well entrenched in its
(pounds)
midst. The cult has existed among the elite circles of the city for centuries,
Athame 1d6 1 4gp and with the coming of the Oceander conquerors little has changed. All it
did was bring fresh blood from among the nobles and administrators of
Oceanus for induction into its mysteries. The cult does not control the city,
but its members number among many of the most powerful politicians and
Dagon
wealthiest aristocrats. They keep their identities secret, and the existence of
the cult is little more than a whispered rumor outside its membership. When
they encounter a person of influence, they subtly approach them and steer
There is very limited activity in the Sundered Kingdoms dedicated them towards the cult through membership in exclusive clubs, invitations to
to Dagon. Other than a few renegade sahuagin tribes in the seas off the secret soirees, and offers of lucrative, under-the-table business deals. Those
coast of Lowport, most of the evil denizens of the deeps in the region are who seem receptive are prodded a little more until it is either determined
devoted to Kunulo. However, despite the demon lord’s modest influence that they are not cult material or are formally inducted into its ranks.
now, at one time Dagon was among the most powerful of the demon The cult in Oestre calls itself the Silent Assembly and meets in a secret
princes to bind the Obelisks of Chaos to his will and bring about the ruin subbasement beneath the venerable Parliamentary Hall. The leader of
of the ancient kingdoms that once existed here. In fact, it was Dagon who the cult is called the Grand Convocator and sets the dates and times for
was behind the ravings of the Dark Shaman who brought about Aracor’s meetings as well as leading rituals to their demon lord. Rituals involve
fell bargain. And the jealous demon lord, though having lost a great deal sacrifices of treasures, autosacrifice, and formal oaths. Afterwards
of local influence to the upstart sea god Kunulo, nevertheless maintains a plans are made for the advancement of the cult and its members. They
stubborn hold on his territory. keep a low profile and try to avoid any official interest in their doings.
Though Dagon’s overt presence is no longer felt in the lands of the Unbeknownst to even the cult itself, buried deep in the ground beneath the
Sundered Kingdoms, his influence upon its course in history cannot Silent Assembly is an Obelisk of Chaos.
be denied. On the southern tip of Ramthion Island, among the ruins Cult members wear featureless white masks and rich purple robes to
of a destroyed village, at the bottom of a deep, sickly green tidal pool, hide their identities at meetings, though in reality many of the members
stands the Obelisk of Chaos that triggered the disastrous events that laid know each other. In public they wear a deceiver’s ring (see the Magic
the region low so many millennia ago. Anyone daring to dive into the Items Appendix) to mask their thoughts from others. Member plotting
disgusting pool finds not only the countless layers of bones from sentient against member is looked down upon, as it jeopardizes the cult’s plans
creatures that have somehow found their way to its depths and died but and risks exposure of the cult, but a careful plot that eliminates a member
also the strange immortal guardians that still remain, left behind by Dagon to enrich another that is done cleverly and with no risk of detection is
to make sure that others do not interfere with the seeds of chaos he sows looked upon with favor. Such a stratagem is usually how a new Grand
upon the Material Plane. Convocator is chosen.
Hastur Jubilex
The cult of Jubilex is barely organized enough to be considered a cult.
The insidious cults of Hastur are populated by madmen who seek to It consists of unstable madmen, lepers, and other unsavory types. Any
bring about the end of reality through the summoning of the Great Old One number of small pockets of followers of the Faceless Lord exist in out-
known as the Unspeakable One. The typical follower of Hastur is a nihilistic of-the-way corners across the wilds of the Sundered Kingdoms. They are
anarchist or a supremely jaded dilettante seeking an escape from the usually little more than a few unkempt lunatics living in some gulley or
mundanity of life. Rarely do they implement a formal cult beyond creation shallow cave calling out to the demon lord out of desperation or nihilism.
of an exclusive gentlemen’s club or debased acting troupe. However, in the However, there are two locations in the District of Sunderland that have
Sundered Kingdoms, the cult of Hastur has established itself through an what would be considered legitimate cults — the village of Fairbridge
organization of cloistered cenobites called the Brothers In Yellow. and the leper colony at Nidham. The cult at Fairbridge is small in number
The Brothers In Yellow occupy an ancient cemetery and funerary shrine and led by the town magistrate who uses his position to collect tolls from
of Thyr called the Chapel-on-the-Moor, southeast of Billockburne in the travelers to siphon towards his own coffers. Nidham on the other hand is
District of Sunderland. Because of the ancient affiliation of the shrine, an abandoned rock quarry on the western outskirts of the Moon Fog Hills.
most assume they are a monastic order of Thyr, but due to their small Once a major supplier of materials for the Kingdom of Burgundia, the
presence on the vast plains and the relative remoteness of their haven, quarry is more than a hundred feet deep and a quarter mile wide with
no one has learned the significance of the Yellow Sign painted above the rocky ledges, shallow caves, and overhangs throughout. After the fall
nave nor the actual abhorrent ritesperformed beneath its ceaseless watch. of Burgundia the quarry was abandoned, and villages in the area began
Members of the Brothers In Yellow wear hooded amber robes. New using it as a place to punish condemned criminals by throwing them to
initiates, usually psychopaths and lunatics called adherents, take a vow their deaths within or drowning them in the deep cold-water pool that
of silence, have their heads shaven, and have their mouths sewn shut as a has collected in a depression at one end. Over time, it instead became a
mark of their dedication. They rely on the special feeding techniques of place where criminals and undesirables were banished. A few of these
the brotherhood to keep them from starving to death, which helps ensure untouchables were lepers, and eventually more villages began sending
their absolute loyalty. When they achieve a high enough cleric level, the their lepers to the quarry at Nidham until it became a full-fledged leper
stitches are removed and, if necessary, the lips are surgically separated to colony. It was no longer used for executions or banishment of criminals
regain use of their mouths and the right to speak. Brothers encountered as it took on this roll. Eighty-five years ago, a small chapel of Mitra was
away from the chapel are always those who have achieved this rank and constructed at the bottom of the quarry for a few parish priests to tend to
are recognizable not only by their yellow robes but the stitching scars that the afflicted, but over time these priests died or abandoned their posts. In
they bear upon their lips. These ecclesiasts, as they are called, are always recent decades, cultists of the Faceless Lord began to spring up among
clerics and move among the small villages and farms of the moors doing the cultists and spread their message of earthly suffering and glorious
good works in the name of their “Unnamed Father” — assumed by most dissolution. Now the supposed chapel of Mitra is manned entirely by
to be Thyr — while scouting for sacrifices to be brought back for their clerics dedicated to Jubilex, and a thriving cult of the demon lord dwells
dread deity. The locals believe them to be a benevolent and private order; among the lepers, bullying and terrorizing any lepers who do not turn to
those who begin to suspect the truth disappear soon thereafter. their faith. The truth of this leper cult is not known outside the colony, nor
do the cultists know that buried in the rock hundreds of feet below is a
strange pulsating obelisk that calls to the afflicted and dissolute.
Hastur, The King in Yellow,
The Unspeakable One Jubilex, The Faceless Lord,
Alignment: Chaos Demon Lord of Slimes and Oozes
Symbol: The Yellow Sign
Garb: yellow hooded robes Alignment: Chaos
Favored Weapon: rapier Symbol: amulet portraying an amorphous mass covered in
Form of Worship and Holidays: Enactments of the play The eyes or a splatter of paint with an eye drawn in the center
King in Yellow to attempt to bring a manifestation of the Garb: filthy rags
Yellow Sign into mortal existence and bring about an era Favored Weapon: morningstar (called a “pulper” by the
of madness and destruction. Rituals on nights of mysterious faithful)
alignments of strange stars. Form of Worship and Holidays: Outbreaks of disease
Typical Worshippers: anarchists, nihilists, murderers, are considered to be signs of the Faceless Lord’s favor;
madmen, debased rulers otherwise there are no real holy days or organized worship
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Oliver Rathbone (Order #27405459)
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Slime Spells
Spellcasters who worship Jubilex gain access to special spells: the target’s nose and mouth in order for him to breathe again. This
process requires 3 minutes. If one person helps the target, the mucus
can be cleared in 2 minutes. If two people help, the mucus can be
Flesh to Ooze cleared in 1 minute. The victim must make a saving throw each round
Level: Magic-User 7 (with a cumulative –1 penalty) or take 1d6 points of damage each
Range: 100ft + 10ft/level round. The victim dies at the end of 4 rounds.
Duration: instantaneous The spell’s effects apply only to a target of your size or smaller.
Any creature struck by the ray that fails a saving throw is instantly
liquefied and turned into a small puddle of harmless ooze. This Muck
liquefaction kills the target. A creature that makes its save is only Level: Cleric 3; Druid 4
partially affected, taking 4d6 points of damage as portions of his flesh Range: 100ft + 10ft/level
liquefy and fall away. A liquefied creature’s equipment is unaffected. Duration: 10 minutes/level
This spell creates a mucky ooze, 1ft deep, to appear in a 20ft area
Green Water of effect. The ooze is very thick and adhesive, and pseudopods reach
Level: Cleric 1 for any creature in the area. Anyone standing on the ground when the
Range: touch muck appears must make a saving throw or be stuck in the muck. The
Duration: instantaneous creature is stuck in place until he breaks free (rolls below his strength
to move freely again).
The contents of a flask of water are changed into a patch of green Pseudopods attack anyone within the muck (as a 4HD creature).
slime that can be used as a splash weapon. Any metal or organic If a pseudopod strikes a target, the victim must make a saving throw
substance it touches begins to turn into green slime (saving throw or become stuck and unable to move (as above). Cold freezes the
resists). It can be killed with fire or extreme cold, and the transformation pseudopods, stopping their attacks.
process can be arrested by the use of a cure disease spell.
*See The Tome of Horrors Complete by Frog God Games This spell creates a massive vat of slime in the air 40ft above
**See Tome of Horrors 4 by Frog God Games the target area (if there is less than 40ft of vertical clearance, the
vat appears lower, but there must be a minimum of at least 20ft of
clearance for the spell to function). The vat instantly tips and pours
Mucus Mask its contents out in giant glop with a 10ft radius and then disappears.
Level: Cleric 3; Magic-User 4 Anyone in the area of the falling slime takes 1d6 points of cold
Range: 100ft + 10ft/level damage per caster level (15d6 maximum). The slime coats the
Duration: permanent victim but is inert after the initial damage is dealt. It can be cleaned
off by mundane means.
You spit a glob of mucus through the air at your target (a ranged
to-hit roll). A successful hit strikes the target in the head. The glob of
mucus grows in flight, so that it engulfs the target’s entire head. The Slimeball
mucus causes three effects: Level: Magic-User 4
• The mucus is acidic and burns out the targets eyes, causing Range: 100ft + 10ft/level
permanent blindness on a failed save. Duration: instantaneous
• The acidic mucus damages the ear canals and causes permanent
deafness on a failed save. This spell generates a ball of protoplasmic goop that explodes
• The acidic mucus plugs up the target’s nose and mouth and begins with a chunky thump and deals 1d6 points of damage per caster level
to cause suffocation on a failed save. (maximum 6d6, save for half) to every creature within the area. The
The victim is allowed only one save against all three effects. resulting spray of goop from the explosion splatters everyone within
Unless dispelled, the sticky mucus must be manually removed from the area of affect with green slime whether they saved or not.
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Chapter Two: The Cults
other than random sacrifices and eviscerations. demon lord’s teachings. Fortunately, most of the giant chieftains recognize
Typical Worshippers: insane humans, lepers, intelligent oozes the missionaries for the power play that they are and have refused to swear
allegiance to the self-styled giant king, but everyday a few more do listen
The Faceless Lord is a powerful demon lord, sometimes worshipped to the whisperings of these emissaries and the day may come sooner than
as a deity, though it does not generally behave as such. It is considered anyone would like that The Bonesnapper leads an army of crazed demonic
by its worshippers to be chaos personified and a return to a simpler, purer cultist giants in a massive war into the lowlands.
state of existence. Jubilex is said to sow chaos and discord throughout Anyone searching the deeper halls of Gnarlheim finds that ogre slaves
the planes, though it is possible these are simply the instinctive actions of are continually hard at work expanding the tunnel systems and caverns
a mindless monstrosity rather than a calculated stratagem. It is doubtful within the mountains. Most recently their excavations have uncovered a
that Jubilex even recognizes that it has worshippers, or cares. Disliked pyramidal-shaped structure of a strange translucent blue stone. As their
even by other demons lords, Jubilex is often depicted as an enormous excavations continue, they will discover that it is the tip of an entire obelisk
amorphous blob with eyes in random locations that spews forth foul and formed of the material, an obelisk dedicated to the Demon Prince of Wrath.
deadly slimes of many varieties. During a dispute with the dwarven god
Dwerfater thousands of years ago, Jubilex was imprisoned in some hidden
location rumored to be on the Material Plane and the world of Lloegyr. Kostchtchie, The Deathless,
His physical absence has not seemed to affect his few deranged cultists
over this time, and if his name has been forgotten to the point of being
little more than a whispered rumor in the world, then it likely has only
Demon Prince of Wrath
helped his cult to remain hidden from the powers that would otherwise Alignment: Chaos
seek to destroy it. Symbol: twisted Toten rune (Death Rune)
Garb: furs, necklaces and body piercings of animal claws
and teeth
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
and bent. Despite his deformity he is able to move about very quickly
with a hobbling gait. Kostchtchie is called the Deathless because he
was originally a mortal barbarian chieftain who angered Baba Yaga.
To punish him, the Old Crone stole his soul and hid it away. As a result
Mirkeer
he could not die except by violence and his body became twisted The shadow demon Zariathif sent an Obelisk of Chaos to the Plains
and gigantic, turning into a massive demonic being. He became the of Sull just north of the river that would become known as the Gaelon.
patron of frost giants and creatures twisted by deformity who were His hold upon the region was loose at best, his shadow-oriented mind
filled with as much vile hatred and rage as him, in particular athachs never quite grasping what do with a land and a mortal people inundated
and aberrant giants. He has sworn to avenge himself on Baba Yaga by the light of a sun for at least half of their existence. As a result, the
ever since and has even managed to alienate or make enemies of demon lord continually diminished in power for lack of true worship and
almost every other demon lord as well. Kostchtchie is a being of pure remained indecisive and quiescent in regards to the obelisk he had placed
wrath who lives only to kill and destroy. His symbol is an ancient in the mortal realms, never truly realizing its potential or finding a good
rune for death but is twisted to represent his own broken body. Even purpose for it.
with his disfiguring condition, he is amazingly strong, and wields a Eventually the Demon Lord of Shadows managed to offend Hecate,
great warhammer called Gorynya that most giants couldn’t even lift the Goddess of Evil Magic. She sent her daughter, Mirkeer, against the
much less swing in battle. unsuspecting demon lord who assassinated the creature in its own shadowy
halls in the Abyss. This act allowed Mirkeer to undergo apotheosis to true
godhood and take on Zariathif’s dominion as Goddess of Shadow and the
Kunulo Night. Since then she has taken an active interest in the lands of Lloegyr
and the mortals who dwell therein. There are small cults of Mirkeer in
most major cities that function as guilds for thieves and assassins. Her
When the Obelisks of Chaos descended upon the Plains of Sull, greatest cult is based out of the city of Endhome, for somewhere beneath
one came to rest upon an outcropping of rock that overlooked the the plains to the west lies buried the Obelisk of Chaos to which she has
Narrow Sea (now called the Dardanal Strait). This obelisk was sent laid claim.
by an obscure demon lord called Yevthe, Lord of the Riven Stair.
Yevthe’s hold upon the Material Plane through the obelisk did not last
long, however, for when the obelisks were activated and sank into the Mirkeer,
ground, the demon lord Dagon recognized weakness and moved to
take power where it was available. The great earthquake and rending Goddess of Shadow and the Night
of the sea brought forth by Dagon that swamped the southern end of
Ramthion Island likewise caused the rocky outcropping into which Alignment: Chaos
Yevthe’s obelisk had anchored itself to fall into the sea below. The Symbol: black glove
obelisk was released from the shattered stone and came to rest at the Garb: black attire
bottom of the Narrow Sea, and the shock of its sudden loss opened Favored Weapon: dagger
Yevthe to an attack by the ancient demon lord. Dagon slew Yevthe and Form of Worship and Holidays: Worshippers pray to her in
subsumed his sphere of influence, causing his Abyssal Realm of Riven dark rooms while masked and blindfolded. Her altars are
Stair to sink into the Abyssal Sea. carved of black stone, and nights with a new moon are
Yevthe had long been forgotten when Dagon came into conflict with an considered her sacred time. Moonless Night is the holiest of
alien sea god called Kunulo. This war raged across the bottom of the Razor her sacred days.
Sea far to the south and resulted in many setbacks for the unprepared Typical Worshippers: thieves, assassins, evil wizards, sorcerers,
demon lord. One of these setbacks was that the god of the deeps, Kunulo, undead shadows, and those who make their living in
assumed control of the Obelisk of Chaos beneath the Dardanal Strait. The darkness.
obelisk still sits upon the sea floor inverted and askew where it landed,
but now the sahuagin city of Chylothua stands around it, and the Cult of Mirkeer is the daughter of Hecate and serves as her mother’s messenger
Kunulo makes it the center of their worship. and personal assassin. As beautiful as her mother and equally cruel,
Mirkeer is the mistress of shadows and can control shadows with a
thought. Venerated by assassins, evil rogues, and dark magicians, her cults
Kunulo, The Hungering Tide, are always secretive and well hidden.
Orcus, Demon Prince of the Undead Demon Prince of the Middle Air
Alignment: Chaos
Alignment: Chaos Symbol: idol of a four-winged humanoid with a hawk’s head
Symbol: demonic ram skull, Orcus seated on this throne, or with a tall headdress, taloned feet, the right hand pointing
the Wand of Orcus up, and the left hand pointing down
Garb: black cowl and robe ensemble Garb: light desert robes of reds and browns, a tall headdress,
Favored Weapon: spiked or skull-tipped mace a rope belt, and bare feet
Form of Worship and Holidays: Day of the Dead (late fall), Favored Weapon: shortbow
nights of blood-red and horned moons. Worship usually Form of Worship and Holidays: Worship takes place under
involves grave robbery and animation, blood sacrifices, and the open sky, preferably in lonely and desolate high places.
conscription of the newly dead into the forces of evil. Rituals involve tattooing and scarification, bloodletting, and
Typical Worshippers: monsters, undead, evil humanoids sacrifices left bound upon high places or impaled upon
poles where they slowly die exposed to the elements and
Orcus is a demon prince with — surprisingly enough — many human depredations of carrion birds.
worshippers. He has a strange fascination with humans and their desire for Typical Worshippers: harpies, gargoyles, tengu, manticores,
power that dates back to his previous incarnation as Arvonliet during the evil sphinxes, evil dragons, vrocks, stirge-demons, evil avian
Age of Kings. It is possibly because this flaw in humans is what causes creatures
them so frequently to seek that which Orcus holds dominion over: power
over death. Orcus is the lord of all undead, and he resides in the Abyss in The Demon Prince of the Middle Air, Pazuzu is an ancient demon lord
his Palace of Bones surrounded by a legion of vampires and liches. Evil, of all things that fly and soar upon the thermals. He rules no realm in the
ruination, and wanton destruction are his only goals. He is most often Abyss, instead laying claim to the skies of all the Abyssal realms, and
depicted as a bloated, ram-headed, bat-winged monstrosity with cloven- though the other demon lords deny this, none has dared to try to contest
hoofed goat legs. He wields the Wand of Orcus, a legendary skull-tipped his sovereignty in the skies over their own realms. Fortunately for the
obsidian rod rumored to slay any living thing it touches. other demon lords Pazuzu does not take interest in the goings-on in the
Though mostly worshipped by the monstrous races, the ranks of Orcus’s realms below his lofty heights. He is much more interested in the events
human worshippers are swelling, as Orcus grants his followers, called of the mortal planes and seeks to corrupt and ruin as many of its occupants
Disciples of Orcus, power in large, liberal doses. It is not uncommon for as he can. Pazuzu has a hawk’s head and taloned feet with a humanoid
Orcus to give relatively low-level priests command of vast numbers of body, though he is sometimes depicted with a leonine head. He has four
undead to do his bidding. His symbol is either a demonic ram-headed great feathery wings that carry him aloft among the beasts that he calls
skull (the most common), a representation of himself seated on this throne his own. While he expresses some control over the winds and weather, he
(as depicted in the infamous Citadel of Orcus in the ruined city of Tsar), or actually uses this to shelter and protect his faithful from its ravages while
a depiction of his skull-tipped wand. His priests favor heavy, dark-hooded allowing it to unmake the societies of those who do not bow down and call
robes and maces stylized to represent his skull-tipped wand. him lord. Pazuzu prefers to act subtly against mortals, planting small hints
and clues about himself in innocuous places among treasure hoards or old
ruins to pique the curiosity of the one who finds them. He then attempts to
Pazuzu slowly corrupt them and cause them to bring his darkness into their hearts
until he has a new plaything to toy with and discard, heart and soul. Those
sworn to him are called Aerial Lords.
No formal cult of Pazuzu exists in the Sundered Kingdoms. Rather, the
Tsathogga
demon lord’s influence is subtly felt in individuals throughout the entire
region. Occasionally, some Andøvan artifact of a four-winged, hawk-
headed humanoid is found in an innocuous ruin or washed-out gully. The
finder then generally spends some time researching to find the artifact’s
value, if any. Such is Pazuzu’s vile and pervasive power that oft times The forests of the Moon Fog Hills have always been dark and twisted,
the search of a truly inquisitive finder becomes a quest to find out more a natural location for the manifestation of a demon lord. As a result, four
information about the enigmatic idol rather than just the means to sell it to dark powers chose to place their Obelisks of Chaos in close proximity
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The Lost Lands": Cults of the Sundered Kingdoms
there. Unfortunately for the little-remembered demon lords Artathrax, Garb: green and violet robes or filth-covered nudity
Selvirius, and Chloralhydran, they chose their obelisks to stand near Favored Weapon: scimitar, falchion, net
that of the Devouring Maw, Tsathogga. Years later, when these demons Form of Worship and Holidays: Seemingly random
approached the mighty Tsathogga to seek an alliance in order to better conjunctions of stars, events, or hunger. Worship takes
make use of their obelisks, the Great Old One lived up to his title as the the form of gruesome, debased acts of violence and
Devouring Maw and consumed all three of the petty lordlings without so perversion. There is no set liturgy.
much as a moment’s hesitation. His consumption of these three demon Typical Worshippers: aberrations, tsathar, sentient frogs,
lords caused him to undergo a transformation of sorts as he subsumed all greruor, hezrou, evil water creatures, the Violet Brotherhood
of their spheres of influence and took on the nature of a demon lord. As a
result, Tsathogga is classified as a demon lord to this day, though the title Originally an entity known as a Great Old One before a demonic
sits ill with his true nature and he makes his home in Tarterus rather than transformation, this foul frog-demon cares less about the machinations of
the Abyss. men and power than he does about obliterating light and life with slow,
Though he now controlled four obelisks in close proximity beneath the oozing sickness and decay. He is the vicious dark evil bubbling up from
Moon Fog Hills, the apathetic Demon Frog made little of it until 7000 beneath the surface, the foul corruption at the heart of the earth. Making
years later when his offspring, the aberrant demon Co’Nurgral was able to his home on the plane of Tarterus at the mouth of the vast swamp of filth
make its way from far Khemit to the Moon Fog Hills within the body of deposited by the River Styx as it flows out of the Abyss, Tsathogga’s main
the fallen knight Count Wynston Mathen. Once drawn forth by a witch- form is a colossally bloated humanoid frog with spindly, elongated limbs
cult of Tsathogga, Co’Nurgral began consolidation of its power over the and fingers and the occasional odd tentacle. His corpulent body exudes
area and its four obelisks through its unholy spawn of the Mathen family. all manner of foul humors and fluids, which leak into the vile swamp in
In a final fit of sanity, Sir Mathen managed to slay most of the aberrations which he lies. He has positioned himself so that all of the slime and filth
and put an end to the cult, causing the cult in the area to go into quiescence from the River Styx feeds into his gaping, toothy mouth, giving him his
for centuries. Only recently with the return of the Mathen scions has the appellation as The Devouring Maw. He never moves and rarely speaks
cult of Co’Nurgral begun to stir to life once again in the vicinity of the other than to emit an unintelligible shrieking.
village of Malthlyn. The four Obelisks of Chaos all lie hidden in caverns Tsathogga commands a host of evil creatures — notably evil aberrations
within the Moon Fog Hills in the general vicinity of Malthlyn (see the and his own vile frog race, the tsathar (see The Tome of Horrors
adventure Aberrations for further details). Complete 574). Thousands of fawning tsathar servants continuously bathe
his body in fetid slime from the evil swamp, awaiting the divine bliss of
being randomly devoured by him. His hatred of light and lack of human
Tsathogga, Demon Frog God, worshippers (though there are a few notable exceptions called Filth-
Priests) mean that he is little known to surface races. He has few organized
The Devouring Maw, centers of worship and no standardized holy symbol — each worshipper
chooses his own way to best depict his deific vileness. Occasionally,
Demon Lord of Filth tsathar priests of Tsathogga on Tarterus sculpt a small likeness of him out
of foul chunks of solid waste from the Styx that harden into a vile green
Alignment: Chaos substance similar to soapstone when taken from that plane. Such items are
Symbol: image of the Frog God carved in soapstone highly prized as holy relics.
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Chapter Three: New Monsters
Chapter Three:
New Monsters
The following new monsters appear in The Cults of the Sundered Kingdoms Adventure Path.
Choker
Hit Dice: 3
Armor Class: 4[15]
Attacks: 2 tentacles (1d4 plus grab)
Saving Throw: 14
Special: grab, strangle.
Move: 12 (climb 9)
Alignment: Chaos
Number Encountered: 1, 1d4+1
Challenge Level: 4/120
A choker is an underground predator with long rubbery arms that lashes out at victims
from subterranean shadows. They aim to grab and strangle their prey by wrapping their
long fingers around the victim’s throat. Anyone struck by a tentacle must make a saving
throw or be held and strangled. The victim takes 1d6 points of damage (save avoids) for
3 rounds. He dies on the fourth round if he doesn’t escape the choker’s grasp. Chokers
weigh only 35 pounds and have long arms and legs. They are agile climbers.
Choker: HD 3; AC 5[14]; Atk 2 tentacles (1d4 plus grab); Move 12; Save
14; AL C; CL/XP 4/120; Special: grab (anyone struck by tentacle, save or
held and strangled), strangle (3 rounds, save or take 1d6 points, death
on round 4).
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Tainted History
Co’Nurgral is the formless spawn of Tsathogga, vomited forth spawns of Tsathogga were born to Madrana Mathen, and Co’Nurgral
from the croaking god’s rubbery lips. Summoned from the River Styx began his climb to the status of nascent demon lord.
by tsathar frog priests of Tsathogga among dark hidden temples of Co’Nurgral dwells in a dark pit deep below the Mathen Manor
Khemit, Co’Nurgral was fused into the crusading knight Lord Wyn- where his scions can call him forth with blood sacrifices. This they
ston Mathen during a long ritual of unholiness and evil. The crusader still do on occasion to mate the latest matriarch of the line with the
carried this taint back with him from Libynos where he met Madrana, foul demon and spawn a new generation of his foul offspring.
niece of Overking Yurid. Madrana was secretly a witch and follower
of Tsathogga and had looked for a sign from her dark lord of a coming
apotheosis. She saw upon the decorated knight the mark of Tsathog- Servants of Co’Nurgral
ga’s taint and convinced both him and her uncle that she was in love Co’Nurgral is largely unknown to the rest of the world, though it is
with Lord Mathen. Overking Yurid blessed the marriage and granted likely that tsathar still continue to revere him in the secret deep places
Lord Mathen a county in the distant reaches of eastern Sulley, subtly of the world. The tsathar cult in Khemit that created a vessel for their
directed in the location of this land grant by the hand of his niece. liege in Lord Wynston disappeared shortly after his departure for the
The newly minted count moved his wife and retainers to their new west and were never seen again — their purpose in getting Co’Nurgral
holdings and built a keep and started a mine in grounds his wife felt to the vicinity of the Obelisks of Chaos in the Moon Fog Hills com-
were auspicious. Within the mines were found the long-buried Obe- pleted. Other than them, the only known organized worshippers ded-
lisks of Chaos dedicated to Tsathogga himself. And with the power icated to Co’Nurgral has been the Mathen family that has descended
they brought, Madrana was able to call forth the spawn from within from his line. Even the tsathar at the great Temple of the Frog beneath
her husband and grant Co’Nurgral physical form in the deep caverns the Stoneheart Mountain Dungeon have only the vaguest idea of the
below their manor. It is from this font of chaos and evil that the Mathen true horrors hidden within the hollows of the Moon Fog Hills.
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Oliver Rathbone (Order #27405459)
Chapter Three: New Monsters
Demon Mist
Hit Dice: 2
Armor Class: 6[13]
Attacks: touch (1d4 plus touch of madness)
Saving Throw: 14
Special: immune to fear, touch of madness.
Move: 0 (fly 12)
Alignment: Chaos
Number Encountered: 1, 1d4+1
Challenge Level: 4/120
A demon mist is a small wisp of mist floating above the ground with no real
discerning features. It extrudes thin tendrils of mist that it uses to attack its
victims, with each touch of a tendril potentially causing insanity. Every time a
demon mist strikes a victim, he must make a saving throw or become confused
(as per the spell) for 1d4 rounds. If the victim rolls a 1, the confusion instead
lasts for 1d4 hours.
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
50
Oliver Rathbone (Order #27405459)
Chapter Three: New Monsters
Serpentfolk
Hit Dice: 4
Armor Class: 3[16]
Attack: bite (1d3) and weapon or 2 claws (1d4)
Saving Throw: 13
Special: immune to mental domination, mild venom
Move: 12
Alignment: Chaos
Challenge Level/XP: 5/240
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
Perilous Coin
A seemingly normal gold coin, a perilous coin is cursed with powerful
enchantments. All who view the coin must make a saving throw or desire
to own it. Those who fail their saving throws go to any lengths to procure
the coin, even murder; once in possession of the coin, they fight to the
death to keep it. Those who make their saving throws can never be affect-
ed by that specific coin. Thankfully, only 7 such coins are known to exist. effect is reduced to around 38 degrees. A sphere of cold can be stored in a
solid crate or box without affecting the surrounding area.
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Oliver Rathbone (Order #27405459)
Cults of the
Sundered Kingdoms
Adventure Path
Welcome to the Cults of the Sundered Kingdoms Adventure Path. By
now you have seen the Cults of the Sundered Kingdoms Gazetteer and
explored the ins and outs of the cursed and lawless wilderness that makes
up the region known as the Sundered Kingdoms. You have seen the thir-
Developer’s Apology
teen insidious cults that make their homes secretly or not-so-secretly in If you purchased The Lost Lands: The Lost City of Barakus
the area. Now is your chance to run adventures against some of those very and received the Sinnar Coast Region map, then you may have
cults and explore the hidden corners and malignant forces that call the noticed that the river leading to the city of Endhome on that map
Sundered Kingdoms home. is labeled as the Graelon River, complete with the Graelon River
The Cults of the Sundered Kingdoms Adventure Path is a series of Bridge. Yes, that is a mistake. The river and its bridge are actually
adventures for the Pathfinder Roleplaying Game that take a party of 4–6 the Gaelon as written in that adventure. That was a typo on my
adventurers from 5th level to 10th level and above. It is a dangerous ad- original regional map design that then was carried over into the
venture path that pits the player characters against not only evil cultists bridge tag. It was not noticed until after the map was printed. Our
but horrific aberrations, mutations, and demonic outsiders as well. It is sincerest apologies for the oversight and any confusion it caused.
recommended that a party be well-balanced with effective fighting skills, Rest assured that the name of the river has been and remains the
spellcasting, healing abilities, and skills in stealth and trap evasion. Play- Gaelon. It has been corrected on the area map for this adventure
ers who try to bull rush their way through every situation will likely find path. As for the regional map, I’ll just hope that the egg on my face
themselves quickly outmatched and overwhelmed. Successful completion matches my shirt. Mea culpa
will require some investigation and diplomacy at times, with the applica- — Greg
tion of force when necessary. The characters will have chances to regroup
and replace lost members between adventures, however, so they should be
able to remain at full strength most of the time. er, Aberrations by Casey Christofferson, and Crystal Skull by Dave
The adventure path takes place in and around the Sundered Kingdoms, Brohman, as well as three new adventures: Beasts Among Us, Shades
starting on the road outside Endhome and ending in the depths of the of Yellow, and Vengeance in the Hollow Hills. The three old adventures
mysterious Fae Copse of the Duchy of Southvale. The common theme have been converted to the Swords & Wizardry rules and integrated into
throughout is the evil cults that the characters continually face, though the the Lost Lands setting, and developed to serve as cohesive parts of the
same cults are not featured in each adventure. Most of these are demonic greater adventure path.
cults, though one is a cult of a Great Old One, but they range from monas- If you don’t wish to start a party at 5th level to participate in this adven-
tic orders, to disorganized groups of beast-like marauders, to entrenched ture path, a good option might be to start a new 1st-level party in Endhome
and carefully hidden cults existing under the nose of local authorities. The and begin playing The Lost Lands: The Lost City of Barakus.. Have
approach that the characters will need to take to each of these groups will them in the vicinity of Endhome when you spring Beasts Among Us on
differ based on the situation, and each offers a unique challenge to the the group.
party’s skill and perseverance. But all have one thing in common — they If you prefer to have your characters arrive in the area of Endhome from
are thoroughly evil and need to be eradicated. afar, consider using The Lost Lands: Stoneheart Valley to allow the par-
The adventure path consists of six adventures. Three are updates of old ty to gain some experience before leaving the Bard’s Gate area for parts
Necromancer Games adventures, Morrick Mansion by Patrick Lawing- along the Gaelon River.
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The Lost Lands": Cults of the Sundered Kingdoms
Beasts Among Us
Beasts Among Us is a short adventure to introduce characters to the Cults even up into Sunderland. In recent months, however, the hermit ordered
of the Sundered Kingdoms Adventure Path. It gives the characters a taste Kilgrey to hunt in richer points farther north, saying that it was the will of
of what awaits them within the Sundered Kingdoms as they run afoul of Baphomet. Kilgrey has stalked the interior of the District of Sunderland
the cult of Baphomet before they even enter the lands of that region. The and lonely stretches of the King’s Road in recent weeks. However, with
adventure should propel them into the greater plot, which pits them against the coming danger of the Battle-Duke’s cavalry, he has changed tactics.
several of the cults, as well as give them a sense of what they will find when Catching a fisherman unawares on the bank of the Gaelon River, Kilgrey
they dare to set forth into the ruined lands of the Sundered Kingdoms. and his gang used his fishing boat to ferry themselves across the river.
Now they lie in wait for a ripe target along the King’s Road east of the toll
bridge, knowing that no one would expect an attack along this stretch of
Adventure Background heavily guarded road. His plan is to attack a rich target and then retreat
back across the river before the Endhome patrols ever even realize he
was there. A rich merchant caravan has come into sight, and Kilgrey has
The King’s Road travels from the distant imperial city of Courghais decided that now is the time to make his strike.
far to the west and ends where the waters of the Sinnar Ocean lap at the
wharves of Endhome. It is a road of great amounts of trade and mercantile
enterprises. In its wilder stretches, where it passes through the western
edge of the District of Sunderland, it is also a fairly dangerous road. Once
travelers pass Grollek’s Grove heading east, there is very little in the way
Adventure Summary
of civilization until they reach the toll bridge over the Gaelon River. Small As the party travels the King’s Road toward Endhome, they come upon
villages are built intermittently along the road — most too small to even the sight of a slaughter. An entire caravan has been wiped out with the
warrant mention on a map — but they control little more than they can ferocity of wild beasts, though the arrows and weapon marks left behind
see from the farms, and there are vast tracts of wild, unclaimed lands in show that it was perpetrated by men. After disposing of some wolves
between. As a result, this 500-mile stretch of road can be exceedingly scavenging among the corpses, the characters find the trail left behind
dangerous, as it is frequented by bandits, hunting beasts and worse. by the attackers. Following it as night falls, they come upon the camp
To try to protect the trade coming in from the west, cavalry patrols of of the raiders, a group of savage cultists in the process of torturing the
the city garrison based at the toll bridge travel up and down the King’s prisoners they have taken. Attacking these cultists, the party discovers a
Road from Endhome to Grollek’s Grove. The stretch between the toll trail leading down to the river bank where a stolen boat is being loaded
bridge and Endhome receives fairly good coverage by these patrols, but with the goods stolen from the merchants for an escape across the river.
forays down to Gundlock Hills are sporadic at best. In addition, monthly Defeating these brutes and their werewolf leader, the characters rescue
patrols are sent by the Battle-Duke of Troye to collect the tolls for the an injured merchant from Endhome who promises them an introduction
imperial coffers, but other than these forays, there is little protection with his employer, an introduction that can lead to lucrative employment
afforded travelers on this long desolate stretch of road. As a result, opportunities in the future.
travelers typically either travel in large, well-armed caravans between the
Adventure Hooks
hills and Endhome or not at all. Nevertheless, every year there are a few
instances where travelers or even small caravans go missing. Sometimes,
the burned-out or slaughtered remnants are later discovered somewhere
along the road’s most remote stretches.
The adventure begins with the adventurers traveling down the
The Battle-Duke’s monthly collection party, consisting of a column of
King’s Road north of the Gaelon River. They can be going either to
heavily armed cavalry from the Duchy of the Rampart is due to reach the
or from Endhome on their journey but should not be involved in any
toll bridge any day now. So now is the period when the more intelligent
form of employment at the time that will involve any sort of long-term
marauders of the long road lie low and wait for the danger to pass and
commitment. The characters need to be available around the Endhome
bring safer opportunities for loot to them. Not so for Kilgrey Ivanof,
area to take on work for Lord Beval as described in Morrick Mansion. It
though. An Erskaelosi barbarian originally from Tyr, Kilgrey began his is possible that the later adventures in the adventure path need to happen
career cutting his teeth in battle with the giant clans of the Giantlands and immediately following the events of Beasts Among Us if the characters
the wild beasts of the Wildlands. Unfortunately, after only a few years he are not available for hire in Endhome immediately. If so, just modify the
ran afoul of a pack of wolves marauding along the Burgundian Road with timeline of the adventure path accordingly to fit your campaign.
a malign intelligence. When he and his band attempted to hunt the beasts,
they found themselves led into an ambush and discovered that the pack
finding a place to stop for the night soon, and it doesn’t look B. Brigands’ Camp
like an inn or cotter’s loft is going to conveniently appear.
You are eyeing a few possible clearings among the The trees grow thicker south of the road forming a lightly wooded area
sparse stands of trees that grow along the road when reaching to the river a mile away. Even as night falls, the tracks and the
the wind shifts and brings to your ears the sound of blood trail the retreating brigands left are easy to follow (90% chance
dogs growling and fighting on the road ahead. Likewise of success for rangers; 75% all others). In addition, after a few hundred
the wind shift brings with it the unmistakable smell of yards, the light of a campfire and the sounds of boisterous celebration
spilled blood. can be heard. The camp is easily located a quarter mile into this lightly
forested area.
A brigand has been left as guard on the trail leading back to the road,
If the characters choose to investigate the sound and smell, they find but like the rest of his compatriots, he has been drinking heavily of the
just over a low rise in the road ahead a scene of carnage. Proceed with A. ale casks liberated from the wagons. He is not drunk, but he is not paying
The Ferryman’s Toll below. attention, instead looking back toward the camp. The characters can sneak
up on him if they are not using light sources and are suitably stealthy.
When they reach his position, they can see the camp ahead.
A. The Ferryman’s Toll
A large campfire crackles ahead through the trees, great
hunks of horse meat roasting on makeshift spits above it.
The road tops a small rise and reveals a horrific sight
Spits also hold smaller cuts of meat that look chillingly
below. The remains of a caravan lie strewn across the road
humanoid in nature. Seated around the fire in this
and surrounding grass, men and horses butchered like
impromptu camp are at least half a dozen grizzled brigands.
cattle. Three wagons lie on their sides where they were
This crew of cutthroats looks as if it has spent more time in
tipped over, their contents strewn across the roadway.
the wild than in town, with dirty and disheveled clothing
Blood is splattered everywhere from the where the victims
and equipment, long unkempt hair and beards — some
were torn apart, and a cloud of flies buzzes over these
streaked with fresh blood from a recent meal — and an eye-
crusted pools of crimson. Two gray wolves, unusual this far
watering stench that you can smell over the smoke of the
south of the Penprie Forest, growl and snap at each other
fire. Three wolves lounge among them, each gnawing on
as they fight over a bloody horse’s carcass.
bones and bits of bloody gristle. The men do not appear to
be alert, being more intent on drinking from the wooden
kegs set on a nearby rock and chewing on bloody hunks of
It is plain that the characters have come upon the sight of a caravan poorly cooked meat. Unmoving near the fire is the body of
massacre. The fact that there is a stand of trees to the south of the road a man, stripped naked and bloody.
that grows up near its edge provided a perfect place for an attack to
come with surprise, and searches in the ground there easily find traces
to confirm that is where the attack came from. A total of nine human The characters have found the camp of the criminals responsible for
corpses are on the roadway, all killed by either slashing weapons or torn the slaughter of the caravan. A total of 7 brigands are here (not including
with the fangs of wild animals. They were all killed within the last hour. the one standing guard) and 3 wolves. These filthy wretches have made a
Their pouches have been emptied and their bodies thoroughly looted quick camp to feast and celebrate their recent success while some of their
so that they now lie half naked upon the road. From the clothing and compatriots load the rest of the spoils into a nearby boat to escape any
equipment that remains, it is apparent that six were guards, two were retaliation from the garrison of Endhome. They are not alert, thinking that
teamsters, and one was a merchant. There are also carcasses of four draft the wolves they left behind at the road will howl to alert them if intruders
horses, though the blood and marks on the road show where two more come. They planned their ambush along an uninhabited stretch of the
were butchered and presumably carried away. Nothing of value is left road and aren’t expecting anyone to come by tonight. Though there are a
in the wagons. number of these villains, if the characters are careful they can catch them
The 3 wolves are part of the band of brigands that ambushed unawares (the brigands are not paying attention, but the wolves notice as
the caravan. They were left behind to watch the road and alert the soon as any visible character steps from the trees into view). The prisoner
bandits if anyone approached, but they began fighting over one of is still alive but is feigning unconsciousness (see Development below).
the horse carcasses instead. With the wind shift, they did not smell The camp itself was hastily built with little more than a campfire of
the characters as they approached. When they sight the characters, dead branches and a few personal belongings dropped here and there. It
they immediately charge to attack but do not take the time to howl is evident that the brigands did not intend to stay long. The butchered
and alert their masters. remains of a horse are roasting over the fire as are the butchered remains
of a human male. It appears that the foul bandits have been feasting on
Wolf (3): HD 2+2; HP 15, 12; AC 7[12]; Atk bite (1d4+1); Move both. The butchered remains of another horse have been stacked beside
18; Save 16; AL N; CL/XP 2/30; Special: none. a nearby tree and forgotten. Three half-empty ale kegs sit near the fire,
and the brigands drink from an assortment of leather jacks, drinking
Development: At least 12 booted humanoids and a half-dozen wolves horns, and wooden cups stolen from various taverns and farmsteads over
waited in ambush under the trees. Their trail departs through the trees the years.
to the south. Rangers can easily follow this trail (90% chance). If the
characters examined the bodies, then they know that at least one of Brigand (7): HD 1; HP 8, 7x2, 6x2, 5x3; AC 6[13]; Atk short
the wagon drivers is missing (only two were found) and possibly other sword (1d6) or shortbow x2 (1d6); Move 12; Save 17; AL C;
members of the caravan. Since there are no tracks of anyone escaping, CL/XP 1/15; Special: none.
it seems likely that they were taken prisoner and carried south with Equipment: leather armor, short sword, shortbow, 20
the retreating bandits. The characters are hours away from the nearest arrows, 1d6sp, 3d6cp.
farmstead, and no one else comes along the road this night. If they wish
to investigate or bring the killers to justice, the characters have to follow Wolf (3): HD 2+2; HP 17, 14, 10; AC 7[12]; Atk bite (1d4+1);
the brigands’ trail on their own. Move 18; Save 16; AL N; CL/XP 2/30; Special: none.
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Beasts Among Us
Tactics: As soon as the characters are spotted, the wolves spring to Special: none.
their feet and rush to attack. This alerts the brigands even if they had not Equipment: leather armor, short sword, shortbow, 20
already spotted the party. The brigands are not drunk, but all are seated arrows, 1d6sp, 3d6cp.
on the ground and do not have weapons out, so the characters have the
opportunity to catch them unprepared. Once they manage to leap up and Treasure: A search of the camp turns up little of true value beyond
grab their weapons, three of the brigands grab their short swords and charge what the brigands carry in their pouches. A sack next to the ale kegs holds
while the rest hang back behind the fire and fire arrows at the characters. 350cp recovered from wagons that one of the brigands was ordered to
The brigands fight with a maddening ferocity and refuse to surrender or flee. split with his fellows. He is waiting until the others get drunk so he can
Development: The “body” beside the fire is actually one of the wagon split the money in his favor without anyone noticing.
drivers, and he is very much alive though wounded. His name is Hans
(normal human, HP 4, currently 1), and he has been stripped naked and
beaten and has been feigning unconsciousness for the last hour. Scrawled
on his chest in drying blood is a stylized bull’s head that is the symbol
C. The Ferryman’s Boat
aleph from the ancient Irkainian language of Semuric. It is both the first The trail from the camp leads only 100 yards to the banks of the Gaelon
letter of that language’s alphabet and a symbol meaning “ox.” It is as an River. The sounds of the river mask any sounds of combat from the camp so
obscure symbol used by the cult of the demon lord Baphomet. that the occupants of this area are not yet aware of the characters’ presence.
Hans is terrified and can confirm that the brigands killed one of the
merchants and have been cooking him and eating him along with the
horses they butchered. He can also tell the characters that a handful of
brigands carried the caravan master as well as most of the valuables taken Twilight has deepened to night by the time you reach the
from the wagons through the trees to the south. He has not seen them since end of the small trail you follow. It emerges from the trees
and does not know where they were going. Anyone looking to the south on a low bluff overlooking the River Gaelon below. The river
can find a faint trail heading in that direction (75% chance for rangers; is over half a mile wide here, and the far bank is just barely
30% all others). The characters can also hear the sounds of the river visible through the gloom. The smooth surface of the river
nearby in that direction. reflects the stars of a cloudless sky, broken here and there
Four rounds after the fight ends, another 3 brigands come up the trail only by the occasional log silently drifting downstream of
from the river. Unless the characters were spectacularly noisy in fighting the splash of a feeding fish. The sound of the running water
the bandits they are not aware that anything has happened and can be is loud here so that you can no longer here the crackling of
ambushed if spotted by the characters. They retreat back to the boat (Area the roaring bonfire you left behind.
C) if they spot the characters. Below you, the trail descends the short embankment to
the muddy riverbank. A sizable fishing boat is anchored
Brigand (3): HD 1; HP 7, 6x2; AC 6[13]; Atk short sword (1d6) between the bank and a brush-covered sandbar nearly
or shortbow x2 (1d6); Move 12; Save 17; AL C; CL/XP 1/15;
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The Lost Lands": Cults of the Sundered Kingdoms
down so that he has total cover from the boat’s gunwale. Once combat
70ft long. It has only one deck and a single mast, but spars begins, he crouches behind the gunwale and fires his powerful bow at
provide anchor points for nets that can be used to drag the characters. If it appears that the characters are about to board the
the river for fish. Those nets are currently little more than boat, he uses a pole to push the boat from the bank so that it floats into
frayed ropes where someone has hastily cut them away the current. The boat moves at a speed of 20ft each round as it drifts,
and cast them off. A single lantern hung from the mast and after 2 rounds is past the sandbar and floating out into the open
illuminates the deck of the fishing boat where two men have stream beyond the reach of the bank. He uses a paddle to maneuver the
just finished stacking a small pile of crates and barrels on boat to the far side where he flees into the wilderness with his prisoner
board. As you watch, they leap overboard into the shallow and as much of the loot as he can carry (the 200gp from the strongbox
water and trudge up the bank toward you. and the mithral bar). If the characters board the boat, he transforms into
his hybrid form for melee (it is a night of the full moon) and fights to
the death. If killed, when Kilgrey transforms back into his Erskaelosi
The brigands captured a fishing boat this morning while its crew was human form, a large, 8-inch scar from a branding iron has made the
out on the southern bank of the river unsnarling the nets from a snag. The aleph symbol (see Area B above) across the left side of his chest to
crew was slaughtered and the nets cut away so that the brigands could identify him as a member of Baphomet’s cult.
take the craft across the river to set an ambush. Having now successfully
raided a caravan, they intend to row their spoils back across the river and Brigand (2): HD 1; HP 8, 6; AC 6[13]; Atk short sword (1d6)
disappear into the wilderness before any repercussions occur. Currently, or shortbow x2 (1d6); Move 12; Save 17; AL C; CL/XP 1/15;
2 brigands have just finished loading the last of the booty aboard the Special: none.
boat and are now heading back to the campfire to join the feasting. The Equipment: leather armor, short sword, shortbow, 20
characters have 2 rounds before they reach their positon atop the 10ft-high arrows, 1d6sp, 3d6cp.
bluff. The trail is steep and reduces movement to half. Climbing the bluff
itself through the crumbling bank and scattered brambles requires a saving Wolf: HD 2+2; HP 15; AC 7[12]; Atk bite (1d4+1); Move 18;
throw to proceed at half movement (failure means the character slips and Save 16; AL N; CL/XP 2/30; Special: none.
slides on the crumbling earth). A single wolf naps at the top of the bluff
not far from the trail. It is not particularly alert but has a cumulative 20% Kilgrey Ivanof, Werewolf Brigand Leader: HD 6+4; HP 40; AC
chance per round of smelling the characters and realizing that they are 5[14]; Atk bite (2d4), battle axe (1d8) or longbow x2 (1d6);
foes every round that they remain on the trail. If this occurs, the wolf Move 12; Save 13; AL C; CL/XP 5/240; Special: lycanthropy
immediately leaps to the attack. It likewise awakens if combat begins. The (contract if wounded greater 50% hit point maximum), silver
sleeping wolf has total concealment from the characters as long as they or +1 or better weapon to hit.
remain on the trail. Equipment: battle axe, longbow, 20 arrows, potion
The brigand leader, Kilgrey Ivanof, is down in the boat securing of healing, backpack with bottle of whiskey (5gp),
the bonds of his prisoner (see Development below). He is crouched crowbar, and a sack holding 17gp.
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Beasts Among Us
Development: Bound hand and foot, badly beaten, stripped naked, and 5 miles to the nearest farm where he can send word to his employer. If the
deposited on the deck of the fishing boat is Kilgrey’s prisoner, the caravan characters do these things, Kandrel confides in him that he is employed
master Kandrel Dorn (HP 21, currently 5). Kandrel is a merchant of by Baron Alistair Beval, a major owner of ships and commercial shipping
Endhome and was taken captive when his caravan was destroyed. Kilgrey in Endhome. He reveals that the caravan goods belong to Lord Beval
intends to hold him until he can find out if he commands a suitable ransom and that he will be most grateful for the return of them and the caravan
and the feasibility of successfully collecting it without incurring the wrath survivors. Lord Beval is currently out of the city on business, but when
of the Endhome garrison. If not, he’ll probably just eat him. Kandrel is he returns in a few weeks Kandrel promises to speak to the baron on their
grateful but terrified. He is too petrified with fear to move on his own or behalf and is sure that Lord Beval will wish to reward them further for
speak until given decent clothing and taken back to the road. There, he their good works. If the characters return to Endhome in a month or so
identifies himself and expresses his gratitude for the rescue of himself and and call upon Lord Beval’s commercial interests, Kandrel sees to it that
possibly Hans as well. If the characters return the stolen caravan goods they are suitably rewarded (see Beginning the Adventure in Shades of
to him, he rewards them with 200gp for their deeds of valor. If they do Yellow for details).
not, he asks for at least 50% of them to be returned, reckoning that the Kandrel apologizes for having to delay the reward for so long until Lord
difference is worth the efforts that the characters went through to rescue Beval’s return but adds that if the characters are interested in gaining further
him. He is not particularly well disposed toward them afterward though. favor with the powerful shipping magnate there is another matter that they
Treasure: The most valuable of the caravan goods are loaded onto the could attend to and gain even greater favor and potential for reward. If the
boat. These include a cask holding 50 lbs. of cinnamon (worth 50gp), 90 characters show interest, Kandrel tells them that Lord Beval has sought
square yards of linen (weighing 30 lbs. and worth 360gp), a crate holding
worthy adventurers for the past 5 years to look into the disappearances of
19 bottles of 5-year-old Châlaix red wine (25gp each) packed in straw,
his son and daughter-in-law on their wedding night near the small town of
five 40-lb. bundles of cured leather (50gp each), three 100-lb. barrels of
Grollek’s Grove. He tells them that a special representative of Lord Beval
tobacco (50gp each), and a strongbox with a broken lock holding payroll
named Richard Arien has been set up in Grollek’s Grove to handle the task
totaling 200gp and a 1-lb. bar of mithral (500gp).
of finding adventurers. If they are interested he tells them to follow the
King’s Road west across the Gaelon River to where it meets the Trader’s
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Morrick Mansion
The Lost Lands": Cults of the Sundered Kingdoms
By Patrick Lawinger
Morrick Mansion
Morrick Mansion was originally published as G7: Morrick Mansion, a A few learned individuals live in town and study the curse from afar, not
Third-Edition adventure by Necromancer Games. It has been converted daring to investigate personally.
here to the Swords & Wizardry rules and integrated into the Cults of the The characters come through town on their way to other parts of the
Sundered Kingdoms Adventure Path set in the Lost Lands campaign world or have heard rumors about the curse. While eating in a local tavern,
setting by Frog God Games. It follows the introductory adventure Beasts they hear rumors about the curse spreading and about the different people
Among Us and gives the players their first true taste of the nefarious investigating it. Further rumors suggest great hidden treasures while other
goings-on in the Sundered Kingdoms as they delve into a border village rumors claim Lord Morrick was in league with demons. Tactful questioning
to investigate the existence of a curse that has afflicted the area for 5 years. reveals the reward that has been offered, the names of the different
It does not specifically involve one of the cults introduced in Cults of the individuals who are supposedly researching the curse, and ways to remove
Sundered Kingdoms, but does highlight the sort of despicable dealings that it. Exactly how the adventure ends depends on which pieces of information
certain unscrupulous persons have had with demonic entities in the region the party discovers and which NPCs the party aligns itself with, if any.
and the fallout that such actions can easily have upon innocent bystanders. At the conclusion of the adventure, the characters should acquire
some new magical items, some spellbooks, and quite a bit of treasure.
They also have the opportunity to forge friendships and alliances with
Adventure Background members of some powerful organizations and families, potentially
leading into further adventures.
Lord Arvath Morrick, a well-liked businessman and vineyard owner,
used his knowledge of weather, trade routes, and the varying values of
items in different parts of the world to amass a vast fortune. His wealth
supported many charities and employed a large number of well-paid
Module Organization
servants and gardeners. Because Lord Morrick had a reputation as a kind, The module is organized into several chapters. This chapter provides
fair man, even jealous competitors would not dare to speak ill of him. Lord background information and character hooks designed to get the characters
Morrick’s power and influence expanded further with the engagement involved in the adventure as well as details on the curse’s creation, its effects,
of his eldest daughter Larissa to Lord Byron Beval, the son of a major the different clues the characters might discover, and different solutions for
shipping magnate in the port city of Endhome. stopping or eliminating the curse. The second chapter details Grollek’s Grove
Held in Lord Morrick’s magnificent mansion, the wedding included and the rumors found there, as well as NPCs with whom the characters might
many of the nobles and merchants from the surrounding area as guests. interact to gather information. The third and fourth chapters provide keyed
Lord Kyran Eldoran, one of Lord Morrick’s neighbors, never had a good encounter locations in the mansion and the surrounding grounds, including
relationship with Morrick and was not invited to the wedding. Elderly locations for different pieces of evidence the characters might collect. The
and bitter, Lord Eldoran made use of his extensive library of magic final chapters describe various possible conclusions and rewards.
texts to contact a demon. Although successful in his efforts, the demon
Eldoran contacted instantly recognized the elderly man was using powers
far beyond his understanding. Lord Eldoran wanted to curse the food at
the wedding party, but the demon tricked him into creating a curse that
went much further, permanently tainting the water in the ponds, fountains,
Referee Notes
and wells, and mutating the plants in and around the grounds. Anyone While some encounters are relatively easy for organized parties, the curse
and anything that ate cursed food or drank cursed liquids mutated into plays a role in the difficulty of almost every encounter. There is a distinct
horrible, twisted versions of their previous selves. A number of wedding chance that the characters become cursed, forcing them to act swiftly and
guests did escape, but not without suffering some effects of the curse. decisively to ensure the effects are not permanent. The adventure presumes
In the five years since the night of the wedding, rumors surrounding that players are familiar with their characters’ skills, spells, and other
the curse and its effects have drawn a great deal of attention. Families of abilities. Adjusting the adventure for lower levels requires reducing exposure
victims that did not escape hired adventurers to enter the mansion on rescue to the curse and reducing the number and strength of combat encounters.
missions, but none of those adventurers returned. A party of guardsmen Adjusting the adventure for higher levels requires the addition of more
approached the mansion grounds only to retreat before reaching the mansion, encounters, adding levels to certain creatures, and/or the inclusion of dire
with survivors describing terrifying creatures and the horror of watching and fiendish mutant creatures instead of the mutated animals described here.
their friends succumb to the curse. Stories grow with each telling, and the The Referee should read the adventure a couple of times and become
mansion now has such a fearful reputation that many say quiet prayers when familiar with the town of Grollek’s Grove and the major NPCs there. The
they hear it named. Lord Eldoran’s recent death released the few restraints Referee should also be familiar with the curse, its effects, and ways of
holding the curse to Lord Morrick’s property, and it now spreads slowly overcoming it (see below). Gameplay in the mansion goes more quickly
to nearby vineyards and farms, causing overwhelming fear and concern. if the Referee is familiar with it, but the keyed locations and descriptions
Calls for help have been issued far and wide in search of people courageous should be fairly straightforward.
enough to investigate the curse and find a way to put an end to it.
Although Byron Beval died, his father Lord Alistair Beval escaped.
Lord Beval believes the curse was an attack against his family and is
offering a large reward to anyone able to end the curse and a greater
reward to anyone providing proof of who actually created it. While
Eldoran’s Curse
a number of people have examined the cursed grounds over the years, Lord Eldoran used several scrolls and special magic items to contact
nobody has provided the slightest clue about the curse’s source or ways to a nalfeshnee demon and servant of the Demon Prince Pazuzu named
dispel it. Unfortunately, those adventurers seeking answers (and treasure) Vrylick Werezkel in search of a way to strike out at Lord Morrick and his
in the cursed mansion who do actually return describe scenes of terror family. The demon realized it had an opportunity to wreak great havoc
that leave them shaken to the core of their being. Most never return at all. on the Material Plane. While Lord Eldoran was intelligent enough to
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The Lost Lands": Cults of the Sundered Kingdoms
the curse continues to affect them even if they leave the grounds. Creatures
accumulating 3 or more mutations have no desire to leave the grounds,
Curse Effects but are unable to explain why; they simply feel drawn to the mansion,
particularly the pond behind the mansion. In addition, the 3 mutations and
The curse bears the chaotic nature of its demonic creator the madness that invariably accompanies them are permanent and cannot be
and has a wide range of effects. Creatures often die from the removed by anything short of a limited wish or wish.
strange combinations of features the curse inflicts on them, while
survivors can display visible mutations or possess mutations with Effects
no outward effect. The pebble at the bottom of the pond acts as a Characters failing to save against the curse must roll 1d20 on the
powerful magnet to Chaotic creatures and creatures affected by following table:
the curse because it is a source of chaos. Cursed creatures have no
desire to move very far from the stone, as its chaotic emanations
are somehow comforting to them. 1d20 Effect
Most of the creatures changed by the curse gain the following Go insane and wander around aimlessly as if under
special abilities: 1
a confusion spell.
• Saves Cursed creatures are often somewhat paranoid and
in some cases completely insane. Such creatures are difficult One arm mutates into a scaly arm ending with a
2–3
to communicate with, even through the use of spells. Cursed claw (1d4 points of unarmed damage).
creatures receive a +6 bonus to all saving throws against charm 4–5 Both arms mutate as above.
spells and mind-affecting effects.
6 Body covered in scales: +1 natural bonus to AC.
• Special Attacks Cursed creatures gain the ability to pass
on the curse through wounds caused by bite or claw attacks. See Ears elongate and become sensitive: 4-in-6
Curse Transmission, below, for details on saving throws to resist chance to hear noises (such as listening at doors),
this special attack. 7
40% chance of going deaf if exposed to loud
noises.
avoid actually summoning the demon, he was easily tricked into believing 8 Nose disappears; character loses all sense of smell.
what the demon told him. Vrylick used Lord Eldoran’s hatred to convince Face mutates and twists, becoming covered with
9
him to cast spells and use magic he did not really understand in order to scales; 10% chance spells fail when cast.
create a powerful, long-lasting curse that would eventually create a rift 10 Body covered with fur (resists cold, 50% damage).
to the Abyss. Patience is a virtue few demons bother with, but Vrylick’s
long-term plan would sow chaos and confusion from the beginning and Lose ears, subject is deaf: 5-in-6 chance of being
11
simply grow over time. Lord Eldoran believed the curse would target only surprised; +20% chance spells fail when cast.
Lord Morrick and his immediate family rather than the entire grounds 12 Blinded.
and everything on them. Spells used were restrained to Lord Morrick’s
property, but these restraints ended with Lord Eldoran’s death. Vrylick’s 13 Eyes more acute; can see twice as far as normal.
complex curse is designed to spread slowly but surely throughout the land. 14 Feet become clawed; can no longer wear boots.
When it gains enough power and has created enough chaos, tears to the
15 Lose all body hair.
Abyss begin to open that allow demons to pour into the Material Plane.
The complex rituals and spells used were focused on a small, plain Obtain supernatural strength and go insane: +2d4
stone. Once the stone was prepared, Lord Eldoran hired a thief to sneak on points of permanent strength (maximum 18) and
16
to the grounds and drop the stone into a fountain or some other large body permanent insanity; removing one effect removes
of water, as well as to steal certain papers. The thief entered the grounds the other.
and dropped the stone into a large pond in the gardens behind the mansion Go insane and attack the nearest creature. Once
(Area 20). The thief fell victim to the curse and was never seen again. As 17
that creature flees or is dead, as result 1, above.
luck would have it, the stone was dropped into the pond before the main
meal was served. All food on Lord Morrick’s property was instantly taint- “Fiery blood”: Body temperature increases to
ed with the invisible, undetectable curse. Several hours later, during the the point that all forms of clothing and armor
18
toast that follows such events, people began to fall victim to the horrible are uncomfortable to wear. Resists cold (50%
mutations and madness brought on by the curse. Some guests and servants damage).
fled during the ensuing madness, but many were killed by the curse — or “Frozen blood”: Body temperature decreases until
by the cursed people around them. 19 the creature has an overwhelming desire to bathe
in fire. Resists fire (50% damage).
Adventure Summary
chance of uncovering different aspects of the curse while studying the
plants and animals on the grounds and in the mansion; all others have
a 10% chance. Mutations and changes caused by the curse are random
and chaotic, leading to the easy presumption that some sort of chaotic
After arriving in Grollek’s Grove, the party learns about the curse
force is involved. Plants and creatures near the pond behind the mansion
on Morrick Mansion and hears rumors that it is spreading. Conflicting
(Area 20) are more heavily altered by the curse, hinting that the pond
rumors lead them into conversations with several of the major characters
itself might be the source.
mentioned above. That everyone is afraid to enter the mansion and its
Alternatively, the major NPCs provided can be used to impart
grounds becomes clear, but the only way to collect evidence about the
information. Samples of cursed plants and animals given to either Leah
curse is actually to explore the grounds in search of the curse’s source.
Redoak or Thyran Whiteoak reveal the curse has a demonic source
A detailed investigation of the mansion and grounds exposes the
and could not have been cast without the aid of a powerful demon.
characters to the curse while allowing them to learn what happened.
Discussions with Sarah Lyrean reveal demonic magic is chaotic and
While exploring, the characters have the opportunity to rescue members
evil in nature and that items used in such spells can be detected by
of Lord Morrick’s family, acquire several pieces of evidence pointing to
examining their altered auras with detect evil. Conversations with
Lord Eldoran’s involvement, and collect information on the curse itself.
Sarah, Leah, or even Thyran suggest the curse has a source somewhere
Collaboration with different NPCs in town or their own research and
in the mansion or on the grounds. Sarah or Leah might suggest using
consultation leads the characters to one of several different ways to end
a wish spell in the area to disrupt the curse. Either of them can supply
the curse and remove its taint from the mansion and grounds.
a scroll for this purpose.
Once the characters collect certain evidence against Lord Eldoran,
they can find and interview one of Lord Eldoran’s former servants. The
Ending the Curse evidence he provides, combined with evidence collected at the mansion,
proves Lord Eldoran somehow created the curse, but final proof of Lord
Eldoran’s involvement entails the highly illegal search of his daughter’s
The curse can be ended or prevented from spreading in several ways. home in Grollek’s Grove and, finally, the presentation of the evidence to
Some solutions might require input from NPCs in Grollek’s Grove. Richard Arien.
Characters might also use spells to discover ways to end the curse.
The first (and least likely) method is to contact the demon providing the
power behind the curse and offer it some sort of payment to bring the curse
to an end. While the characters are almost certain to avoid such a dark
deal, the wizard Thyran Whiteoak has his own reasons for allying himself
Adventure Hooks
with a demon and tries to make such a deal on his own (see Area H for a If you are running this adventure as part of the Cults of the Sundered
description of Thyran and his plans). If he is brought to the source of the Kingdoms Adventure Path, then the characters were likely directed here
curse, Thyran can contact Vrylick Werezkel and begin negotiations. Given by the merchant Kandrel Dorn at the conclusion of Beasts Among Us.
proper inducements and several souls (probably those of the characters) In that case the characters arrive in town and likely immediately begin
to play with, Vrylick provides a solution that completely suppresses the looking for Richard Arien to begin the first part of their investigation of
curse and even seems to reverse its effects for 50 years. While cursed the curse.
creatures still suffer its effects, they no longer spread the curse, and all If you are not running this as part of the adventure path or the characters
food and water on the grounds are instantly free of the curse. Plants return did not receive this information from the merchant Kandrel, then you must
to normal after a full season of growth. provide your own reasons for the characters to arrive in Grollek’s Grove.
The second method is to cast wish on the pond containing the stone. A variety of tactics can be used. The characters might just be passing
While these spells are likely higher in level than the characters are able through as part of a trade caravan or on their way to another location and
to cast, Sarah Lyrean (Area J), the high cleric of Kudrak in Grollek’s stop for the night. They might have heard stories about the curse, rumors
Grove, or Leah Redoak (Area N) can offer this suggestion as well as a of treasure in the mansion, or tales about the rewards offered for finding
scroll containing one of the spells. This strategy prevents the curse from a way to end the curse.
spreading to other properties but does not remove the curse from the food, Perhaps they have friends or family members who were lost on the
water, and wine on the grounds, nor does it prevent cursed creatures from fateful night of the wedding; or, a distraught family seeking answers
spreading it. Cursed creatures must be destroyed, and purify food and might hire them. Once in Grollek’s Grove, the following NPCs might
drink spells must be used throughout the entire cursed area to control the influence the characters:
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The Lost Lands": Cults of the Sundered Kingdoms
• Richard Arien, Baron Beval’s representative in town, is interested in
finding adventurers willing to search for evidence proving who created the
curse as well as ways to end it.
• Leah Redoak, a representative from a local druid’s circle, wants
someone to help her investigate the curse. Her circle has ordered her to
remain outside the cursed area, so she needs brave volunteers to collect
samples for her.
• Miriam Kriel, the local magistrate, is concerned about rumor that
the curse is spreading and concerned about what happened to her parents,
who attended the wedding. She encourages adventurers to investigate by
telling them about the rewards offered by Richard Arien.
• Thyran Whiteoak, a bookish wizard, is looking for someone to help
him research the curse. He offers to let the characters keep all rewards and
treasures in exchange for the knowledge he gathers from them.
• Alternately, the characters might decide to investigate on their own
based on rumors of hidden treasures and large rewards.
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Morrick Mansion
Chapter One:
Grollek’s Grove
Grollek’s Grove is a peaceful trade
village spread out over a series of roll-
ing hills near the juncture of two major
trade routes, the King’s Road and the
Trader’s Way on the far western edge
of the District of Sunderland. The vil-
lage is far from any disputed borders
or any of the more dangerous areas in
the Gundlock Hills and has no walls
to speak of. A number of orchards are
nearby, as well as fields of wheat, but
the most significant product is wine.
Many of the major vineyards in the
area are known for hundreds of miles
in every direction just based on their
wine and brandy. Magistrate Miriam
Kriel oversees the laws of the village,
which tends toward good. The map
provided marks the location of an inn,
taverns, stores, and other sites of im-
portance throughout the village.
If using a different village from
another campaign, the Referee should
place the following NPCs somewhere
in the new village: Richard Arien,
Sheila Eldoran, Sarah Lyrean, Leah
Redoak, Aaron Rye, Jasmine Welk, and
Thyran Whiteoak. These characters
may be renamed or replaced as the
Referee chooses, but the information
they possess could prove important to
the characters’ success.
The high amount of trade traffic
coming through Grollek’s Grove
makes the town attractive to thieves
and brigands, resulting in more guards
than usual. Guards run mounted
patrols through the hills surrounding
the town and maintain lookouts at
several watchtowers to keep the area
free of brigands. Fear has only begun
to grip the town in the past few months
when people began to notice the curse
on Lord Morrick’s land spreading
to neighboring properties. People
are afraid the curse will spread over
everyone’s land and that it might
swallow the entire town.
Guards are paid through taxes on
passing caravans and wagon trains,
as well as taxes paid by nobles and
merchants with offices in town.
Magistrate Miriam Kriel hired Lauren
Darkbrow to oversee all military
matters and trusts her in every way.
Lauren, her lieutenant Brent Westlight,
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The Lost Lands": Cults of the Sundered Kingdoms
and a total of 60 guards (Ftr1) circulate through the surrounding area on full reward and the Beval family’s gratitude. After the characters provide
horseback as well as patrol through town on foot. In the event of a major the first two pieces, Richard hints that more evidence might be hidden in
battle, Lauren can call upon citizens for assistance. These people include Lady Eldoran’s home, but he makes no suggestions as to how it could
Sarah Lyrean and other clerics in the temple to Kudrak, as well as some of be obtained. If the characters rescue Larissa Morrick, Richard pays them
the merchant houses that can provide more guards and several wizards (10 5000gp and gives any magic-user in the party the spellbook he has stored
Ftr3, 15 Ftr2, 20 Ftr1; and 2 MU5, a MU3, and 5 MU1). in his chest (see Area M in the Grollek’s Grove chapter).
Locations: Richard can be found at his home (Area M) during the day,
but is encountered in the Prancing Unicorn (Area D) in the evenings 30%
Grollek’s Grove NPCs of the time. When Richard learns the characters intend to investigate the
curse, he actively seeks them out and sets up a meeting.
If the characters provide any two pieces of evidence, they are given Leah Redoak (Drd9): HP 35; AC 5[14]; Atk +1 scimitar
half of the stated reward; if they obtain all three pieces, they receive the (1d6+1); Move 12; Save 6 (+1 ring); AL L; CL/XP 11/1700;
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Morrick Mansion
Special: immune to fey charms, +2 save versus fire, shape the characters that she needs a branch or a piece of wood from one of
change, spells (4/3/3/2). the most cursed trees they can find, preferably something as close to the
Spells: 1st—detect magic, purify water (x3); 2nd—bless, center of the grounds as possible. If the characters provide her with the
hold person, speak with animals; 3rd—cure disease, right piece of wood, she makes each of them a small wooden amulet that
remove curse (x3); 4th—create water, cure serious is specially keyed to this specific curse. Leah needs 1 full day to make an
wounds. amulet. See the Magic Items Appendix for details on Redoak’s amulets.
Equipment: +2 leather armor, +1 scimitar, ring of If the characters tell Leah about the pond (Area 20) and the demon
protection +1, tiger pet (Shriluc). mists they met there, she tells them to seek Sarah Lyrean’s advice. Leah
does not know much about demons, but she suggests a wish might succeed
Shriluc, Tiger (Leah’s Pet): HD 6; AC 6[13]; Atk 2 claws in disrupting the curse. She gladly provides a scroll with this spell if the
(1d4+1), bite (1d8); Move 15 (swim 6); Save 11; AL N; CL/XP characters request it.
7/600; Special: rear claws (if both claws hit, it rakes with rear Locations: Leah is almost always at home (Area N), but there is a 10%
claws, 2d4+2 points of damage). (Monstrosities 472) chance she is wandering in town and a 10% chance she is visiting with
Sarah Lyrean at the temple (Area J).
Description: Age is beginning to bend her back and drag down
her shoulders, but Leah’s blue eyes carry a powerful inner life and Aaron Rye, Commoner: HD 1d6hp; HP 3; AC 9[10]; Atk club
determination that easily attracts attention. Her silver hair is pulled back (1d4); Move 12; Save 18; AL L; CL/XP B/10; Special: none.
into a long braid and decorated with various animal figures carved from Equipment: shabby clothing, club.
a mysterious dark red wood. While her advanced age has made her weak
and frail, her mind is sharp, and her knowledge of the world around her is Description and Personality: Aaron is a very shy, rabbit-like man
quite amazing. She is rarely seen without Shriluc, her pet tiger. who jumps at every sound around him. Though once handsome, shabby
Shriluc has been with Leah since he was a cub. His stripes include black, clothing, poor hygiene, and his constant tension keep people around him at
orange, and pale orange, with additional patches of white on his face and an arm’s length. Light brown hair sprouts from his head in every direction
snout. Horses shy away from his scent, making him rather unwelcome because he never bothers to comb it. He trembles when he speaks and has
near the wagon trains that pass through Grollek’s Grove. Leah keeps a hard time looking people in the eye.
him close to her, as she is afraid someone might attack him if she leaves Knowledge: Aaron was a servant working for Lord Eldoran at
him alone while traveling the city. Shriluc is intensely loyal to Leah and approximately the time of the wedding (5 years ago). While cleaning one
extremely protective; he does not attack anyone unless Leah is attacked day, he entered the room where Lord Eldoran was speaking to a demon
or unless she orders it. While the guards are rather concerned about his through some sort of magical device. The sight paralyzed him with fear,
presence in the city, they have become used to seeing him during the 6 and he has not been the same since. He departed without being noticed
months Shriluc and Leah have lived nearby. and quit working for Lord Eldoran the next day. Constant fear of demons
Personality: Leah’s disarming smile and friendly nature rarely now consumes his life, leaving him with a bare existence that few people
overcome the fear generated by her imposing companion. Many of the would enjoy.
women in Grollek’s Grove find Leah to be a pleasant, friendly woman Information and Interactions: If Jasmine takes the time to introduce
who is happy to help them with difficult problems in their gardens or even Aaron to the characters, he tells them his story. Aaron trusts Jasmine and
with healing sick children. Her airy nature and tendency to look at people overcomes his fear long enough to tell his tale, but he does not want to
from the corner of her eye keeps most people from bothering her. While tell anyone else. He is absolutely terrified of testifying before any sort of
friendly to all whom she meets, her polite behavior seems rather forced judge or noble; the characters must engage in a great deal of coaxing to
when in the presence of heavily armed men. She has many discussions convince him. Intimidation will not work, as Aaron is far more terrified
with Sarah Lyrean, and the two women are good friends. of demons than of the characters. In addition, Jasmine refuses to help the
Knowledge: A strong bond with the natural world around her makes characters anymore if they try to intimidate Aaron. He is “unfriendly” to
Leah a perfect person to investigate the powerful curse on Lord Morrick’s the idea of talking about his harrowing experience, so characters may need
land. The druid council that sent her here told her only to observe, but her to work hard to convince him to talk.
brief investigation of the outskirts of the cursed property has led her to Locations: Aaron hides in a small shack on the outskirts of town; only
believe that something must be done. If the characters convince her they Jasmine knows where he lives. The only way to meet Aaron is if Jasmine
are determined to put an end to the curse, she helps them in any way she contacts him and sets up a meeting.
can without directly intervening.
Information and Interactions: Leah and Shriluc have actually visited Jasmine Welk, Half-Elf (MU5): HP 14; AC 8[11] or 2[17]
the outskirts of the property and seen the curse’s effects. She did not want (missile) and 4[15] (melee) from shield spell; Atk +2 dagger
to risk her faithful companion and has been strictly ordered to observe (1d4+2); Move 12; Save 10 (with ring); AL L; CL/XP 7/600;
without interference. When she finds out about the characters and their Special: +2 saves versus spells, wands and staffs, spells
interest in investigating the curse, she sends a message asking them to (4/2/1).
visit her. If Leah is convinced of the characters’ honorable intentions, she Spells: 1st—charm person, magic missile, shield, sleep;
gives them 2 scrolls of remove curse and tells them she is not certain the 2nd—detect evil, pyrotechnics; 3rd—dispel magic.
scrolls can reverse the effects of the curse but would like them to take the Equipment: robes, +2 dagger, ring of protection +1,
scrolls just in case. harp, 47sp.
She explains that she could not risk going farther onto the grounds
for a variety of reasons. She tells them that nature is suffering there and Description: Long golden hair frames Jasmine’s thin, angular face and
she would like to help them, but her help must be indirect. She asks for silver eyes. Despite her frail appearance, Jasmine has an inner beauty that
samples of plant leaves, fruits, flowers, and water if the characters can combines with her exotic eyes and delicate features to create a sense of
manage it. If they bring these samples to her, Leah immediately responds, power and knowledge. She tends to wear blue and green clothing cut to
“Ah, children! This is terrible. None of you have eaten any of this have enhance her figure and is rarely seen wearing armor. A dagger kept in
you?” She looks the characters over carefully and identifies anyone tainted a gem-encrusted sheath is always belted to her waist, and she is never
by the curse, directing them to see Sarah Lyrean. seen without her harp. Although thin to the point of being frail, she has a
Her studies of the samples reveal several things. First, the magic used powerful voice that easily entrances those around her.
to create the curse was definitely demonic and is evil in origin. Second, Personality: Jasmine is known throughout Grollek’s Grove and the
she suspects the curse is spread through food and water. Third, the curse surrounding area, as she has been living here for almost 12 years. Friendly
is centered someplace close to the mansion. Finally, she believes that she to everyone she meets, she accepts people for who they are. In all the time
can make amulets to help protect the characters from the curse. She tells she has spent in Grollek’s Grove, people can recall her being angry only
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The Lost Lands": Cults of the Sundered Kingdoms
once. Someone attempted to grope her during a performance and ended
up with a dagger in his eye. A calm demeanor, friendly nature, and small,
unimposing size have served her well; people are willing to tell her things
that they would not even tell their best friends. She has a firm grasp of
Summary List of Where the
the politics and history of the area, but will not divulge personal details
of others’ lives unless there is an extremely good reason. Conversations
Major NPCs are Found
with Jasmine can be rather one sided — people often find they speak about
Richard Arien can be found in his home (Area M) or at the
themselves while Jasmine focuses her attention on them and asks simple,
Prancing Unicorn (Area D) in the evenings.
friendly questions.
Sarah Lyrean is found at the Temple (Area J) 65%, Leah
Knowledge: Throughout the years, Jasmine has heard many rumors
Redoak’s home (Area N) 10%, the Prancing Unicorn (Area D)
and learned far more about the history of the area than anyone might
5%, or somewhere in the village helping parishioners 10%.
suspect. She can identify signet rings by family, and in some cases she
Leah Redoak is found at her home (Area N) or visiting Sarah
can even recognize characteristic scratches on rings to give a hint as to
at the Temple (Area J).
their original owner. The secret, seething hatred Lord Eldoran had for
Aaron Rye can only be found through contact with Jasmine
Lord Morrick is known to her. Aaron Rye, one of Lord Eldoran’s servants,
Welk (Area D).
once told her a story about Lord Eldoran speaking to demons and casting
Jasmine Welk is found at the Prancing Unicorn (Area D) every
horrible spells. While she suspects Lord Eldoran may be involved with
evening.
the curse, she has no evidence and loathes saying anything about it until
Thyran Whiteoak is found either at home (Area H) 50% or at
she is certain. Rumors she has heard about Thyran Whiteoak suggest
the Prancing Unicorn (Area D) 50%.
that Thyran cannot be trusted. If the characters have many dealings with
Thyran, Jasmine’s mistrust may extend to them as well. Jasmine might
make oblique references to Thyran’s past, implying to the characters that Knowledge: Thyran already knows that the curse cast on Lord
he cannot be trusted. Morrick’s mansion and property is based on demonic magic. While he
Information and Interactions: Jasmine chooses her words carefully claims to be seeking information to help overcome the curse, in truth he
when speaking to the characters. She is afraid of making accusations that seeks only a way to control it so that he may use it to his own ends. His
cannot be proven. She also wants to avoid giving out private information. true goal is to find out which demon granted the power for the curse, or
Despite her careful wording, she does her best to make it clear to the at least what type of demon. Bonding with a demon would profoundly
characters that they should treat with Thyran Whiteoak warily. If she increase his power and abilities in much less time than simple hard work
knows the characters are working closely with Thyran, she is extremely and studying.
reluctant to provide any information. If possible, she directs them to seek Information and Interactions: Thyran, like Leah Redoak, asks the
out Leah Redoak and Sarah Lyrean for advice on overcoming the curse. characters to bring him some of the cursed plants and animals from
She also tells them about Richard Arien, as well as the history of hatred the mansion and grounds. He also asks for a description of the various
and anger between Lord Morrick and Lord Eldoran. things they have seen. He views any notes or other information they find
If the characters show Jasmine the note found in Area 53 of the
with great interest and offers advice where he can. The information the
mansion, she is easily able to identify the seal as that of Lord Eldoran.
characters provide him lets him know that there is a “source” for the curse
Furthermore, she is willing to testify in front of Richard Arien. After the
somewhere on the property. He tells the characters that he can eliminate
discovery of the note, she asks the characters to meet her the next morning
the curse if they can find the source and either bring it to him or tell him
so she can introduce them to Aaron Rye. If the characters convince Aaron
where it is.
to tell his story to Richard Arien, it is considered enough proof to merit
The “source” of the curse is a pebble at the bottom of a pond in the
half of the reward for identifying the person casting the curse.
garden (Area 20). Thyran knows that this is a weak point between
Locations: Jasmine is usually found at the Prancing Unicorn (Area D)
this plane and the Abyss and that it can be used to contact the demon
during the evenings and can be encountered wandering the village during
providing the power behind the curse. If the characters tell him about this
the late afternoon.
area and let him know that they have cleared the garden and property
Thyran Whiteoak (MU7): HP 23; AC 2[17]; Atk +1 dagger around it of the most dangerous creatures, Thyran might risk going to the
(1d4+1); Move 12; Save 7 (+1 cloak, +1 ring); AL C; CL/XP pond himself. He knows that nobody is likely to stand aside and let him
9/1100; Special: +2 saves versus spells, wands and staffs, cast the spells required to contact the demon. If Thyran has a chance to
spells (4/3/2/1). contact the demon by himself, he and the demon make an agreement. The
Spells: 1st—charm person, magic missile (x2), sleep; demon eliminates the curse (but for only 50 years) and grants Thyran an
2nd—ESP, invisibility, phantasmal force; 3rd—lightning impressive amount of power. Thyran immediately departs the area after
bolt, monster summoning I; 4th—confusion. this development, leaving no clue as to where he is going.
Equipment: silk shirt, dark pants, cloak of protection Locations: There is a 50% chance that Thyran can be encountered at
+1, bracers of defense AC 4[15], +1 dagger, ring of the Prancing Unicorn (Area D) at any time. If he is not found there, then
protection +1, wand of magic missiles (10 charges) he is working in the small home he has rented on the outskirts of town
(Area H).
Description: Thyran keeps his pale blond hair neatly trimmed and
combed, matching the care he takes in choosing his clothing. Rather than
the robes often associated with wizards, Thyran wears fine silk shirts Guards and Political Figures
along with dark pants cut in the latest fashions. The bright green and blue
shirts he wears highlight the blue in his eyes and his light brown skin. These NPCs can help direct the characters to other NPCs. They are
Personality: A friendly, outgoing personality and an innocent also the NPCs the characters are forced to deal with if they are caught
appearance allow Thyran to conceal his true nature. Usually content to committing a crime.
stay in the background, his whispered comments have helped increase the
fear and tension surrounding the spread of the curse, but few know that he Lauren Darkbrow (Ftr5): HP 27; AC 2[17]; Atk +1 bastard
has helped build fear rather than dispel it. He hides his evil nature. People sword (1d8+2) or shortbow x2 (1d6+1); Move 9; Save 10; AL
of Grollek’s Grove respect and admire him for his wealth and magical L; CL/XP 5/240; Special: –1[+1] dexterity AC bonus, +1 to hit
power; none suspect his true intentions. Jasmine Welk heard rumors from and damage strength bonus, +1 to hit missile bonus.
wizards who trained with Thyran, rumors that hint of his evilness, but she Equipment: plate mail, +1 bastard sword, shortbow, 20
has not told anyone and will not unless she acquires real proof. arrows.
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Morrick Mansion
Description and Personality: Lauren is a rather severe, no-nonsense Description and Personality: Brent is a good-natured, friendly young
woman who takes her job a bit too seriously. Though the guards and man who gets along well with almost everyone in town. Brent’s dark hair,
merchants like her enough, not many people can claim her as a friend. brown eyes, and good looks attract a great deal of attention from most of
Three matching scars trail from her right temple down her face to end the young women in Grollek’s Grove. Lauren usually has Brent take care
at her jaw line. Gray streaks run through her black hair, which is pulled of walking the city, talking to merchants, and examining the wagon trains
back into a tight bun behind her head. Many in town point out the fact that travel through town while she checks on the outlying guard posts.
that she was not hired for her glowing personality; rather, she was hired to Brent has a good relationship with the nobles and merchants who keep
wield her near body-length sword on behalf of the townspeople. Though offices in town and generally trusts their word over that of anyone else.
not overtly friendly, she does stop and speak to people that hail her and Knowledge: Brent has an unfortunate knack for forgetting details. He
is willing to discuss the curse with the characters. Despite the fact that is an excellent guard, but all his mental skills are apparently focused on
her pay comes from the nobles and merchants in the area, Lauren has a this aspect of his life and not much remains for anything else. Characters
reputation as a very fair arbitrator of disputes. inquiring about the cursed mansion are sent on to Lauren or directed to
Knowledge: Some of Lauren’s scars were obtained during an initial Richard Arien. Most of the information Brent provides on Lord Morrick is
foray onto the mansion grounds immediately after guests came fleeing wrong, as it has been given to him by Lord Morrick’s competitors, many
from the wedding. Most of the guards traveling with her died or had to of whom are glad he is out of the picture.
be carried out.
That disaster makes her very wary of the mansion and grounds — and
wary of people who have been there. She makes it clear that anyone Other NPCs
entering the grounds is subject to whatever curse or poison affects it and
that the cursed creatures living there attack anything they see. If asked, The following list includes shopkeepers and other NPCs with whom
Lauren suggests the characters ask Jasmine Welk or Richard Arien for the party might interact. Several NPCs include a small subsection titled
more information. Side Quests and Hooks, which contains suggestions for possible side
quests or character hooks the Referee can use to entice the characters
Miriam Kriel, Magistrate (Ftr6): HP 33; AC 9[10]; Atk +2 short into further adventures.
sword (1d6+3); Move 12; Save 9; AL N; CL/XP 6/400; Special:
+1 to hit and damage strength bonus. Michael Brath, Leather Merchant: HD 3; HP 13; AC 7[13]; Atk
Equipment: robes of office, jeweled +2 short sword in leather punch (1d3); Move 12; Save 14; AL L; CL/XP 3/60;
ornate leather sheath, brass key. Special: none.
Equipment: leather armor, sharpened leather punch.
Description and Personality: Miriam is a thin woman with long dark
hair and deep brown eyes. Her face is flawless in its beauty, and her voice Description and Personality: Michael believes in being a walking
captivates all those around her. Why she was chosen as Magistrate after advertisement for his work. Leather clothing hangs from his tall, thin
the disappearance of her father is easy to see, for she dominates any room frame like a lose blanket. Penetrating dark eyes and shiny black hair
she walks into through sheer force of personality. Her friendly, calm nature highlight his deep brown skin and give him an aura of strength and calm.
earns her the respect of both nobles and commoners alike. A reputation for Michael is known as a kind, gentle man who tends to tease himself as
a fair, even application of the law has solidified her position to the point often as he teases others. While many children enjoy seeing work such as
that few people in town could imagine anyone else as magistrate. his, few can tolerate the smell long enough to stay and watch for long. He
Knowledge: Miriam has her own suspicions about Lord Eldoran’s welcomes all customers and is happy to talk about his work as well as any
involvement in the curse that fell on the Morrick family, but she is unable other topic that is brought up.
to voice them due to her position. Lady Eldoran’s presence in town is Information: Michael is extremely fond of Lord Morrick. Lord
also something she finds very suspicious, but not altogether unusual if the Morrick helped Michael start his business with a small loan and ref used
curse has begun to spread. She knows a great deal about Lord Morrick to charge interest when Michael was finally able to pay him back. He does
and his family and knows quite a bit about Richard Arien as well, but she his best to dispel any rumors about Lord Morrick being evil, attributing
will not spend much time talking to the characters about them. Running them to simple jealousy on the part of other nobles.
the village keeps her extremely busy; she is unwilling to spend a great deal
of time with the characters unless they are brought before her on charges Karlugron de’Flithic, Dwarf (Ftr5): HP 27; AC 6[13]; Atk
of committing a crime. If the characters are interested in the curse, she hammer (1d4+2); Move 9; Save 10; AL L; CL/XP 5/240;
directs them to see Richard Arien. Special: detect stonework, , +4 saves versus magic, +1 to hit
Information and Interactions: If the characters find the ornate brass and damage strength bonus.
key and holy symbol of Kudrak on the body in Area 40 (treasure #2 in Equipment: ring mail shirt, leather apron, blacksmith’s
Area 40 of the mansion), they may realize the key matches the one worn hammer, pouch containing silver nuggets (44sp).
around Miriam’s neck. The key is a badge of office; if the characters turn
over the key and holy symbol, Miriam informs them that these items Description and Personality: Karlugron’s gruff, deep voice often echoes
belonged to her father and she deeply appreciates their return. Evidence out of the forge. Short and broad, even for a dwarf, his bald head is marred
of Lord Eldoran’s involvement in creating the curse is not surprising to by a number of scars crossing the top of his skull. A long burn mark extends
her, but she says that Lord Eldoran’s death prevents her from arresting down his left cheek, interrupting even his beard. A thick leather apron and
anyone over it. She does say that families damaged by the curse can make singed eyebrows only highlight his thick arms and broad shoulders in a firm
claims against his estate, potentially bankrupting Lady Sheila Eldoran, confirmation of his occupation as a blacksmith. Children can often be found
something that Miriam would find very pleasing (though she will not sitting on barrels watching him work. A love for children and long stories
admit it). If the characters are caught robbing anyone in town or involved has made him a well-known character in town. Called “Granny” by the
in fighting, Miriam applies the law evenly no matter what her relationship children in town, he has a gruff yet friendly nature.
with the characters might be. Information and Trade: Karlugron makes and sells weapons and metal
armor of all types up to masterwork quality. He sells items at 150% of
Brent Westlight, Lieutentant of the Guard (Ftr3): HP 18; AC their normal trade value because the constant traffic through town creates
2[17]; Atk longsword (1d8+1) or shortbow x2 (1d6); Move 9; a steady demand. Always happy to talk about events, he is a source of a
Save 12; AL L; CL/XP 3/60; Special: +1 to hit and damage great deal of information and can provide the characters with a number of
strength bonus. items from the rumor list.
Equipment: plate mail, steel shield, longsword, Side Quests and Hooks: Despite his skill, Karlugron has never had the
shortbow, 20 arrows. opportunity to work with mithral or adamantine. If the characters obtain
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The Lost Lands": Cults of the Sundered Kingdoms
these metals for him, he is willing to construct armor or weapons with it at real reasons for suspecting Lord Eldoran. If a character is a member of a
half the normal price. Karlugron has a younger brother who disappeared nearby thieves’ guild and seems trustworthy, Brandarb will communicate
with a group of adventurers searching for someone named “Abysthor” and the reasons for his suspicions to that character privately. Brandarb sells
will reward anyone who can provide him with information concerning his his goods at fair prices and always seems able to find what people are
brother’s whereabouts. looking for. Brandarb also buys interesting items at severely discounted
rates, always claiming they are “for a friend” or that he knows someone
Furnk Mistwright, Halfling Jeweler (Thf4): HP 12; AC 7[12]; Atk who might be interested in purchasing a particular item.
dagger (1d4); Move 9; Save 12; AL L; CL/XP 4/120; Special: Side Quests and Hooks: Brandarb has received old treasure maps as
backstab (x2), +4 saves versus magic, +2 save bonus vs. payment for some “bad debts” and would be happy either to sell them or
traps and magical devices, read languages, thieving skills. trade them for half of whatever the characters might discover. Brandarb
Thieving Skills: Climb 88%, Tasks/Traps 35%, Hear 4 in 6, could also ask the characters to deliver secretly some items to a guild
Hide 35%, Silent 45%, Locks 35%; leader in a distant town or city such Penmorgh or Endhome, with or
Equipment: leather armor, leather apron, dagger. without them knowing they are working for the thieves’ guild.
Description and Personality: This gray-haired halfling’s ruddy Lorath Quill, Halfling Thief (Thf2): HP 5; AC 9[10]; Atk dagger
complexion and jolly nature make him very popular in town. Furnk always (1d4); Move 9; Save 14; AL L; CL/XP 2/30; Special: backstab
wears a thick leather apron covered with pockets of various shapes and (x2), +4 saves versus magic, +2 save bonus vs. traps and
sizes. While working, Furnk is deeply focused and generally does not like magical devices, read languages, thieving skills.
interruptions. Outside of work or when negotiating transactions, Furnk is Thieving Skills: Climb 86%, Tasks/Traps 25%, Hear 3 in 6,
humble, sensitive, and has an excellent sense of humor. Unfortunately, he Hide 25%, Silent 35%, Locks 25%;
is very opinionated, and his prices are known to change based on whether Equipment: robes, dagger, beer stein pendant on a
or not he likes someone. His incredible skill and knowledge, however, silver chain (5sp).
cause some merchants and nobles to travel out of their way to commission
works from him. Description and Personality: Lorath is a joyful, charismatic halfling
Information and Interactions: As a purveyor of high-priced jewelry, who is constantly performing. His smile stretches to his beautiful emerald
Furnk deals with most of the nobles and merchants passing through green eyes even in the busiest moments, and his good cheer is infectious.
Grollek’s Grove. Anyone spending money in his store is a good person; Life as a tavern owner has increased his girth quite a bit, so he is not as
the more money they spend, the better they are. Lord Morrick and Lord fast as he used to be, but Lorath still moves through crowds with unusual
Eldoran are on his list of “wonderful” people because both spent a great grace. During business hours, his light brown hair is usually matted tight
deal of money on his jewelry over the years. Nobody in Lord Beval’s against his skull by sweat, and beads of perspiration cling to his face.
family ever purchased anything from him, so in his mind the curse was Information and Interactions: Lorath does his best to keep
either caused specifically by Lord Beval’s family or directed at them. In conversations in his tavern on happy subjects, at least the loud conversations
any case, it is Lord Beval’s fault and Furnk cannot be convinced otherwise. that pass from table to table. Loud discussions of the curse are met with a
Side Quests and Hooks: Furnk sent his brother Brinkle with several cheerful, “Now, now, let’s not be talking about such darkness in me place.”
trusted guards to visit Gilean Vel (from the adventure Legends of The idea of the curse makes him very uncomfortable. If the characters ask
Hawkmoon, forthcoming from Frog God Games), and he has no idea him about it during a quiet moment, he says, “Curses between nobles is
what has happened to Brinkle or the chest with 10,000gp worth of gems nobles’ business.” He tells the characters that Jasmine Welk and Richard
he was carrying. Furnk offers a 20% finder’s fee as a reward for finding Arien are people to talk to if they are interested in history and politics and
them and determining what happened to Brinkle. that Sarah Lyrean is the person to talk to about curses.
Brandarb Quill, Halfling Thief (Thf9): HD 9; HP 33; AC 3[16]; Atk Jacob Rain, Bowyer: HP 16; AC 9[10]; Atk club (1d4) or
+2 short sword (1d6+2); Move 9; Save 5 (with ring); AL N; CL/ longbow x2 (1d6); Move 12; Save 14; AL L; CL/XP 3/60;
XP 9/1100; Special: backstab (x4), +4 saves versus magic, +2 Special: none.
save bonus vs. traps and magical devices, read languages, Equipment: leather shirt, pants, club, longbow, 20
read magical writing, thieving skills. arrows, pouch containing 11cp.
Thieving Skills: Climb 93%, Tasks/Traps 65%, Hear 5 in 6,
Hide 75%, Silent 80%, Locks 75%; Description and Personality: Jacob’s extraordinary height only serves to
Equipment: +2 leather armor, +2 short sword, ring of accentuate his gaunt, thin frame. Short blond hair thrusts out of his skull like
protection +2. sharp bristles, adding to his skeletal appearance. Coal black eyes sunk into
deep eye sockets enhance his gaunt appearance. Although his appearance
Description and Personality: By all appearances, Brandarb is a jovial does tend to frighten small children, Jacob is well-liked. A friendly smile and
merchant whose goal in life is to please his customers. His boyish face and a soft, pleasant voice help overcome his awkward appearance. Despite his
small size conceal his uncanny grace and sharp mind. Brandarb uses his friendly, outgoing nature, Jacob has a hard time trusting people. Unfortunate
charm and handsome looks to put people at ease; he is remarkably well business deals have kept him rather poor despite his woodworking skill.
known in town and almost universally liked. The short sword he always He has a poor opinion of all nobles and merchants but treats them civilly
carries sheathed at his side is considered an affectation — everyone would because he needs their business. Before starting on any special projects, he
expect Brandarb to scream for the guards at any sign someone was trying generally demands half of his final fee up front.
to rob him. Nobody outside the thieves’ guild knows that Brandarb is the Information: Jacob had some bad dealings with Lord Morrick. Jacob
Guildmaster, and while his brother Lorath knows Brandarb is a thief, not needed special wood and Lord Morrick demanded a rather high price for
even he suspects the full extent of Brandarb’s power. Anybody who deals it, and now all of Jacob’s comments about Lord Morrick are tainted by
with the guild goes through intermediaries, never meeting the true boss this event.
and thus giving Brandarb complete anonymity. Side Quests and Hooks: Jacob desperately wants to create bows that will
Information and Trade: Brandarb is relatively certain Lord Eldoran enhance his reputation and business. He believes he can make extremely
had something to do with the curse. Lord Eldoran hired a thief for a high quality longbows using thigh bones from a dragon. Not only would he
“special project” on the night of the wedding. That thief, a member of pay well, but if the characters can provide him with the proper materials he
the guild, was never seen again. If the characters ask him any questions is also willing to construct a longbow with up to a +2 bonus.
about the curse or Lord Eldoran, Brandarb does his best to steer suspicion
toward Lord Eldoran and his niece Sheila Eldoran. Obviously, Brandarb Martin Whitebrand (Drd5): HP 22; AC 7[12]; Atk sling (1d4);
provides his information in an indirect fashion and in no way reveals his Move 12; Save 11; AL N; CL/XP 6/400; Special: immune to fey
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charms, +2 saves versus fire, shape change, spells (3/2/1). merchant family of Endhome. Surviving witnesses, including Lord Alistair
Spells: 1st—detect magic, purify water (x2); 2nd— Beval, testified to Byron’s death. Many of the following summarized rumors
create water, cure light wounds; 3rd—cure disease. are difficult to verify or disprove.
Equipment: leather armor, sling, 20 sling stones.
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has an additional map along with keyed encounters; this map is provided in in town. While he knows a little about Lord Morrick and Lord Eldoran,
the event the characters attempt to complete one of the minor quests. he does not like to talk about them. All he knows about the curse is that it
Descriptions of some minor NPCs are provided to give the Referee exists and that people are terrified of it. He prefers not to discuss the curse
and the players an opportunity to role-play information gathering. The and constantly makes signs to ward away evil when it is mentioned.
Referee may simply choose to provide the characters with the list of
rumors detailed above. If the characters end up in combat with an NPC,
the Referee can decide which spells any spellcasting NPCs has prepared. Area C: Whitebrand Stables
Martin Whitebrand runs the largest stables in the area. The building
Area A: Guard Towers is easily three the size of any other stable building, with a large area
behind the stables for storing wagons and additional animals if needed.
These stone guard towers rise up to a height of 40ft and give a clear More than 200 individual stalls are built into the massive building,
view of the surrounding hills and valleys. At each tower, 10 guards are and each stall has hooks and pegs to hold saddles, reins, and other
always on duty, 5 resting or sleeping with their weapons nearby and the personal equipment if people trust enough to leave it behind. Martin
other 5 standing watch either on top of the tower or patrolling around its has an agreement with the thieves’ guild: The guild watches people as
base. The guards do not shout greetings at travelers unless they are greeted they go in and out of the stables, but does not steal anything from the
first. Their main job is to watch for large wagon trains and caravans as stables themselves and exacts revenge on anyone who does. Horse theft
well as for groups of potential bandits. There is a 20% chance that Lauren in Grollek’s Grove is considered a capital offense. Guards check on the
Darkbrow is checking on the guards in the tower when the characters stables almost once an hour. Martin has 8 stable hands and charges 5sp
pass by. per day for housing animals.
Each tower has three levels. The first level is devoted to the horses
and is filled with hay, grain, and several stalls. A narrow stairway leads
up to a rest area on the second level containing cots, tables, and chairs Area D: The Prancing Unicorn
for the guards who are not on duty. The third level is devoted to storing
a number of heavy crossbows, longbows, shortbows, and ammunition. The Prancing Unicorn has a reputation for fine food, excellent wine, and
A stairway leads through a trapdoor to the top of the tower that looks even better brandy. While prices are about double standard, everything
out over the town as well as the roads leading into it. Doors big enough here is of the highest quality. In addition to the fine food, Jasmine Welk
for large warhorses lead into the tower. The doors are made of thick oak entertains here every night, bringing in large crowds. The place is run
reinforced with iron bands and are barred from the inside when closed. by a halfling named Lorath Quill, who employs a number of different
serving girls and bartenders to keep up with the crowds. Lorath’s wife
Guards (Ftr2) (2): HP 15, 12; AC 4[15]; Atk longsword (1d8+1) Mirabelle does all of the cooking, with help from their three daughters
or shortbow x2 (1d6+1); Move 12; Save 13; AL L; CL/XP 2/30; Laura, Rianna, and Bethany. The Prancing Unicorn is an excellent place
Special: +1 to hit and damage strength bonus. to meet people in town and hear a number of different rumors about the
Equipment: chainmail, shield, longsword, shortbow, 20 curse. The large crowds generally force Lorath to hire bouncers to keep
arrows. everything under control. The 2 bouncers are usually hired through his
brother Brandarb and are almost always members of the thieves’ guild.
Guards (Ftr1) (8): HP 8x2, 7, 6x3, 5x2, 4, 3; AC 6[13]; Atk There is a 30% chance that Richard Arien is here on any given night.
longsword (1d8+1) or shortbow x2 (1d6+1); Move 12; Save The boisterous crowds are a rich source of rumors and stories.
14; AL L; CL/XP 1/15; Special: +1 to hit and damage strength
bonus. Bouncers (Thf1): HP 4x2; AC 7[12]; Atk leather sap (1d4);
Equipment: leather armor, shield, longsword, shortbow, Move 12; Save 15; AL N; CL/XP 1/15; Special: backstab (x2),
20 arrows. +4 saves versus magic, +2 save bonus vs. traps and magical
devices, read languages, thieving skills.
Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6,
Area B: The Waving Hand Hide 10%, Silent 20%, Locks 10%;
Equipment: leather armor, leather sap. Bouncer #2
The Waving Hand is the town’s finest inn simply by virtue of the wears a silver ring (5sp).
fact that it is also the village’s only inn. If the characters want to stay
Area H: Thyran Whiteoak’s Home Kudrak is usually depicted as a large male human in silver
plate mail and holding a large silver shield and a massive stone
hammer. Kudrak is worshipped by guards and farmers, who are
Thyran Whiteoak rented this small home when he first moved to thought of as “protectors of the fields.” Clerics of Kudrak consider
Grollek’s Grove because he knew his research would take time. Two of themselves protectors of whatever community they live in and
the three small rooms in the cottage have been devoted to his research, are always willing to assist the city militia in any manner. Unlike
while the third is his bedroom. Thyran stores various potion-making many gods, Kudrak demands little in the way of ceremonies,
materials in several large trunks in one of his rooms and keeps a number instead focusing on the actions of his followers. Those who pray
of spellbooks and research texts hidden in a trunk upon which he has cast do so at any time of the day or night. Almost as many paladins
wizard lock. Despite his wealthy appearance and fine clothing, Thyran worship Kudrak as clerics.
does not store any money in the cottage. He either carries it with him or
has it stored someplace else, much to the annoyance of the thieves’ guild,
which has spent many hours going over everything in the cottage while
Thyran is out. Area K: The Deadly Arrow
Jacob Rain keeps his store and workshop impeccable and organized.
Area I: Mike’s Leather Shop Woodworking tools line the walls in order of their size, shape, and
purpose, and the special wood and bone he uses are stacked in individual
Placed well out of town because the awful stench of the tanning process lots. Jacob’s bows and arrows are of the highest quality, enabling him to
has a tendency to turn good neighbors into enemies, the leather shop ask for and receive premium prices. Jacob works here alone, and, since his
makes and sells fine leather goods. The building has two rooms, one wife’s death, does not go out at all, so he can be encountered here at any
devoted to tanning and drying leather and the other used for making and time during the day or night.
selling the final products. Vats of foul-smelling chemicals fill the tanning Jacob makes bows and crossbows, as well as magical bows with up to a
room while racks for stretching and drying leather take up all of the walls. +2 bonus. These magical bows are expensive because he needs to import
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some of his materials. It is left to the Referee to determine how much to
charge based on what special materials Jacob requires. Area O: Culpec’s Potions
Area L:
Culpec sells a variety of potions to travelers and merchants. While
clerics at the Temple of Kudrak sell potions as well, they do not have
the same selection as Culpec and they tend to ask questions, something
Mistwright’s Gems
Culpec never does. Vials and jars full of various herbs and mysterious
concoctions line shelves along all his walls, and a number of labeled
potions sit on one of his shelves. People know well that Culpec does not
Known for his gem-cutting and jewelry-making skills, Furnk properly label a potion until he sells it; most of the labels are nonsense to
Mistwright lives and works in this small but solid building. Furnk pays anyone other than him or misleading if they are understandable. There is
a large sum to the thieves’ guild for protection. Between the guild and a 50% chance that a stolen potion is poison.
the village guards, he has very little fear of robbery. He leaves his doors The curse has increased the demand for potions to the point that Culpec
unlocked but stores all of his gems and products in a massive vault in the has a hard time keeping many potions in stock. He generally charges
back of the store when he is not home. premium prices for his potions. Culpec sells the following potions: healing
The steel vault can be opened only with a special key. Opening the (100gp), giant strength (150gp), flying (150gp), extra healing (200 gp), and
vault without the key or breaking it open triggers a paint trap. The paint purify food and drink (300gp, as per the spell of the same name, pour it on
identifies thieves without causing any permanent damage to any of the the food or drink in question). Sarah Lyrean and Leah Redoak might be
items stored in the vault. The paint sprays anyone in a 10ft radius. It takes able to convince Culpec to cut his prices for the characters if they believe
at least an hour of scrubbing to remove the paint from the skin and hair, the characters are honest about their goals. Despite living here for almost a
and 2–3 hours to remove it from clothing before the paint dries. The paint dozen years, Culpec is considered a “foreigner” due to his extremely pale
stains are permanent on non-magical clothing once the paint dries. skin, yellow eyes, and brightly colored robes. He visits the Prancing Unicorn
Treasure: The vault contains over 8500gp worth of gold and gems. at least once a week and has many friends, but he does not participate in
Paint marks any thieves for easy identification. Robbing Furnk makes the gossip about the curse. He is somewhat frightened that providing any sort
characters a target for the thieves’ guild as well as the village guards, and of opinion on what happened might make people somehow suspect him.
thieves are generally rewarded with an early grave before they have a
chance to spend their ill-gotten gains.
Area P: Lady Sheila Eldoran’s Home
Area M: Richard Arien’s Home Lady Sheila Eldoran took over all of her uncle’s businesses and
property when he died. Rather than living in the mansion out in the
Richard Arien purchased this small cottage when he moved into vineyards, she lives in the small house that acted as an office for Lord
town. He knew it would be some time before questions surrounding the Eldoran when he met with merchants or did other business in the village.
curse were properly answered. Though small, the cottage is beautifully Her move to the village started a number of rumors. At first, the rumors
decorated. The characters can find Richard here during the day, but at suggested she was having an affair with a married man in town. News of
night there is a 30% chance he is at the Prancing Unicorn. the slowly spreading curse has led to new rumors that she is afraid to live
Richard keeps a great deal of treasure in a sturdy wooden chest next door to Lord Morrick’s cursed property. Her home, while relatively
beneath his bed. Many suspect the reward money is hidden here; they small, does have several rooms the characters may decide to investigate.
are wrong, but after three thieves died trying to find out, nobody else has A vault in her office contains notes Lord Eldoran made while planning his
dared to open it. Richard is rather confident in the traps the chest possesses curse against Lord Morrick. These papers provide definitive proof that
and with good reason. Although the items he stores here are valuable, he he cast the curse and could lead to the dissolution of his estate if they are
does not see why anyone would risk their life for them. discovered. Lady Eldoran has kept them in the hopes she can find a way to
The chest is squat, ugly, and incredibly sturdy. Attempting to move or prevent the curse from taking over her inherited lands.
open the chest without the key triggers a poison gas trap (10ft radius, Breaking into the home is a very touchy, dangerous matter. While Richard
save or die). Magical wards on the chest keep the lock attuned to a special Arien might suggest it in an offhand way, he is certainly unwilling to admit
key that Richard has with him at all times. to telling the characters to do anything illegal. If the characters are caught
Treasure: The chest contains a cloak of protection +2, gold and gems invading Lady Eldoran’s home, the guards arrest them. If the characters kill
totaling 6000gp, and spellbooks containing the following spells: 1st— anyone in the home while trying to find evidence against Lord Eldoran, they
charm person, light, shield; 2nd—detect invisibility, pyrotechnics, web; might end up standing trial for murder. During daylight hours, a number
3rd—fireball, hold person, monster summoning, protection from normal of servants work in the home and there are several additional guards.
missiles; 4th—fear, remove curse. Descriptions and encounters detailed below presume the characters make a
The spellbooks are of no value to Richard; a friend gave them to him robbery attempt late at night when the servants are away. Two doors provide
many years ago, and he simply has not found anyone he felt like passing entrance into the home, and there are glass windows for all rooms, including
them on to. He offers the books to any wizard characters who assist in the rooms on the second floor. Windows on the second floor are barred shut and
rescue of Larissa Morrick. need to be broken in order to obtain entry.
Pa — These oak double doors are barred shut from the inside and there
is no way to unlock them. Breaking down the doors creates enough noise
Area N: Leah Redoak’s Tree to wake the neighbors and alert the guards.
Pb — This steel reinforced door has a gap where a thin dagger or short
sword can raise the bar and open the door. The guards in Area P2 have a
Leah Redoak picked a small area at the edge of town to grow her home.
1-in-6 chance of noticing any such attempts.
Several weeks of spells and hard work encouraged an oak tree to grow to a
massive size. She created a home in the base of the tree through the use of wood
shaping spells and possibly other magic as well. Beautiful flowerbeds and small Area P1: A Grand Foyer
bushes provide an intricate, peaceful garden where she and her tiger companion The foyer acts as a sitting room for merchants and businessmen who come
Shriluc are usually found resting. She makes some trips into the village, but by to make transactions or agreements during the day. It opens into a wide
Shriluc rarely lets her go alone and he tends to frighten people. There is a 10% sitting room with comfortable sofas and chairs placed round a small table.
chance that Sarah Lyrean is visiting Leah when the characters come to call and Small niches in the paneled walls hold porcelain vases containing beautiful
a 30% chance that a villager is visiting her seeking potions or healing. flower arrangements. Tapestries bearing abstract designs adorn the walls
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between the niches, leaving almost none of the pale wood paneling bare. Gerald (Ftr2): HP 11; AC 5[14]; Atk longsword (1d8); Move 12;
At night, the foyer is deserted, but during the day at least one servant and Save 13; AL C; CL/XP 2/30; Special: none.
most likely several guests are here. Each of the porcelain vases is a unique Equipment: chainmail, longsword, belt pouch with
specimen specially made for the Eldoran family. Not even the thieves’ guild 12gp, 15sp.
would likely risk selling them. The foyer opens up into a large dining room
to the north as well as into a living room off to the west. Tactics: Both guards simply charge forward and attack, making as
much noise as possible. They focus attacks on anyone they believe is
attempting to cast a spell.
Area P2: The Dining Room
This room — in fact, the entire house — is designed for entertaining
important guests, and it is decorated to show off a great deal of wealth. An Area P3: A Cozy Living Room
oval mahogany dining table surrounded by eight chairs fills most of this This room is an opulent display of wealth. Plush chairs and velvet-
rather small room. An ornate china cabinet against the east wall displays covered sofas surround small tables to create separate areas for ongoing
a number of unique porcelain plates, and statues and small paintings discussions. An ornate bar in the northwest comer displays several bottles
depicting arrangements of fruits and flowers adorn the walls. While some of expensive brandy (six bottles of extremely expensive brandy worth
of the items would be worth stealing, selling them in town would be 45gp each). Large plate glass windows look out over the street, and
almost impossible. The characters risk their theft being discovered and delicate silk tapestries decorate the walls.
prosecuted if they attempt to steal goods from here.
At night, 2 guards are always on duty here. They are paid to be alert Area P4: A Small Kitchen
and do a very good job of it. They play cards together, checking the Pots and pans hang from hooks on the ceiling, leaving a single clear
kitchen and front entry at random intervals. If they hear breaking glass or area near the pot-bellied stove standing in the northwest corner. A great
banging on one of the doors, they investigate immediately. If they discover deal of cooking must be done in this kitchen, because it is impeccably
characters inside the home, they begin shouting and making noise while clean and well cared for. Cabinets around the edges of the room must
they attack. Lady Eldoran (Area P6) wakes up and comes to assist them hold other cooking utensils as well as plates and silverware. A door in
within 4 rounds of their initial shouts. Getting past the guards and up to the the east wall leads into the rest of the house. Extremely tall characters
second floor is very difficult without a great deal of planning. need to watch their heads and make certain they do not bump any
of the pots and pans as they walk through the kitchen because any
Ingrid (Ftr2): HP 11; AC 5[14]; Atk longsword (1d8); Move 12; noise immediately alerts the guards in the dining room. The door to
Save 13; AL N; CL/XP 2/30; Special: none. the rest of the home is set on special spring-loaded hinges and opens
Equipment: chainmail, longsword, belt pouch with and closes silently.
27gp, 43sp.
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Spells: 1st—charm person, magic missile, shield; 2nd—
Area P5: The Second Floor Landing. darkness 15ft radius, invisibility.
A wide landing extends into a narrow hallway to the west. Three Equipment: robes, +1 dagger, cloak of protection +1,
matching wooden doors spaced along the walls lead into the bedrooms and ring of protection +2.
the office. Paintings of boats and ocean scenes adorn the walls, but there is
a surprising lack of other decorations. The three doors are unlocked. Lady Slinker, Pet Cat: HD 1d6; HP 3; AC 6[13]; Atk bite (1d2); Move
Eldoran simply does not believe anyone can pass by the guards to reach 10; Save 18; AL N; CL/XP B/10; Special: none
the second floor without making any noise.
Description and Personality: Sheila wears a pinched, pained
expression everywhere she goes. Heavy make-up covers her worst
Area P6: Lady Eldoran’s Bedroom features, but her sarcastic and rather cruel personality keeps her from
Ornate mahogany furniture fills the room, and beautiful paintings making any friends. Despite many rumors about her having affairs with
depicting waterfalls and forest scenes decorate the walls. If the married men, she has not had relations with any men at all and is unlikely
characters enter at night, Lady Eldoran is sleeping on the massive bed to in the future. She never goes out, and her snobbery means that she will
in the center of the room. She is a light sleeper, and any noise in her likely not even give the characters an audience.
room awakens her. If awakened, she screams for her guards and creates Knowledge: Lady Eldoran knows her uncle is responsible for the curse,
as much noise as possible. A childhood fear of the dark forces her to though she is unwilling to admit this knowledge to anyone. If confronted
keep the room lit at all times, even when she is sleeping. Lady Eldoran with papers stolen from her home, she claims they are forgeries, and
also wakes if the guards downstairs begin shouting. If the guards wake proving otherwise is difficult without also admitting to the theft.
her, she gets up, loads the light crossbow hidden beneath her bed, casts Tactics: Lady Eldoran uses magic missile on any characters attempting
shield on herself, and heads downstairs. to close for melee combat with her and screams her loudest to alert her
guards as well as the neighbors about the attack.
Lady Sheila Eldoran (MU4): HP 11; AC 9[10] or 2[17] (missile) Referee Note: If the characters kill Lady Eldoran for any reason, they
and 4[15] (melee) from shield spell; Atk +1 dagger (1d4+1); need to be extremely certain there is no evidence connecting them to the
Move 12; Save 9 (with cloak & ring); AL C; CL/XP 6/400; crime. Despite whatever evidence they find against Lord Eldoran, the
Special: +2 saves versus spells, wands and staffs, spells (3/2), Magistrate does not tolerate the murder of one person to find evidence
pet cat (Slinker) against another.
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Lady Eldoran keeps a few jewels in a jewelry box hidden in one of the
dresser drawers. Opening the drawers quietly requires a Delicate Tasks
check (with a –15% penalty), with failure awakening Lady Eldoran if she
is sleeping in the room.
Treasure: The box contains emerald pendant earrings (250gp), a
matching emerald necklace (1500gp), and a pearl broach (280gp). All of
the items are easily identified as Lady Eldoran’s and must be sold in a
distant city.
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Chapter Two:
The Mansion and Grounds
Lord Morrick’s mansion is set on a low hill near the center of his of the trees bear strange, twisted fruit. Flowers on several bushes look
property. Beautiful gardens surrounding the home were his pride and joy. more frightening than beautiful, but the forest is peaceful and quiet. The
A stone wall separates the gardens from the light forest to the south and cobblestone road heading north has fallen into disrepair; tree roots stretch
the vast vineyards that surround the mansion on all sides. Horses were their way beneath the stones, and plants are beginning to creep over their
stabled outside the gardens because Lord Morrick owned several exotic surface. A few more years of growth and the road will be difficult to find.
wildcats that prowled the gardens.
The mansion and grounds are afflicted with a curse (see the
Introduction) that extends to the very borders of Lord Morrick’s property.
Even the vineyards are tainted. All of the creatures in the gardens and the
The Light Forest
forest south of the mansion are also cursed. Most of the creatures are far Soil on the southern edge of Lord Morrick’s property is rocky and poor
more dangerous and aggressive than their normal counterparts. in nutrients. The light forest that grows there has been left alone because
When the characters enter the grounds and begin to explore, they none of the owners saw any value in attempting to plant vines or other
become potential victims of the very curse they are investigating. They crops there. A number of flowering trees and bushes grow wild in the
also become targets for some of the mutant people, animals, and plants forest, along with many wild animals. The curse extends to include all
that now occupy the mansion and the grounds. Many of the mutant of the plants and animals living in the forest, making even small animals
creatures roaming the mansion and grounds were once servants or guests potentially dangerous.
who came for the wedding. Some of the mutant servants and guests retain Characters who wander the forest may come upon several dangerous
a small part of their sanity and can be reasoned with, while others have creatures, but they also have the opportunity to collect a number of mutant
gone completely insane but still retain some of their skills. Creatures on fruits and flowers that Leah Redoak or Thyran Whiteoak might want to study.
the grounds and in the mansion are organized into keyed encounters at
particular locations.
The Referee should feel free to move creatures based on the characters’ Random Events: Forest
actions. A random events table at the beginning of each subsection provides Roll 1d20 for every hour the characters explore the forest to determine
additional creatures and events that the characters might encounter during if one of the following events occurs.
their investigations. Any new creatures the Referee decides to add to the
mansion or grounds are considered cursed and have the special abilities
related to the curse described in the Introduction. 1d20 Event
Locations and encounters throughout the entire grounds and mansion are A cursed wild boar charges through the
numbered sequentially to prevent any confusion about different locations. 1–3
undergrowth and attacks the characters.
The characters probably need to rest several times while searching the
You hear the sound of distant laughter over the
area and might need to return to town several times for healing and care.
4–5 rustling leaves. The laughter fades as the breeze
Note that there are several creatures in the Mansion and on the grounds
picks up and cannot be heard again.
which are cursed but have no significant changes to their abilities. The
specifics of these creatures’ manifestations of the curse, if any, are left for The characters pass close to the burrow of a
6–7
the Referee to decide using the Curse Effects Table. cursed giant badger that rushes out and attacks.
The shrill cry of a distant eagle filters through the
8–9
The road leading up to the mansion was once a wide cobblestone road Badger, Giant (cursed): HD 3; AC 4[15]; Atk 2 claws (1d3 plus
fit for carts and horses. The light forest now grows over the road; stones curse), bite (1d6 plus curse); Move 6; Save 14; AL N; CL/XP
are misplaced by growing tree roots and erosion. When the characters 3/60; Special: cursed (save or infected). (Monstrosities 28)
first enter the path, the twisting branches and mutated trunks of the trees
they see easily confirm rumors about the curse. Leaves on the trees vary Boar, Wild (cursed): HD 3+3; AC 7[12]; Atk gore (3d4 plus
in color, ranging from a depressing ash gray to bright yellow, and some curse); Move 15; AL C; CL/XP 4/120; Special: continue
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attacks 2 rounds after reaching 0hp, cursed (save or Bugbear (cursed): HD 3+1; AC 5[14]; Atk bite (2d4 plus curse)
infected). (Monstrosities 48) or by weapon (varies+1); Move 9; Save 14; AL C; CL/XP
4/120; Special: curse (save or infected), surprise on 1–3 on a
Weasel, Giant (cursed): HD 3+3; AC 6[13]; Atk bite (2d6 1d6. (See Area 2)
plus blood drain plus curse); Move 15; Save 14; AL N; CL/XP
4/120; Special: blood drain for automatic 2d6 damage per Eagle, Giant (cursed): HD 4; AC 7[12]; Atk 2 talons (1d4 plus
round, curse (save or infected). (Monstrosities 506) curse), bite (1d8 plus curse); Move 3 (fly 24); Save 13; AL N;
CL/XP 5/240; Special: curse (save or infected).
The Vineyard Bat, Giant (cursed): HD 4; AC 7[12]; Atk bite (1d10 plus
curse); Move 4 (fly 18); Save 13; AL N; CL/XP 5/240; Special:
Walking through the vineyard is an eerie, disconcerting experience. curse (save or infected), 10% chance of disease.
The grapevines have suffered the same way trees and bushes in the
forest have suffered. The vines are twisted, sometimes moving into the Halfling Thief (cursed) (Thf2): HD 2; HP 4; AC 9[10]; Atk
openings between rows, and their leaves have changed to a multitude dagger (1d4); Move 9; Save 14; AL C; CL/XP 2/30; Special:
of different colors. The vines still produce grapes, but some of the backstab (x2), +4 saves versus magic, +2 save bonus vs.
grapes have odd shapes and colors. Although the grapes are sweet and traps and magical devices, read languages, thieving skills.
juicy, anyone eating them runs the risk of becoming cursed. Few of the Thieving Skills: Climb 86%, Tasks/Traps 25%, Hear 3 in 6,
creatures that wander the vineyard cause the characters any trouble; Hide 25%, Silent 35%, Locks 25%;
most flee as they approach. The characters might want to investigate Equipment: dagger.
several buildings in the vineyard.
Human Monk (Mnk2): HD 2; HP 6; AC 8[11]; Atk unarmed
strike (1d2); Move 13; Save 14; AL C; CL/XP 3/60; Special:
Random Events: Vineyard deadly strike, +1 damage with weapons, thieving skills.
Roll 1d20 for each hour the characters explore the vineyard to choose Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in 6,
one of the following encounters: Hide 15%, Silent 25%, Locks 15%;
The Referee can choose to ignore any particular result or add creatures Tactics: While not very intelligent, this wolverine has lived far longer
to make encounters more difficult. In general, the encounters are designed than any normal wolverine and has adopted several tactics that have
to make the area seem more frightening and eerie rather than to cause the benefited it in the past. If the characters are on horseback, it attacks
characters major problems. and startles horses at the rear of the party. Horses shy from the mutant
creature and attempt to buck their riders and run. Characters must succeed
on a saving throw to remain seated. The wolverine attacks any character
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thrown to the ground first. If the characters are on foot, the wolverine
waits until the party passes and attacks the last character in the group. Area 3: The Main Gates
Area 2: An Intersection Well-worn granite flagstones line the ground beneath the imposing
walls that extend to the east and west. The grand archway beneath the wall
is tranquil but ominous. Although many visitors once passed through these
As the characters travel down the path, they approach an intersection grand gates, there is no sign that anyone has visited this place for many
outside the main gates. Carts and wagons for the vineyard simply took years. Dwarven handiwork is evident in both the walls and the heavy stone
the eastern road toward the stables and vineyard while guests and staff gates. Openings in the gates themselves reveal a large mansion towering
continued north to the mansion. Now, 2 cursed bugbears wait in ambush over an overgrown garden.
at the intersection. Their camouflaged hideouts are just south of the The heavy stone gates are counter-weighted. They require only
intersection on both sides of the road. These bugbears belonged to a group minimal strength to open, but swing shut on their own. Dwarven
of adventurers that made its way to the region several years ago. Foolishly construction makes them immune to the lack of care they have
thinking they would be immune to the curse, the adventurers decided to experienced, so the gates still move soundlessly. If the characters
loot the mansion before moving on. The curse mutated all of them; some proceed through the gates, the Referee should move to “The Gardens”
died, and some moved to other areas in and around the mansion. section, below, for further keyed entries and descriptions. The
characters may also choose to roam the forest a little further, where
Bugbear (cursed) (2): HD 3+1; HP 20, 17; AC 5[14]; Atk bite they might find some clues about the curse.
(2d4 plus curse) or morningstar (1d6+1) or javelin (1d6);
Move 9; Save 14; AL C; CL/XP 4/120; Special: curse (save or
infected), surprise on 1–3 on a 1d6. (See Area 2) Area 4: A Small Hut
Equipment: morningstar, 2 javelins
The bugbears that set up the ambush at Area 2 make their home here in
Tactics: The bugbears are hidden on both sides of the road (1-in-6 a small rough hut. Characters within 40ft of the hut have a 1-in-6 chance to
chance to notice them). They wait until the main body of the party is notice it (3-in-6 for rangers, druids and elves). Anyone within 30ft notices
between them before throwing their javelins. After they throw their it immediately. Twisting branches cut from trees in different parts of the
javelins, they rush into battle shouting and screaming in an effort to forest were used to construct the hut, making it appear very unstable.
demoralize their enemies. Both bugbears use their morningstars in battle, Although small, squat, and rather ugly, the hut is surprisingly clean.
so there is no danger of being cursed by these particular creatures. If the The bugbears keep their hut clean to avoid attracting the attention of other
battle goes poorly, the bugbears flee into the forest and try to meet up creatures in the forest. Twisted branches are split and tied together to
again at their hut (Area 4). create two low cots that are propped up against the walls. Natural peg-like
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protrusions on the wall hold up various tattered cloaks and an old halfling- places Kraluk traveled to, including Grollek’s Grove. Names and locations
sized suit of leather armor. mentioned on the few pages that can be read suggest the book is 3 to 4 years
Treasure # 1: Of the cloaks hanging on the wall, two bear Lord old. While most of the pages are rotting, a few of the moist pages are legible,
Morrick’s coat-of-arms (a cluster of grapes beneath a shade tree); they including one page that the characters should find most interesting:
came from two of his guards. The suit of armor is leather armor sized for
a halfling.
Treasure #2: A careful search beneath the blankets and cots turns up 3 “Benrun says it is a curse, not a disease, and whoever
daggers, a longsword, and 45gp. placed the curse must live nearby. He says the curse is on
the land and everything on it, not just people. I am not
Area 5: A Rotting Corpse sure, but I expect he should know. We were attacked this
morning by creatures the likes of which I have never seen.
Frenish says they seemed almost demon-like. Whether or
The characters immediately recognize something is wrong when they not she is right, the beasts had claws as sharp as steel. They
pass within 30ft of the corpse. An overpowering stench of rot and decay ripped right through …”
fills the area, this oily, sickening odor coming from a lone corpse in an
advanced stage of decomposition. An adventurer exploring the mansion
suffered horribly from the curse, which eventually killed him; the curse
mutated him so badly, even the maggots refused to consume his body.
The slow rotting decay, combined with the curse, creates an odor that
Area 6: An Abandoned Well
could frighten even the boldest adventurers. Examining the corpse and Bushes, trees, and grasses are cleared away from the sides of an ancient
its decaying items requires a saving throw to avoid being overcome by stone well. Twisted trees stretch their winding branches in a canopy
the smell. Failure means the character is nauseated for as long as she cloaking the well in darkness. Fresh footprints mark the soft earth beside
remains within 30ft of the rotting corpse. Searching the corpse turns up the crumbling walls, a clear indication that someone or something was
an interesting diary. here quite recently. Close examination of the footprints determines that
Treasure: The corpse contains a pouch with 62gp, 123sp, and 91cp. whatever made them was a humanoid wearing boots. The prints are
A bag tied to the rotting leather belt around its waist holds a small book. actually those of a cursed adventurer named Gwen, whose mutations
Kraluk’s Diary: The cover of the book is inscribed with the name changed her in very subtle ways. She heard the party wandering around
“Kraluk.” While the book is not dated, it contains information about and has kept herself hidden (1-in-6 chance to notice her). When one of the
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characters leans over the well to look inside it or stands close to it, Gwen Treasure: Hidden beneath a small log are several interesting items:
charges from her cover screaming “Murderer!” and attempts to knock the a gold chalice studded with rubies (350gp), a jeweled scabbard for a
character into the well. longsword (350gp), a jade vase (100gp), and a scroll case made of ivory
Gwen was part of an adventuring party that tried to explore the mansion decorated with gold leaf (95gp).
several years ago. Her party never proceeded farther than the gardens. The
curse has made her insane but has also given her incredible strength. She
is a thin human woman, almost frail in appearance, bearing no outward
sign of the curse’s effects.
Area 8: The Stables
While wandering the vineyard or even the forest or gardens, the
Gwen (cursed) (Ftr2): HD 2; HP 13; AC 7[12]; Atk longsword characters notice the large stables that once housed the horses and carts
(1d8+4); Move 12; Save 13; AL C; CL/XP 2/30; Special: cursed for Lord Morrick and his guests. The building looks abandoned and
(+4 strength bonus to damage), multiple attacks (2) vs. decrepit now, and the doors stand wide open, beckoning the characters to
creatures with 1 or fewer HD, +4 to hit and damage strength enter. When the characters enter, they come upon an appalling amount of
bonus. destruction. Horse skeletons collect dust in the stalls lining the northern
Equipment: chainmail, longsword, belt pouch, 3 wall, suggesting that many of the beasts were simply abandoned here to
small rubies (45gp each), ivory scroll case containing starve to death. Some of the bones show scratches made by teeth or claws,
illegible piece of parchment. indicating some of the horses made their way into the stomach of a larger
creature. Deep gouges in fragments of broken carriages and wagons show
Tactics: Gwen hides and waits until a character is looking at the well where powerful claws tore and splintered the wood.
or at least standing next to it before attempting to knock the character A cursed griffon is hiding in the loft when the characters enter. It came
into the well (save or fall in). Whether or not she is successful, Gwen here shortly after the curse and fed on the horses that were left tethered in
draws her longsword and attacks the nearest character. If the characters their stalls. Its wings are twisted and mutated by the curse so it cannot fly,
notice her hiding, she comes forward and acts peaceful until she is close but it can jump extremely well. Once all of the characters have entered the
enough to draw her sword and attack. Her insane state is one of the curse’s building, the griffon leaps down from the loft in an attempt to pounce on
effects, and she believes the characters are murderers and that they must one of the characters. It has not found as much food as it would like lately
die. Fortunately, her insanity keeps her from fighting tactically or fleeing and so is extremely hungry.
when the battle goes against her.
This griffon is a sorry, rather disgusting specimen. The curse has
The Well: The well is very old; the stone walls that surround it are
mutated its wings, leaving them worthless for anything more than stability
only 3ft high. The mortar holding the stones together is decayed to the
while jumping, and it has caused most of its feathers to fall out.
point that anyone leaning or pushing against the rocks easily knocks
them over. If Gwen succeeds in pushing a character against the wall, it
Griffon (cursed): HD 7; HP 36; AC 3[16]; Atk 2 claws (1d4 plus
crumbles and the character falls into the well. The water is 10ft down
curse), bite (2d8 plus curse); Move 15 (leap 20); Save 9; AL N;
but only 5ft deep, so very little falling damage is suffered (only 1d4
CL/XP 8/800; Special: curse (save or infected).
points, with a successful save to avoid all damage). Unfortunately, the
water is tainted by the curse. Characters immersed in it must succeed
on a saving throw every minute they are immersed to avoid the curse’s Tactics: The griffon hides in the loft at the end closest to the entrance
effects (see the description of the curse in the Introduction). A to the stables. It waits until all of the characters have entered and pounces
character in the well can climb out (85% chance of success) or party on the last character to enter the building. The griffon can run much faster
members can assist him. than normal and jump higher and farther. It defends its home but has no
desire to die and flees if the battle goes against it, although its lack of
flying ability makes escape difficult.
Area 7: A Strange Clearing Treasure: The griffon has hidden in the loft several items pulled from
the carriages it tore apart. Careful searching of the loose straw turns up
a small ivory statue (35gp), a twisted gold emblem (15gp), and a bag of
Investigation of the forest brings the characters to a small clearing.
Grass in the center of the clearing is pressed down as if a large animal holding (empty).
slept here. Rangers and druids have a 90% chance of identifying that the
tracks look very much like those of a bear; all others have a 45% chance.
The cursed bear heard the characters wandering through the forest and is Area 9: The Winery
now hiding just outside the clearing. Possessing only animal intelligence,
the bear has slowly accumulated several shiny items it finds attractive This large building, where the grapes were pressed and fermented into
and has hidden them beneath a small log in the clearing’s center. If the fine wine, is one of the sturdiest buildings on the grounds. The doors
characters begin to rummage around and search through its home, the bear remain intact and closed. When the characters approach the building, they
gets angry and charges into the clearing to attack. immediately notice its solid construction. While the doors are not locked,
Ugly patches of scales and tufts of gray fur dot this creature’s rather they have not been used in many years, so the hinges are quite rusty. If
odd-looking skin. The strange combination improves the bear’s ability to the characters combine their efforts, they open the doors easily to reveal
hide in the forest, but also certainly makes it extremely ugly. The curse a dark, dusty building abandoned for a very long time. Massive casks
has given the bear extremely sharp claws and very acute hearing, but age for the initial fermentation of wine line the southern wall, and bottling
has made it rather frail. facilities are located in the northeast comer. A giant grape press stands in
the center of the room attached to a rusted pump used to force the resulting
Bear, Grizzly (cursed): HD 6; HP 32; AC 6[13]; Atk 2 claws juice into a massive tank in the northwest comer. Unlike other areas, time
(1d6 plus curse), bite (1d10 plus curse); Move 9; Save 11; AL and neglect are the only causes of damage here.
N; CL/XP 6/400; Special: camouflage (10% chance of being A careful exploration of the entire building turns up some bottles of
spotted in forest), curse (save or infected), hug (if both claws wine. The wine is of the highest quality and tastes wonderful, but it is a
hit, 2d6 additional damage). (Monstrosities 37) potent vehicle for the curse. A secret panel behind one of the wine racks
opens easily to reveal a small niche holding several papers. One of the
Tactics: The bear charges forward to attack if the characters come near papers includes the directions used to create Lord Morrick’s award-
the log hiding its treasure. The bear simply charges at and attempts to kill winning wine. This recipe is one of the items Lord Eldoran wanted to
the character closest to the log. If the characters flee, the bear stays close obtain, but his curse was so powerful even he was afraid to try to locate it.
to its home. The recipe is written in a complex code that might be decipherable with
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the proper key. Characters that examine Lord Morrick’s library (Area
28) and discover his vault should be able to use the key found there to
decipher the recipe.
Area 11: Servants’ Quarters
Treasure: One of the pieces of parchment clearly has a wine recipe This building housed the servants who worked the vineyard as well as
written on it in code. This recipe, if translated, is worth 1000gp to a the extra workers hired when it was time to harvest and begin pressing
qualified vintner. the grapes. Characters approaching the building immediately notice that
the windows are broken and that the door is ripped off its hinges. A close
The Gardens
Guest (cursed) (2): HD 2; AC 9[10]; Atk club (1d4); Move 12;
Save 16; AL C; CL/XP 2/30; Special: curse (save or infected).
(see Area 34)
Numbered encounters and areas in this section are organized in a Equipment: shabby clothing, club.
clockwise manner from the main entrance (Area 3). The gardens can be
entered through the main entrance (Area 3) or the side entrance (Area Leopard (cursed): HD 3; AC 6[13]; Atk 2 claws (1d3 plus
12), or the characters can climb over the wall and enter from a different curse), bite (1d6 plus curse); Move 16; Save 14; AL N; CL/XP
angle. Walls surrounding the garden are made of stone and stand a full 3/60; Special: cursed (save or infected). (Monstrosities 290)
12ft high. They are designed to set the gardens apart from the vineyard
and help contain the wild and exotic animals that Lord Morrick added Servants (cursed) (2): HD 1; AC 9[10]; Atk bite (1hp plus
to his garden. Plants and animals occupying the garden are cursed in the curse) or club (1d4); Move 12; Save 17; AL C; CL/XP 1/15;
same way as plants and animals in other parts of the mansion and grounds. Special: curse (save or infected). (see Area 34)
Though not as overgrown and dark as the light forest to the south, Equipment: shabby clothing, club.
the plants here have a twisted aspect to them that matches the forest and
Tactics: The mists fight without fear, though they intend only to drive
the characters insane and do not continue their attacks on an insane
character unless they must. Their goal is not to cause death but rather to
spread madness and chaos.
creature. The tiger instead uses its speed simply to charge forward and clearing and attacks the first character leaving.
attack. Its rear paws do very little good in combat, so it rarely pounces unless While the mountain lion is not visibly mutated, the curse gives it a much
its victim is completely alone. Its rake attack does less damage because of thicker skin, better hearing and eyesight, and an unfortunate willingness to
the mutations of its hind feet. The tiger flees when badly injured. kill simply for pleasure. Its low body and dark skin keep it almost invisible
as it moves silently through the garden.
Area 22: A Long Marble Terrace Lion, Mountain (cursed): HD 3+2: HP 22; AC 3[16]; Atk 2 claws
(1d4 plus curse), bite (1d8 plus curse); Move 18 (climb 12); AL
The terrace provides a high vantage point from which to look over the N; CL/XP 3/60; Special: curse (save or infected). (The Tome
garden. Intricate carvings mark the trellis of the balustrade, and the entire of Horrors Complete 634)
terrace is made of precious white marble. Tasteful, skilled stonework Equipment: gold collar with silver studs (25gp)
gives a sign of incredible wealth without being gaudy or overbearing.
Rather than beauty and peace, the plants in the gardens below display an Tactics: The mountain lion approaches silently as the characters are
ugly darkness that one senses in a deep, primitive manner. Broken glass exploring the clearing. It pounces on the first character that leaves the
lines the ground, as all of the windows and glass doors leading into the clearing. It focuses all of its attacks on one character at a time. The
mansion are shattered, opening the once beautiful home to the weather mountain lion flees if it is brought below 10 hp.
and anyone that wishes to enter. Treasure: The leopards buried several trinkets when they were living
If the characters are seen climbing the stairs in Area 21, the cursed here. A thorough search of the area allows the characters to discover the
tiger in Area 21 attacks them on the terrace. Tables and chairs that once spot where some digging has been done. Hidden just beneath the dirt are
occupied the terrace are either broken or thrown into the thick vegetation a heavy gold bracelet studded with emeralds (120gp), a gold chain (8gp),
of the garden. The characters can easily enter the mansion by passing and a silver amulet shaped like an eagle (5gp).
through the broken windows and shattered glass doors that lead into the
Great Room (Area 34).
Area 24: A Flagstone Path
Area 23: A Small Clearing The mansion hangs over its lower level here, leaving a narrow flagstone
path along the ground level protected from the elements but also cloaked
The bushes and flowers are torn up and moved aside to create a small, in shadows. Plants in the garden to the east are growing over the stone
clear dirt surface that a pair of mutated leopards used as a den. They have paths winding through the garden, completely hiding some in places.
since moved to another location because a larger cursed mountain lion The ground floor of the mansion has no windows, but a single wood door
moved into the area. The mountain lion does not make its home here, but stands in the center of the wall, allowing entrance to whatever storage
it is usually nearby. It sneaks up on the characters as they are studying the rooms might lie beyond.
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While the wooden door is not barred or locked in any way, lack of is hard to tell, but the vines themselves appear to have drained the life
use makes it stick slightly. A solid shove opens the door but not without from it.
making a great deal of noise. A cursed bugbear hiding in the garden While the vines and plants did indeed shatter the fountain, they do
comes to investigate when he hears the door forced open. Paranoia leads not actively hunt prey, nor are they carnivorous. The corpse was left
it to believe the characters are hunting it, so it decides to kill them first. wrapped in vines as a warning by a deadly monster created by the curse.
This creature appears to be a man made of stone. Hearing the characters,
Bugbear (cursed): HD 3+1; HP 23; AC 5[14]; Atk bite (2d4 plus the cursed stone man comes to investigate. It is, in all respects, a stone
curse) or morningstar (1d6+1) or javelin (1d6); Move 9; Save golem.
14; AL C; CL/XP 4/120; Special: curse (save or infected), The stone man was once a wedding guest, and is one of the most
surprise on 1–3 on a 1d6. (See Area 2) profoundly mutated creatures on the grounds. Stripped of all humanity by
Equipment: morningstar, 3 javelins, gold necklace the curse, it possesses incredible strength and a layer of gray stone in place
(40gp). of skin. Its face is frozen in a grotesque mask of pain and rage.
Tactics: If the characters let him, the bugbear throws all 3 of his “Stone Man” (cursed, stone golem): HD 12; HP 60; AC 5[14];
javelins before closing for melee combat. He is convinced the characters Atk fist (3d8); Move 6; Save 3; CL/XP 16/3200; Special: +2 or
are hunting him and fights to the death. better magic weapon to hit, immune to most magic, slowed
by fire.
Area 25: A White Marble Fountain Tactics: The curse drained any intelligence this man once possessed. It
is used to being impervious to attack due to the magical nature of its stone-
Thick vines and sturdy bushes surround the shattered remains of a white like skin, so it simply closes for melee combat with the nearest character.
marble fountain. Normal plants do sometimes grow through the rock, Due to its thick, stone-like skin, the creature cannot run and can only
breaking it during the slow pressure of time, but the plants here appear follow fleeing characters at its base land speed. If necessary, it pursues the
to direct an intangible rage at their surroundings. A twisted, desiccated characters anywhere in the gardens or even into the mansion. Once it is set
corpse is trapped within some of the powerful vines; how it died or why on a target, it simply does not stop.
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Chapter Three:
Inside the Mansion
The mansion has suffered a great deal of damage from insane guests and places. The mansion may not be as large as some homes, and the decorations
creatures that destroyed things simply for no apparent reason. Despite the were never gaudy or showy, but anyone with a skilled eye at appraisal can
damage, the characters can easily see the high quality of the workmanship see that the mansion cost a fortune to build, furnish, and maintain.
that went into the mansion’s construction. The outer walls of the mansion Most of the windows are now broken. The characters may choose to enter
are made of granite, while the interior walls are a combination of stone and through one of the windows by climbing or flying up to them. The ground level
wood paneling. All of the wood and stone used were imported from distant of the mansion housed the servants, gardeners, and the few guards that Lord
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Morrick once employed, and it has several side entrances but no windows. Tactics: The gargoyles fight with the single purpose of repelling
The first floor is the main floor of the home. It can be entered through the unwelcome visitors. They do not leave the landing area to follow fleeing
front doors, from the patio at the back of the home, or by the stairway from the characters down the stairs, but they do follow anyone who goes through
ground level. The second floor contains bedrooms and guest bedrooms, and the doors. They fight until they are destroyed. The gargoyles need to
it can be entered through broken windows or by stairways from the first floor. receive specific commands from Lord Morrick or one of his guards every
All of the doors should be considered unlocked or broken in, unless day or they simply attack any creature attempting to enter or exit through
otherwise noted. All of the doors are made of a pale, creamy wood with the doors. Only Lord Morrick or someone displaying his coat-of-arms
light brown veins; the wood is particularly hard and sturdy. is immune from attack. A character displaying Lord Morrick’s coat-of-
arms can order the gargoyles to “stay,” “attack,” or “guard.” If ordered to
Ground Floor
“stay,” the gargoyles do not attack anyone for the rest of the day. Orders to
“guard” or “attack” cause the statues to attack anyone not displaying Lord
Morrick’s coat-of-arms.
Area 26: Before the Mansion Doors Area 27: A Large Foyer
An elegant though understated marble stairway leads up to a set of
magnificent double doors made of black marble. Carved deep into the Couches that once lined the grand entryway into the mansion are
thick marble doors is an intricate coat-of-arms and the words, “Peace and shredded, their stuffing thrown about the foyer. Dead, dried husks of the
Prosperity to All Visitors.” Flanking the doors are 2 gargoyles, and large plants that once decorated the small niches in the walls droop down from
windows, now broken, are evenly spaced along the walls as they stretch their heavy stone planters. The destruction is appalling, but rather old.
away from the doors. A layer of dirt and dust coats the landing before When guests and servants began to mutate, they went mad, tearing up
the doors, but the doors themselves look as though they were recently many of the things around them. Some were enraged by the curse itself;
polished. The gargoyles attack anything attempting to enter or leave others blamed Lord Morrick for their problems and deliberately destroyed
through the doors who are not either a member of the Morrick family or things in a strange attempt at revenge. The hallway to the east passes a
wearing the Morrick family coat-of-arms. small closet before it turns north toward the doors for several guestrooms.
The main hallway heads north past the thick double doors that lead into
Gargoyles (cursed) (2): HD 4; HP 27, 23; AC 5[14]; Atk 2 claws Lord Merrick’s library.
(1d3 plus curse), bite (1d4 plus curse), horn (1d6 plus curse); The doors are decorated with Lord Morrick’s coat-of-arms. The doors
Move 9 (fly 15); Save 13; AL C; CL/XP 6/400; Special: +1 or are locked, and the lock contains a poison dart trap (save or die) that is
better weapon to hit, cursed (save or infected), fly. triggered when the door is not opened with the proper key.
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find a way to end the curse, he used the flesh to stone scrolls to turn his
Area 28: The Library family into inanimate statues and hid them in the bedrooms upstairs. Then
he returned to the library and locked himself in, hoping to find a cure so
Carefully organized sets of wood bookcases line the walls between the that he could reverse the spells and return his family to normal. Several
windows and bracket the large desk in the middle of the room. Books line days of failure left him starving and desperate, leading him to consume
the shelves in neat, even rows and are organized by subject. Wood plaques several unidentified potions at once. The unusual combination reduced
on the shelves identify subjects ranging from farming to warfare and even him and then killed him. When the characters look behind the desk, they
collections of poetry. Most are devoted to trade, mercantile exchange, see a tiny, desiccated corpse the size of a small fairy spread-eagle on the
and the making of fine wines. The sturdy doors, animated statues, and floor. Despite the corpse’s awkward position, the characters can easily
magically-treated windows protected this room from destruction. see that it is clothed in an ornate, formal suit perfectly fit to its tiny form.
The library is protected by 2 wood golems that attack anyone who is The dry air and enclosed space of the library have helped preserve
not either a member of the Morrick family or wearing the Morrick family the corpse, but the characters may take some time to realize it is Lord
coat-of-arms. The golems are carved in the form of massive human Morrick. Searching the corpse turns up a miniature signet ring bearing the
warriors wearing plate mail and holding maces in each hand. Morrick family seal. The ring should give the characters some clue that
Lord Morrick was reduced before dying and for some reason the spell did
Golem, Wood (2): HD 9; HP 40; AC 2[17]; Atk 2 slams (2d6); not fade after his death. The age and advanced decay of the corpse make
Move 12; Save 6; CL/XP 10/1400; Special: alarm howl for 6 determining exactly what killed Lord Morrick impossible.
rounds, immunity to cold and electricity, vulnerable to fire Careful, thorough exploration turns up a number of different treasures
(double damage). (The Tome of Horrors Complete 300) in the room. Papers on top of the desk include notes left by Lord Morrick
that solidify the identity of the corpse on the floor and several scrolls
Tactics: Unlike the gargoyles in Area 26, these statues can be commanded (Treasure #1). Secret compartments in several desk drawers contain some
only by Lord Morrick, his wife (Area 46), or his eldest daughter Larissa potions and gold coins (Treasure #2), and a secret safe is hidden behind
(Area 43). The statues ignore the boys (Area 46) but do not take orders from one of the bookcases in the northern wall (Treasure #3).
them. They attack anyone not wearing the Morrick family coat-of-arms and Treasure #1: Scattered on the desk are 7 scrolls of stone to flesh spells,
do not stop unless they are destroyed or their opponents leave the library. along with a scroll of mirror image. Several pieces of paper on the desk bear
Lord Morrick paid a handsome fee to have several wizards craft the notes Lord Morrick wrote while trying to determine what was happening.
glass and prevent it from breaking. These items (Lord Morrick’s Papers 1–2) are reproduced in the sidebox.
Lord Morrick retreated to the library when he realized that someone or Treasure #2: The desk in the room is very large and has a number of
something had either cursed or poisoned his family and guests. While his drawers. Most of the drawers contain papers dealing with the harvesting
library is vast, his knowledge of magic is relatively lacking. His few scrolls of grapes, the making of wine, and delivery schedules. Two of the drawers
and books were unable to help him find any sort of cure. He did, though, have secret bottoms: one of them hides 3 potions of extra healing; the
have several scrolls of flesh to stone and stone to flesh. Confident he could other conceals a small bag containing 100gp.
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hallway and the rooms connected to it. Door 29a leads into a small coat closet
(Area 30), while doors 29b, c, and d lead into guest rooms. Doors 29a–c are
Lord Morrick’s Papers standard wooden doors; they are closed but not locked in any way.
Door 29d is barred from the other side, however, and gouges and
scratches cover the door, a clear sign that a number of attempts have
Lord Morricks’ Papers 1: been made to open it. The door is blocked and held closed by a dresser
After the second toast, everyone began to go crazy. People that Fourale (see Area 33) moved behind it. Breaking through the door
started screaming about scales and scratching at their skin while requires pushing the dresser out of the way as well (combined strength of
others began to pull out their hair or scream that they were 21). If the characters listen at the door they might hear Fourale muttering
suddenly blind. I took Larissa, Alandra, and the boys upstairs, to himself in the room beyond. If the characters knock on the door or have
and not a moment too soon. I turned them into statues with some a loud battle in or near the hallway with the group in the Great Room
of my scrolls and came here to figure out what is going on. (Area 34), Fourale knows they are there and screams at them.
Everyone is going insane out there. Thank the gods I have the Fourale thinks the characters are the cursed individuals living in the
doors and golems to protect me. I shudder to think of what might Great Room (Area 34). If the characters calm him down and explain
happen to the family if the crowd outside the doors finds their that they are adventurers seeking to end the curse, he may let them in.
statues. They are breaking everything out there. I can’t understand Talking coherently is something cursed people rarely do so that alone
it. Is this some sort of poison? is convincing enough to Fourale. Fourale has not spoken to another
individual for around 5 years, so simply hearing a calm rational voice
Lord Morrick’s Papers 2: helps him believe he is finally being rescued. See Area 33 for Fourale’s
description and statistics.
What is this? I thought it was poison, poison in the food or wine,
Fourale’s shouts and any noise the characters make trying to get through
but I have used every potion and antidote I have and scales are
the door increase by 30% the chance the group of cursed people in the
still appearing on my arms. They look like silvery fish scales, but
they are a bit thicker and flake off when I scratch them. My arms Great Room (Area 34) charges down the hall and attacks.
itch like crazy. The scales are spreading.
It has to be the food, maybe the wine. Everybody went crazy
after the second toast. If it isn’t poison, what is it? A curse? Area 30: A Small Coat Closet
Nothing in my books describes a curse anything like this. This is
madness. I haven’t eaten for two days; I have to eat soon or try to A blast of stale air flows outward as the door opens to reveal a small
escape. I still hear screams and pounding beyond the doors. I am coat closet. Long lines of hooks and rods for hanging all varieties of coats
afraid to risk it. and cloaks fill the small room along with shelves for boots and shoes.
While the cedar lined closet may have protected the clothing from insects,
See the Players’ Handout Appnedix for a copy. something has pulled down all of the garments and left them on the floor
in piles of shredded cloth.
When guests would enter the mansion, a servant would take their coats,
While the safe is not very difficult to find, it is difficult to open. A dial in cloaks, and hats and place them in this narrow closet. Although the door
the middle of the safe door has 6 symbols on it. The dial must be turned to 3 has been left closed, someone or something has torn to shreds all of the
particular symbols in the correct order to unlock the safe. If a character turns the clothing that was in the closet. Characters who decide to go through all of
dial to the wrong symbol, he receives an electrical shock that does 3d4 points of the tattered garments need to spend a half-hour searching before they find
damage. Characters that do a thorough search of the papers in Lord Morrick’s anything worthwhile.
desk find a piece of paper that lists the symbols in order. Opening the safe Treasure: A secret pocket in one of the torn coats contains 25gp. A flute
without knowing the proper sequence requires three Open Locks checks (1st at wrapped in soft lambskin can be found at the bottom of a pile of shredded
–25%, 2nd at –20%, 3rd at –15%) as the dial is turned to hear the tumblers fall clothing. Characters have a cumulative 10% chance of finding either per
into place. Failure of any check results in the electricity damage listed below. 10 minutes that they search.
Despite having a spell-like effect, this trap is entirely mechanical. It is
generated by a piezoelectric effect and contains no magical components.
Treasure #3: The safe contains several ledgers listing some of Lord Area 31: An Abandoned Guest Room
Morrick’s holdings useful to his heirs. In addition, it contains a wand of
magic detection (6 charges; no identifying marks, but the word “krasit” is The few things that remain intact give the impression that this room was
engraved on the stem), 2 flasks of holy water, a figurine of the onyx dog, once quite beautifully decorated. Nothing small enough to be carried remains
3 daggers, a bag with 200pp, and a sheet of paper with a key to interpret in the room, and all of the large items are destroyed. The bed was destroyed
Lord Morrick’s personal code. This key allows the translation of the wine with such force that wood splinters have impaled the wood paneling of the
recipe found in Area 9. ceiling. The dresser lies in shambles, its marble top and a small mirror lying
broken on top of the shattered wood. Windows looking out over the gardens
are shattered, the broken glass spread across the room and windowsills.
Area 29: A Short Hallway Observant characters realize that water damage to the woodwork indicates
rain has been coming through the broken windows for several years. The
A narrow hallway runs away from the foyer to travel past a number of once beautiful view of the gardens through the windows in the south and
doors that must lead into closets and guest rooms. Small niches along the west walls is now simply a depressing reminder of the powerful curse — a
walls must once have held vases, statues, or other decorations, but they reminder highlighted by the cursed giant centipede coiled up amid the
are now empty. Refuse is scattered throughout the hallway, and the sharp bed’s shattered remains. The specifics of this creature’s manifestations of
aroma of fresh urine wafts through the air. the curse are left for the Referee to decide using the Curse Effects Table.
The narrow hallway runs away from the foyer past several guest rooms
before reaching the Great Room (Area 34). Small niches along the walls once Centipede, Giant (7ft) (cursed): HD 2; HP 14; AC 5[14]; Atk bite
held vases, statues, or other decorations, but they are now empty, and broken (1d8 plus poison plus curse); Move 15; Save 16; AL N; CL/XP 3/60;
fragments of some of the decorative items are strewn across the floor. Garbage Special: curse (save or infected), lethal poison (+6 save or die).
and waste from the group of cursed individuals living in the Great Room dot
the floor in small piles. There is a 20% chance that the cursed people in the Tactics: The mindless creature charges forward to attack after someone
Great Room (Area 34) decide to attack the characters as they explore the enters the room.
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Area 32:
An Abandoned Guest Room
The odor of fresh feces and urine fills the room, indicating it has seen
recent use. Trash and piles of feces are strewn about the room, making it
seem like nothing more than a giant toilet. Nothing worthwhile is left in
the room. The furniture is destroyed, but not with the same fury and power
as seen in Area 31. This room is simply a waste repository for the group
of cursed people in the Great Room (Area 34) as well as Fourale (Area
33). If the characters have not encountered the cursed people in the Great
Room (Area 34), there is a 50% chance that they rush down the hall to
attack after characters enter this room.
Description: Fourale is a thin man with dark brown hair and light
brown eyes. The wide smile on his face seems frozen there by lurking
madness. His eyes twitch around nervously and he constantly wrings his
hands. Years of fear and paranoia make him nervous and jumpy, while
loneliness makes him talkative and a bit mad. His clothing is worn and
faded, but still serviceable.
Personality: Plainly put, Fourale is a coward and is no longer mentally
stable. Fear kept him from attempting to escape initially and his growing
madness and paranoia since then have kept him from trying in the 5 years
he has lived here. Quick trips to empty his chamber pot across the hall
fill him with fear. His overblown feelings of self-importance lead him to
believe that a rescue party is coming for him. He is convinced that anyone
he meets is sent specifically to rescue him and demands the party escort
him away from the mansion immediately.
Knowledge: Fourale used some of the time spent here to contemplate
what happened and how. He has determined that the affliction that touched
the mansion and grounds is definitely a curse. In his mind, a curse is by
definition evil, though he has no evidence that the curse itself is evil in
nature. Fourale is also certain that the curse was placed on the food that
people ate at the banquet. While this conclusion is not precisely true, it has
kept him free of the curse.
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They sleep in the group of sofas and chairs near the stairway and store
Area 34: The Great Room “food” beneath the table for reasons even they do not understand. They
attack anything entering the room, believing it is after their stored food
Beautiful parquet flooring extends throughout this vast room. Long and treasure. Although they make occasional forays into the garden and
dining tables from the wedding party still fill the room. Broken dishes vineyard in search of food, these particular creatures are found here by the
and shattered glasses cover the room, and the once elegant table linens characters, or they attack the characters in Areas 29 or 32.
are torn beyond recognition. Crystal chandeliers still shed a dim magical
light, and a vast wall of windows in the north wall looks out over a marble Servants (cursed) (4): HD 1; HP 7, 5x2, 4; AC 9[10]; Atk bite
terrace into the gardens behind the mansion. Before the curse, before (1hp plus curse) or club (1d4); Move 12; Save 17; AL C; CL/
the destruction, this room was a truly magnificent piece of work. The XP 1/15; Special: curse (save or infected).
destruction and overpowering stench of decaying flesh now give it an odd, Equipment: shabby clothing, club.
ominous feel.
Most of the chairs are damaged, but the sturdy dining tables withstood Guests (cursed) (2): HD 2; HP 13, 11; AC 9[10]; Atk club (1d4);
the abuse they received. Plain wooden panel doors in the east wall lead Move 12; Save 16; AL C; CL/XP 2/30; Special: curse (save or
into the kitchen. All of the windows and glass doors looking out over the infected).
marble terrace are shattered. The floor-length openings make it easy to Equipment: shabby clothing, club.
leave for the terrace overlooking the gardens. Wind, rain, and sunshine
are starting to damage some of the exposed woodwork, and a number of Tactics: The cursed servants and guests attack like wild animals,
horrible scratches mar the beautifully paneled inner walls. A large, open swarming toward one or two targets at a time. If they attack the characters
spiral staircase in the northwest corner leads up to the second floor. The in a different room and are severely injured, they retreat back to this room.
staircase was designed to allow Lord Morrick and his family to make If the characters fight them in this room, they fight to the death. The curse
grand entrances to their par ties. A collection of torn sofas and chairs close has driven them to such a deep insanity that no attempt to negotiate with
to the staircase marks the location of a small sitting area. them can possibly meet with success.
Living here are 4 cursed servants and 2 cursed guests, essentially Treasure: The odd, makeshift home that the cursed pack has created
surviving as a pack of wild animals. Although all of them have suffered for itself contains a few items that did not get destroyed. The only fragile
from the curse in different ways, all of them have lost any vestige of item surviving is a small porcelain statue of a naked woman (30gp).
civilized behavior as well as the ability to communicate. They store The more sturdy items include 3 uncut rubies (100gp each; a gem cutter
several rotting corpses and a number of skeletons and bones beneath one charges 500gp to attempt cutting each gem, and has a 80% chance of
of the tables. Many of the corpses are fresh enough to be used as meals. producing a flawless ruby worth 1000gp, while failure produces a flawed
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ruby worth 650gp); an ornate gold necklace (100gp); an obsidian bracer dark green blotches. Inside, Koriela suffers deeply, from the curse bending
(20gp); 6 silver goblets (10gp each); a silver bracelet (10gp); a gold ring and changing her body, which causes her pain during every waking
(5gp); a silver ring (3gp); an obsidian ring (3gp); a set of blue wool robes moment. This pain makes her subject to great fits of anger and depression
trimmed in gold; a damaged chain shirt (it has the broken condition but that she barely manages to control. Strangely, the curse also opened up
can be repaired); a suit of studded leather armor; and loose coins totaling other latent magical abilities in the little outsider. Her spell-like abilities
22pp, 168gp, 1243sp, and 842cp. keep her safe from other creatures in and around the mansion, but she is
unable to return to her home plane for reasons she does not understand.
Koriela claims the second floor of the mansion as hers and rabidly defends
Area 35: The Kitchen her territory against interlopers. Any battle in Area 34 alerts Koriela to
possible intruders, so she comes to keep watch on the stairway. If the
The kitchen is stark, cold, and dark because the spells that kept it lit and characters climb the stairs at a different time, the broken glass along
kept the stoves warm have faded. A massive stove, capable of cooking the stairs and landing helps warn Koriela of unwelcome visitors. If the
food for almost 100 people, rests against the east wall. Droppings from the characters reach the second floor through the servant’s stairs and begin
cursed bat swarm living here line the long, thin vents in the wall above exploring from that direction, they meet Koriela in Area 37.
the stove as well as the stove’s surface and the floor nearby. Pots and pans
made of high quality steel are thrown in a jumble on the floor. A large Koriela, Smoke Mephit (cursed): HD 4; HP 24; AC 4[15]; Atk 2
basin for cleaning the pots and pans is in the southeast corner of the room, claws (1d2 plus curse); Move 12 (fly 18); Save 13; AL N; CL/XP
and broken carts and dishes bracket the panel doors in the west wall. 5/240; Special: breath weapon (15ft cinder cone, 1d4 points
An opening in the northeast comer of the room leads to a stairway of damage; save or blinded, –2 to hit for 3 rounds), curse
heading down to the ground level where the servants’ quarters and storage (save or infected), fiery downpour (1/day, 20ft radius, 2d6
areas are located. A door in the north wall is torn open to reveal a staircase points of damage, save for half), immune to fire, spell-like
heading up to the bedrooms. Both stairways appear to be in good repair. abilities (2/day—web; 4/day—magic missile; at will—light,
The bats hide here during the day. Using a light source when the bats detect magic), summon mephit (1/day, 25% success). (The
are present wakes them and causes them to swarm. Most of the bats have Tome of Horrors Complete 379)
very little in the way of visible mutations, because profound mutations
keep a bat from being able to fly, thus bats that undergo such changes Tactics: Koriela hides from and observes the characters as long as she
usually die. The bats are able to make their way through the vents in the can. She waits until they are all close together and casts web on them. When
east wall, so the dark kitchen has provided them with a useful, dark cave the characters are caught in the web, she uses magic missile on the most
in which to hide. If the characters enter at night, there is a 70% chance the heavily armored character and then sets the web on fire with her cinder
colony is out searching for food and the characters can pass unmolested. breath, dealing 2d4 points of fire damage per round for 1d4+2 rounds to
anyone caught in the web. As the web burns, she flies out one of the broken
Swarm, Bat (cursed): HD 3; HP 18; AC 6[13]; Atk swarm windows, where she hovers and demands that the characters leave. If the
(1d6 plus curse); Move 18 (fly); Save 14; AL N; CL/XP 4/120; characters do not leave, or if they directly attack her, she uses web spells to
Special: curse (save or infected), 10% chance of disease. again trap them and then uses magic missile and her fiery downpour to try
to kill them. When she runs out of spells or gets hurt, she retreats to one of
Tactics: The bats swarm over the characters, concentrating on anyone the locked guestrooms (Area 41) to rest and recover. Koriela has suffered
holding a light source. They screech and bite in an attempt to drive the from the curse, but has not completely lost her mind. She fights intelligently
characters away. While their bites do little more than scratch the skin, and methodically, only closing for melee combat with single, poorly armed
each bite can pass on the curse. The bats flee if the swarm is reduced to characters. If the characters do chase her off and loot her treasure stored in
4 hp or less. Area 37, she hunts them until either she or they are dead.
Development: Koriela’s madness and pain make communication with
her very difficult. If characters can calm her down enough she speaks to
The Second Floor them from a distance, but only if they stay away from the second floor.
She considers anyone entering the second floor an enemy.
Area 36: The Second Floor Landing Area 37: Koriela’s Room
Ornate wooden doors in the east wall face a wide spiral stairway Koriela (see Area 36) makes her home in this small sitting room.
heading down to a large room below. The double doors lead into Lord and Damaged sofas and chairs surround a small fountain in the center of the
Lady Morrick’s private bedchambers. Scratches and dents mark the doors, room. Bright light shines from a glowing stone above the fountain, but
but a core of iron makes them very sturdy. Moreover, a complex lock the fountain itself no longer flows. Koriela organized some of the sofas
(–20% Open Locks) means they are difficult — but not impossible — to into a small sleeping area and cleared broken glass away from the center
open without the proper key. of the room.
Fragments of glass from the shattered windows along the north and If the characters take the servants’ stairs to the second floor, they meet
west walls cover the steps and the landing, making quiet movement almost Koriela (Area 36) in this room, which has served as her home for quite
impossible (–15% Move Silently). With the wind whispering through the some time and which she defends using the tactics described in Area 36,
shattered windows, the landing feels exposed to the outside. A narrow above. Koriela has amassed a great deal of wealth due to her ability to
hallway along the west wall heads toward the front of the mansion. explore areas the cursed guests and servants were not able to damage.
The group of cursed people in the Great Room (Area 34) does not come Some of her treasures are hidden elsewhere, but much of her accumulated
up here anymore. They were unable to get through the many closed doors wealth is concealed in the sofas and chairs. Many of the items include
and are afraid of Koriela, a cursed smoke mephit who makes her home vases and other small, delicate items.
on the second floor. Koriela was summoned by a wizard exploring the Treasure: A number of items can be found on the chairs and sofas
mansion grounds on her own several years ago. Something went wrong or hidden beneath their cushions. These items include a gold statue of
during a battle, the wizard was slain, and Koriela ended up cursed and a knight on horseback (200gp), a porcelain statue of a human woman
unable to return home. holding a baby (125gp), 6 crystal vases (25gp each), a crystal figurine
Koriela suffers from the curse in several different ways. The curse of a horse (15gp), a sapphire-studded silver bracelet (150gp), a gold
changed her smoky appearance into that of a hag-like woman with large ring studded with tiny diamonds (80gp), 2 matching gold rings (10gp
bat wings. Her lower body trails away into smoke. Her skin is pale with each), an elegantly carved ivory scroll case (empty, 20gp), a suit of
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chainmail emblazoned with a gold sun in the center of the chest, and a
cracked shortbow with ornate carvings (it is broken; if mended, it is a +1
shortbow). The characters also find loose coins totaling 48pp and 176gp. Shirac Berry Poison
Area 38: A Long Hallway Laws in most civilized areas carry substantial penalties for
simply possessing this poison. There is no clue as to who left
the poison here or what they intended to do with it. Guards in
While the hallway is now very plain, it clearly was once carefully Grollek’s Grove are willing to give a reward of 50gp for each
decorated. A small amount of light comes through a single small window vial turned over to them. An assassins’ guild might be willing to
at the very end of the hallway, but all other decorations and lamps have purchase the vials for 200gp each, but only under conditions of
been destroyed. Only the ornate doors evenly spaced along the south wall absolute secrecy.
and the paneled niches for vases and statues along the north wall remain. Anyone touching as much as a drop of the poison must make
Fragments of porcelain and crystal from broken figurines and vases coat a saving throw or die. Even if the save is successful the victim is
the floor. Only one of the three doors along the south wall is opened (38a). paralyzed for 1 hour.
The other two doors, 38b and 38c, were sealed with a wizard lock spell by
one of the guests in an effort to protect himself and several of his friends
from the cursed guests and servants rampaging through the mansion. destroyed. Feathers from the shredded pillows and mattress lie around
These doors were sealed by a wizard lock (cast by a 7th-level magic- the room like giant snowflakes. The windows are remarkably intact,
user). A knock spell suppresses the wizard lock for 10 minutes. while several windowpanes are cracked; only one pane of glass is broken.
38d — Secret Door: Servants used this door to get to the guestrooms Only the fatigue of the cursed guests and servants rampaging through the
for cleaning. It is unlocked but difficult to notice (1-in-6 chance). The mansion saved the windows in this room. They simply were exhausted
wood panels are well-constructed and mesh almost seamlessly with the from constantly breaking things by the time they reached this room. The
wall. Koriela found this door but was unable to get through the doors desk in the room has a locked drawer.
beyond it, so she left it closed. The small drawer contains several fragile vials sealed with wax.
Bashing open the drawer results in a 75% chance of breaking each vial.
Treasure: The four vials hidden in the drawer are marked with a skull.
Area 39: A Guest Room Each vial contains shirac berry extract, a rare contact poison used by
assassins.
Shredded cloth and bleached feathers cloak the decimated room. A
small desk in one corner remains whole, but the dresser and bed have been
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never meant to be viewed by guests. The few decorations here are not
Area 40: A Guest Room stolen or damaged, making this hallway seem far more elegant than
the damaged and looted hallways and rooms. A few tapestries hang
Only one of the two large windows in the southern wall has been on the walls, and small crystal vases have been tucked into niches
broken; all of the furniture is intact. Dust covers a large bed in the center along the hallway’s length. Dried-up flowers in the vases dropped their
of the room. Large and small roses have been embroidered on the linen petals long ago. A thick layer of dust covers the floor as the hallway
bedcovers, and several tapestries depicting flowering gardens hang on the continues past several wood doors to end at a wide landing surrounding
walls. A small dresser made of creamy brown wood stands in the northeast a staircase that leads down.
corner, and 2 desiccated corpses sit in chairs near the windows. Servants used this hidden hallway and the back stairway to bring food
Koriela looted this room. Unable to pass the wizard lock on the door, or other items to the different family members and to enter rooms for
she broke the window from the outside and flew in. She looted the rings cleaning. The skeleton of the family guard who protected the stairway
from the corpses but was rather frightened of the dead bodies and never as Lord Morrick turned his family to stone remains at the bottom of the
completely examined them. The corpses are Magistrate Horace Kriel and stairway where it reaches the kitchen (Area 35). While the guard did not
his wife Elena. They both poisoned themselves when they realized the curse last long, he kept the marauding looters from entering the private rooms
was beginning to change them and they would not be rescued. The door into long enough that they forgot about the back stairway.
the room is sealed by a wizard lock spell (see 38b and 38c, above) cast by a A cursed pit viper recently found its way here. Although not
wizard named Yorvash Green, who was staying in the room next door (Area particularly hungry after its most recent meal, it considers the hallway its
41). If the characters have defeated Koriela, this room is a safe place to rest. home and defends it fiercely.
Koriela was very diligent in her looting of this room. She knew that
Snake, Giant Viper (cursed): HD 4; HP 28; AC 5[14]; Atk bite
nobody else had looted or destroyed it and so took her time picking all
(1d3 plus poison plus curse); Move 12; Save 13; AL N; CL/
of the locks and searching through all of the drawers. The cedar-lined
XP 6/400; Special: curse (save or infected), lethal poison.
drawers in the dresser preserved several fine pieces of clothing in which
(Monstrosities 440)
Koriela had no interest.
Treasure #1: The fine linen and silk clothing has a total value of 300gp,
Tactics: The snake strikes with lighting speed, biting the nearest
or 100gp if sold to a clothing merchant.
character and injecting its venom. When seriously injured, the snake
Treasure #2: Searching the magistrate’s body turns up an ornate brass
backs into a corner in tight coils and rises up, attempting to frighten away
key and a gold chain with a shield-shaped amulet (25gp). If the characters
its adversaries.
have met Miriam Kriel, they may realize the key and amulet matches the
42a through 42d — Doors: The 4 wooden doors in the hallway
one worn around her neck. Horace and Elena Kriel were Miriam’s parents,
were locked to protect Lord Morrick’s family. While none of the doors
and these items can be used to identify their bodies.
are trapped, they are thick and they have good, solid locks. Each of the
wooden doors is decorated with the Morrick family coat-of-arms.
Area 41: A Guest Room Treasure: Each crystal vase is slightly different in shape and design,
but all are beautiful and worth a fair amount. There are six crystal
vases, each worth 10gp each. Three tapestries hang on the walls: One
The desiccated corpse of Yorvash Green lies peacefully in the center of depicts a lone knight riding a large horse (50gp), a second simply has a
a massive canopied bed in the middle of the room. The room has suffered representation of the Morrick family coat of arms — the grape cluster
minor damage from birds and animals that made their way through the and shade tree (30gp), and the third depicts a collection of mixed
single broken window in the southern wall, but most of the room is in flowers (60gp).
remarkable shape. The ornate mahogany desk, dresser, and bed need only
be dusted to return them to their original beauty.
Yorvash Green, a wizard and merchant, was one of the many guests
attending the wedding ceremony. He rapidly realized that something was
Area 43: A Large Bedroom
going wrong. He and his friends, Magistrate Horace Kriel and his wife Dust covers a large bed with an elegant purple silk canopy situated
Elena Kriel, escaped to their rooms. Yorvash sealed their room with a against the north wall, beside a small marble vanity. Small niches for
wizard lock and then returned to his own. He intended to return to the combs, brushes, and makeup are lined up along the marble top of the
Kriels’ room to plot their escape. Fearing for his life, he cast wizard lock canopy beneath a large mirror. Paintings of different flower arrangements
on his door as well. He realized some sort of poison or curse was beginning decorate the plain wood panel walls, and a marble planter in the northeast
to affect him when he suddenly lost his hearing. After desperately using corner contains a dead plant. Two massive windows in the east wall
several healing potions and casting dispel magic on himself he began overlook the overgrown gardens down below; one of the windows is
to despair. When scales erupted on his skin, he refused to suffer further broken, but the other remains intact.
effects and swallowed a vial of poison and lay down to die. Deep purple blankets conceal the stone figure of Larissa Morrick, a
Koriela knows a great deal about this room, as she has investigated it beautiful teenage girl. Details of her jewelry and clothing are so perfect
thoroughly; if she flees the characters after fighting them in either Areas that one is forced to believe that this young woman was once alive
36 or 37, she comes to this room to rest and recuperate. If the characters and that the curse or a spell was used to turn her to stone. In fact, Lord
enter this room while she is here, she leaves through the window again to Morrick turned her to stone to protect her from the curse, and the statue’s
find a different place to recover. Once she recovers, she actively searches intricate details allow the characters to realize easily that she has been
for the characters with plans of attacking them. This room is a safe place turned to stone. If they have not investigated Lord Morrick’s library, they
to rest only if Koriela is slain. might believe the curse is what turned her to stone rather than her father.
Treasure: Koriela is rather frightened of searching long-dead corpses. She Larissa’s fiancé is nowhere to be seen; the curse took such a vicious hold
removed Yorvash’s rings but not his amulet, nor did she find the hidden gold of him that he committed suicide in a fit of insanity. Larissa’s familiar, a
coins in his money belt. The dragon-shaped amulet he wears is made of gold cat, also succumbed to the curse and is now one of the many feral animals
studded with sapphires and is worth 450gp, and his money belt contains 30gp. wandering the mansion grounds.
If the characters use a stone to flesh scroll or spell to return Larissa
Area 44: A Large Nursery Lady Alandra Morrick (MU5): HP 14; AC 8[11] or 2[17] (missile)
and 4[15] (melee) from shield spell; Atk silver dagger (1d4);
Move 12; Save 10 (+1 ring); AL L; CL/XP 7/600; Special: +2
The nursery has not seen use since the Morricks’ twin boys were old saves versus spells, wands and staffs, spells (4/2/1).
enough for their own room. This dark, elegant room is now a storage Spells: 1st—detect magic, light, shield, sleep; 2nd—
room holding stacks of books and several large wood crates beneath detect evil, levitate; 3rd—hold person.
the two walnut cribs. Several rolled-up rugs rest along the north wall, Equipment: silk gown, silver dagger, ring of protection
and some paintings lean against the south wall. Decorations were often +1, diamond ring (600gp), pearl necklace (450gp),
rotated and changed during the year to give the mansion added flavor several small keys.
and elegance, so unused decorations were simply stored here. A secret
door in the west wall leads directly to Lord and Lady Morrick’s private Description: Alandra is of average height but thin enough that she
bedroom (Area 46). This room is a safe place to rest if Koriela has appears to be somewhat smaller than she really is. Light brown hair
been defeated. drops to her shoulders in broad curls and waves to frame her thin face.
Treasure: The paintings and rugs are large and heavy and would Her bright green eyes pierce anything she looks at. When first returned
require a wagon to remove from the mansion. Few traders would to flesh, she is wearing a very elegant gown made of pale blue silk. She
purchase anything from the mansion for fear of the curse, so these rapidly changes into thicker traveling clothes made of linen, but all of
items would need to be transported quite a distance to find a willing her clothing is of the highest quality and cut in ways that accentuate
merchant. Total value of the items in the room is 3000gp, but the her beauty.
characters would be lucky to obtain 1000gp for them anywhere close Personality: Lady Morrick is a pleasant, good-humored woman, or
to Grollek’s Grove. was before the curse took hold of her family and property. At first angry
with her husband for leaving them here so long, she is extremely upset
the effects of the poison (she believes it is a poison) began to hit everyone
in the mansion during the second toast to the bride and groom after dinner
was over but before dessert was served.
Area 47: A Large Closet
Eric and Edmund are 8-year-old identical twins whom only family Long rods span the distance of this large room. Suits, cloaks, and fine
members seem able to tell apart. Their pale blue eyes and light brown men’s clothing hang from several of the rods, while the rest are devoted to
hair contrast sharply with their deeply tanned skins. The boys clearly opulent dresses and beautiful gowns. Although the clothing is a bit out of
enjoy playing outside a great deal. Their clothing is made of thick, sturdy style, it is all made of the finest fabrics and is remarkably well preserved.
linen, but cut and dyed to look like formal clothing. Though young, the Clothing along the north side of the closet has been pushed to one side to
boys are far from passive or frightened. While saddened by their father’s
reveal a heavy steel safe hidden in the northwest corner.
death, they seem excited by the adventure of leaving the mansion. They
The magical vault uses the same combination and symbols found on
have a wild streak and an inquisitive nature that are easily associated
the safe in the Library (Area 28). If the characters have not visited Lord
with the adventuring lifestyle. If asked, both boys claim they want to be
Morrick’s Library (Area 28), Lady Morrick knows the combination and
“explorers,” much to their mother’s chagrin.
opens the vault if asked to. A dial in the middle of the safe door has 6
Paintings, tapestries, and statues throughout the room are worth a great
symbols on it. The dial must be turned to 3 particular symbols in the
deal of money. Smaller vases and statues are relatively easy to move,
while transporting the paintings and other items would require a large correct order to unlock the safe. If a character turns the dial to the wrong
wagon. A small jewelry box is hidden in one of the dresser drawers. symbol, he receives an electrical shock that does 3d4 points of damage.
The box is small but heavy, and it has a very sturdy lock. Alandra Characters that do a thorough search of the papers in Lord Morrick’s desk
Morrick keeps the key hidden in one of the hairpins she was wearing find a piece of paper that lists the symbols in order. Opening the safe
when she was turned to stone. She opens the box herself and takes out the without knowing the proper sequence requires three Open Locks checks
bracers of defense AC 6[13] and puts them on when she prepares to leave. (1st at –25%, 2nd at –20%, 3rd at –15%) as the dial is turned to hear
If the characters have already opened the box and taken out its contents, the tumblers fall into place. Failure of any check results in the electricity
she eyes them suspiciously but says nothing about it. The lock has an acid damage listed below.
gas trap that is triggered when it is not opened with the proper key. The Despite having a spell-like effect, this trap is entirely mechanical. It is
box contains treasure #2 listed below. generated by a piezoelectric effect and contains no magical components.
Trap: Any attempt to open the box without the key releases an acidic Treasure: While the vault does contain several valuable treasures,
gas. The gas dissipates within several rounds, but anyone within a 10ft the items of greatest value include titles to several pieces of property,
radius breathing it suffers 3d4 points of damage, save for half). secret recipes for making fine wine and brandy, and documents showing
Treasure #1: Small vases and statues scattered throughout the room ownership of a number of different business ventures. Most of the papers
have a total value of 3000gp. are not worth much to the characters, but they are invaluable to Lady
Treasure #2: The jewelry box contains bracers of defense AC 6[13], Morrick if she is turned to flesh and cured of the curse. The vault also
a diamond pendant (1000gp), a pair of emerald earrings (500gp), and a contains a beautifully made +l freezing longsword, Rokon’s amulet (see
silver bracelet studded with tiny emeralds (400gp). Magic Items Appendix), a cloak of elvenkind, 40 gold bars (20gp each),
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Oliver Rathbone (Order #27405459)
Morrick Mansion
a bag of gemstones (contains 10 gems worth 4d4gp each, 8 gems worth found a way to burrow beneath one of the walls so they can pass in and
4d4x10gp each, 5 gems worth 2d4x100gp each, and one perfect emerald out of the room when they choose. The rats attack as soon as the door is
worth 7000gp), and a bag containing 340gp and 1000sp. opened, swarming to the doorway to attack in numbers. They fight to the
If Lady Morrick is with the characters when the vault is opened, she death to defend their home.
insists on taking the gemstones for herself and tells the characters that the
rest of the items are theirs if they get her and her children back to safety. Rats, Giant (cursed) (9): HD 1d4hp; HP 4x2, 3x3, 2x2, 1x2; AC
7[12]; Atk bite (1d3 plus curse); Move 12; Save 18; AL N; CL/
XP A/5; Special: curse (save or infected), 5% are diseased.
The Basement Floor Tactics: The rats simply swarm the characters. They follow the
characters out of the room if they are in good numbers and relatively
While investigating the basement floor of the mansion, the characters
will not encounter any wandering monsters or events. Aside from Areas undamaged, but remain in the room if they have been hurt badly.
48 and 49, most of the areas on the basement floor have become home to a
large colony of fire beetles. If the characters explore this area thoroughly,
they might find additional hints of who may have cast the curse. Area 49: Argrim White’s Room
If the characters convince Argrim to open door 17a, they meet a gray-
Area 48: haired man holding a quarterstaff in one hand. Scars around his white eyes
suggest he might be blind, but his confident stance and calm bearing hint
The Gardener’s Storage Room otherwise. The room around him is neat and organized. Boxes are stacked
against the north wall, and a single set of bunk beds rests against the south
Various garden tools lie around the room; most are broken and rusting. wall. Massive boards and slabs of wood are nailed over the door in the
Several rake handles have chunks bitten out of them. Shredded burlap east wall. Removing the boards that block the door is easy; once open,
from what must once have been sacks of some sort are strewn about the the door (it swings inward) reveals a mess of garbage stacked on the other
room. Lining the south wall are three carts: one clearly contains sand, side (Area 52). If the characters enter from Area 52, the west door leading
while the other two seem to contain soil. out to the gardens is blocked. Argrim keeps both doors blocked when he
A colony of 9 cursed giant rats live in the storage room now. The door is resting. A single large chest is in the room, but opening it in Argrim’s
was barred shut from the outside to keep them in, but they have since presence would be risky at best.
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The Lost Lands": Cults of the Sundered Kingdoms
While Argrim is indeed blind, anyone or anything attacking him on
his own ground is in for a rude surprise. Before taking up gardening
and tending animals for Lord Morrick, Argrim was a well-known
Area 50: A Sooty Hallway
adventurer and spent several years in charge of guard patrols in the hills Soot and ash from a long dead fire cover the floor as well as the broken,
nearby. Blinded during a battle with a troll, he was forced to seek other burned fragments of the doors that used to stand in the south wall of the
employment. Lord Morrick hired him out of friendship and let him do hallway. Strange scurrying sounds and high-pitched clicks echo through
whatever he wanted in the gardens. He has adjusted to his blindness the stone walls as they stretch toward a large room to the west. This
extremely well over the past several years and fights without penalties hallway leads to rooms and quarters used by the servants who worked
in his own room. here. Several servants, driven mad by the curse, started fires in all of the
rooms; soot and ash on the walls and floors are from the fires they started.
Argrim White (Ftr8): HD 8; HP 43; AC 7[12]; Atk +1 staff Smoke suffocated the unfortunates who lit the fires in the first place, and
(1d6+1); Move 9; Save 6 (+1 Argrim’s ring); AL L; CL/XP 8/800; their bodies provided food for the strange, warped creatures that now live
Special: blind (–2 to hit), multiple attacks (8) vs. creatures in various rooms on the ground floor.
with 1 or fewer HD.
Equipment: leather armor, +1 staff, silver amulet
shaped like a dragon hanging on a silver chain (20gp),
Argrim’s ring (Magic Items Appendix).
Area 51: Demolished Bedrooms
These two rooms were quarters for several families of servants who
Description: Life has been hard on Argrim since the curse took hold
worked at the mansion. Family quarters were provided to married servants
of the mansion and the surrounding grounds. His hair is prematurely
who had children. The fires started in these rooms destroyed all of the
gray and wrinkles drag down his cheeks. His face, though marked by
clothing, beds, and even valuables that were stored here. Searching the
horrible scars near his eyes, is actually rather handsome. Long, thin
burnt remains in both rooms thoroughly only nets loose coins totaling
arms hang from broad boulders lined with hard muscle, and his wide
25gp, 395sp, and 534cp.
shoulders taper down his thin body to long, spindly legs. If he did not
move with an unnatural grace and ease, he would be easy to picture as
a spindly spider.
Personality: Argrim has endured enough hardships and witnessed Area 52: The Servants’ Kitchen
enough evil that he is very difficult to startle or surprise. His blindness
would have sent most warriors with his history into a deep depression, Burnt fragments of chairs and tables are piled in the center of this large
but Argrim never despaired. He retains his confidence and great sense room. While the kitchen area along the south wall is recognizable, it is
of humor under even the most stressful of circumstances. Although he demolished beyond reasonable hope of repair. Even the stone walls and
heard the destruction that occurred and has fought many of the strange floors are damaged by powerful blows. Flagstones are moved aside in
creatures and plants around the gardens, he does not know what caused several areas to create small burrows for some of the fire beetles that
the changes. Promises he made to Lord Morrick have kept him here all moved into the area.
this time, and he is willing to remain here if Lord Morrick or any member A colony of 9 cursed fire beetles has occupied the mansion’s ground
of Lord Morrick’s family asks him to. His ring has kept him safe from the level. They have been eating a variety of things left behind in the storeroom
curse, and he is surprised to know that all of the changes around him were as well as the very dirt beneath the stones. Detecting the vibrations from
caused by a curse — and even more surprised to realize that he has not the characters’ footsteps, they swarm out of their small burrows and attack.
suffered at all. As long as he wears the ring, he can eat or drink anything
on the grounds without fearing the curse, only he does not know that the Beetle, Giant Fire (cursed) (9): HD 1+3; HP 11, 10x2, 9x3, 8,
ring keeps him safe. When informed of his strange immunity, he simply 6x2; AC 4[15]; Atk bite (1d4+2 plus curse); Move 12; Save 17;
states that the gods favor him due to his faith. AL N; CL/XP 1/15; Special: curse (save or infected), red light
Knowledge: While Argrim does not know about the curse, he does gland (10ft radius).
know that dangerous creatures are in the stables (Area 8) and in the old
servants’ quarters (Areas 50–53). He can also warn the characters about Tactics: The beetles have no intelligence, so they simply swarm the
the cursed group of people in the Great Room (Area 34) and the group characters and attack, fighting to the death.
of rats he locked in the gardener’s storage room (Area 48). He does not Broken tables, cracked rocks, and bent pots and pans are stacked along
know about Koriela (Area 36) or anything about Lord Morrick’s family. the west wall, blocking access to several doors. Clearing enough garbage
If the characters bring word of Lord Morrick’s death or of Lady Morrick’s away to open the doors takes 20 minutes. Both doors are blocked or barred
rescue, he is willing to leave with them if they help him carry his chest. from the opposite side with varying degrees of success.
Rescuing the surviving members of the Morrick family makes Argrim 52a — Argrim White (Area 49) effectively bars this door from the
feel indebted to the characters. He offers them his ring, telling them it is opposite side. He shouts at the characters to go away if he hears them
a magical gift from a priest he once rescued and that they deserve it. If banging on his door, believing that the beetles are making an attempt to
asked, he does not really know what it does, just that it is supposed to enter his room. If the characters speak to Argrim through the door, he
protect one from harm. unbars it and stands back to let them open it (see Area 49).
Tactics: If the characters foolishly decide to attack Argrim for any 52b — One of the guards fled to the room beyond this door (Area
reason, he forces them to fight in his room, shutting the door behind them 54) and blocked it to prevent the insane looters from killing him. He was
if they leave and try to use ranged weapons. His room is small, but he has affected by the curse a short while later.
kept the center of it very clean specifically for fighting anything that tries Fragments of wood cling to the hinges in the open doorway in the east
to attack him here. If the characters call off the battle or surrender, Argrim wall; the open doorway leads into more servants’ quarters (Area 53).
listens to what they have to say but refuses to trust them or to tell them More beetles live beyond the open doorway, and characters hear their
what he knows. While the characters could potentially defeat Argrim on scurrying and clicking. Whether or not the characters enter that room, the
open ground, fighting him in his room means almost certain death for at beetles eventually come out in search of food.
least several characters.
Strange Note Beetle, Giant Fire (cursed) (5): HD 1+3; HP 10, 9x2, 6, 5; AC
4[15]; Atk bite (1d4+2 plus curse); Move 12; Save 17; AL N;
The note hidden in the scroll case reads: CL/XP 1/15; Special: curse (save or infected), red light gland
Put this item in any fountain on the grounds. Whatever you (10ft radius).
do, do not touch it with your bare hand. Return with the Morrick
family’s secret wine and brandy recipes, and I will pay you four Tactics: The beetles charge the characters and attack. As far as the
times the amount we already agreed on. beetles are concerned, the characters are food; thus, if a character goes
down, the beetle stops fighting and begins eating, unless attacked.
The seal at the bottom of the note is deliberately smudged just
enough to cover the original writer’s identity from strangers without
preventing the original recipient from knowing who sent it.
The seal on the above note can be identified by Jasmine Welk
Area 56: A Large Laundry Room
in Grollek’s Grove as that of Lord Eldoran. Other people in The architect who designed the mansion was practical and artistic. An
Grollek’s Grove have a 20% chance of identifying it. This note intricate pump next to the large well in the center of the room is used
is an important piece of evidence that helps prove who created to bring water into the several large, self-draining wash basins along the
the curse. eastern wall. Wooden rods spanning the room are designed for drying wet
clothing, sheets, and blankets. The heavy stone of the well and the basins
See the Players’ Handout Appnedix for a copy. remains undamaged, as do the wooden rods along the ceiling. Cursed
servants used the laundry that was left here to start some of the fires in
the other rooms. The beetles have not noticed anything here that really
interests them. Well water can be obtained only with the pump, and it
Area 54: The Guards’ Barracks is tainted by the curse the same way as all other sources of water in and
around the mansion. The room opens up to the staircase to the kitchen
A skeleton clothed in rotting leather armor lies in the center of the (Area 35) as well as the hallway (Area 55) leading to other parts of the
room, surrounded by tall sets of bunk beds against each wall. Wholesale ground floor.
demolition and destruction has missed this room; other than broken
fragments of the wood bar that once held the door shut strewn across the
floor, the room is neatly organized, just dusty and unused. Hanging from Area 57: A Large Storage Room
pegs near the doorway are three cloaks bearing the Morrick family coat of
arms, and six locked trunks rest beside the cots, each holding some of the Fire beetles eat the remains of broken barrels and crates strewn about
guards’ personal belongings. this massive storage room along with whatever might be inside. Size alone
All six locked trunks are identical. Each trunk contains various items of suggests this storeroom is capable of holding enough food to supply the
clothing and a few personal items, with valuable items of interest listed below. mansion for several years. Now, though, it is home to 11 fire beetles that
Treasure #1: Two daggers, an ornate silver flask (10gp), 3 potions of are quite content to eat virtually anything that comes their way. If five of
healing, and a silver necklace (5gp). the beetles left to fight the characters in Area 55, only 6 beetles are here.
Treasure #2: A suit of black leather armor decorated with blue Between the servants who ransacked the room immediately after the curse
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
began and the fire beetles that moved in here recently, anything of value
left in the room has been eaten or destroyed.
These beetles are large, healthy, and quite hungry. They attack anyone
who enters the room, and once engaged, they follow fleeing victims.
Further Adventures
These beetles are as content to eat flesh as they are anything else; their In addition to the adventures presented in this adventure path, a new
mandibles can pierce even the strongest plate mail. relationship with the Morrick family and Lord Beval can be used as
the beginning for many other adventures. Lady Morrick might ask the
Beetle, Giant Fire (cursed) (6 or 11): HD 1+3; HP 11x4, 10x2, characters to help her lay claim to properties that others have taken
9x4, 7; AC 4[15]; Atk bite (1d4+2 plus curse); Move 12; Save over during the past 5 years, offering them half the value of whatever
17; AL N; CL/XP 1/15; Special: curse (save or infected), red they can recover. Lord Beval, impressed by their courage and heroism,
light gland (10ft radius). certainly invites them to Endhome and requests their help tackling a few
“interesting” problems.
Tactics: The beetles swarm the characters. If a character goes down, The characters may make an enemy of Thyran Whiteoak if they foil his
the attacking beetles ignore the battle going on around them and begin to efforts to contact the demon, or they could earn the enmity of the demon
eat their victim. itself or even the Cult of Pazuzu. Thyran or the demon can easily become
long-term enemies plotting against the characters in the background.
News of their success travels, and the characters are asked to help
Concluding the Adventure investigate other mysteries in and around distant villages and cities.
As heroes, the characters could be approached by various NPCs in
Grollek’s Grove with a variety of requests. The Grollek’s Grove NPCs
Simply surviving exploration of the mansion and grounds without section includes various possible side quests and character hooks that the
suffering the permanent effects of the curse constitutes a deed in and of Referee might find valuable for enticing the valiant characters into further
itself. If the characters find a way to eliminate the curse, Richard Arien adventures.
rewards them with 3000gp. If they discover partial proof that Lord Eldoran
was the culprit, they receive an additional 2000gp. Definitive proof in the
form of notes stolen from Lady Sheila Eldoran’s home (Area P8) nets
them another 2000gp.
A 100 XP bonus for each character is suggested if they rescue Argrim
Failure
White and Fourale Krev and escort them back to town. Rescuing Lady The characters could fail or become disillusioned during the adventure;
Morrick, both boys, and Larissa is worth another 100 XP each in addition they might even fall victim to the curse and become part of the problem. In
to the treasures that Lady Morrick bestows upon the characters. Rescuing this instance, the Referee has several options. The slowly spreading curse
Larissa and ending the curse earns the gratitude of Lord Alistair Beval, could be halted by a different party of adventurers, or the curse could
an extremely powerful merchant. The Referee should feel free to adjust continue spreading, causing serious economic problems as well as panic
any and all treasure items given out in the adventure. If the characters as it encroaches on nearby trade routes. Alternately, Thyran Whiteoak
played their cards properly, they have obtained two powerful magic items could make contact with the demonic source of the curse and “end” it
(Argrim’s ring and Rokon’s amulet) as well as a few new spellbooks and temporarily. In such a case, Thyran would swiftly grow in power and
some other magic items. influence, providing a long-term enemy for the characters to overcome.
Successfully overcoming the curse turns the characters into local
heroes. They are treated with the greatest respect and receive the best
prices in Grollek’s Grove, as well as heavily discounted healing spells
and potions from Sarah Lyrean and the clerics in the Temple of Kudrak.
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Oliver Rathbone (Order #27405459)
Shades of Yellow
Shades of Yellow
Shades of Yellow is an interlude between the adventures Morrick
Mansion and Aberrations and serves to tie them together to form a
cohesive adventure path. Its plot does not directly involve either of those
adventures but rather builds from them to create an internal continuity
Adventure Summary
for the players’ actions as they play through the Cults of the Sundered Baron Alistair Beval retains the characters to locate a renowned knight
Kingdoms Adventure Path. and deliver a message and a payment. As the characters track down the
knight, their travels bring them to the village of Billockburne where they
learn of the Brothers In Yellow and the Chapel-on-the-Moor. Their quest
Adventure Background brings them to the vicinity of the chapel where they discover evidence that
the knight and his squire were waylaid or possibly died of some contagion.
They then witness a funeral procession of the Brothers In Yellow where
No one knows for sure how long the Chapel-on-the-Moor has it is possible that they learn that the still-living squire is bound within the
stood upon the gray-and-green plains of central Sunderland, but it is procession’s coffin and being taken to some unknown fate. The discovery
believed to predate the nearby village of Billockburne by centuries, of this also entails that they discover the truth of the Brothers In Yellow as
and the annals of the ancient Kingdom of Suilley make mention of it. an evil cult rather than a benevolent brotherhood of Thyr.
Originally built as a shrine and later a church of Thyr, the Hyperborean The party’s path leads then to the Chapel-on-the-Moor where they
god of justice, the chapel eventually became an isolated cloister where come in direct conflict with the cult of Hastur lodged there and discover
monastic brothers dedicated to the holy ways of Thyr could retreat its horrific secrets. Within the chapel they also discover a coffin containing
to study his wisdom and copy sacred manuscripts of laws and legal the corpse of the knight they were seeking, recently sacrificed by the cult.
doctrine amid the solitude of the surrounding moors. The monastery Only in eradicating the entire cult can they ensure that its foul influence
served this purpose for generations, and many famous bishops of no longer infects the region around Billockburne. They can also discover
the church of Thyr and legal scholars of Foere and even Hyperborea clues that point them to a new job in the nearby Moon Fog Hills.
received their training at the chapel. But most of the cloistered monks
Adventure Hooks
of the order never left the chapel’s hallowed halls and spent the
remainder of their lives there before being interred in the graveyard
that sprang up on the flatlands around the church. Over the years,
however, as the Hyperborean empire’s focus shifted to the far east and
The following hooks can be used to get the characters involved in this adventure.
later the Foerdewaith paid it scant attentions, the chapel fell into disuse
and was eventually abandoned after the last abbot of the monastery • If this adventure is being played as a part of the Cults of the Sundered
Kingdoms Adventure Path, then the conclusion of Morrick Mansion leads
died at his desk in the scriptorium.
the characters to a meeting with Baron Alistair Beval in the free city of
The chapel lay empty for centuries, the moorlands slowly reclaiming
Endhome where he retains their services to undertake the quest to find the
its grounds, its stone walls falling to the ravages of wind and rain.
knight Sir Bartol of Trebes. The adventure as written assumes this start. If
A few decades ago, monastic brothers once again appeared within you are not playing this as part of the adventure path, then feel free to use
the precincts of the chapel. They made repairs and soon the building one of the hooks included below and modify the adventure accordingly.
was sound and habitable again, if not restored to its former grandeur.
These monks called themselves the Brothers In Yellow and went
• The characters are hired by an Oceander official out of Oestre as a
survey crew to explore the western reaches of the Oceanus territories
forth among the surrounding villages to make themselves known as beyond the Matagost Peninsula. Their trek brings them to Billockburne
they lent aid, wisdom and healing magic where needed. Most of the where they hear tales of the Chapel-on-the-Moor and choose to reconnoiter
brotherhood maintained a vow of silence and remained cloistered in it as a part of their survey of the region.
the refurbished chapel so that the neighboring communities knew of • The characters are traveling between adventures across the moors of
them only through the few missionaries who came forth from time central Sunderland to reach the enigmatic Stone-ring Knoll where, they have
to time to purchase supplies and perform charitable acts whenever heard, lie buried the truths of ancient mysteries and possibly treasures as well.
possible. Thus the Brothers In Yellow gained a quiet — but favorable Their journey takes them to Billockburne where Sheriff Gorn asks them to
— reputation among the folk of the central Sunderland moors and little look into the disappearance of Foerdewaith knight who had been traveling
if any reputation in areas farther afield. in the region but had inexplicably disappeared. He and his squire were last
Unbeknownst to any beyond the walls of the chapel is that the Brothers seen on the moors to the southeast, and the sheriff thinks that the Brothers In
In Yellow are not an obscure and remote sect of Thyr worshippers. Yellow may have some idea where he is. The sheriff would go himself, but a
Rather, they are a cult dedicated to the Great Old One Hastur the pack of wolves recently raided a farm north of town, and he and a posse have
Unspeakable. The lost, deranged, the criminally insane and the hopeless to hunt them down before they make off with any more livestock.
gather at the chapel in rites to their foul and mysterious master to try to
bring about the end of the world. New initiates take a vow of silence and
(willingly or unwillingly) have their mouths sewn shut and must rely on
the benevolence of their cultist masters to keep them from starving to
death. They remain sequestered at the Chapel-on-the-Moor until such
Beginning the Adventure
time as they either die from the ministrations of their mentally unstable The adventure begins in the free city of Endhome where the characters
brethren or superiors, or display enough stability and aptitude to join have been summoned by Baron Alistair Beval for their services rendered
the clergy of Hastur. At that point, their mouths are unbound and they in bringing the murderer of his son to justice in Grollek’s Grove. He
are made ecclesiasts of the faith to go forth and do good deeds in order invites the characters to his palatial manor in that port city and wishes to
to allay the suspicions of their neighbors as well as to identify potential thank them and offer them another lucrative opportunity. If the characters
new sacrifices for their rituals. assisted him by saving his caravan attacked in Beasts Among Us, then he
gives them an additional reward of 500gp at the outset of the meeting for
services they rendered at that time.
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Oliver Rathbone (Order #27405459)
Shades of Yellow
The gratitude of Lord Alistair Beval, the Baron Leudisfort, the Morricks’ gratitude. You also have my trust. And for that
is both generous and compelling. The invitation to his estate I have a favor to ask of you if you will indulge an old man.
in the city of Endhome has brought you to a palatial manor “On my last shipping venture some months ago, I stopped
house overlooking the Gaelon River from the Nobles’ District. over in the city of Penmorgh on some business I had there.
Apparently the only thing that prevents Beval from being one While there, however, I had a chance encounter with the
of the premier families in the city is that his ancestral barony knight, Sir Bartol of Trebes. Perhaps you have heard of him?
lies in the Kingdom of Foere far to the west and much of his He is a hero of some renown in the South, and his reputation
wealth is focused on his holdings there. Endhome is more of for integrity and heroic derring-do were well known to me. For
a business hub for his vast shipping consortium. The gold five years, I had sought adventurous souls who would go to
leaf on the invitation and promise of a lucrative opportunity Grollek’s Grove and the accursed Morrick Mansion to discover
were more than enough to convince you to make the journey what fate had befallen my son and bring its perpetrator to
from Grollek’s Grove to the coast, even after collecting the justice. For five years, some few had gone, and most never
reward for your services from Richard Arien. returned. Those who did always reported failure, and I was
Now, after a fine dinner atop a veranda catching the cool no closer to the truth. When I encountered Sir Bartol, it was
evening breeze coming off the river, you push back your the first opportunity for me to retain someone of his caliber
plates and watch as Lord Beval lights a pipe and sips on a to look into the matter, and I hired him to travel to Grollek’s
goblet of fine Châlaix wine. His face shows the lines of age, Grove and do that very thing. He had some matters of his own
and his gray hair is grown sparse, but the baron’s pale eyes to finish, but told me that he would travel to Grollek’s Grove
are still bright with the light of a shrewd mind. He rings a on my behalf as soon as he finished up there.
small bell and a beautiful elven maid brings forth a silver “As you know, in the meantime you yourselves traveled to
platter upon which rests a cunningly crafted mahogany box. Grollek’s Grove and completed the quest on your own before
Lord Beval removes the box before dismissing the maid and I had even returned to Endhome. So now, I am indebted to
sets it on the table before you. He opens the box to reveal a you for your service but seek it one more time. Sir Bartol
gold brooch in the shape of a stylized leopard with emerald is no doubt headed to Grollek’s Grove as we speak to fulfill
eyes resting on a cushion of gray velvet. the oath of service he gave to me. When he arrives, he will
He stares at the brooch wistfully for a moment before undoubtedly learn that the quest has been completed and
clearing his throat and looking up at you. “It was a wedding that his services are no longer needed. But I would spare
gift for my son,” he finally says. “He always loved the him the trip of some thousand miles across the hostile wilds
creatures of Libynos. I took him on a voyage to Alcaldar of central Sunderland. If I could, I would have him find out
across the Sinnar Ocean when he was just a boy, and he fell before he needlessly makes that trip. Sir Bartol is a man of
in love with the strange creatures and customs there. He honor, and I wish to treat him in that same manner. I feel I
would have made a fine chairman of my shipping company, can do no less.
and I always wanted him to remember the joy and wonder of “That is why I need you. Will you travel for me and locate
when he first saw those far shores. Well…he has no need of it Sir Bartol? Let him know that the quest is completed and
now, does he? The company will go to my brother when I die, that I release him from his oath. I will give you payment for
and he wouldn’t care about a golden leopard from Alcaldar.” him to compensate him for his troubles. If you will do this
He looks up at you, “You have done me a great service in for me, I will give this golden brooch to you. It is worth a
bringing the killer of my son to justice and saving the family great deal and of exceptional value to me personally. I can
of his bride as much as you did. I know you have received the think of no more deserving recipients than individuals such
reward I promised, but know that you forever have mine and as yourselves.”
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The Lost Lands": Cults of the Sundered Kingdoms
Chapter One:
The Sundered Land
If the characters wish to gather information about the trip and the lay mounts, Lord Beval provides them so they can make the journey in time to
of the land in Endhome or the villages along the way, they can obtain the catch up with Sir Bartol. There is trade along this road, primarily between
information below. Each character can gain one piece of information (roll Endhome and Oestre, so travelers are met with some frequency (at least
1d20 or choose an item): once a day), though they are usually in large and well-armed caravans.
The characters cannot travel south with such a caravan because it will not
move fast enough for the characters’ purposes.
1d20 Result
Check daily for a random encounter while characters travel along the
The heart of the District of Sunderland is a wild Soldier’s Road. These are in addition to encountering other mundane
and lawless place. The scattered settlements travelers heading north toward Endhome. Such travelers are in large,
provide safe haven only as far as their fields well-armed groups. They are not hostile but look at other travelers with
1–5
reach. Beyond that, the beasts of the wild run suspicion and hurry on their way. Roll 1d8 every day. An encounter occurs
amok, hunting without conscience or mercy — on a roll of 1–2 and can occur during the day or at night depending on
some of them on two legs. what works best for your adventure. If an encounter is called for, consult
The Soldier’s Road is often beset by gnoll raiders the table below or create an encounter of your own.
6–10 out of the Sand Hills. If you hear the sounds of their
hyenas yipping in the night, an attack is imminent. Random Encounters
Much of Sunderland is a dry plain with few d% Encounter
reliable wells or rivers between the Gundlock and 01–10 1d2 ankhegs
Moon Fog Hills. The centermost portion north of
Dimmelhill and west of Stone-ring Knoll, however, 11–20 1d6 ogrillons
11–14 is a boggy moor with treacherous mires hidden 21–30 1d3 worgs
beneath innocent-looking beds of moss. Stick to
the paths as much as you can if you value your 31–40 1d2 cave lions
life. Just look for the stone crosses of the Monk’s 41–50 1 manticore
Way, and you should be fine.
51–60 1d4+1 giant false spiders (solifugids)
A troop of soldiers from Bard’s Gate rode south
61–70 1 gorgon
down the Soldier’s Road a few months ago. They
were tight-lipped about whatever mission they 71–80 1 medium old blue dragon
15–17 were on, and no one’s heard anything of them 81–90 Gnoll Raiders
since. If the wilds of Sunderland can swallow up
an entire column of cavalry, there’s no telling 91–00 Oceander Patrol
what might be out there.
Ankhegs (1d2): HD 3; AC 2[17] underside 4[15]; Atk bite (3d6);
Since the wars ravaged the lands and Foere Move 12 (burrow 6); Save 14; AL N; CL/XP 4/120; Special: spits
withdrew into the west, the District of Sunderland acid 5d6 (1/day, save for half). (Monstrosities 14)
has been a civilized region in name only. No
central authority has overseen this vast area in
Dragon, Blue (Medium Old): HD 9; HP 45; AC 2[17]; Atk 2
more than 200 years. What settlements there are
claws (1d6), bite (3d8); Move 9 (fly 24); Save 8; AL C; CL/
eke out an existence on their own, often isolated
18–19 XP 10/1400; Special: spit lightning (5ft wide, 100ft long, 45
from all but the occasional traveler. Cults to foul
damage, save half).
gods and covens of witches have arisen in this
time, with no one having the power to stamp
Gnoll Raiders: A band of 1d4+3 gnolls and 1d2 hyaenodons has come
them out. No one travels Sunderland lightly. Keep
down from the Sand Hills to hunt along the Soldier’s Road. They avoid
your boots on and your blade sharp if you head
large groups but stalk any groups of less than a dozen that they spot. They
that way.
prefer to attack after dark. If they spy the characters, they stalk them from a
If you get lost on the Lonely Moor, look for the distance for the rest of the day. The party has three chances during the day
yellow monks. They help travelers in need and to spot them skulking in the distance (1-in-6 chance). If the characters spot
20
have saved more than one wanderer lost among them, they are not surprised when the gnolls attack the party’s camp later
the mires. that night. If not spotted, any character on guard duty has a 40% chance of
hearing the sound of the hyaenodons yipping just moments for the attack,
It is 300 miles down the Soldier’s Road from Endhome to the town of giving them 2 rounds to wake their sleeping comrades and attempt to get
Soldier Stone. The characters will turn southwest there and head along ready for the onslaught. The gnolls retreat if half of their number is killed.
one of the tracks that cross Sunderland to reach the village of Billockburne The slaying of hyaenodons does not cause them to retreat. The band of
150 miles distant. The trip to Soldier Stone should take about 6 days on raiders carries 188gp and 575sp in accumulated treasures divided among
light horses, or 9 days on heavy horses. If the characters do not have its members.
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Oliver Rathbone (Order #27405459)
Shades of Yellow
Gnoll (1d4+3): HD 2; AC 5[14]; Atk bite (2d4) or polearm
(1d8+1); Move 9; Save 16; AL C; CL/XP 2/30; Special: none. The Lonely Moor
Hyaenodon (1d2): HD 5; AC 6[13]; Atk bite (2d6); Move 18; The path from Soldier Stone to Billockburne is an old dirt track that
Save 12; AL N; CL/XP 5/240; Special: none. (The Tome of wends its way through the hills and dells of Lonely Moor. The path itself
Horrors Complete 632) is marked every few miles by a stone cross (the symbol of Thyr). These
ancient stone monuments stand 3ft to 5ft high, and are weathered and
Gorgon: HD 8; AC 2[17]; Atk gore (2d6); Move 12; Save 8; AL
crusted with lichen. Originally raised by the brothers of the Chapel-on-
C; CL/XP 10/1400; Special: breath turns to stone (4/day, 60ft
the-Moor to guide travelers on the safe paths through the moor, many of
range, save avoids).
them have fallen or been removed so that they are somewhat less reliable
Lion, Cave (1d2): HD 7+2; AC 6[13]; Atk 2 claws (1d4), bite than they used to be. In addition, dozens of tracks cross through the moor,
(1d8); Move 12; Save 9; AL N; CL/XP 7/600; Special: none. not all of which go to Billockburne. The characters have a 35% chance of
(The Tome of Horrors Complete 634) leaving the correct path each day (only 15% if a ranger is in the party).
Each failure results in a 1-day delay as they backtrack to resume the
Manticore: HD 6+4; AC 4[15]; Atk 2 claws (1d3), bite (1d8), 6 proper path.
tail spikes (1d6); Move 12 (fly 18); Save 11; AL C; CL/XP 8/800; The trip from Soldier Stone to Billockburne is approximately 200 miles
Special: tail spikes (3 volleys of 6, 180ft range). along the winding Monks’ Way. It should take 4 days by light horse or 5
days by heavy horse. While traveling the Monk’s Way through the Lonely
Oceander Patrol: This company of Oceander cavalry is patrolling Moor, roll 1d8 to check for encounters twice a day, once during the day
the Soldier’s Road between the Gaelon River and Heldring’s Cross due and once at night. Use the separate encounter tables below. During the
to increased gnoll raids. The patrol consists of 22 cavalrymen mounted day, an encounter occurs on a roll of 1–3; at night, an encounter occurs
on light warhorses and is led by a sergeant-at-arms and a tenente. They on a roll of 1–2.
make an orderly camp each day an hour before nightfall and break camp to
continue their patrol with the dawn. They are not hostile but are wary of any Daytime Encounters
group they see who displays arms. Regardless, they approach each group
of travelers and demand to know their names and business on the road. d% Encounter
They do not provoke a fight but are persistent in their demands — there is 01–10 1 forlarren
little law on the Soldier’s Road and they represent what order there is by
extending their writ of authority from Matagost to the east, so they do not 11–20 1d4 poisonous frog swarms
back down in their duties. Provided the characters can give a reasonable 21–30 1d2 shadows
explanation for their presence and do not themselves provoke a fight, the
patrol lets them go after questioning with an admonition to be careful as 31–40 1d4+1 copperheads
there are many dangers on the roads of Sunderland. If asked about soldiers 41–50 1d3 cockatrices
from Bard’s Gate, they are intensely interested in the subject (they consider
51–60 1d6+2 giant spiders
this territory to rightfully belong to the Empire of Oceanus and such visitors
to be trespassing), but they have heard nothing about them. 61–70 1 lantern goat
71–80 1d3 scythe horns
Oceander Cavalrymen (22): HD 1; AC 7[12]; Atk longsword
(1d8); Move 12; Save 17; AL L; CL/XP 1/15; Special: none. 81–90 1d6+5 blood hawks
Equipment: leather armor, longsword. 91–00 Lost
Sergeant-At-Arms: HD 3; AC 5[14]; Atk longsword (1d8);
Move 12; Save 14; AL L; CL/XP 3/60; Special: none. Nighttime Encounters
Equipment: chainmail, longsword. d% Encounter
Tenente Castro D’Valles (Ftr7): HP 35; AC 2[17]; Atk 01–10 1d4+1 stirges
longsword (1d8+2); Move 9; Save 8; AL L; CL/XP 7/600; 11–20 1d2 gargoyles
Special: +2 to hit and damage strength bonus.
Equipment: plate mail, longsword, shield. 21–30 1d6+2 giant spiders
31–40 1 grave risen and 1d4 zombies
Ogrillon (1d6): HD 2; AC 5[14]; Atk 2 strikes (1d4+1); Move
41–50 1 wolfwere (therianthrope) and 1d3+1wolves
12; Save 16; AL C; CL/XP 2/30; Special: reinforced fists. (The
Tome of Horrors Complete 405) 51–60 1d4+2 bat swarms
61–70 1 bog mummy
Spider, Giant False (Solifigid) (1d4+1): HD 5; AC 4[15]; Atk 2
claws (1d6), bite (1d6); Move 12; Save 12; AL N; CL/XP 5/240; 71–80 1 lantern goat
Special: none. (The Tome of Horrors Complete 238) 81–90 1 will-o’-the-wisp
Wolf, Worgs(1d3): HD 4; AC 6[13]; Atk bite (1d6+1); Move 18; 91–00 1 groaning spirit
Save 13; AL C; CL/XP 4/120; Special: none.
Blood Hawk (1d6+5): HD 1; AC 4[15]; Atk 2 claws (1d4), bite
(1d6); Move 6 (fly 36); AL N; CL/XP 2/30; Special: none. (The
West from Soldier Stone Tome of Horrors Complete 61)
At the village of Soldier Stone, the characters can gain information on Bog Mummy: HD 8; AC 2[17]; Atk slam (1d6 plus rot); Move
how to find Billockburne. A friendly local can point out the track to take 9; AL C; CL/XP 10/1400; Special: +1 or better weapon to hit,
that leads to Billockburne in the Lonely Moor. The character likewise is bog rot (no natural heal, 50% magical healing until cure
given the final warning to “watch for the crosses and stay on the path.” disease, save avoids), resistance to fire (50%). (The Tome of
This is in reference to the Monk’s Way as described below. Horrors Complete 66)
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
Cockatrice (1d3): HD 5; AC 6[13]; Atk bite (1d6 plus turn to Therianthrope, Wolfwere: HD 3; AC 3[16]; Atk bite (1d6) or
stone); Move 6 (fly 18); Save 12; AL N; CL/XP 8/800; Special: longsword (1d8); Move 15; Save 14; AL C; CL/XP 5/240;
touch turns to stone (save avoids). Special: silver or +1 or better weapon to hit, song of lethargy
(60ft range, slow effect for 1d4+3 rounds, save avoids). (The
Forlarren: HD 3; AC 2[17]; Atk 2 strikes (1d4); Move 12; Save Tome of Horrors Complete 551)
14; AL C; CL/XP 4/120; Special: 1/day—heat metal. (The
Tome of Horrors Complete 255) Will-o’-the-Wisp: HD 9; AC –8[27]; Atk shock (2d6); Move 18;
Save 6; AL C; CL/XP 10/1400; Special: dancing lights.
Gargoyle (1d2): HD 4; AC 5[14]; Atk 2 claws (1d3), bite (1d4),
horn (1d6); Move 9 (fly 15); Save 13; AL C; CL/XP 6/400; Wolf (1d3+1): HD 2+2; AC 7[12]; Atk bite (1d4+1); Move 18;
Special: +1 or better weapon to hit, fly. Save 16; AL N; CL/XP 2/30; Special: none.
Grave Risen: HD 4; AC 8[11]; Atk 2 claws (1d4+2 plus poison); Zombie (1d4): HD 2; AC 8[11]; Atk strike (1d8); Move 6; Save
Move 6; Save 13; AL C; CL/XP 5/240; Special: animate dead 16; AL N; CL/XP 2/30; Special: always striking last, immune to
(1/day, 100ft range, 10HD of corpses), lethal blood poisoning charm, hold, and sleep spells.
(save avoids). (The Tome of Horrors Complete 305)
Shadow (1d2): HD 2+2; AC 7[12]; Atk touch (1d4 plus 1d6 Result
strength drain); Move 12; Save 16; AL C; CL/XP 4/120; A knight and his squire were seen on the Monk’s
Special: +1 or better weapon to hit, drain 1 point strength Way east of town two days ago. They never came
with hit. 1 through town, and no one has seen them since, so
no one is quite sure where they have gone. Perhaps
Snake, Viper (copperheads) (1d4+1): HD 1d6hp; AC 5[14]; they stepped in a bog.
Atk bite (1 plus poison); Move 18; Save 18; AL N; CL/XP 2/30;
Special: lethal poison (+2 on save). (Monstrosities 438) Farmer Garrett lost a goat three years ago. He
claims it was stolen, but it never turned up with
Spider, Giant (4ft diameter) (1d6+2): HD 2+2; AC 6[13]; anyone and most folk think he just got drunk and
Atk bite (1d6 plus poison); Move 18; Save 16; AL N; 2 forgot to bring it home before dark. Since then,
CL/XP 5/240; Special: lethal poison (+1 save), 5 in 6 chance several folk claim to have seen the goat wandering
to surprise prey. in the night, a lit lantern still hanging from its neck as
it looks for home.
Stirge (1d4+1): HD 1+1; AC 7[12]; Atk proboscis (1d3); Move A wolf pack in the area has grown bolder of late in
3 (fly 18); Save 17; AL N; CL/XP 2/30; Special: +2 to hit bonus, raiding farms and sheepfolds. Several families have
blood drain (1d4). 3 already been ruined because all of their stock was
killed. Wolves don’t normally behave like this without
Swarm, Bat (1d4+2): HD 3; HP 18; AC 6[13]; Atk swarm (1d6 something spurring them on.
plus curse); Move 18 (fly); Save 14; AL N; CL/XP 4/120;
Special: curse (save or infected), 10% chance of disease. The Brothers In Yellow live down at the Chapel-
on-the-Moor. They mainly keep to themselves, but
Swarm, Poisonous Frog (1d4): HD 4; AC 8[11]; Atk swarm (1d6 4 sometimes one or two helps out with the farms
around the village. Brother Udo was just in town the
plus poison); Move 9; Save 13; CL/XP 4/120; Special: lethal
other day helping Farmer Chaney birth a calf.
poison (save avoids). (The Tome of Horrors Complete 532)
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Oliver Rathbone (Order #27405459)
Shades of Yellow
Brother Udo is clean shaven, which clearly shows the stitching scars on
1d6 Result
his upper and lower lips. If asked, he readily tells that adherents to the
The Chapel-on-the-Moor is an old church of Thyr order take a vow of silence and have their mouths stitched shut until they
that has been there for a thousand years or more. achieve the rank of ecclesiast and go out into the world to carry the word
It was the brothers of the chapel that originally set and good deeds of the Father with them. He has been an ecclesiast for 7
up the stone crosses on the Monk’s Way to help years and has walked much of the Lonely Moor in that time helping out
travelers stay safe. The monks were gone for a long the locals where and how he can.
5 time but then a new group showed up when I was Brother Udo is indeed an ecclesiast of the Brothers In Yellow, but they
a boy. They call themselves the Brothers In Yellow are no order dedicated to Thyr. They are actually an insane cult dedicated
on account of their yellow robes, and most of them to Hastur the Unspeakable. Brother Udo spends his time helping out the
aren’t allowed to talk. But some are and come to locals while scouting for lone travelers that can be captured and sacrificed
town from time to time to buy supplies and help to their dark god. A detect evil readily determines the brother’s evil
folks out. intentions.
The brothers down at the Chapel-on-the-Moor see If characters unmask Brother Udo, he attempts to kill them and the
most everything that goes on around the area since Ruuds in order to silence any suspicions about the order. If the characters
6
they’re always out looking for folks to help. They stay ask him for directions to reach the Chapel-on-the-Moor, he readily tells
quiet, but I bet they don’t miss a thing that goes on. them, but if they have already obtained directions as described above, it
is obvious that the route he describes takes much longer. The truth is that
If anyone asks for directions to the Chapel-on-the-Moor, the as soon as the characters are out of sight, he hurries back to the chapel to
villagers can point them in the right direction. If the characters ask warn them of the presence of the party. If this occurs, add Brother Udo
about Brother Udo, they have a 40% chance of getting accurate to the ecclesiasts at Area D, and it is impossible to surprise any of the
directions to find him. chapel’s inhabitants.
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
The Crossroads Area the edge of the road is now nothing more than a bed of
white ash. Whoever made this camp and where they have
gone remains a mystery.
The Chapel-on-the-Moor lies 15 miles southeast of Billockburne and
is reached by the winding path of the Monks’ Way. It is not on the route
between Billockburne and anywhere else, so it is rarely visited by any
other than the Brothers In Yellow who maintain the ancient chapel. This camp was established by the knight Sir Bartol of Trebes and his
squire Jamie Whitlock just the previous night. Unfortunately for the pair,
the Brothers In Yellow discovered their camp during the depths of the
A. Abandoned Camp night. Squire Whitlock was on watch and was easily felled by a hold
person cast by one of the brothers. The Brothers then captured Sir Bartol
before he could awake and defend himself. They took the travelers’ packs
This camp lies along one of the trails of the Monk’s Way not far from the
and armor, as well as their horses, but did not think to grab their bedrolls
Chapel-on-the-Moor. The characters come upon it as they head toward the
or erase traces of their camp. They took their captives west up the trail to
Chapel-on-the-Moor or if they simply head southeast out of Billockburne
Area B.
in search of Sir Bartol and his squire. Sir Bartol came this way from the
Examining the cross shows that one arm points northwest and the word
east on his way past Billockburne, heading toward the Gundlock Hills.
“Billockburne” is chiseled into the stone. An arrow carved on the side
He and his squire did not see the chapel, as it lay on the other side of a
of the cross’ shaft points southwest with the word “Chapel” just barely
line of low hills and they merely stopped to camp near it coincidentally.
visible. Whatever was incised above the arrow pointing east is worn away
Unfortunately for them, the Brothers In Yellow discovered them while
to the point of illegibility. That road travels more than 20 miles before
they slept, as explained below. Read the following when the characters
reaching a small unnamed thorp.
come upon the campsite.
Searching the camp reveals the remains of a meal from the night before
and the fact that the fire’s ashes are still warm, indicating that the camp
was inhabited within the last 24 hours.
Someone made a camp here at a crossroads near one of There are no signs of a struggle, though a ranger, druid or elf has a
the old stone crosses that marks the trails of the moors here 75% chance of determining that the footprints of at least a half-dozen
among a rise of low, granite-topped tors, and it appears individuals as well as the shod hooves of the horses headed down the
that it was abandoned only recently. Two rumpled bedrolls southwest trail. All other characters have a 50% chance of following the
still lie in the turf on either side of the cross. Not far away, trail all the way to Area B.
the soil is churned and grasses clipped where two horses Development: While the characters search the camp, they suddenly
were hobbled and allowed to graze. A campfire built near hear the faint tolling a church bell coming from over the hills to the south.
They also have a 3-in-6 chance to hear the sounds of faint chanting from
several male voices that sounds like a monk’s liturgy. While the road to
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Oliver Rathbone (Order #27405459)
Shades of Yellow
the southwest does lead to the Chapel, it takes a long and circuitous route Horse, Riding: HD 2; AC 7[12]; Atk bite (1d2); Move 18; Save
almost 2 miles long to reach the same spot that can be reached by crossing 16; AL N; CL/XP 2/30; Special: none.
the hills for one-half mile. The Brothers are walking the road beyond
this hill, chanting. Their chant, along with the tolling of the chapel bell, Horse, War: HD 3; AC 7[12]; Atk bite (1d2), 2 hooves (1d3);
is carried here by the echoing effect of the two granite hilltops. If the Move 18; Save 14; AL N; CL/XP 3/60; Special: none.
characters choose to pass over the hill in the saddle between the two tors,
they can see the procession at Area C from a position of concealment
among the scrub brush of the area. Traveling off the path here poses no B2. Carpenter’s Workroom
danger of hidden bogs because they’ll be heading up the hillside. If they
follow the road, they miss the procession.
The thatch of this room’s low roof is in better repair than
Motes of dust drift lazily in the air in shafts of light C. Funeral Procession
admitted by the ill-patched thatch roof high above. The
stones of the eastern wall bow outward as if on the verge The characters witness this scene if they climb over the hills after
of collapse. A pile of straw is stacked near double doors hearing the tolling of the bells. The description assumes the characters are
at the southern end of the room with a pitchfork sticking viewing the situation from the nearby hillside. They can be under cover
out of it. Three wooden stalls line the eastern wall, all from the surrounding scrub brush if they so choose.
of which are occupied by horses. A ladder leads to a loft
above these stalls.
The bell still tolls, slowly and solemnly, and you can see
its source as a stone building approximately a half mile to
The occupied stalls hold an aged cart horse that belongs to the
the east. A graveyard spreads out around this structure.
brotherhood and two warhorses, one a light warhorse and the other a
You can just make out the tail end of a procession making
heavy warhorse. These are very much out of place in this dilapidated
its way up the steps and into the building. Nearer at hand,
barn far out on the moor. These horses belong to Sir Bartol and
another procession makes its way slowly along the trail
Squire Whitlock, though neither bears any markings of its owner.
below you. Eight men in hooded amber robes file along in
The tack from these horses as well as the harness for the cart horse,
two columns. At the front another robed figure swings a
is stored in the loft above. The tack for the warhorses includes a
censer that gives off a trail of gray smoke. The six front-
military saddle and a riding saddle, two saddle blankets, two sets
most men carry a plain wooden coffin on their shoulders. A
of saddlebags, two bits and bridles, and a purple caparison with the
few members of the group chant in a sonorous voice.
Lion of Trebes in gold stitching (150gp) for the heavy warhorse. The
saddlebags are empty.
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Oliver Rathbone (Order #27405459)
The Lost Lands": Cults of the Sundered Kingdoms
It should be obvious to the characters that they are witnessing a funeral, Bhuta: HD 7; HP 38; AC 4[15]; Atk 2 claws (1d6); Move 12;
and that the chanting is funeral rites typical of dozens of religions. If the Save 9; AL C; CL/XP 8/800; Special: death grip with two
characters are hidden, allow them a chance to surprise the brothers. If successful claw attacks (automatic 1d6+1 damage per
the characters are spotted, the chanting procession comes to a stop and round until successful attack by victim). (The Tome of Horrors
grows silent as the brothers all turn to look at the characters’ position. Complete 57)
They stand there unmoving until the characters come down to speak with
them. If the characters remain hidden and allow the funeral procession Development: If the characters approach the procession peacefully,
to go by, they have a 1-in-6 chance of detecting a faint thumping sound the ecclesiast at the front of the column removes his hood and identifies
coming from inside the coffin. If they do not investigate and allow the himself as Brother Laman. He states that the other members are all initiates
procession to pass, Squire Whitlock is dead in the chapel by the time and are required to remain silent and hooded. If asked what is going on, he
they find him. states that this morning he and his brothers found two travelers camped
The funeral procession is composed of 2 Brother In Yellow ecclesiasts, by the road. They were dead from some contagion based on their sores
6 Brother In Yellow adherents, and a bhuta. All wear the same amber and swelling that covered their bodies. The brothers took the bodies and
robes with plain rope belts and walk the trail barefoot. One of the sealed them in coffins to contain the contagion and are giving the men
ecclesiasts leads the procession and carries the thurible that gives off the funeral rites. Characters may be suspicious, and realize that he is lying.
bitter smell of incense. Immediately behind him the six adherents carry Furthermore, the characters now have a 4-in-6 chance of hearing a faint
the coffin followed by the bhuta and other ecclesiast. Like Brother Udo scratching coming from inside the coffin. If the characters act suspiciously
in Billockburne, the ecclesiasts keep their hair short and bear the scars or hear the scratching, Brother Laman drops all pretense and attacks. The
of stitches that once sealed their mouths shut. The adherents’ mouths are adherents drop their burden and rush to attack. The bhuta defends Brother
stitched shut and they are gaunt and hollow-eyed from malnutrition. Their Laman, while another ecclesiast named Brother Yarbrough hangs back to
heads are shaved. The bhuta, if his hood is removed, looks like a typical cast spells.
stocky Sunderland villager with a short beard and shaved upper lip, but The coffin is nailed shut. If opened, it contains a bound and gagged
his face is pale and waxy. His eyes are bloodshot, his lips and tongue young man wearing travel-stained clothes. If freed, he identifies himself
are purple, and his hair is wet and plastered to his scalp. He is a victim as Jamie Whitlock, squire to Sir Bartol of Trebes. He explains that he and
sacrificed by drowning at Area D5c, and now serves the cult in undeath. his master had been traveling for months from Penmorgh to the village
of Grollek’s Grove to look into the matter of a nobleman’s missing son.
Brother In Yellow Ecclesiast, Clerics of Hastur (Clr5) (2): Last night they camped at a crossroads nearby. While Jamie was on
HP 26, 22; AC 6[13]; Atk +1 sickle (1d6+1); watch, a man in yellow robes stepped out of the shadows and cast
Move 12; Save 11; AL C; CL/XP 6/400; a spell that caused Jamie to freeze, unable to move. More men in
Special: control undead, +2 save versus robes then subdued and bound the sleeping knight. They were
paralyzation and poison, spells (2/2). carried away and locked in a stable until earlier today. Then Sir
Spells: 1st—cause light wounds, detect Bartol, still tied and gagged, was loaded into a coffin and carried
magic; 2nd—hold person, silence 15ft radius. away in a procession. The same was done to Jamie only a few
Equipment: robes, ring mail, amber rope minutes later. Squire Whitlock is desperate to find his master
with rope belt, +1 sickle, scroll (cure light and save him from these vile men. He has no equipment
wounds), wooden medallion painted but assists the characters to the best of his ability if given a
with Yellow Sign under robe, pouch with club to fight with. He is overzealous and may get in over
2d4gp and 3d6sp. (see Chapel Roster) his head if the characters do not take care to protect him.
Brother in Yellow Adherents (6): HD 1; HP Squire Whitlock (Ftr1): HP 6; AC 9[10]; Atk club
4x3, 3x2, 2; AC 9[10]; Atk club (1d4); Move (1d4); Move 12; Save 14; AL L; CL/XP 1/15;
12; Save 17; AL C; CL/XP 1/15; Special: Special: none.
mute (cannot speak or vocalize beyond
guttural grunts because their mouths are The ecclesiasts attempt to retreat to the chapel if
stitched shut). all the adherents are slain. The adherents fight to the
Equipment: amber robe with rope death, and the bhuta fights until destroyed.
belt, club, wooden medallion Treasure: The censer is dented and scratched but
painted with Yellow Sign under made of silver and worth 250gp. It is imprinted with
robe, pouch with 1d2sp, 1d6cp. the cross of Thyr on its side. The rancid incense it
(see Chapel Roster) holds is of no value.
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Chapter Two:
The Chapel-on-the-Moor
The Chapel-on-the-Moor is an ancient stone building more than a
thousand years old and constructed in stages over many centuries. It has
likewise lain abandoned for many years before the Brothers In Yellow
Chapel Roster
reoccupied it in recent decades and refurbished it. Their refurbishment The primary inhabitants of the Chapel-on-the-Moor are listed below, as
work has been far from thorough and has barely made the structure well as the locations where they can normally be found. Certain rooms are
habitable, with some portions more complete than others. The whole always occupied by adherents or ecclesiasts, but the rest of the chapel’s
has a feeling of ancient grandeur fallen to ruin and pieced back together inhabitants move around depending on the time of day. Each time a room
haphazardly. Rats and other small vermin are omnipresent throughout the is entered for which no specific encounter is given, consult the table below
chapel (though less so in Areas 23–27) and are largely ignored by the to determine if any of the chapel’s inhabitants are present. It is possible
brotherhood. The characters undoubtedly notice the droppings and signs that more than one type of inhabitant may be present in the same room.
of their presence, including a myriad of spider webs in the corners and There are a finite number of occupants present in the chapel, so mark
the dried carapaces of long-dead insects. However, none of these off any encountered and slain from the total amounts listed below.
poses any sort of hazard unless otherwise noted.
The Brothers In Yellow live and work in the chapel, except for
those ecclesiasts doing mission work out on the moor and those Abbot Turgeon
assigned to the workshop at Area B. Most of the cult’s adherents
spend the majority of their time with upkeep of the chapel Abbott Turgeon is the head of the chapel. It was he
and whatever flights of fancy their personal lunacy brings who discovered it and the properties of its central well
them to, while the ecclesiasts are primarily involved in nearly three decades ago, guided to it in a vision
overseeing and punishing the adherents as necessary by his sworn master, Hastur the Unspeakable. As
and creating magical scrolls in the scriptorium for he seeks to bring about the destruction of the
the use of the cult. Whenever suitable sacrifices world in his master’s glorious name, he came
are found, rituals are held in the main nave of to the realization that it would be easier — and
the chapel for the purpose of creating new more comfortable — to execute his maniacal
undead guardians (the bhutas, see below). schemes with the help of underlings. To
The head of the cult, a dark wizard who styles that end he created the Brothers In Yellow
himself as Abbot Turgeon, seeks to draw the to serve him as chattel and menial labor.
cult’s dark god to manifest in the moors of When the more senior brothers began to
Sunderland and bring about a new age of exhibit spellcasting abilities, Turgeon was
madness and dissolution. In the meantime, he as surprised as anyone. With a legitimate
seeks to gather as much temporal power as he religion on his hands, he styled himself
can from his isolated waypost in anticipation the abbot of the Chapel-on-the-Moor and
of that great day. devised a program to bring more converts
The chapel is constructed from ancient and sacrifices to increase his personal
limestone blocks and repaired in places with power and comfort while he spends his own
heavy wooden planks and marble headstones. time working at the unmaking of the world.
The central portion has a limestone dome Abbot Turgeon wears the amber robes
while the rest of the building is roofed in of the order but with a ruby red chasuble
clay tiles. Crudely constructed patches made worked with the Yellow Sign in thread-of-
of wooden planks patch the numerous holes. gold. Turgeon has graying black hair that
Standard room height is 10ft unless otherwise is growing sparse atop his head and that
noted. The few windows are narrow and extends in a thin beard down his chest.
7ft above the floor. They are good for little His right eye is piercing blue, but a rash of
more than providing some fresh air and a angry red skin and crusted pustules extends
little illumination. Occupied rooms and the from his left ear, around his eye, and down
surrounding corridors are lit by oil lamps set in to the tip of his nose, though only on the
wall sconces. Unoccupied rooms are unlit. All of left side. The eye on that side is a sightless
the doors have been replaced over the years and milky orb. The rash is recurrent and quite
are now strong wooden doors with simple sliding painful and has proven resistant to the
bolts on their inside facings. They are not locked curative magic of the cult so far. Turgeon
unless otherwise noted. Secret doors are made of has learned to deal with the omnipresent
stone and slide into nestings in the adjacent wall. pain and the blindness that his condition
They do not have locks unless otherwise noted and has brought on, but it has done nothing
all characters generally have a 2-in-6 chance of to improve his temperament which has
locating them. always been acerbic at best.
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Abbot Turgeon (MU8): HP 27; AC 3[16] or 2[17] (missile) from may try to reach the one-way secret door in Area D24. From there, he
shield spell; Atk dagger (1d4); Move 12; Save 7 (+1 ring); AL tries to disappear into the moor to put as much distance between himself
C; CL/XP 11/1700; Special: spells (4/3/3/2). and the chapel.
Spells: 1st—charm person, magic missile (x2), shield;
2nd—darkness 15ft radius, invisibility, web; 3rd—fly,
haste, hold person; 4th—confusion, ice storm. Simper
Equipment: Red silk chasuble with Yellow Sign in
thread-of-gold (550gp), silver dagger, bracers of Simper, as the abbot calls him, is Turgeon’s simple-minded assistant.
defense 4[15], ring of protection +1, wand of lightning He is short with badly twisted legs that force him to walk with a shuffling,
bolt (8 charges), scroll (mirror image), 2 potions of hopping gate that the cruel Turgeon never fails to mock him for. He has
healing, vial of giant wasp poison, key to chest in D26. a shock of hair atop his head as coarse as straw, and his face bears a
perpetual slack-jawed vacant look. Despite years of constant physical
Tactics: Before battle, Abbot Turgeon casts haste and fly on himself. and verbal abuse, Simper remains exceedingly loyal to the foul wizard,
He generally waits in Area D26 for enemies to come to him if they appear serving him faithfully in all manner of sordid matters. Despite his odd
to be having success in raiding the chapel. In battle he uses his wand physique and slow-mindedness, Simper is exceptionally nimble and
and magic missiles. If he catches his enemies grouped together, he uses unburdened by any moral qualms. He has developed great skill in the
ice storm to deal as much damage as possible. He uses fly to maneuver roguish arts and serves as spy and assassin for Turgeon as the abbot has
between Areas D22 and D26 to force enemies to chase him. He is not need. He favors underhanded tactics in battle, preferring to hit and run and
above abandoning Simper if the battle seems to be going poorly, and he hit again and is not above using the poisons that the abbot concocts. He
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keeps his crossbow bolts poisoned with giant wasp venom. He defends
Abbot Turgeon with his life. The Grumpuns
The Grumpuns are an odd couple employed as cooks for the Brothers
Simper (Thf6): HP 20; AC 6[13]; Atk +1 short sword (1d6+1) In Yellow. They reside in the Chapel-on-the-Moor and oversee the feeding
or light crossbow (1d4+1 plus poison); Move 12; Save 9 (+1 of the brotherhood, providing a thin gruel to the adherents that they feed
cloak); AL C; CL/XP 6/400; Special: backstab (x3), +2 save to them through a funnel inserted at the very corner of their mouth, behind
bonus vs. traps and magical devices, read languages, the stitches. This feeding in addition to the sporadic feedings provided by
thieving skills. the ecclesiasts is barely enough to sustain a human.
Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 in 6, The Grumpuns themselves are actually huggermuggers, small, strange
Hide 35%, Silent 45%, Locks 35%. subterranean creatures related to dark folk. They clothe themselves
Equipment: leather armor, cloak of protection +1, +1 completely in black, including broad black hats and scarves that conceal
short sword, light bolts (x20), light crossbow, 3 vials of almost all of their wizened, pale-skinned faces. Their bodies beneath this
giant wasp poison (save or paralysis, 1d4+1 days), 4 black clothing are equally pale-skinned with wrinkled, clammy flesh that
bags of caltrops (save or half movement), thieves’ is cold to the touch. How the huggermuggers came to be at the chapel or
tools. how Turgeon found them is anyone’s guess, but he acquired their services
nonetheless. Their names are not actually Grumpun; Abbot Turgeon took
to calling them Mother Grumpun and Master Grumpun to the initiates of
Ecclesiasts his fledgling cult, and the name stuck. Not even he knows their true names
The ecclesiasts are the voice of the Brothers In Yellow. Having graduated as he does not understand their nonsensical chattering language. He also
— i.e. survived — from the ranks of the adherents, they have the stitching does not realize that 6 huggermuggers lair in his kitchens, as the creatures
on their mouths removed and are able to regrow their hair (though they make sure that no one ever sees more than two at one time. What nefarious
are required to keep it short and neat for appearances). They possess true plan they have been involved in over the last decade while they have dwelt
clerical abilities and give the appearance that they are granted from Thyr, in the chapel is unknown to anyone save themselves, but they have been
God of Justice, though they usually refer to their deity cryptically as the pilfering potions, poisons and chemicals from Abbot Turgeon’s laboratory
Unnamed Father with outsiders. Their initial reaction to outsiders is friendly for years. They are not particularly loyal to the cult and fight only as long
helpfulness, as this is a part of their mandate to spread the work of the cult. as it looks as if they have a chance of winning. Otherwise, they flee to the
In reality this is just to allay any suspicions, build up local goodwill, locate flooded catacombs through the secret hatch they have constructed in Area
suitable candidates to be inducted as adherents, and find the occasional D18, never to be seen again.
sacrifice to their true deity Hastur. Within the chapel, they are charged with
overseeing and feeding the adherents and scribing scrolls in the scriptorium. Master/Mother Grumpuns, Huggermuggers (6): HD 2; HP
A total of 11 ecclesiasts are in the chapel at any given time, with another 10x2, 12, 14x2, 11; AC 6[13]; Atk dagger (1d4); Move 6; Save
half dozen out doing mission work in the villages of the surrounding moors. 16; AL C; CL/XP 2/30; Special: 3 or more around opponent
They are all fanatics and fight to the death for their cause. can cause confusion. (The Tome of Horrors Complete 330)
Equipment: leather armor, hook-blade*, potion of
Brother In Yellow Ecclesiast, Cleric of Hastur (Clr5) (11): HP invisibility, vial of giant wasp poison, thieves’ tools,
16; AC 6[13]; Atk +1 sickle (1d6+1); Move 12; Save 11; AL pouch with 3d6gp and 6d4sp.
C; CL/XP 6/400; Special: control undead, +2 save versus * See Sidebox.
paralyzation and poison, spells (2/2).
Spells: 1st—cause light wounds, detect magic; 2nd—
hold person, silence 15ft radius.
Equipment: robes, ring mail, amber rope with rope belt,
+1 sickle, scroll (cure light wounds), wooden medallion
Weapon
painted with Yellow Sign under robe, pouch with
2d4gp and 3d6sp. Hook-Blade
The hook-blade is 13 inches long with a wooden handle and
a finely sharpened, curved blade on one end. A smaller blade
Adherents protrudes from the other side of the weapon. It resembles a kama
The adherents are the initiates in the Brothers In Yellow. They are almost with a smaller curved blade opposite the main blade.
universally madmen that the cult draws in and uses for manual labor and as
cannon fodder against any enemies. Upon initiation, these folk have their
heads shaved and their mouths sewn shut. They rely entirely on the magic Weight
Weapon Damage Cost
of the ecclesiasts and the special feeding techniques of the Grumpuns to (pounds)
keep them from starvation. Some of them gain the personal discipline and Hook-Blade 1d6 2 7gp
insight through this ordeal to master their madness and develop true faith in
Hastur. Those that do this and develop clerical abilities graduate to become
ecclesiasts. Most, however, die from malnutrition, hard labor or the natural
dangers of the moor long before ever achieving that status. A total of 31 Bhutas
adherents are in the cult. Mark off any previously slain at Area C. Some The undead known as bhutas are not formally a part of the cult, but are
are fanatics, but there is a 10% chance of any adherent fleeing the chapel if a byproduct of its worship and sacrifices. Whenever a living sacrifice is
reduced to half hit points. Such failed adherents become madmen roaming drowned in the well at Area D5c, there is a 20% chance that the sacrifice is
the moors until falling to starvation or the dangers of the moors themselves. brought back as a bhuta. They look as they did at the moment of their deaths
— which is always by drowning here — so they have pale, clammy skin, wet
Brother in Yellow Adherents (31): HD 1; AC 9[10]; Atk club hair, and lips and tongue that are dark blue or purple from hypoxia. These
(1d4); Move 12; Save 17; AL C; CL/XP 1/15; Special: mute bhutas are somewhat unique for their kind in that they do not seek their killers
(cannot speak or vocalize beyond guttural grunts because (the cultists) but rather focus their death grip attacks on the enemies of the
their mouths are stitched shut). cult. Likewise, they do not decompose as long as they remain within 2 miles
Equipment: amber robe with rope belt, club, wooden of the chapel (or more precisely, the obelisk under the chapel) so that they
medallion painted with Yellow Sign under robe, pouch never decay into the appearance of zombies. As a result, the brothers never
with 1d2sp, 1d6cp. take the bhutas farther than the crossroads at Area A. A total of 6 bhutas are
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at the chapel (minus any killed at Area C), and they are completely loyal to was abandoned, the cemetery fell into disuse as well. Examining the
the cult, obeying orders from the ecclesiasts, Simper, or Abbot Turgeon. They graves reveals that most of the markers are centuries old and worn smooth
ignore anyone who appears to be a huggermugger or is wearing amber robes, from the long years of wind and rain. A few still faintly bear the cross
though they have a 10% chance to see through any disguises. If the Obelisk of symbol of Thyr on their faces. Anyone walking among the headstones
Chaos beneath the chapel is ever destroyed, the bhutas immediately turn on notes that some of the graves appear to have been dug up at some time
the cultists and attempt to destroy their murderers. in the past. There are no more than a few dozen of these graves that are
now little more than grassy or muddy divots in the ground, but none of
Bhutas (6): HD 7; HP 35; AC 4[15]; Atk 2 claws (1d6); Move them appears to be particularly fresh — months or years old at least. A
12; Save 9; AL C; CL/XP 8/800; Special: death grip with two few dozen fresh graves have been dug in recent years, recognizable by the
successful claw attacks (automatic 1d6+1 damage per plain wooden markers that they bear. There are no names on these wooden
round until successful attack by victim). (The Tome of Horrors markers. These graves were dug fairly shallow and several of them have
Complete 57) been dug up by wild animals over the years leaving only shallow holes
with the occasional scrap of bone or burial shroud within.
Despite what the characters may think, no undead haunt this ancient
Chapel Description cemetery. The dug-up graves are all the work of Abbot Turgeon over the
years whenever he got the idea to procure some materials for his necromantic
The following section details the areas of the Chapel-on-the-Moor. experiments. The new graves are all those of adherents or ecclesiasts of the
cult who have died at the chapel in the last decade or two and that Turgeon
did not bother to animate. Digging one up reveals only a shallowly buried
Chapel Surroundings corpse wound in a plain burial cloth. Adherents still have the stitches in
their mouths. Despite there being no undead in the graveyard, a nest of
giant wasps has built their home in a ravine at the easternmost edge of the
cemetery. These creatures tend to hunt in the surrounding moor, so that
A chapel stands at the edge of a series of gently rolling during that day there is only a 15% chance that 1d2 giant wasps are present.
hills that descend once again into the lowland moors At night, however, 1d6+6 giant wasps can be found in the nest. Abbot
beyond. The grounds surrounding this chapel for as much Turgeon occasionally comes to the nest to kill a giant wasp and procure its
as a half mile in all directions is a sprawling cemetery with poison, but other than that there is little interaction between these creatures
hundreds of ancient gravestones protruding from the turf, and the occupants of the chapel. Consult the Nighttime Encounter Table to
most tilted askew at odd angles and all stained with the determine if Turgeon or Simper are skulking about after dark.
passage of long years. Many of the stones appear to be
missing altogether or to have fallen over in the tall grass, Wasps, Giant (1d2 or 1d6+6): HD 4; AC 4[15]; Atk sting (1d4 plus
leaving gaps in the rows of grave markers.
poison), bite (1d8); Move 1 (fly 20); Save 13; AL N; CL/XP 6/400;
In their midst is the chapel itself. It is clearly of ancient
Special: paralyzing poison for 1d4+1 days (save avoids), larvae
construction, its walls of white limestone now dingy gray
implanted in paralyzed victim. (Monstrosities 505)
from countless years of weathering and mold. It appears
to have fallen into ruin at some time in the past only to
Anyone wishing to search this nest requires 8 man-hours to dig out the
be repaired more recently. Unfortunately, the repairs
ravine enough to reach its interior where the wasps don’t go. Inside is the
have been of questionable quality and many sections of
queen wasp, a small, shriveled specimen no larger than a dog without wings
crumbling wall are shored up with what look like grave
or legs that continually constructs small cells in the nest’s wall and lays eggs
markers, as if the builders scrounged materials from the
in them. The queen is noncombatant, as are the 7 larval wasps that incubate
surrounding cemetery for their repair. The chapel is a
in their individual cells. Another six cells are sealed and still contain fertilized
central domed building that seems to have been added onto
eggs. All of these are easily destroyed. The nest interior is filled with the
many times over the years so that a series of haphazard
partially digested remains of mundane animals such as deer or wolves killed
additions sprawl outward from the dome. In many places,
there are cracks and even holes through the limestone by the wasps hunting on the moors and brought back to feed the queen and
dome and surrounding roofs, but most of these have been her young. At least one corpse is that of a human and still wears the shredded
covered by crude patches of sawn timber. To the south, one remains of a yellow robe. The corpse’s mouth is stitched shut.
small wing remains in a state of near collapse, however, its Treasure: Searching among the cells occupied by the larval wasps
crumbling walls supporting only a small section of roofing. discovers a bronze comb (5sp), a tin snuffbox (1gp), and a jeweled necklace
From the chapel’s southwest corner rises a 50ft tower, its (450gp) collected by wasps over the years and deposited with the queen.
walls bearing many holes that expose the structure within. Ad Hoc XP Award: Though the queen and larvae do not provide any
The top of the tower narrows to a domed belfry from which XP for defeating them, if they along with all of the eggs are destroyed
a rusty bell still hangs. Atop the 40ft dome of the central award 2000 XP for clearing out this nest of giant wasps. When the other
chapel are the broken remains of a stone cross that once giant wasps return and find them dead, they become confused and scatter
stood fully 10ft tall. One of the cross’s arms has broken off across the moor to die. The characters have eliminated a significant threat
and part of its pinnacle has crumbled. At the central point to travelers in this area.
where the arms and top piece meet, someone has crudely
painted an unfamiliar symbol in yellow. Area D1: Front Doors
The cross atop the chapel is the symbol of Thyr, the ancient god of
justice. The strange yellow sign painted on it is in no way associated with The front doors of the chapel have been repaired. They
his worship. It is instead the Yellow Sign, the symbol for the Great Old are a pair of 9ft-tall, arching double doors of a red-stained
One Hastur the Unspeakable. wood and look sturdy. A small window cut at eye level in
The cemetery surrounding the chapel was used by the original Thyrian the leftmost door is covered with an iron grill. The southern
clergy before they constructed the catacombs beneath their shrine. When corner of the building has partially collapsed, creating a
the catacombs were constructed, the exterior graveyard was used only pile of rubble between it and the nearby bell tower. The
smell of wild animals is strong in the area.
for lay followers of the church or for villagers from the surrounding
countryside who were members of the chapel’s parish. When the chapel
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The front doors are solidly constructed and can be barred from within, immune to charm, hold, and sleep spells, resistance to
though they are currently unlocked as they are expecting the arrival of slashing and piercing weapons (50%).
the next funeral procession. No one is currently in Area D4, so knocking
brings no response. If anyone lingers outside the doors for more than 2 Zombies (2): HD 2; HP 12, 11; AC 8[11]; Atk strike (1d8); Move
rounds, the leucrota at Area D2 may come to investigate. 6; Save 16; AL N; CL/XP 2/30; Special: always striking last,
immune to charm, hold, and sleep spells.
Area D2: Leucrotta Lair
Area D4: Chapel Entrance
The rubble from the partial collapse of part of the chapel’s
entry and the adjacent bell tower has created a shallow The arched roof vaults to 20ft high in this ornate foyer,
blind alley of sorts. The interior is shadowy and strewn though there are numerous poorly patched holes in the
with brush and sticks as if something has made a nest here. ceiling that let shafts of light in to illuminate the gloom.
The strong animal smell emanates from within. A grand double door once inlaid with gold leaf stands to
the east, though the gold foil has long since been peeled
away and stolen. Two smaller doors flank this central door,
This dead end serves as the lair of a leucrotta. This creature generally though these are of simpler make, obviously much newer.
does not bother anyone wearing a yellow robe unless they seem to not To either side of the chamber stands a small votive shrine.
know what they are doing (like lingering outside the front doors, for A shadowy wooden image of a god stands at the back of
instance). It tries to leap forth over the rubble to attack with surprise. If each, the dusty remnant of candles and small offerings
reduced to 30 hp, it backs up into the entrance to its lair using the rubble lying on the floor before them.
pile for cover so that only one character can get to it at a time.
Leucrotta: HD 6; HP 41; AC 4[15]; Atk bite (3d6); Move 18; Once the entrance and main defense of the chapel against the dangers of
Save 11; AL C; CL/XP 6/400; Special: double retreat kick the Lonely Moor, the wooden statues that depict the bearded figure of the
(2d6). (Monstrosities 293) god Thyr are actually 2 wood golems. The brothers have learned that they
only animate if someone disturbs the shrines or their contents. As a result,
Treasure: The interior of the leucrota’s lair is strewn with bones and these have remained unmolested these many years. Both golems only
the remains of old victims, and the earth is churned up from its digging. activate if both shrines are disturbed. Disturbing them includes taking
A search locates a light steel shield in which rainwater has collected and or even examining the offerings on the floor of each shrine. Leaving an
that the leucrota uses as a water dish. Lying in the bottom of this shallow offering does not activate the golems and brings the effect of a bless spell
dish is a single amethyst (75gp). It can be retrieved safely by dumping the on a Lawful supplicant for 24 hours.
water and collecting the gem from the ground. Anyone actually reaching
into the water, however, is exposed to the filth of the leucrota’s mouth and Golem, Wood (2): HD 9; HP 40x2; AC 2[17]; Atk 2 slams (2d6);
must make a saving throw or contract a wasting disease (–2 penalty to hit Move 12; Save 6; CL/XP 10/1400; Special: alarm howl for 6
and damage until cured). In addition to the jewel, anyone digging around rounds, immunity to cold and electricity, vulnerable to fire
in the soil of the lair turns up old bones and rotten flesh, as well as a scarab (double damage). (The Tome of Horrors Complete 300)
of protection +1 (as ring of protection +1).
Treasure: The offerings include burnt candles, the desiccated remains of
flowers, and assorted metal and stone icons. In the north shrine, one of the
Area D3: Funeral Chapel icons is a small gold amulet imprinted with the image of Thyr’s cross (50gp).
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burial vaults to allow for more interments. In their last expansion
shortly before they abandoned the chapel, they discovered the tip of Area D5d: Chancel
a strange stone obelisk buried in the rock. The obelisk was of hard There are no light sources in this chamber.
stone with an odd yellowish color in a whorled pattern that appeared to
shift out of the corner of the eye. Unfortunately, exposing the obelisk
likewise broke into an ancient aquifer that flooded the catacombs. Beyond the sanctuary rail, the chapel’s chancel is a study
Within a few days, the catacombs flooded with ice cold water, and the in ornamentation gone to decay. The marble walls of the
foul emanations exuded from the drowned obelisk drove many of the apse were once covered in elaborate frescoes rendered in
monks to madness until finally the chapel was abandoned entirely in gold leaf and exotic dyes, now flaked away or faded to only
only a few years. ghostly images of saints and acts of worship. The chavet
Anyone wishing to explore the well and catacombs further has dome 20ft above is cracked and broken. Large chunks of
their work cut out for them. Hundreds of feet of delved tunnels are the cemented stones fell long ago, and their rubble litters
at the bottom of the 50ft well shaft, each filled with water with no air the floor. An ancient rostrum of twisted iron stands at the
pockets. The water is 40 degrees. Anyone swimming in this water must center of the chancel, the stubs of two yellow candles set in
make a saving throw each round with a cumulative –1 penalty or take built-in sconces at the corners of the rostrum. Gold paint
1d6 points of damage. that once covered this podium has flaked away to reveal
At the bottom of the well shaft are a number of broken, waterlogged the rusted iron beneath. Hanging from the dome above the
planks from coffins that bhutas broke their way out of (coffins that do rostrum on a long chain is a bell cast in silver and inscribed
not spawn bhutas are removed and buried elsewhere). Four passages lead with runes around its circumference. The entire back wall
from the shaft (not mapped), each lined with hundreds of burial niches of the apse is covered by a great black curtain upon which
and collections of old bones. If these passages are navigated for 1d10+10 has been painted the same yellow symbol that is on the
minutes, the swimmer eventually comes upon the chamber where the tip cross atop the chapel’s dome.
of the Obelisk of Chaos breaks through the floor of a chamber where it
was discovered during excavation.
It is from the chancel that Abbot Turgeon leads occasional worship services
to Hastur and where he oversees sacrifices in the well in hopes of gaining a
new undead servitor. Currently, nothing of value is in the chancel, though
Obelisk of Chaos a door is behind the curtain that can be discovered only if the characters
specifically search behind it. The chancel is under the care of the rector, a
The Obelisk of Chaos beneath the Chapel-on-the-Moor is still bhuta formed from an ecclesiast sacrificed years ago. The bhuta does little
mostly buried in the bedrock below the catacombs. Only the top for the physical upkeep of the chancel but does make sure that the curtain
3ft of the obelisk, its pyramidal pinnacle, is exposed. The stone is remains hanging and that the Yellow Sign painted upon it remains freshly
a strange yellowish color with whorls of darker coloration. The limned whenever it starts to fade away. Otherwise, it defends the chancel from
obelisk below the pinnacle is 3ft thick and 20ft tall. It is dedicated anyone other than Abbot Turgeon or Simper who attempts to pass through. Its
to Hastur and summons a gibbering mouther when someone of first act as it emerges from behind the curtain is to strike the bell, which gives
non-Chaotic alignment touches it. Likewise, anyone of non-Cha- off a clear tone audible throughout the east wing of the chapel. This alerts
otic alignment who touches it must make a saving throw or be Abbot Turgeon to the presence of intruders. The bhuta fights until destroyed.
affected by a confusion spell.
Bhuta: HD 7; HP 45; AC 4[15]; Atk 2 claws (1d6); Move 12;
Gibbering Mouther: HD 4+4; HP 24; AC 1[18]; Atk 6 Save 9; AL C; CL/XP 8/800; Special: death grip with two
mouths (1 plus hold); Move 3; Save 13; AL N; CL/XP successful claw attacks (automatic 1d6+1 damage per
6/400; Special: gibbering (60ft radius, confusion, save round until successful attack by victim). (The Tome of Horrors
each round to avoid), hold for automatic damage, Complete 57)
pull prey underneath (5% for 3 mouths, +5% for each
mouth, attack by additional 12 mouths), spit (bright Treasure: The silver bell is somewhat battered and tarnished but still
flash, blind for 1 round, save avoids), soft ground in 5ft clearly bears the symbol of Thyr and has a prayer to the God of Justice
radius. (Monstrosities 203) from the chapel’s original abbot inscribed around its rim in Celestial. It is
worth 400gp as a religious art piece, but if returned to a temple of Thyr in
In addition to summoning the gibbering mouther, the obelisk a major city (such as Oestre, Port Clar, or Penmorgh) or even Lezcano’s
gives forth a 30ft-radius aura directed inward that activates only Inn west of Lowport, the clergy rewards the characters with 1000gp for an
when a Lawful creature comes within 10ft. Lawful creatures artifact from the long-lost Chapel-on-the-Moor.
cannot cross the circle to leave except with a successful dispel
magic against a 15th-level caster. This only dampens the effect
for 1d4 hours after which it functions again unless the obelisk is Area D6: Courtyard
destroyed.
The obelisk is AC –2[21], magic resistance (50%), and has 250
hit points. Some effort has been made to make this courtyard into
Finally, if any non-Chaotic creature is sacrificed by drowning a pleasant garden. There are plantings of wildflowers
in the well, there is a 20% chance that the victim rises as a bhuta and small shrubs native to the moor, though they are
in 24 hours under the influence of the obelisk and serving the overgrown and not well tended. A crushed-gravel path has
Brothers In Yellow. been tended recently, and to one side is a small picturesque
pond with a lip of colorful chunks of quartzite cemented
Bhuta: HD 7; HP 40; AC 4[15]; Atk 2 claws (1d6); Move together. A few lank weeds grow from this pool, but it is not
12; Save 9; AL C; CL/XP 8/800; Special: death grip covered with algae as might be expected.
with two successful claw attacks (automatic 1d6+1
damage per round until successful attack by victim).
(The Tome of Horrors Complete 57)
One of the duties of the adherents is to maintain a small contemplation
garden. They do a haphazard job as their own dementias allow, but
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nevertheless do maintain it with a modicum of care. Unfortunately, the wear the next day. During the day, 2d4 adherents are in this chamber. At
garden is also haunted by a scarecrow created by a particularly talented night, 4d6 adherents are present, though half of them are asleep.
ecclesiast many years ago who subsequently disappeared upon the
moorlands. The scarecrow lurks among the high grasses and watches Brother in Yellow Adherents (2d4 during day, 4d6 at night):
the comings and goings of anyone in the courtyard from its position of HD 1; AC 9[10]; Atk club (1d4); Move 12; Save 17; AL C; CL/
concealment. It only attacks, however, if someone approaches the well XP 1/15; Special: mute (cannot speak or vocalize beyond
and fails to throw a coin into it for luck. Most of the adherents know guttural grunts because their mouths are stitched shut).
this and avoid the well, but occasionally one forgets himself and finds Equipment: amber robe with rope belt, club, wooden
himself in danger of attack. Fortunately for them (and those who are medallion painted with Yellow Sign under robe, pouch
responsible for keeping the well clean), the scarecrow is indiscriminate with 1d2sp, 1d6cp. (see Chapel Roster)
in what constitutes a coin for an offering. As a result, anyone looking into
the shallow waters of the pool sees its bottom littered with copper pennies Treasure: The adherents have little treasure to themselves beyond
and assorted small pebbles, discarded buttons and even a small gear from the few coins they carry and the occasional odds-and-ends they have
some clockwork mechanism. If the characters do not likewise throw some scrounged. A thorough search of the room locates a loose flagstone in
disk-shaped object into the water within 2 rounds, the scarecrow attacks. the floor. Removing this flagstone reveals a hollow dug out of the ground
Consult the Daytime and Nighttime Encounter Tables to determine if beneath. Stuffed into the hollow is the desiccated corpse of a strangled
anyone is out here other than the scarecrow. adherent that has obviously been here for years, placed here by one of
his murderous colleagues and contributing strongly to the stench of
Scarecrow: HD 5; HP 33; AC 5[14]; Atk strike (1d6 plus the surrounding room. Anyone searching the corpse notices that the
fascination); Move 9; Save 12; AL N; CL/XP 6/400; Special: stitching of its mouth has been removed. Forcing open the clenched jaw
fascination gaze/touch (do nothing unless attacked, save reveals a cracked leather pouch within. Inside the pouch is 25gp, a silver
avoids, new save if attacked), immunity to cold, vulnerability engagement ring (200gp), and a miniature gold frame (150gp) with a tiny
to fire (double damage). (The Tome of Horrors Complete 473) portrait of a brown-haired, doe-eyed beauty (the reason for the fellow’s
murder). The back of the painting bears the name “Lorilei.”
Treasure: Anyone dredging the 1ft-deep pond for 1 man-hour can recovers
312cp, 22sp (tarnished), 10gp, and a small circular peridot worth 65gp.
Area D9: Scriptorium
Area D7: Warming House
The repairs to this room seem more sturdy than most. A
few cracks are in the stone walls, but none is wide enough
This rough plank building is elevated on staddle-stone to see the landscape beyond, and the roof 20ft above
foundations with a short stair rising to its door. Within is a has been completely replaced by a wooden one of solid
simple fireplace of dry-stacked fieldstones, its hearth filled construction. Its quality is attested to by the utter lack
with cold ashes, surrounded by several simple wooden of water stains on the flagstones below. Three windows
stools. Next to it is wooden bin holding dried peat turves open high in the north wall and allow light and fresh air to
gathered from the moor for fires. stream in with the shutters open, and the floor is lined with
a dozen tall writing desks and stools complete with sheaves
of parchment and inkwells. The walls are lined with shelves
This small cabin was built for the adherents to warm themselves when holding rolls of parchment, materials for making ink, and
dong their duties during the cold watches of the night. Other than the bundles of quills awaiting the application of a penknife.
kitchen, the infirmary, and the abbot’s quarters, this is the only fireplace in
the chapel. Flint and steel rests in a small box on the mantle.
The ecclesiasts use this chamber for hours each day copying scrolls
of religious texts and divine magic. During the day, 1d6+3 ecclesiasts
Area D8: Dorter are at their work. They initially feign surprise and friendliness when the
characters enter if an alarm has not already been raised, but only use the
subterfuge to get into position to attack from all sides with spells and
This long chamber has seen shoddy repairs, with broken sickles. At night, consult the Nighttime Encounter Table.
headstones scavenged from the surrounding moor visible The materials the ecclesiasts are copying are primarily old prayer books
in the poorly chinked sections of walls. The crude planking and liturgical rituals dedicated to Thyr. The copies are incomplete and riddled
used to repair the roof allows in shafts of light from with errors. Abbot Turgeon wants them to practice copying whatever they
outside. A few high windows with no covers allow a chill can get their hands on as there are few formal worship books for Hastur.
breeze into the room, for which you are thankful due to the The ecclesiasts are ordered to produce divine spell scrolls, but their copying
near-overpowering stench of unwashed bodies, excrement skills are so poor that they have many more failures than successes. Turgeon
and filthy garments. The floor of the chamber is covered in hopes that the copying practice improves their results and wastes less of the
crude wooden bed frames with rope mattresses and soiled expensive inks and materials used in spell scroll creation.
bedclothes. However, a rack along the wall holds dozens
of hooded amber robes carefully brushed clean and hung Brother In Yellow Ecclesiast, Clerics of Hastur (Clr5) (1d6+3):
for wear. HP 20; AC 6[13]; Atk +1 sickle (1d6+1); Move 12; Save 11;
AL C; CL/XP 6/400; Special: control undead, +2 save versus
paralyzation and poison, spells (2/2).
This dormitory serves as the abode the adherents of the chapel. They Spells: 1st—cause light wounds, detect magic; 2nd—
sleep in filth and squalor as their personal forms of madness dictate and, hold person, silence 15ft radius.
especially at night, this chamber is a cacophony of cries, shrieks, and Equipment: robes, ring mail, amber rope with rope belt,
gibbering as the lunatics cry out in their sleep or call to the moons visible +1 sickle, scroll (cure light wounds), wooden medallion
through the high windows. However, they are required to keep their robes painted with Yellow Sign under robe, pouch with
presentable and manage to clean and carefully hang them each night for 2d4gp and 3d6sp. (see Chapel Roster)
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Shades of Yellow
Treasure: Anyone spending 8 man-hours searching through the
reams of parchment herein has a 25% chance of finding several Area D11: Ecclesiasts’ Quarters
rare religious tracts of the church of Thyr that are well over 1000
years old. If these are recovered and taken to a church of Thry, they
gladly pay 15,000gp for the collection. To a non-religious collector This room is crowded with beds. A total of five bunk beds,
of antiquities, they are worth 4000gp. In addition to the religious each stacked three high, have been shoved into every nook
materials, a wooden coffer holds a jar of crushed onyx for use in and cranny of the place. A single chair sitting at the head of
making scroll ink (130gp), three quills with tiny diamonds at the one of the beds is the only accommodation to any function
tips of their nibs for scribing scrolls (100gp each), and 100 sheets of other than sleeping that this room provides. Strung
fine vellum (1gp each). One of the shelves has a false back. Hidden between the north and south walls is a rope upon which a
within it are a number of scrolls containing the following spells: half-dozen amber robes have been draped. These appear to
animate dead, create food, create water (x2), cure light wounds (x5), have been recently brushed clean and are ready for wear.
cure serious wounds (x3), dispel magic, speak with dead, and remove
curse. Turgeon collects these from time to time and distributes them
to the ecclesiasts or takes them to sell in Endhome or elsewhere to This chamber currently serves as the quarters for seven ecclesiasts. At
raise money for his cult activities. night, 1d4+2 ecclesiasts are here sleeping. Roll on the Daytime Encounter
Table to determine if any occupants are here during the day.
Area D10: Ecclesiasts’ Quarters Brother In Yellow Ecclesiast, Clerics of Hastur (Clr5) (1d4+2):
HP 20; AC 6[13]; Atk +1 sickle (1d6+1); Move 12; Save 11;
AL C; CL/XP 6/400; Special: control undead, +2 save versus
This chamber is crowded with bunks stacked three high. paralyzation and poison, spells (2/2).
A total of nine beds are in here around the edges of the Spells: 1st—cause light wounds, detect magic; 2nd—
room with a small table and two stools in its center. The hold person, silence 15ft radius.
room smells strongly of mildew, and a section of the ceiling Equipment: robes, ring mail, amber rope with rope belt,
is poorly patched with rough planks. A barrel has been +1 sickle, scroll (cure light wounds), wooden medallion
placed on the floor beneath this section. Several flies buzz painted with Yellow Sign under robe, pouch with
around the top of this barrel. 2d4gp and 3d6sp. (see Chapel Roster)
The door to D12 is locked from this side, though the sliding bolt is The room is dark. Only a single candle set on a small
easily opened. Under the bunks are small, cheaply made wooden lockers table provides light. And the place is rank with the stench
that hold smallclothes, spare amber robes and a few personal effects. They of decomposing flesh. The far wall is completely covered
contain nothing of value. by a tapestry that at first appears to be some sort of large
Treasure: The scroll case in the barrel is made of tin and is watertight. map until you realize it is actually a series of human skins
It is heavy and rattles when shaken. If opened, it contains 17pp and a small stitched together, the stitching holding the various sections
jade statuette carved in the shape of a fly. The statuette detects as magic, together initially resembling terrain features. A pile of
though it is actually non-magical. It is worth 100gp. blankets makes a rough bed before this horrific curtain,
and two heavy wooden chairs sit on either side of the
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The stairs rise 40ft to the belfry where a pull rope leads to a bell 10ft
central table, one with manacles bolted to it. Against the above. The tower narrows to only 10ft wide at the belfry so the bell ringer
north wall is a series of shelves holding skeins of coarse is not required to lean precariously out over the stair rail to reach the
thread, pin cushions with sewing needles, cutting shears, rope. This is fortunate, because the stair and rail are of extremely shoddy
and several bolts of amber cloth. construction. For each creature more than 1 that steps foot on the stairs
at the same time, there is a cumulative 10% chance of the stair collapsing
and dropping those climbing it to the floor below (1d6 points of damage
Somewhere in his wanderings, Turgeon stumbled upon a creature called per 10ft fall). Depending on what time of day it is, roll on the Daytime or
a skin stitcher that was likewise dedicated to the Unspeakable One and Nighttime Encounter Table to determine if any occupants are here.
managed to befriend her. He brought this horrid creature back to his chapel
and set it to work making the yellow robes for his cult as well as applying Area D15: Refectory
the stitching to the mouths of the brotherhood’s new adherents He and the
brothers simply call her the Seamstress — when they dare to speak of her at
all. All but Turgeon are deathly afraid of her due to their initial introduction
to the cult, and they fear her wrath in the depths of the night after one This room is oddly shaped and feels as if it was only
adherent who had annoyed her was found dead one morning, the robe he converted into a dining hall as an afterthought. A stone
wore stitched to his body so thoroughly that they could not remove it and stair rises to a 5ft-high platform on the west wall, providing
had to bury him in it rather than the customary shroud. access to a door. The east wall is lined by a railed wooden
During the day, the Seamstress is here with a new adherent chained walkway 5ft high and accessed by a wooden stair. Two
to the chair and receiving his initial mouth stitches. He is too terrified to doors exit from this walkway. A long narrow plank table is
fight or scream as he was told in no uncertain terms that the Seamstress is situated between these two raised areas, and rough wooden
allowed to skin and eat adherents who give her trouble. Seeing the flesh benches line either side. The table is crusted with old food
tapestry has made him a believer. The Seamstress at first glance appears and speckled with flies. Additional benches, stools and
to be a somewhat disfigured noblewoman with striking blue eyes wearing crude furnishings in assorted states of repair are stacked
a once-fine black dress. However, a second glance reveals that her eyes beneath the wooden walkway.
stare out of a mask made of human flesh, and her exposed arms likewise
bear a layer of stolen skin stitched into elbow-length gloves. Beneath this
outer layer, her body is skinless muscle wrapped tightly around bone and The Brothers In Yellow take their meals in this chamber. During the day
exuding a purplish slime. Under her wig of black human hair is a bonnet Master Grumpun and an ecclesiast feed a group of 1d6+3 adherents.
of human skin with the Yellow Sign cross-stitched into it. Because their mouths are sewn shut, the adherents have no way to
If the adherent is freed, he cowers, whimpering in the corner. He refuses to feed themselves, being at the complete mercy of their superiors. The
follow the party, consumed by his own paranoid delusions. At night, only the Grumpuns daily prepare a large kettle of thin gruel that is neither savory
skin stitcher is present. She cannot be surprised due to her skin scent ability. nor nourishing. They then feed the adherents in shifts. Grumpun stands
on a bench with a ladle of gruel and a wooden funnel. The adherents
The Seamstress, Skin Stitcher: HD 7; HP 40; AC 4[15]; Atk 2 come to him one by one and lie on the table before him with their head
claws (1d4) or 2 barbed chains (2d4); Move 12; Save 9; AL turned sharply to one side. He inserts the funnel into the corner of their
C; CL/XP 7/600; Special: chain rake (x3 damage on natural mouth behind the last suture and slowly pours the gruel into the adherent’s
20) (The Tome of Horrors Complete 496) mouth. The process is extremely messy and tends to choke the adherents.
More than one has actually asphyxiated by this process over the years.
Brother in Yellow Adherents: HD 1; HP 2; AC 9[10]; Atk club However, it is their only means to eat, so they come to it willingly.
(1d4); Move 12; Save 17; AL C; CL/XP 1/15; Special: mute Whenever an adherent becomes too malnourished from the effects of
(cannot speak or vocalize beyond guttural grunts because the Grumpuns’ feedings, it is the job of the ecclesiasts to see to it that
their mouths are stitched shut). he is able to eat better. When that is necessary, they sit at the table with
Equipment: amber robe with rope belt, club, wooden an ecclesiast who has a scroll of create food. The ecclesiast attempts
medallion painted with Yellow Sign under robe, pouch to make the food appear at least partially in the mouths of up to three
with 1d2sp, 1d6cp. (see Chapel Roster) adherents seated around them. If the gruel-funneling process is messy,
this method is a disaster as food appears in midair around the faces of
If examined, the pile of blankets is also stitched from human skin. They the targeted adherents. A very practiced ecclesiast can make enough food
were not properly tanned and are foul with the smell of rot. A search of the appear within the adherent’s mouths to fill them entirely with their cheeks
shelves reveals 7 bolts of coarse amber cloth (5sp each) and a set of sharp puffed out. Once again, the choking hazard for this method is extremely
needles and thread. high, but as it is as close as the adherents get to eating real food, they
Treasure: Though the Seamstress is primarily paid in unruly adherents willingly undergo the process every chance they get. Never mind that they
upon which she feeds, she also has collected some small amount of are responsible for immediately cleaning any food stains from their robes
treasure. Behind the tapestry is a loose stone in the wall. Behind it is a or that more of them have choked to death from this method than the other.
narrow coffer holding 17gp, 63sp, and an ivory wand of magic missiles It is a small price to pay for the chance at a full belly once in a while. Of
(7 charges). course, once an adherent is raised to the level of ecclesiast, his mouth
stitches are clipped, and he is free to enjoy the normal repasts prepared
Area D14: Bell Tower by the Grumpuns.
At night, roll on the Nighttime Encounter Table to see if anyone is here
for a late-night snack.
A rickety stair climbs the interior of this hollow tower to Master Grumpun, Huggermugger: HD 2; HP 12; AC 6[13]; Atk
where you can see a bell hanging 50ft above. Rubble and dagger (1d4); Move 6; Save 16; AL C; CL/XP 2/30; Special: 3
small puddles cover the floor of the central shaft where it or more around opponent can cause confusion. (The Tome
is apparent that the poor attempts at repairs to the tower of Horrors Complete 330)
have been inadequate. Equipment: leather armor, hook-blade, potion of
invisibility, vial of giant wasp poison, thieves’ tools,
pouch with 3d6gp and 6d4sp. (see Chapel Roster)
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Shades of Yellow
Brother In Yellow Ecclesiast, Clerics of Hastur (Clr5) (2): HD
5; AC 6[13]; Atk +1 sickle (1d6+1); Move 12; Save 11; AL Area D17: Kitchen
C; CL/XP 6/400; Special: control undead, +2 save versus
paralyzation and poison, spells (2/2).
Spells: 1st—cause light wounds, detect magic; 2nd— The clatter of dishes, the heat of fires, and the smells of
hold person, silence 15ft radius. food equal parts savory and nauseating fill this busy kitchen.
Equipment: robes, ring mail, amber rope with rope belt, There are two large fireplaces, one of which has a large
+1 sickle, scroll (cure light wounds), wooden medallion kettle of some gray substance boiling over it, and multiple
painted with Yellow Sign under robe, pouch with tables and shelves for food preparation — all of them with
2d4gp and 3d6sp. (see Chapel Roster) shortened legs sized for use by a halfling or gnome. The
ceiling is low, only 7ft here, but securely fashioned. Hanging
Brother in Yellow Adherents (6): HD 1; AC 9[10]; Atk club from hooks in its rafters are strings of sausages, nets of
(1d4); Move 12; Save 17; AL C; CL/XP 1/15; Special: mute onions and tubers, and bundles of drying herbs.
(cannot speak or vocalize beyond guttural grunts because
their mouths are stitched shut).
Equipment: amber robe with rope belt, club, wooden
During the day, 2 Grumpuns are always at work here preparing meals
medallion painted with Yellow Sign under robe, pouch
for the ecclesiasts, Abbot Turgeon and Simper, and keeping a pot of tasteless
with 1d2sp, 1d6cp. (see Chapel Roster)
gruel boiling for the adherents. If a fight occurs, they flee to D18 to regroup
with their kin. The boiling kettle of gruel is the source of the nauseating
Treasure: Searching through the furniture stored under the walkway
smell, but the rest of the foods being prepared — including roasted conies,
locates a small wooden cabinet among the clutter. Opening the cabinet
seared potatoes, and thick crusty black bread — are actually quite good
reveals a bundle of 7 scrolls of create food used to feed the adherents.
considering they were prepared by murderous, subterranean relatives of
These are replenished from the scriptorium every week or so.
the dark folk. At night the kitchen is quiet with no food being prepared
other than the perpetually simmering kettle of gruel. Consult the Nighttime
Area D16: Buttery Encounter Table for anyone here preparing a late-night snack.
The door to this room is a reinforced wooden door that bears an actual
lock to which one of the Grumpuns carries the only key. This is to keep the Master/Mother Grumpuns, Huggermuggers (2): HD 2; HP
adherents and ecclesiasts from getting into the room’s contents. A careful 12,14; AC 6[13]; Atk dagger (1d4); Move 6; Save 16; AL C;
examination of the door shows many scratches around the lock as well as CL/XP 2/30; Special: 3 or more around opponent can cause
nicks and gouges in the door where attempts have been made to force it confusion. (The Tome of Horrors Complete 330)
open in the past. Equipment: leather armor, hook-blade, potion of
invisibility, vial of giant wasp poison, thieves’ tools,
pouch with 3d6gp and 6d4sp. (See Chapel Roster)
This small hallway-like room is occupied by three large
wine butts set up on a raised wooden deck to keep them off Area D18: Pantry
the damp floor. One of the butts is tapped with a spigot, but
the others are sealed.
This chamber is cluttered with shelving and bins holding
sacks of meal, bags of coarse vegetables, wheels of cheese,
The brothers store their wine here. All three barrels are 126-gallon butts jars of spices, and hooks holding hanging haunches of
marked with the brand of Crestor Vineyards of the Gaelon River Valley meat. The floor is made of wood and elevated a foot above
(a decent if common vintage). Turgeon purchases these on his occasional the flagstones to minimize the ability of the chapel’s
trips to the cities around Sunderland. Two of the butts are full (worth 40gp omnipresent rats from getting into the stores.
each), and the other is only a third full and has started to turn to vinegar
— Turgeon rarely allows the ecclesiasts to partake of the wine stores
and keeps better vintages in his own quarters. Lately, the wine has been
This larder is kept well stocked by weekly trips to the nearby villages
accessed even less since 4 gremlins have taken up residence in this room.
made by ecclesiasts in the brotherhood’s cart (kept at Area B). The brothers
They live under the wooden decking behind the barrels, out of sight of the
know that Master and Mother Grumpun reside here, sleeping on pallets
door, but they use sparks and flashes to startle and run off any who dare to
laid atop sacks of barley, but they do not realize that a half-dozen of the
open the door. The Grumpuns are aware that some chaotic influence has
creatures actually dwell herein. During the day, 1d3 Grumpuns are present,
taken up residence in the buttery, but they have not yet come up with a
with all 6 present at night. One is always awake and on watch, so that they
strategy to remove them.
cannot be surprised. These strange creatures dwell among the shelves and
under the wooden flooring. The floor in this cluttered room is considered
Gremlins (4): HD 1d6; HP 6, 5, 4x2; AC 9[10]; Atk 2 claws
difficult terrain for anyone other than the Grumpuns, who are quite adept at
(1d2), bite (1d2) or weapon (1d4); Move 10; Save 18; AL
maneuvering among its clutter. In any fight in here, the Grumpuns always
C; CL/XP B/10; Special: +1 or better weapon to hit, magic
manage to find something to stand on to give them the advantage of higher
resistance (15%), invisible. (The Tome of Horrors Complete
ground (+1 to attack rolls) against their opponents. If 2 Grumpuns are killed,
308)
the rest retreat beneath the flooring where at the room’s back corner they
have constructed a secret wooden panel that they can slide aside to gain
Treasure: In the far corner the gremlins have collected what treasures
access to the flooded catacombs below. A small raft they have constructed
they have managed to steal from the brothers. Anyone small enough to
is always anchored just below this hatch, so if they are forced to retreat they
reach back there or that moves all three butts easily finds the stash. It
can disappear into the watery byways of that subterranean vault, never to be
consists of 37sp, 5gp, and a set of ivory false teeth (200gp).
seen again (see Area D5c for details of the catacombs).
Area D19: Storage Swarm, Rat (2): HD 3; HP 18; AC 6[13]; Atk swarm (1d6 plus
disease); Move 12; Save 14; AL N; CL/XP 4/120; Special:
plague (–2 to hit and damage, save avoids).
This room is cluttered with years of accumulated junk: from
straw brooms and wooden barrows to cracked porcelain
vases and pieces of broken furniture. Furthermore, most
Area D21: Balneary
of it is rife with mold and spattered with bird droppings as
a hole gapes in the ceiling 20ft above where the roof has
collapsed at some time in the past. The room beyond this door is rank with the smell of death.
A few rats skitter across the stone floor, and the crumbling
remains of a hearth and fireplace stand against the south
This chamber has been used for general storage for many years, though wall. An iron bolt is set into the center of the floor. A single
it has seen less use after the roof caved in following a particularly heavy human figure lies unmoving on the floor, a chain extending
snowfall a few years ago. Not only were most of the items in the room from his ankle to the iron bolt. He is naked and emaciated to
ruined by exposure to the elements and abandoned, but a flock of 5 blood the point of being almost skeletal, his flesh riddled with sores
hawks began nesting in the eaves just below the broken roof. Whenever and old scabs. His head is a stubble of formerly shaved scalp,
anyone opens the door, two of the avians swoop aggressively toward the and crude sutures seal his mouth shut. Eyes of pale, watery
door but do not actually attack unless someone enters the room. If the blue, almost clear they are so light, stare into nothingness —
room is entered, all of the blood hawks swoop to attack. They resemble suddenly they blink. This wretched creature still lives!
normal hawks with dull red beak and talons. The entire chamber is difficult
terrain due to the immense quantity of clutter present.
This chamber was once the balneary, a bathing room, though the
Blood Hawk (5): HD 1; HP 8, 6x3, 4; AC 4[15]; Atk 2 claws chapel’s current occupants’ general disregard for personal hygiene and
(1d4), bite (1d6); Move 6 (fly 36); AL N; CL/XP 2/30; Special: the removal of the wooden tubs that once occupied the room leave its
none. (The Tome of Horrors Complete 61) original purpose unclear. Now, Abbot Turgeon has designated it as a room
to punish those adherents who anger him or otherwise fall out of his favor.
Treasure: If the blood hawks are killed or driven off and a ladder (one They are chained here and left to starve. This adherent has been here
is present among the junk in the room) is used to reach the eaves where for six days and is on the verge of death from dehydration and lack of
the blood hawks were perching, a nest that they have used over the last nourishment. He is considered helpless until he receives food, water, and
several years can be found. It holds a few pinfeathers and a pair of large, several days of rest to recover. If left, he dies within the next 24 hours. He
yellowish blood hawk eggs. In addition, the nest itself contains a gold and is also completely mad, and can provide no help to the characters.
silver bracelet entwined with the twigs and fibers that was carried here by Ad Hoc XP Award: Characters should receive an award of 100 XP for
a blood hawk long ago. The bracelet is worth 1250gp. providing the man with food and water (and the means to partake of it by
removing the sutures), but in doing so they must also free him or he simply
succumbs to hunger and thirst again after they leave. How they choose to
Area D20: Infirmary deal with the violently insane invalid is beyond the scope of the adventure.
The rank smell of sickness and decomposition can be smelled in the
hallway outside this door.
Area D22: Vestry
The door to this room is locked. It is also trapped with a magical alarm
that is clearly audible in Areas D22, D23, D24, D26, and D27, but not in
The foul odor of this room hits you as the door opens. A Area D25. Use the Daytime or Nighttime Encounter Tables to determine
stone fireplace, long cold, stands against the north wall. The where Abbot Turgeon and Simper are located (and if they have any bhutas
south half of the room is occupied by four wooden beds with currently assisting them). If they are alerted by this alarm or by any other
rough, stained mattresses and thin blankets. A thin window alarms raised by the occupants of the chapel, their tactics are described in
set high in the south wall allows a wan stream of light into the their descriptions and the following rooms.
room. A number of rats scurry across the stained flagstones
of the floor, disappearing under the beds at your intrusion.
Lying upon the beds amid twisted and frayed blankets are
two men, their heads shaved and their mouths sewn shut. The walls of this dark chamber rise 30ft where they are
The early stages of decay have set in, blackening their flesh. lost in the shadows of the vaulted ceiling above. A stone
stair without a rail climbs steeply 10ft to a door in the
opposite wall. Lining the walls of the chamber are a number
of low shelves that once held the holy relics sacred to this
This was the original chapel’s infirmary and continues its duties with the
chapel, though they are now empty of all but dust.
Brothers In Yellow. Unfortunately, the brothers are not particularly adept at
healing magic and have had less than stellar success in treating those who
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Shades of Yellow
Once the chapel’s vestry, this room has long since been emptied of any of paper. The books’ topics range from ecologies of the moorlands
valuables. There is one thing of note herein, however: A secret door exists of central Sunderland and worship practices of the faiths of Thyr and
in the east wall 20ft above the floor. It can be detected only by magic or if Muir to recipes for preparing blood hawk and the works of the ancient
a character physically climbs or flies up to its vicinity in order to search. philosopher Daoude. The books range in value from 6gp to 180gp each
Tactics: If Simper is alerted to the presence of the characters by an (roll 1d10+5x1d12) except the last one, Daoude’s Discourses, which
alarm, he takes up position behind the secret door and waits in Area D27. is worth 2500gp to a collector of such antiquities. All of the books are
Abbot Turgeon has likely already cast haste on him. He has drilled a small well-thumbed and thoroughly annotated in Turgeon’s spidery hand. The
peephole in the mortar between two of the stones in the secret door so he folio on the table is actually an incomplete copy of a stage play called
can observe Area D22 below and ready his attack. As soon as a character “The King in Yellow.” The full text of the play is missing, and anyone
climbs the stairs to examine the door there, he opens the secret door and reading it notes its strange, otherworldly context and a subtext hinting at
shoots a poisoned arrow downward at a character on the stair. On his next maddening secrets. The characters might recognize it and the Yellow Sign
turn, he shoots again and then ducks back around the corner, reaching it mentions as being connected to the cult of the Great Old One, Hastur
around to stab at anyone attempting to climb up to engage him or open the the Unspeakable. Turgeon has spent years searching for the complete text
locked door. If it looks as if someone will reach his hiding place, Simper of the elusive play, theorizing that somewhere within its passages lies the
closes and locks the secret door. secret to bringing about the end of the world.
The packs and equipment in the room belonged to Sir Bartol and
Simper (Thf6): HP 20; AC 6[13]; Atk +1 short sword (1d6+1) Squire Whitlock. Abbot Turgeon had them brought here so they could
or light crossbow (1d4+1 plus poison); Move 12; Save 9 (+1 be examined at his leisure. Squire Whitlock’s equipment consists of the
cloak); AL C; CL/XP 6/400; Special: backstab (x3), +2 save following: chainmail armor, a wooden shield, a lance, a pick, a shortbow
bonus vs. traps and magical devices, read languages, with 20 arrows, and a pouch holding a potion of healing, 7gp and 28sp. If
thieving skills. he is with the characters, he requests the return of these items.
Thieving Skills: Climb 90%, Tasks/Traps 40%, Hear 4 in 6, Sir Bartol’s equipment consists of +1 plate mail, a +1 shield painted
Hide 35%, Silent 45%, Locks 35%. purple and emblazoned with the lion of Trebes, a +1 bastard sword, a
Equipment: leather armor, cloak of protection +1, +1 lance, a dagger, and a pouch holding a tourmaline (100gp), an opal
short sword, 20 light bolts, light crossbow, 3 vials of (150gp), a letter of credit signed by the Guild of Penmorgh that can be
giant wasp poison (save or paralysis, 1d4+1 days), 4 exchanged at a bank or guild in any major city for 500gp, 33gp, 18sp, and
bags of caltrops (save or half movement), thieves’ 7cp. In his backpack are 2 potions of extra healing, a potion of levitation,
tools. and a potion of gaseous form. A silver scrollcase (45gp) holds several
scrolls and letters as detailed below. If Squire Whitlock is present, he
states that Sir Bartol’s arms and armor are heirlooms of his family and
Area D23: Inner Stair that they will wish them returned. If the characters turn them over to the
This darkened corridor has a heavy wooden door to the left and squire to do so, in a year’s time they receive a reward of 1000gp for the
continues on as a steep stair to the right, climbing another 10ft. A secret return of the sword, shield and half-plate. Whitlock does not care if the
door is on the south wall 10ft above the floor with the same requirements characters keep the other items, considering it their just due for bringing
for detection as in Area D22. the knight’s killers to justice.
Tactics: If Simper engaged the characters in Area D22, then he uses the The papers of Sir Bartol hold a number of items of interest. Several
secret door in this hallway in the same way to attack those passing below are simply personal notes or missives that he has agreed to deliver to
with his poisoned arrows. various persons when he is in a certain city and of no consequence to the
characters, but three items hold a particular interest for the party. These
Area D24: Library items (Sir Bartol’s Papers 1–3) are reproduced in the sidebox.
one such exploration ran afoul of the thing growing in Area D5b. It narrowly
escaped but somehow became infected with some of the ooze-stuff that comprises
the thing’s biomass. Ryblyth retreated here and now lurks as a bat while it feels
the strange contagion spreading through its body. If anyone rounds the corner of
the room, Ryblyth becomes visible as he uses acidic spittle gained from his oozy
condition to drive the party away. In his slightly stuporous, infected state, he does
not leave this chamber. In addition to Ryblyth’s presence, if no alarm has been
raised, roll on the Daytime or Nighttime Encounter Table to see if Turgeon or
Simper are here as well.
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Shades of Yellow
Once used to store sacred oils in the original chapel, Abbot Turgeon has
now given this closetlike chamber over to the use of Simper as his personal
chains bolted to the 20ft ceiling. At the outer edges
of the room, the roof drops sharply leaving only 7ft of chamber. It is cramped, cold and stuffy, and Turgeon cares about none of
clearance. A smoky peat fire staves off the damp and these things. Loyal Simper resides here without complaint, serving at the
chill of the chamber, and a large four-poster bed stands whim of his cruel master. If the alarm sounds, Simper is here, ready to
in the southwest portion of the room between two tightly ambush intruders as described in Areas D22 and D23. However, even
shuttered windows, a brassbound chest at its foot. A round with no alarm, consult the Daytime or Nighttime Encounter Tables, as he
table with three chairs is arrayed in the western portion of is usually here anyway, either sleeping or torturing some rodent he has
the room, and in the corner near them hangs a large iron captured.
birdcage, it’s occupant a feral-looking hawk with blood-red The secret doors are easier to locate from this side. The bundle of rags
beak and claws. is primarily unwashed clothes but does contain a few of Simper’s prized
possessions.
Treasure: Though the furnishings in the chamber are of fairly good At the successful conclusion of the adventure, the characters have
quality, all have succumbed somewhat to mold and dry rot, so they are not discovered the sad fate of Sir Bartol of Trebes and likely rescued his
of any particular worth. A feces-covered emerald earring (170gp) can be young squire and destroyed a foul cult that had taken root in the heart of
found among the scraps of fur and blood-smeared droppings in the bottom the Lonely Moor as well. It is possible that they also had their first taste of
of the birdcage. The brassbound chest is locked, and the lock is trapped the Obelisks of Chaos that plague the Sundered Kingdoms in preparation
with a poison needle (save at +2 or die). Inside the chest are several for more involvement with them to come. They also have the leopard
changes of clothing for Turgeon, another red chasuble with thread-of-gold brooch that Lord Alistiar gave them, as well as the 300gp they were to pay
embroidery (550gp), an ivory comb and brush set (100gp each), a crusty Sir Bartol. What the characters do with the payment is up to them. They
silver earspoon (25gp if cleaned), and a set of 6 assorted silk handkerchiefs can give it to Squire Whitlock to take to the knight’s family, keep it for
(15gp each). At the bottom of the chest is a small iron coffer. It, too, is themselves and just never mention it to Lord Alistair Beval, or return it
locked but has no keyhole. The method to opening it involves pressing a to the baron whenever they have the chance. He is not looking for it from
series of iron rivets on its bottom in a certain order. Inside the coffer are them, and their current business with him is concluded, so he does not
600gp, 3000sp, 250pp, and 5 small diamonds (150gp each). mind if it takes the characters some time to return the gold. He does not
miss it in the meantime. Squire Whitlock, if he survives, wants to claim
Area D27: Ambry the cart from Area B and use it to begin the long journey of transporting
Sir Bartol in his coffin back to his home in Trebes.
Finally, the characters gained some additional hints of possible work
in the Sundered Kingdoms. Among Sir Bartol’s papers was a request for
The door opens into a small, crowded chamber of brick aid by the Duchy of Waymarch in the not-too-distant Moon Fog Hills that
with a vaulted ceiling only 6ft high. You can tell fine wood looks like it could be a potentially interesting and lucrative assignment
paneling once covered the walls, but it has long since if they undertake it in Sir Bartol’s stead. There is also a cryptic hint of
been stripped leaving only traces and the ends of rusted goings-on in distant Penmorgh, but it doesn’t require a response until
nails embedded in the mortar. Now a short bunk has been nearly midsummer of next year. This adventure assumes a time frame of
scooted against one wall with a small lampstand next to it, late summer or early fall for the characters’ exploits at the Chapel-on-
though the lamp is not lit. A bundle of rags lies on the floor the-Moor, so they would have some months to conclude their business
beneath the bunk. in Malthlyn and continue on to Penmorgh to still make it in time for the
mysterious Pearsey’s summons. The continuation of these adventures
occurs in the next adventure in the adventure path, Aberrations.
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Aberrations
The Lost Lands": Cults of the Sundered Kingdoms
By Casey W. Christofferson
Aberrations
Aberrations was originally published as G8: Aberrations, a Third-Edition and the great campaigner and his retainers contested frequently with tribes
adventure by Necromancer Games. It has been converted here to the Swords of orcs and trolls within the holding, driving these dangerous foes from the
& Wizardry core rules and integrated into the Cults of the Sundered Kingdoms land with sword and torch. Eventually a manor keep and the beginnings of
Adventure Path set in the Lost Lands campaign setting by Frog God Games. a castle were built for Lord Wynston’s growing family. Hearty frontiersmen
It follows the adventure Shades of Yellow and finally brings the characters into and trained miners came from all parts to settle in the mining village of
direct conflict with one the Sundered Kingdom’s cults that is both aware of Malthlyn, to live and ply their trade for good wages and hard honest work.
and actively uses several of the Obelisks of Chaos in their plans of conquest. Then tragedy struck. A cave-in befell the mine, killing many of the miners.
Unlike the previous adventure where the cultists in question had stumbled That same day Wynston Mathen, in a fit of homicidal rage, slew most of his
upon the location of an obelisk and the unwitting use of its emanations, the own family — only his wife and two of his children survived the butchery. It
cult in Aberrations has been in existence in some form of fashion for more was even whispered by few that the words “not of my flesh” were smeared in
than 500 years. Destroying it and its obelisks likely completely removes the blood upon the walls of the family chapel where most of the victims were found.
influence of the Cult of Tsathogga from the Sundered Kingdoms — especially The Mathen survivors were raised by their mother’s family in distant
after cleaning up any leftover elements of their influence as described in the Courghais, and later Bard’s Gate, and throughout the years came back
next adventure Vengeance in the Hollow Hills. and attempted to finance rebuilding the estate and opening the mines
again. Villagers in Malthlyn came and went, some lived by prospecting,
others by trapping and hunting, and some just went away. Later, farmers
Adventure Background came to the area, which was still dangerous but relatively free of hostile
humanoids, and did their best to make profitable lives for themselves.
Recently a new generation of Mathens came from Bard’s Gate with a
The Moon Fog Hills and the surrounding environs have long been known contract to supply silver to metal dealers in the glittering city of trade and
as places of strange occurrences and wild tales of horror, murder and death. craft. The mines were reopened shortly, and a new treasure was discovered:
Here Wynston Mathen carved a holding from the very wilderness granted to mithral. Hearing of this, miners flocked to the area and sent a request for
him as a wedding gift from Overking Yurid. A silver mine was established, guards to keep peace in the region. However, it is said that none of the
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The Lost Lands": Cults of the Sundered Kingdoms
guards ever reached their destination. Miners began disappearing, and it through its different parts, the characters should grow in experience and
was whispered that some new evil stalked the Moon Fog Hills. power to match the increasing difficulty of the encounters they face.
The characters arrive shortly after a second rash of disappearances
in the area. A strange discoloration of light has stretched itself from the
area of the Mistwood Mines across the sky. Many remaining locals are
frightened, and word has spread that several farmsteads along the frontier Adventure Summary
have been destroyed. The locals fear that the kindly new masters of the
Mathen Estate have become victims of the obvious curse over the land, The adventure begins when the characters first arrive in the Mistwood
and prepare themselves to flee, or hold out in the village of Malthlyn. area of the Moon Fog Hills. Here they find many beleaguered farmers
Malthlyn is now an armed camp, but how long it can hold out to these and former mine workers who have encountered giants, trolls, and worse.
strange assaults that appear to come from the air, the land, and beneath the As the characters explore the area, they discover clues that eventually lead
earth is anyone’s guess. Servants of Tsathogga, it seems, are behind it all, them to the Mistwood Mines, a silver and mithral mine that has become the
but for what purpose? The characters must explore the Moon Fog Hills, base of operations of the beautiful and twisted Mildridge Mathen. After the
uncover the source of these strange, otherworldly aberrations and put an characters defeat Mildridge and her tsathar allies, they are faced with a choice
end to the machinations of the twisted Mathen family once and for all. of exploring the Carrion Moth Caverns or heading on to the Mathen Estate.
Should the characters choose to explore the Carrion Moth Caverns, they
encounter Fluoplilth, an encephalon gorger in the service of the Mathen
Module Overview
family and follower of Tsathogga. If the heroes defeat this deadly foe, they
find themselves in possession of the Ethereal Diadem, a powerful magic item
that allows them to disable the Obelisks of Chaos and the Heteroclite Portal.
Aberrations features extensive wilderness areas, caverns, and abandoned Eventually all roads lead to the Mathen Estate, where the descendants
mines, as well as a large fully detailed manor house and grounds. Aberrations of Madrana Mathen serve their true father, a shapeless spawn of the dread
uses numerous plot and story devices to keep your characters on their toes, god Tsathogga himself. The Mathen Estate is fraught with perils large and
hopefully frightening them out of their minds for many gaming sessions. small, from deadly traps to the eerie games of the Mathen “children.” As
Aberrations is a free-form adventure, rather than a linear room-to-room the ambitions of the Mathen family are revealed to the characters, a striking
realization comes to them: the Mathens seek to trap every creature in their
crawl, with hints and clues as to the nature of the horrible secrets behind
path and transform them into aberrant slaves. With this chaotic army at their
the large numbers of aberrant beasts. These hidden clues connect like thin
command, the Mathens intend to send a tide of tentacle-waving horrors across
strands leading to a final confrontation with the Mathen family.
the lands. That is, of course, unless the characters can dig deep and find it
Aberrations is arranged in five parts, although these parts are playable
within themselves to stop the Mathens from acting out their fell designs.
in any order they are encountered by the characters. Similar to an absurdist
play, the first part is the beginning and the fifth part may be considered an
Adventure Hooks
end. The middle parts, however, can be run in any order.
The different parts of this module are arranged by their level of
difficulty and their importance to the development of the overall story.
For example, the first chapter is the “easiest” of the areas and derails If you are running this adventure as part of the Cults of the Sundered
various wilderness locations in and around the Moon Fog Hills and the Kingdoms Adventure Path, then the characters likely discovered a note
Mistwood. Also found within is the hamlet of Malthlyn which, depending in the personal effects of the deceased knight Sir Bartol of Trebes in
on the characters’ actions, may serve as their home base. Alternately, if Shades of Yellow. This note requested the knight’s help in investigating
the characters should forgo visiting Malthlyn until sometime later in the the disappearance of a company of Waymarch cavalrymen and the state
adventure, the characters may return only to find that it is in ruins. of affairs in regard to the duchy’s mining interests in Malthlyn. The duchy
The next three chapters feature detailed descriptions of the Mistwood fears interference of Oceander forces from Matagost, but the characters
Mines, the Carrion Moth Caverns containing the Obelisks of Chaos, and soon learn that something far fouler is afoot.
the Mathen Estate, respectively. The last chapter in the Mathen dungeon Various others hooks can be used to get the characters involved in
may be used as a final battle between the characters and the masters of the this adventure if you are not using it as part of the adventure path. What
aberrations, or as a secret entrance into the Mathen Estate. follows below are several different proposed scenarios for involving the
party in the adventure:
• A merchants’ magistrate, recently reviewing mining contracts in
Notes for the Referee Bard’s Gate, visits the characters. She is concerned that the investors in a
mine have complained that they have not received their contracted amount
of ore in almost two months. A previous dispatch of Waymark cavalrymen
It is strongly suggested that you take extra time in reading this module and Farseeker Rangers has not yet returned from its expedition, and
and familiarizing yourself with the many non-player character (NPCs) concerns of financial failure are mounting. The merchants’ representative
included in this module. The more that you, the Referee, understand the offers to pay expeditionary expenses out of her own pocket to send the
motivations of the NPCs, especially the Mathen family and their cohorts, characters to find out what has happened with the Mistwoods Mine. If
the richer the playing experience is for everyone. fears of foul play are realized, the characters are authorized to exterminate
any threats. The mine must be opened and the ore must ship!
Frog God Games adventures are extremely challenging, and this
module is no exception. A pervasive sense of danger heightens the overall • Recently a group of refugees has arrived from the area surrounding the
village of Malthlyn. The refugees speak of misshapen beasts attacking their
seriousness and excitement level for the players and the Referee. Several homes and making off with their livestock. City officials in Bard’s Gate have
of the encounters and traps within these pages could prove fatal for the sent a detachment of Farseeker’s Rangers and Waymark cavalry to investigate,
characters should they rush head long into encounters, or fail to take the but have not heard back from them. The worst is suspected. Officials from
time to ask questions and look for clues. the city/temple/rangers come to visit key party members, asking them to
For this reason, the adventuring characters, as always, should have at investigate as a favor. The visitor had a relative in the detachment and would
least one cleric. Due to different wilderness locations and terrain, it may be have news for good or ill about the fare of their kinsman. This visitor plays on
helpful for the characters to include at least one ranger or druid in the group. the characters’ personal friendships and compassion to get them on the trail.
Second, the character group needs at least one thief to help them past some • The simplest of all ways to get the adventurers involved is the “Road
of the more difficult areas of the dungeon, cavern, and mansion. Having the Trip” scenario. In this, the party is simply traveling from one completed
capacity among the characters to cast at least 3rd-level divine and arcane adventure en route to some other location. Perhaps they are traveling from
spells is suggested. The characters would be well-advised to round out their Oestre to Penmorgh, and happen across the Moon Fog Hills, where they
ranks with one or two decent combat classes. As the adventure progresses come across the Barnaby farm.
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Aberrations
The Hollow Road 12; Save 8; AL C; CL/XP 9/1100; Special: physical deformity.
(The Tome of Horrors Complete 10)
The Hollow Road is a wide cart trail that leads from the hamlet of
Malthlyn to civilization in the east and south. Centuries ago the Hollow Aberrant Deformities
Road was used to haul ore from the Mistwood Mines to the more civilized To determine aberrant giant deformities, roll 1d6 and consult the fol-
areas Matagost and Burgundia. lowing table.
Roll 1d20 for every mile that the party travels and consult the following list. Carrion Moth (1d6): HD 5; AC 3[16]; Atk 4 tentacles
(paralysis), bite (1d6); Move 12 (fly 24); Save 12; AL N; CL/XP
d20 Encounter 8/800; Special: confusion drone (save avoids), death stench
(5ft radius gas, nausea causing –2 on hit rolls and saves, save
1 2d4 worgs avoids), paralysis for 2d6 rounds (save avoids). (The Tome of
Refugees: 1d6 farmers fleeing for safety, mumbling Horrors Complete 82)
about giants, “tentacles,” and the “night
2 murmurs”; they offer no more information other Froglum: HD 8; HP 57; AC 5[14]; Atk 2 fists (2d6); Move
than to warn the players away from the Moon Fog 12; Save 8; AL N; CL/XP 8/800; Special: resist fire (50%).
Hills area. (Monstrosities 181)
3 2d6 orcs and orog leader Human Refugee Farmer (1d6): HD 1; AC 9[10]; Atk fist (1hp);
4 1d4 ogres Move 12; Save 17; AL L; CL/XP 1/15; Special: none.
5 1d4 larval slime crawlers Ogre (1d4): HD 4+1; AC 5[14]; Atk weapon (1d10+1); Move
6 2d4 stirges 9; Save 13; AL C; CL/XP 4/120; Special: none.
7 Froglum
Orc (2d6): HD 1; AC 6[13]; Atk spear (1d6); Move 9; Save 17;
8 1d4 trolls AL C; CL/XP 1/15; Special: –1 to hit in sunlight, darkvision 60ft.
Equipment: spear.
1d6 carrion moths (nighttime only, if daytime roll
9
again)
Orog Leader: HD 3; AC 2[17]; Atk battle axe (1d8+1) or
10 1d3 aberrant giants javelin (1d4+1); Move 12; Save 14; AL C; CL/XP 3/60; Special:
11–20 No encounter darkvision 60ft. (The Tome of Horrors Complete 421)
Equipment: battle axe, javelin (x2).
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Aberrations
The Mistwoods are unusually silent and spooky. The Referee should
play up their innate creepiness and talk about the strange atmospheric
quality. During the daylight, things close-up seem hyper-focused, while
thing sat a distance of greater than 200ft appear to be shimmering out
of focus, somewhat like a mirage. The sky has a strange lurid coloration
throughout the area of the Mistwoods and the Moon Fog Hills. An
obscuring mist clouds the hills from the view of folk living in the lowlands
at night, giving a luminescent glow on moonlit evenings.
The Foothills
Refer to Map 1: The Moon Fog Hills. The locals refer to the grading slopes
of the Moon Fog Hills as the foothills. Dwelling in hunters’ shacks and private
farms, the inhabitants of the foothills are a hearty brand of folk willing to brave
the dangers of trolls and the strange phenomenon of the mists. The rich flow of
silver and rumors of mithral brought many of the inhabitants here, but it was the
furs of the forest and rich heavy soils of the foothills that kept them here.
Regional Encounters
Area A: The Barnaby Farm
As the characters come down the Hollow Road that leads to Malthlyn,
they have a 2-in-6 chance of noticing smoke coming from a nearby farm
and hearing the bemoaning wails of someone in danger. Upon closer
observation, the characters notice a foul-looking three-armed aberrant
giant with a human form grasped in one of his three huge fists.
The Mistwoods
to grab Farmer Barnaby’s hogs and throw them at the characters (1d6+2
points of damage, up to 30ft). When the characters approach to melee
range he flails his great club and attempts to grab characters with his third
hand. Anyone caught in BooGak’s free hand becomes his next missile
The Mistwoods are a gnarled and twisted hardwood forest that blankets weapon to be used against spellcasters and archers, using similar damage
the slopes of the Moon Fog Hills. Although not yet clear-cut by farmers and and range stats as with the hogs.
settlers that live in the foothills, it is said that the trees of the Mistwoods Refer to map 1A: Barnaby Farm, for help in running this encounter.
seem to speak to one another through the rustling of their leaves. Three
overgrown trails slice through the Mistwoods offering the safest means of
passage. The Old Forest Road circles around the forest in a meandering Concluding the Fight
path. Most often used by woodsmen and hunters, the Old Forest Road If Barnaby is Saved: If the characters manage to defeat BooGak before
is not generally considered safe by the locals of the foothills and the he slays Farmer Barnaby, the farmer is grateful and gives the characters a
hamlet of Malthlyn. The Ore Road winds up to the Mistwood Mine from quiver of 20 +1 arrows. He warns the characters that the giant beast that
Malthlyn, forking northwards after a few miles to join the Mathen Road. they just killed is one of many strange creatures responsible for marauding
The Mathen Road is another narrow trail with the ruts of wagons that does through the area since the cursed Mistwood Mines were reopened. He
not look as if it has seen much recent use. next tells them that the locals have heard a strange murmuring at night,
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and some farmers have even fought off strange tentacled beasts with
their pitchforks. He thanks the characters again and loads his family on
a wagon, turning his back on his farmstead and heading off to join other
refugees, having had quite enough of the area’s strangeness.
If Barnaby Dies: If Barnaby dies, the characters find themselves
saddled with the Widow Barnaby and the Barnaby children. Tim and
Winni are two precocious children that seem to have no concept of danger
or personal safety. The widow is a plain-faced woman with a bonnet over
her mouse-brown hair. She bawls and pleads for the characters to take her
to the village of Malthlyn for protection since her husband is now gone
and there is no one to protect her. She fusses and bustles about, filling a
wagon full of belongings from the house, such as a rocking chair, holy
books, chests of clothes and food in glass jars. The children harass the
characters as the widow insists that they round up as many of the farm’s
surviving animals as they can.
After all the chickens, hogs, an old bony cow, and an ox are gathered up,
the family is ready to go. If the characters play along with the Widow Barnaby
and escort her and her belongings to Malthlyn, award the players 120 XP.
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well as a roadhouse, saloon, sheriff’s post, and a farmers’ market. The
hamlet is home to 278 residents (194 humans, 45 dwarves, 15 elves, 13
half-elves, 11 halflings). Malthlyn has recently become transformed into
an armed camp. A hastily-erected, 10ft-tall palisade wall of sharpened
timbers surrounded by pointed stakes welcomes weary travelers to this
once quiet and peaceful little hamlet.
The village militia is working rotating shifts, as Sheriff Cignor and
the cleric Thungor take turns with patrols, checking the perimeter of the
palisade. Commoners who have fled their farmsteads and come to the
village are working in double shifts to reinforce the walls. Being miners
at heart, they have begun to tunnel beneath the existing buildings for
protection at night when the carrion moths come to call.
The recent incursions of aberrants, trolls, orcs, and the carrion moths have
driven the once hard-working folk of the lowlands into something of a panic.
As the characters approach, they are met by a band of warriors bearing spears
and shortbows. Cignor, the acting sheriff of Malthlyn, leads them.
For details regarding the lay of the land, consult Map 1C: Malthlyn.
Cignor, the acting chief constable of Malthlyn, greets the adventurers from
the wall with more than a little trepidation, having become chief constable
when Chief Constable Roarch never came back from an inspection of the
mines. He questions the adventurers at length as to their purposes.
If the characters bring the Widow Barnaby with them, Cignor is free
with what information he has about the strange goings-on in the Moon
Fog Hills. He tells the characters that Chief Constable Roarch left the
hamlet shortly after the palisade was built to go in search of Visthis, the
local ranger. Akomi, the priestess of Freya, left with him, and neither has
been seen since. Cignor has no knowledge of any armed forces being sent Malthlyn Warriors (Ftr1) (1d4): HD 1; AC 7[12]; Atk hand axe
to the aid of the folk of the Moon Fog, however he has seen the destruction (1d6) or spear (1d6) or crossbow (1d4+1); Move 12; Save 17;
that giants and other strange creatures have wreaked upon farmsteads of AL L; CL/XP 1/15; Special: none.
that region. He tells the adventurers that the Mathen family lived upon a Equipment: leather armor, spear, hand axe, light
great estate to the north of the mines in years past. Mr. Mathen and his crossbow, 20 light bolts.
wife have come to the village on a few occasions with their servants and
family guards. On such visits, the Mathens were kind and gregarious as
they gathered supplies for remodeling their estate to the north. Inhabitants
Area C-3: Shrine of Freya
The currently abandoned shrine of Freya was home to Akomi, priestess
of Malthlyn recall that Mr. Mathen was quite friendly, rather refined in a
genteel country way. His wife was very much a city woman and found little of Freya, until she departed with Constable Roarch about a week ago,
to impress her in the quiet hamlet. It is suspected that since neither they never to be seen again.
nor their servants have been seen since shortly before the disappearance Treasure: Characters can find the following: 2 scrolls of confusion, 3
of the miners, and that they too have fallen to the horrors that have been vials of holy water, and 2 potions of healing. There is also a golden holy
visited upon the folk of the Moon Fog Hills. symbol of Freya worth 100gp, but removing it from the shrine brings the
Carrion moths fly over the village almost every night. Because of this, wrath of Freya upon any but her followers or priestesses. Any character
livestock is now being kept indoors and the conditions are crowded, and doing so suffers a –4 penalty to all saving throws and encounters double
could be considered poor at best for all involved. If the characters spend the number of random encounters while in the wilds. Only by returning
the evening in Malthlyn, stage an attack with the carrion moths as a way the holy symbol to the shrine and begging the forgiveness of Freya can the
to introduce the characters to this horrid new enemy. character be free of the curse — although he may also have to perform a
quest in Freya’s name as decided by the Referee.
slime crawler. Anyone who fails a save and falls takes 1 point of damage.
The slime can be washed away with vinegar, wine, or any other alcohol.
One gallon of wine cleans a 10ft square area, or half of the cabin. A locked
iron box sits in one corner of the room.
Treasure: Healers kit, chain shirt, longbow, +1 battleaxe, and 20 +1
arrows. Hanging from the back of the door is a +1 hand axe. The iron box
off behind the hanging front door. When the characters enter the cabin, contains 200gp, 3 potions of neutralize poison (as spell), and the Journal
they see that it is a small one-room affair with a stone fireplace and a of Visthis the Woodsman (see Sidebox).
single bed.
A slime crawler attacks the first person to enter the room. Attacked
characters must make a saving throw or fall down from the greater than The Wood Pile
usual slime trail the creature has left on everything in the cabin. Hidden in the woodpile are 4 slime crawlers. Characters have a 20%
chance of noticing a slight oily residue upon the wood, alerting them to
Slime Crawler: HD 3; HP 18; AC 4[15]; Atk tentacles (1d3 plus the crawlers. They latch onto anyone who reaches into the wood pile.
constrict), bite (1d4); Move 9 (climb 6); Save 14; AL N; CL/XP
3/60; Special: constrict (automatic 1d3 damage), slippery Slime Crawler (4): HD 1; HP 8, 6, 5x2; AC 4[15]; Atk tentacles
(–4 penalty for attacks intended to grab or hold). (The Tome (1d3 plus constrict), bite (1d4); Move 9 (climb 6); Save 17; AL
of Horrors Complete 504) N; CL/XP 1/15; Special: constrict (automatic 1d3 damage),
slippery (–4 penalty for attacks intended to grab or hold).
Tactics: The slime crawler is currently hanging on the ceiling and (The Tome of Horrors Complete 504)
lashes out with its tentacles, seeking to grab and constrict whomever it can
get before moving to the other side of the bed and scurrying down its hole.
The hole is 3ft wide and can only be easily accessed by small characters
Spending the Night
Should the characters decide to spend the night within Visthis’ shack,
such as halflings. Larger characters slide within the hole and become
they are attacked around midnight by 3 carrion moths.
trapped about 10ft under the floor of the cabin. Characters trapped in the
hole must make a saving throw or become helplessly trapped, requiring
the help of others digging them out to be freed. The slime crawler seeks Carrion Moth (3): HD 5; HP 37, 33, 30; AC 3[16]; Atk 4
to slip down its hole and strangle its victim before taking them to feed the tentacles (paralysis), bite (1d6); Move 12 (fly 24); Save 12;
smaller ones that live among the woodpile out back of the cabin. AL N; CL/XP 8/800; Special: confusion drone (save avoids),
death stench (5ft radius gas, nausea causing –2 on hit rolls
and saves, save avoids), paralysis for 2d6 rounds (save
Contents of the Cabin avoids). (The Tome of Horrors Complete 82)
The body of Visthis the ranger lies strangled and blackened in a pool of
slime. He was killed by the large larval slime crawler that burst through Tactics: The carrion moths fly in low over the trees, their eerie wail
the floor of his cabin. The body, like everything else within the cabin, heard long before they are actually sighted. They use their tentacles on
is coated extensively in the slime creature’s trail. Searching the room unconfused individuals and attempt to grab lightweight individuals to fly
requires a saving throw each round to remain standing, just as fighting the into the air with and drop, before dragging any bodies away to Area 1:
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The Carrion Moth Caverns. The moths flee to their caverns if they take Equipment: battle axe, longbow, 20 arrows, 3 doses of
too much damage, or should one of their numbers fall. stirge repellent*, 20gp.
* See Magic Item Appendix.
Area F: The Fork Lice Feathers (Female Orc Lieutenant): HD 3; HP 18; AC 6[13];
Atk short sword (1d6) or shortbow x2 (1d6); Move 9; Save 14;
This fork in the road, where a steep dirt trail leads on to the Mathen AL C; CL/XP 3/60; Special: –1 to hit in sunlight, darkvision 60ft,
Estate in the north, turns upwards to the twisting Mine Road. Anyone thieving skills.
approaching on the trail is attacked by 2 aberrant giants, who begin Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 6,
combat by springing a rolling log trap. Anyone on the path must make a Hide 20%, Silent 30%, Locks 20%.
saving throw to get out of the way of the rolling log as it bounces down Equipment: short sword, shortbow, 20 arrows, 3 doses of
the path. Anyone who fails takes 5d6 points of damage. stirge repellent (Magic Item Appendix), 50gp.
Aberrant (2): HD 8; HP 59, 48; AC 4[15]; Atk great club (2d8); Orc (10): HD 1; HP 8x2, 7x3, 6x2, 5x2, 4; AC 6[13]; Atk spear
Move 12; Save 8; AL C; CL/XP 9/1100; Special: physical (1d6) or longbow x2 (1d6); Move 9; Save 17; AL C; CL/XP
deformity. (The Tome of Horrors Complete 10) 1/15; Special: –1 to hit in sunlight, darkvision 60ft.
Equipment: spear, longbow, 20 arrows.
Aberrant Deformities Tactics: The orcs, led by Rot-Tusk, and his lieutenant Lice Feathers,
To determine aberrant giant deformities, roll 1d6 and consult the fol- attempt to order their band to disperse and harass the characters with their
lowing table. bows. If they seem to be more than a match for this band of orcs, they
move and fire continuously, leading the characters toward the stirge nest.
Roll Deformity Effect Here the orcs allow the nasty bloodsuckers to finish off the characters
while they continue to fire arrows.
1 Toughened hide +2 bonus to AC
May make one additional
2 Extra arm
attack per round
Stirge Nest
Located in a hollow among the southern wooded area of the forest is
See people sneaking up on a large nest of 20 stirges. The stirges feed on anything that they can sink
3 Additional eyes
them their needle-like beaks into.
Improved hearing (85% chance
4 Oversized ears Stirge (20): HD 1+1; HP 9x2, 8x3, 7x4, 6x2, 5x3, 4, 3x2, 2x3; AC
to hear sounds)
7[12]; Atk proboscis (1d3); Move 3 (fly 18); Save 17; AL N; CL/
Smell creatures (85% chance to XP 2/30; Special: +2 to hit bonus, blood drain (1d4).
5 Oversized nose
smell enemies)
6 Foul odor
Stench (save or be nauseated
for 1d4+1 rounds, –1 to hit and Area H: Mistwood Mine
damage)
The Mistwood Mine is covered in detail in Deepening Madness.
Tactics: After springing the log trap, the giants rush down the hill,
Orc Scout Camp and Stirge Nest Area J: Mathen Family Estate
Orc Camp The Mathen Estate is detailed fully in The Mathen Estate.
Hidden in this broad stretch of wood is an orc scouting camp. The
orcs are being paid off by Mildridge to stir up any trouble they can.
Little do the orcs know, but when Mildridge is finished with them, she
is going to feed them to her newest aberrant creations. The campsite
is small, with no more than 10 orcs, their leader Rot-Tusk, and his
lieutenant Lice Feathers present at any one time, with the rest out
scouting and looting the abandoned farmhouses. The orcs steer clear
of the aberrant giants and trolls that guard the outside of the mine
area, and have great fear of traveling farther north into the mysterious
hollow hills of the Mistwood or angering the other members of the
Mathen family. The orcs are aware of the stirge nest to the east of
them. An ointment made for them by Mildridge keeps the stirges
completely at bay.
Chapter Two:
Deepening Madness
Eventually the characters are likely to search the mines and the x2 (1d6); Move 9; Save 17; AL C; CL/XP 1/15; Special: –1 to
surrounding area, to find clues that explain the strange creatures and hit in sunlight, darkvision 60ft.
goings-on of the Moon Fog Hills and the Mistwoods. All signs point Equipment: short sword, shortbow, 20 arrows.
to the mines and their recent opening as a source of great evil. This
chapter describes the wilderness surrounding the mines, as well as the Slime Crawler (1d2): HD 1; AC 4[15]; Atk tentacles (1d3 plus
mines themselves. The mines are the hidden location of the laboratory of constrict), bite (1d4); Move 9 (climb 6); Save 17; AL N; CL/XP
Mildridge Mathen, although the fact that she is a Mathen does not become 1/15; Special: constrict (automatic 1d3 damage), slippery
apparent to the characters completely until The Mathen Estate. (–4 penalty for attacks intended to grab or hold). (The Tome
of Horrors Complete 504)
Wandering Monsters Stirge (2d4): HD 1+1; AC 7[12]; Atk proboscis (1d3); Move 3
(fly 18); Save 17; AL N; CL/XP 2/30; Special: +2 to hit bonus,
Roll for wandering monsters once for every 15 minutes the characters blood drain (1d4).
spend searching outside the mine. A roll of 1 on a 1d6 indicates a random
encounter. Roll 1d12 on the wandering monster table below. Troll (1d2): HD 6+3; AC 4[15]; Atk 2 claws (1d4), bite (1d8);
Move 12; Save 11; AL C; CL/XP 8/800; Special: regenerate
3hp/round.
d12 Encounter
1 1d4 worgs Wolf, Worg (1d4): HD 4; AC 6[13]; Atk bite (1d6+1); Move 18;
Save 13; AL C; CL/XP 4/120; Special: none.
2 1d2 trolls
3 2d6 orcs
4 1d4 ogres Area 1-1: Outside the Mine
S 1d2 larval slime crawlers
As the characters approach the mine, they see a pair of steel rails forking
6 2d4 stirges off to the north and northwest. These tracks once rounded the side of the
7 1d4 carrion moths (night only, if daytime, roll again) hill to the northwest. Directly ahead, the tracks pass straight through a
thorn bush. Brush and shrubbery partially conceal the main mine entrance.
8 Aberrant villager
9–12 No encounter
Area 1-1A: Main Mine Entrance
The main entrance to the mines is cavern-like. The cavern is timbered,
Aberrant Villager: These are the unfortunate side effects of the
and the unused cart track down its center descends into darkness.
Mathen family’s dabbling with the Heteroclite Portal and the Obelisks of
Chaos. They are mad from the torturous ordeal they have undergone and
attack with abandon unless somehow restrained, alternately weeping and Area 1-1B: Northwestern Rails
screaming in rage the whole time. These narrow rails end in a confusion of overgrown weeds and broken
metal tracks. Several large footprints can be discovered around the area.
Aberrant Villager: HD 1d6hp; AC 9[10]; Atk claw (1hp) or club A ranger or elf has a 40% chance of telling that the footprints are those
(1d4); Move 12; Save 17; AL C; CL/XP B/10; Special: multifaceted of giants and trolls. Characters can easily follow these footprints along a
insect eye (see in all directions, cannot be surprised). narrow trail that curves around the hill to the northwest leading to Area 1-3.
Equipment: club.
Carrion Moth (1d4): HD 5; AC 3[16]; Atk 4 tentacles Area 1-1C: Hidden Trail
(paralysis), bite (1d6); Move 12 (fly 24); Save 12; AL N; CL/XP This trail sneaks partway around the mine hill, ending in a 15ft-high
cliff at Area 1-1D. The trail is heavily shrouded in brush and thorns.
8/800; Special: confusion drone (save avoids), death stench
(5ft radius gas, nausea causing –2 on hit rolls and saves, save
avoids), paralysis for 2d6 rounds (save avoids). (The Tome of Area 1-1D: The Ledges
Horrors Complete 82) This connecting series of rock ledges leads to Area 1-4. The four cliffs
leading to each ledge are very steep (non-thief characters have a 10%
Ogre (1d4): HD 4+1; AC 5[14]; Atk longsword (1d10+1); Move chance of successfully climbing the sheer wall). Falling characters take
9; Save 13; AL C; CL/XP 4/120; Special: none. 7d6 points of damage and find themselves at the bottom of the hill. The
Equipment: longsword narrow ledges between the four cliffs are steep (40% chance to negotiate
for non-thief characters). Eventually the ledges and cliffs lead to a natural
Orc (2d6): HD 1; AC 6[13]; Atk short sword (1d6) or shortbow staircase that takes the characters to Area 1-4.
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giants and trolls mill about the area, as something boils on a cook fire.
Area 1-2: Landslide Trap There are always 3 aberrant giants and 2 trolls present here. If the
characters have set off the landslide trap, the creatures are prepared for the
The aberrant giants and trolls have set a landslide trap to cause havoc and characters and attack immediately. If the characters successfully disabled
close off the back approach to their camp. A cascade of loose earth and stones the trap, or avoided it, the trolls and giants are sitting around a large kettle
slides down on all characters in a 30ft area. Anyone caught in the landslide must cooking over a log fire, boiling the body of a tanner that was given to them
make a saving throw or be buried under 10ft of loose dirt. Trapped characters by Mildridge. They are arguing over what is best to serve with “humie.”
must make a save each round (with a cumulative –1 penalty) or begin to
Aberrant (3): HD 8; HP 59, 55, 54; AC 4[15]; Atk great club (2d8)
suffocate. After 5 rounds of being trapped, they die as their air runs out.
or spear (2d6); Move 12; Save 8; AL C; CL/XP 9/1100; Special:
physical deformity. (The Tome of Horrors Complete 10)
Area 1-3: Giant and Troll Lair Equipment: great club, 2 spears.
Tactics: If the giants and trolls are caught by surprise, the trolls
move to engage the most heavily-armored opponents while the giants
hurl spears at the less-armored individuals. The tactics are similar if
Area 1-4:
the characters have set off the trap, except that the trolls seek to hide,
attacking with surprise, springing on the first two characters that pass
Hilltop and Natural Chimney
into their area. Although the hill that the mine is located beneath is relatively steep
Note: If the giants and trolls are defeated at their lair, there are no more and requires strenuous scaling to surmount, the top of the hill is gentle
random encounters with either group in this area.
and almost flat. A few scrawny trees dot the top of the hill, and there is a
20ft-wide fissure near the center of the hill top. Anyone looking into the
Area 1-3A: Collapsed Mine Entrance fissure has a 1-in-6 chance of noticing a murmuring noise, followed by
The collapsed mine entrance is now used by the trolls and giants as piercing screams that appear to be about 80ft below, and flashes of light at
sleeping quarters. Large rounded stones block this old mine entrance and an undetermined distance.
require a combined 24 strength to move out of the way. Within the dank Firing a weapon at the light, or dropping an item down the hole,
chamber beyond are several piles of rank animal skins and the creatures’ immediately alerts Mildridge to the presence of intruders. For Mildridge’s
individual treasures in small piles. At the rear of the cavern is what was statistics, refer to Area 2-12A: Mildridge’s Laboratory.
once a mineshaft, now completely filled with rubble from a mining Tactics: If Mildridge is alerted to the characters’ presence, she charges
accident that resulted in a major cave-in. Spells such as move earth and herself with protection from normal missiles, mirror image, shield, and
disintegrate open a steep shaft that leads to Mistwood Mine, Area 4. fly. She then flies out of the fissure and casts charm person on one of the
Climbing down the shaft without ropes is difficult (–40% Climb Walls). characters. She tends to pick a thief or fighter as the target of this spell, using
Searching the creatures’ belongings reveals the following treasures and that character to chase off the other party members while she concentrates
bits of wealth. on wizards and clerics from the air. Fighting outside the confines of
Treasure: Four rotting sacks contain 100gp each, as well as some her laboratory, Mildridge thinks nothing of using fireball spells on the
rotten pieces of humanoid flesh, a pouch full of teeth, and a 5-gallon jug characters. She also might use her special wand of monster summoning III
of whiskey. A +2 heavy mace lies in a corner. Not knowing what it was, to summon an ochre jelly to the combat. When her spells are depleted, she
the brutes camped here used it to prop up a cook pot. attacks with her bow, aiming for lightly armored opponents.
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Ochre Jelly: HD 6; AC 8[11]; Atk acid-laden strike (3d4); about 2ft for every 10ft of distance traveled; a dwarf notices this descent
Move 3; Save 11; AL N; CL/XP 6/400; Special: lightning immediately. The handcart tracks run for about 30ft into the mine before
divides creature. finally ending.
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Treasure: Hidden within the alcoves are several trinkets that the
chokers have gathered from the miners and others that have had the
misfortune of entering the caverns. To find the treasure, characters must
Area 2-2: Miners’ Remains
get into the alcoves and sift through the debris. The chokers have gathered The long corridor of the mineshaft ends in an elbow curve, with a
126gp and a suit of studded leather armor. bricked-up wall that faces to the northeast. Several pickaxes and other
miners’ tools, as well as an arm bone and pieces of backbone, can be found
1d10 Encounter Slime Crawler (10): HD 1; HP 7x2, 6x3, 5x4, 4; AC 4[15]; Atk
tentacles (1d3 plus constrict), bite (1d4); Move 9 (climb 6);
1–2 1d4 slime crawlers Save 17; AL N; CL/XP 1/15; Special: constrict (automatic 1d3
3 1d4 gricks damage), slippery (–4 penalty for attacks intended to grab
or hold). (The Tome of Horrors Complete 504)
4 Gelatinous cube
5 1d4 giant spiders
6 1d2 ettercaps Area 2-3: Cavern of the Gricks
7 1d6 human skeletons This cavern is filled with stalagmites and stalactites that reach to each
8 Rust monster other from floor to ceiling. A strange chirping fills the air. The characters’
light sources illuminate dozens of waving tentacles and multifaceted eyes.
9–10 No encounter A rasping of scales upon damp stone fills the air as several sinuous bodies
turn upon the heroes.
Ettercap (1d2): HD 5; AC 6[13]; Atk 2 claws (1d3), bite (1d8 The cavern is crawling with 8 gricks that immediately attack anyone
plus poison); Move 12; Save 12; AL C; CL/XP 6/400; Special: that enters the chamber. They are hanging from ceilings and slithering
lethal poison (save avoids), traps. (Monstrosities 161) among the many stalagmites.
Gelatinous Cube: HD 4; AC 8[11]; Atk slam (2d4 plus Grick (8): HD 2; HP 16, 14x2, 13, 12x3, 10; AC 4[15]; Atk 4
paralysis); Move 6; Save 13; AL N; CL/XP 5/240; Special: tentacles (1d3), beak (1d2); Move 6; Save 16; AL N; CL/XP
immune to lightning and cold, paralysis for 6 turns (save 4/120; Special: immune to blunt weapons. (Monstrosities 230)
avoids).
Tactics: The gricks attack mindlessly and pursue any who flee the
Grick (1d4): HD 2; AC 4[15]; Atk 4 tentacles (1d3), beak chamber, at least as far as Area 2-4 if the characters turn northward, and
(1d2); Move 6; Save 16; AL N; CL/XP 4/120; Special: immune at least as far as Area 2-7 if the characters turn southeast.
to blunt weapons. (Monstrosities 230)
Otyugh: HD 7; HP 47; AC 3[16]; Atk 2 tentacles (1d8), bite frog hide), shield, +1 longsword, scroll of monster
(1d4+1 plus disease); Move 6; Save 9; AL N; CL/XP 8/800; summoning II, 3 potions of healing, soap stone symbol
Special: bite (90% chance of disease causing death within of Tsathogga*
3d6 days). (Monstrosities 367) * See The Lost Lands: Stoneheart Valley
Floth, Tsathar Filth-Priest of Tsathogga: HD 6; HP 45; AC 3[16]; Tsathar Scourges (3): HD 4; HP 30, 25, 22; AC 3[16]; Atk 2 claws
Atk 2 claws (1d6) or +1 longsword (1d8+1), bite (1d4) or (1d6) or longsword (1d8), bite (1d4) or javelin (1d6); Move 12
+1 spear (1d6+1); Move 12 (swim 12); Save 11; AL C; CL/ (swim 12); Save 13; AL C; CL/XP 3/60; Special: amphibious,
XP 8/800; Special: amphibious, blinded by bright light for 1 blinded by bright light for 1 round, leap 30ft (10ft vertical),
round, leap 30ft (10ft vertical), slimy (difficult to hold), spells slimy (difficult to hold). (The Tome of Horrors Complete 574)
(2/2/1/1). (The Tome of Horrors Complete 574) Equipment: leather armor (made from giant frog hide),
Spells: 1st—cause light wounds (x2); 2nd—hold person, 3 javelins, longsword, badge of station,
silence 15ft radius; 3rd—cause disease; 4th—cause
serious wounds. Tactics: If the characters approach the refuse pile, the otyugh snakes its
Equipment: +1 leather armor (made from giant tentacles out and attempts to grab them. The tsathar scourges hurl javelins
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at the characters while partially submerged in the pool and hidden by the Gelatinous Cube: HD 4; HP 26; AC 8[11]; Atk slam (2d4 plus
obscuring mist. The pool and mists conceal the tsathar (+1 bonus to AC). paralysis); Move 6; Save 13; AL N; CL/XP 5/240; Special:
If the characters are sneaky and attempt to stay close to the edges of the immune to lightning and cold, paralysis for 6 turns (save
cave and thus avoid the pile of refuse, a pair of tsathar attempts to grab the avoids).
first person that looks into the pool, pulling him underwater and dragging
him off to Mildridge’s secret laboratory. This means that Mildridge is now Tactics: The cube is completely submerged, completely hidden from
alerted to the characters’ presence. The surviving tsathar help her prepare anyone that is not actually under the water and observing the distortions
a counterassault upon the characters somewhere in the corridor outside its membrane creates. The cube waits for individuals to swim or wade into
Area 2-10. it, engulfing them completely. This tactic should work fairly well for it,
Treasure: Among the pile of filth is a set of +2 plate mail. Hidden at as it is possible that at least three such individuals may be trapped before
the bottom of the pool are 2300gp in coins, a potion of heroism, a potion of anyone realizes what is going on. Anyone at the rear of the party has a
levitation, a waterproof scroll case containing a scroll of lightning bolt and 3-in-6 chance of noticing that the forward members of the group seem to
another with a scroll of shield, and a staff of healing (24 charges). have gotten stuck.
Treasure: Beneath the water is a rich deposit of mithral ore lining
the bottom of the cavern. The ore nets approximately 200 pounds
Area 2-5: Howling Fungi of the very precious metal, valued at close to 20,000gp if mined,
smelted and processed. This undertaking is not within the scope of
This cavern is filled with large subterranean fungi. The 6 shriekers this module, but if the characters insist on doing so, retrieving the
glow and quiver, emitting howling shrieks. The fungi nearest the party mithral is a major project that requires an entire mining company
attack with their long tentacles, revealing themselves as 2 violet fungi. several months to complete.
Shrieker (6): HD 2+2; HP 18, 15x2, 14, 13, 10; AC 7 [12]; Atk
none; Move 1; Save 14; AL N; CL/XP 3/60; Special: shriek Area 2-8: Slime Crawler Nest
(save, 1 point of damage/round in 30ft radius, attracts
wandering monsters). This chamber is somewhat rounded and shows signs of having been
mined at some point in the past, judging from piles of stones and other
Fungus, Violet (2): HD 3; HP 21, 16; AC 7 [12]; Atk 4 tendrils debris that lie in heaps within the room. Several broken pushcarts rest
(rot); Move 1; Save 14; AL N; CL/XP 4/120; Special: tendrils alongside the bones of dead miners.
cause rot. (Monstrosities 183) Mildridge has brought a nest of 5 slime crawlers (the young form of
the carrion moth) here from the carrion moth lair located in The Obelisks
Tactics: The violet fungi lash out repeatedly at the nearest party of Chaos.
members as the shriekers begin their wail. The shriekers’ wail alerts the
ettercaps in Area 2-10 and automatically creates an encounter on the Slime Crawler (5): HD 1; HP 7x2, 6x2, 5; AC 4[15]; Atk
Random Encounter Table that arrives within 1d3 rounds. tentacles (1d3 plus constrict), bite (1d4); Move 9 (climb 6);
Save 17; AL N; CL/XP 1/15; Special: constrict (automatic 1d3
damage), slippery (–4 penalty for attacks intended to grab
Area 2-6: Webbed Chamber or hold). (The Tome of Horrors Complete 504)
The floor is littered with the bones and husks of many creatures. Glints Tactics: The slime crawlers within this room hang on the walls and
of metal and other substances flash and twinkle at the characters as their ceilings, racing across the floor as soon as light comes within 20ft of the
light touches it. A huge web hangs from the ceiling about 20ft above the entrance to the cave.
floor of the chamber.
Hanging from the 20ft-high ceiling of this chamber is thick webbing Treasure: 10 lbs. of mithral ore in 100 lbs. of unrefined stone.
of the 4 giant spiders that live here. Every 15ft within the chamber are
single strands of web that the spiders use to hunt with. Touching one of
these highly resilient strands requires a saving throw to avoid becoming Area 2-9: The Ooze Cavern
attached to the web. Anyone who becomes entangled within the webs
must roll below their strength to escape. The cavern is damp and cold, with water dripping from the ceiling
into a large silvery pool in the center of the chamber. The silvery pool is
Spider, Giant (6ft diameter) (4): HD 4+2; HP 31, 26, 24, 17; AC actually a grey ooze.
4[15]; Atk bite (1d6+2 plus poison); Move 4 (climb 12); Save
13; AL C; CL/XP 7/600; Special: lethal poison (save avoids), Grey Ooze: HD 3; HP 20; AC 8[11]; Atk strike (2d6); Move 1;
web (save to avoid becoming stuck). Save 14; AL N; CL/XP 5/240; Special: acid (metal must item
saving throw or disintegrate), immune to spells, heat, cold,
Tactics: The spiders hold their attack until someone touches one of their and blunt weapons. (Monstrosities 229)
strands, or until someone attempts to burn the webbing. After trapping the
smallest party members, the spiders concentrate on the larger food. Tactics: The ooze waits for individuals to investigate the silvery
luminescence of the pool before flowing out along the floor, dissolving
everything in its path. The ooze has been feeding on ore deposits within
Area 2-7: the mine, leaving little in its wake.
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Area 2-10A: Ettercap Web Area 2-11: Lair of the Decapus
This room has thick, sticky webs along the floor here — 3 ettercap At the end of this long, curving corridor is a 25ft-wide, 40ft-deep
noose traps. A character has a 1-in-6 chance to notice the snares (thieves cavern. The cavern roof is 30ft high with a myriad of thick stalactites, and
have a 3-in-6 chance). Anyone passing through the snares must make a the far end of the cave appears to be filled by a crystal-clear pool of water.
save or become stuck and unable to move. The ettercaps hide within the The cave is the lair of a cave decapus, a large spheroid creature with a
shadows of this cavern. hide bearing bands of charcoal and limestone grays to better blend in with
its surroundings. It has used its phantasmal force to create the illusion of
Ettercap (3): HD 5; HP 35, 32, 29; AC 6[13]; Atk 2 claws (1d3), the pool of water.
bite (1d8 plus poison); Move 12; Save 12; AL C; CL/XP 6/400;
Special: lethal poison (save avoids), traps. (Monstrosities 161) Decapus: HD 4; HP 25; AC 4[15]; Atk 9 tentacles (1d4
plus strangle); Move 6 (climb 12); Save 13; AL C; CL/XP
Tactics: If the shriekers or the tsathar alert the ettercaps, they are waiting 7/600; Special: phantasmal force, strangle if 6+ on to hit
to assault the characters as soon as the heroes discover the trap placed at roll, automatic damage until killed and 1d4 rounds after
the northern entrance. If the shriekers have not been alerted, the ettercaps (successful open door check to escape). (The Tome of
take their actions as soon as the trap is set off. They attempt to bind as Horrors Complete 128)
many characters as they can in the first round, using their web spinnerets.
As soon as the characters are trapped, the ettercaps and tsathar warrior(s) Tactics: The cave decapus lurks among the stalactites, using their
move in to attack. If Mildridge is present, she disrupts the characters with cover and the darkness of the chamber to hide, maneuvering behind
her spells, supporting the ettercaps and tsathar with spells. the characters as soon as they enter. It attacks when the characters are
Mildridge attacks using charm person on any fighters, and magic distracted by the pool and attempts to grab characters in the rear ranks of
missiles on thieves. If the fight goes against her side, she flees to Area the party. There is no treasure within this cavern, as the decapus has not
2-12B, collects her books, and flies off to the Obelisks of Chaos. had the opportunity to kill any intruders carrying treasure.
Treasure: The bodies of three miners are bound in thick webs along the
eastern wall, their skins blackened from poison and completely drained of
fluids. The corpse of Akomi, the priestess of Freya from Malthlyn, is also Area 2-12: Mildridge’s Chambers
here. Her body still wears +2 chainmail, a +1 shield, a now-bent silver
holy symbol of Freya, a +1 longsword, and a bone scroll case that contains The cavern beyond the lair of the ettercaps narrows to an unworked stone
a scroll of cure disease. The miners each have 10 lbs. of unrefined mithral wall. Characters searching the wall discover a push-plate that is obviously
ore (1 lb. of mithral per miner if refined). a secret door. The secret door is trapped with a polymorph other spell
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placed here by Mildridge’s sister, Mimi. Touching the secret door without
uttering the password “In the slimes of Tsathogga transformed!” sets off
the trap. Anyone touching the secret door must make a saving throw or
be transformed into a toad. Furthermore, the door is sealed with a wizard
Restoring Roarch
lock spell.
There are two possible ways of healing Roarch of this wretched
transformation. Cutting the tentacles, eyes and pincers from
Area 2-12A: Mildridge’s Laboratory Roarch, followed by cure serious wounds cures him of all injuries
Beyond the secret door is a chamber with doors in the center of the and madness. The surgeon must make a saving throw while
northern and eastern walls. In the center of the chamber, what once must performing the “surgeries” needed to remove the pincers, tentacles
have been a human male is strapped to a stone slab, his arms viciously and eyes (requiring 3 different saves). Failure means that Roarch
sawed off and replaced with thick roping tentacles that thrash to and fro of has a 45% chance of dying from the trauma. Success still leaves
their own accord. One of the victim’s eyes has been removed and replaced a 10% chance of the man slipping into shock and dying from the
with a multifaceted eye like that of a giant fly. A pair of horrid pincers attempt to reverse his transformation.
juts through his cheeks. The creature’s human eye turns to the characters The other, perhaps more difficult means of healing Roarch
pleadingly. requires gaining control of the Heteroclite Portal in Mimi Mathen’s
The horrid abomination is all that remains of Captain Roarch, chief laboratory. With that, the characters can reverse the process and
constable of Malthlyn. Mildridge is also here, unless she was encountered remove the aberrant taint upon his flesh. A cure serious wounds
previously. spell then cures him of his madness and physical deformities.
Should Roarch be restored, he recalls little of what happened
Mildridge Mathen (MU6): HP 19; AC 2[17]; Atk +1 staff to Akomi and himself. He remembers coming into the mines,
(1d6+1); Move 12; Save 8 (+2 ring); AL C; CL/XP 7/600; and somehow being separated from Akomi. He occasionally has
Special: +2 saves versus spells, wands and staffs, spells flashbacks when he remembers being placed within a platinum
(4/2/2). hoop, and feeling as if he were not in his body as waves of chaotic
Spells: 1st—charm person, magic missile (x2), sleep; energy rushed over him. He also recalls a child sawing his arms
2nd—invisibility, mirror image, phantasmal force, web; off without anesthetic before he blacked out from the pain.
3rd—dispel magic, fireball. If the characters succeed in healing Roarch, award them XP as
Equipment: bracers of defense 4[15], +1 staff, ring of if they had defeated him in combat, with an extra 50% bonus.
protection +2, wand of charm monster (7 charges),
wand of monster summoning III (6 charges), 2 potions
of slipperiness.
Area 2-12B: Mildridge’s Bedchamber
Mildridge is a cruel yet beautiful woman with a dominant look and
the style to match. Her long black hair draping down her back, she fights Behind the northern door is a simply adorned bedchamber with a desk
with a cruelty equaled only by the evil of her experiments. She does not and a bookcase filled with ancient tomes and texts. The room has an
use her fireball within her laboratory, as the notes and experiments she irregular shape, being partially carved from natural rock with stone walls
has been working on in conjunction with her sister Mimi are reaching a to the south and east. The bed stands in the southeastern comer of the
breakthrough, and she doesn’t want to destroy them. room, and looks as if it is seldom made, let alone slept in. Searching one of
Through her studies, Mildridge has learned the secret incantations the bookcases reveals a secret latch. The latch is trapped and goes off if
that activate the Obelisks of Chaos in the caverns east of the mine. With anyone but Mildridge flips it, detonating a fireball (6d6 points of damage)
Fluoplilth as guardian of the Ethereal Diadem, Mildridge and her aberrant on all targets within a 20ft radius.
allies have succeeded in keeping the carrion moth in its adult form The latch opens a small safe containing Mildridge’s spellbook, as well
indefinitely. The Obelisks of Chaos have a secondary effect of generating as her most private documents. Included is a map to the Obelisks of Chaos
a field of chaos that powers the Heteroclite Portal. and mention of a magical item held for her by someone named Fluoplilth.
As Mimi and Mildridge unlock the secrets of the obelisks and the The notes also speak of a magical item procured by Mildridge with the
Heteroclite Portal, they hope to create a virtually unlimited army of help of an unknown wizard and a being known as Tril Oolzi. The magic
beings with aberrant powers. As the sisters’ knowledge grows, they hope item is called the Heteroclite Portal. This device allegedly traps the weird
to further enslave their creations, dedicating these unfortunate thralls to energies of the obelisks to transform living beings into aberrations.
the mighty Tsathogga.
Much of this information is held within her notes and secret diaries
that are hidden in Area 2-12B. Mildridge has made it a point to leave her Area 2-12 C: Treasure Hoard?
sister’s name out of the notes, on the off chance that they are discovered.
The western door from Area 2-12A opens into a chamber containing a
Constable Roarch (Aberrant): HD 6; HP 38; AC 4[15]; Atk 2 large chest, several small boxes, and several items near the small boxes.
tentacles (1d6+2 plus grab), 2 pincers (1d8+2), bite (1d6); Searching the items on the floor reveals several of the smaller locked
Move 12 (swim 9); Save 11; AL C; CL/XP 7/600; Special: +2 to boxes are filled with coins. The large box is actually Mildridge’s pet
hit and damage strength bonus, constrict (tentacle strike, mimic. The mimic attempts to devour anyone who touches it.
save or be held and take automatic pincer damage),
multifaceted eye (never surprised). Mimic: HD 7; HP 45; AC 6[13]; Atk smash (2d6); Move 2; Save 9;
AL N; CL/XP 8/800; Special: mimicry, glue. (Monstrosities 329)
Roarch is near madness from the experimentation that Mildridge has
put him through. The tsathar priest, Floth, heals Roarch regularly, so Treasure: Among the small boxes are a +1 shield, +1 plate mail, a
that the experiments may continue. If the characters descend the natural +2 chainmail shirt, and 2000gp. The money and magic items are used by
chimney from the outside of the mine and take Mildridge by surprise, or Mildridge as payoffs for the various mercenary humanoids and giants she
fire an arrow into the shaft (possibly hitting Roarch by accident), she casts employs to keep folk away from the mines.
charm monster on Roarch using her wand, then releases him to hold the Secret Doors: A secret door leads through miles of subterranean
characters off while she prepares her defenses. tunnels until finally coming out at an illusion of a wall at Area 3-7B:
If any villagers from Malthlyn are present with the characters, they Upper Chamber and Obelisk.
instantly recognize Roarch, despite the horrors that have befallen him.
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Chapter Three:
Obelisks of Chaos
The hidden caverns deep within the Moon Fog Hills hide the center of Carrion Moth Caverns for a visual guide to the S curve.
the Mathen family’s power and interests in the area. The Carrion Moth Treasure: Several items are strewn among the skeletons within the
Caverns contain black alien obelisks that grant those with the strength cavern: 413sp, 120gp, gauntlets of dexterity, and a cursed battle axe. Anyone
dominion over aberrations. These aberrations, when properly bred and using the weapon has a cumulative 10% chance per successful strike during
mastered, could lead to the ultimate spread of chaos and destruction in the melee of flying into a rage for 2d4+2 rounds and attacking friend or foe. The
name of the dread Tsathogga. weapon “resets” after combat ends for more than 5 rounds.
The Obelisks of Chaos have remained hidden in these natural caverns
within the Moon Fog Hills since time immemorial. The obelisks were
placed here by powers and intelligences beyond the comprehension of Wandering Monsters
mere mortal beings (see Cults of the Sundered Kingdoms Introduction
for more information on the placement of the Obelisks of Chaos). Their Roll 1d12 for every mile that the party travels (if coming from
strange pulsing generates a trans-dimensional rift in space and time that is Area 2-12C) or every hour spent in the caverns proper and consult the
noted in the odd atmospheric qualities surrounding the Moon Fog Hills. following list.
The characters may discover the Ethereal Diadem within these caverns,
hidden in the lair of Fluoplilth the encephalon gorger. The party may also
encounter each obelisk’s guardian as well as other aberrant intelligences d12 Encounter
that the Mathens have gathered to their banner. 1 1d4 gricks
The party may discover the hidden caverns by careful searching of
2 1d4 slime crawlers
the wilderness area, or through the hidden entrances from the Mathen
Dungeon and Mildridge’s Laboratory. 3 Rust monster
4 Gibbering mouther
Cavern Mouth hold for automatic damage, pull prey underneath (5% for
3 mouths, +5% for each mouth, attack by additional 12
mouths), spit (bright flash, blind for 1 round, save avoids), soft
The cavern mouth is strewn with bones and fungal growth. The fungus ground in 5ft radius. (Monstrosities 203)
gives off a strange iridescence that clouds one’s vision … and conceals the
opening to a shaft winding into the earth. A 30ft-deep shaft at the back of Grick (1d4): HD 2; AC 4[15]; Atk 4 tentacles (1d3), beak
the cave drops off into an S-shaped tunnel below. A character searching (1d2); Move 6; Save 16; AL N; CL/XP 4/120; Special: immune
the back of the cavern has a 1-in-6 chance of falling 30ft to the first bend to blunt weapons. (Monstrosities 230)
of the S-shaped tunnel below, taking 3d6 points of damage. The second
bend of the S curve is exactly like the first. After the characters climb Rust Monster: HD 5; AC 2[17]; Atk 2 antennae (rust); Move 12;
down the second shaft, they find themselves in Area 3-9. Consult Map 3: Save AL N; CL/XP 5/240; Special: cause rust (10% cumulative
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chance per +1 bonus of armor or weapon to save). Save 17; AL N; CL/XP 1/15; Special: constrict (automatic 1d3
(Monstrosities 406) damage), slippery (–4 penalty for attacks intended to grab
or hold). (The Tome of Horrors Complete 504)
Slime Crawler (1d4): HD 1; AC 4[15]; Atk tentacles (1d3 plus
constrict), bite (1d4); Move 9 (climb 6); Save 17; AL N; CL/XP Tactics: The slime crawlers remain hidden until the party passes
1/15; Special: constrict (automatic 1d3 damage), slippery beneath them, reaching out to grab them with tentacles. The slime crawlers
(–4 penalty for attacks intended to grab or hold). (The Tome drag held characters to Area 3-7, climbing across the ceiling to avoid the
of Horrors Complete 504) ankheg in Area 3-3.
The concealed door is made of a membranous resin excreted by the
slime crawlers. The resin is gray in color, and from a distance appears
Area 3-1: First Obelisk to be part of the cavern wall itself. The membrane is easily cut with any
edged item. Individuals walking into the membrane must make a saving
A narrow winding shaft leads to this small cavern. Dominating the throw or become stuck as if by a web spell.
interior of this cavern is a large black pulsing obelisk. As the characters
watch, they notice that the obelisk seems to reflect starlight, though the
true sky is blocked by the 35ft-high cavern ceiling. The obelisk itself Area 3-3: Main Cavern
stands about 15ft high and is 3ft thick at the base.
A character who casts detect magic on the obelisk is able to see a finely The cavern is almost completely pitch black and is eerily silent but
drawn magical script written in an unknown arcane tongue. This is an for a low roaring that comes from the southeast. The main chamber
Obelisk of Chaos dedicated to Tsathogga. The obelisks in general share of the cavern is huge, scattered with stalactites and stalagmites along
the following features: its uneven floor. The eerie silence is occasionally broken by strange
• Each obelisk is a four-sided column, 3ft thick, with a pyramidal flapping noises and the sounds of dripping water. Also in the cavern
capital. They can be of any height, color, type of stone, or texture. is Fluoplilth the encephalon gorger. Fluoplilth has been affected
• Each obelisk is dedicated to a single entity, and has a cult that attempts by his proximity to the Heteroclite Portal and the Obelisks of Chaos.
to carry out the interests of that entity. He now has four long, rubbery tentacles around his mouth that writhe
• Each obelisk summons a guardian creature if someone of a non- and twitch, and can be used to hold victims steady for his mindfeed
bite (freeing him to use his claws to attack). Hiding among the cracks
Chaotic alignment touches it or in some cases even approaches within
30ft. The summoned creature remains for 1 hour once summoned, but can and crags is Fluoplilth’s pet ankheg. The creature hides here among
be summoned again if the summoning is triggered again. If this guardian the rocks occasionally feasting upon slime crawlers or Mildridge’s
creature is killed, a new one cannot be summoned for 24 hours. Examples failed experiments.
of summoned creatures include will-o’-the-wisps, dimensional slugs, Entrances and Exits: As the central shaft in the cavern complex, there
gugs, etc. are other cavern entrances to the northeast, northwest, and southeast,
leading to the strange planar obelisks.
• Each obelisk has a magical trap or spell effect of some sort that Secret Doors: A secret door is coated with some sort of excreted slime.
activates when someone of non-Chaotic alignment touches it or
approaches within 30ft. Effects could include an ice storm, wall of fire, The passage beyond leads several miles underground to Area 5-6b. A
dispel magic or confusion. secret door in the center of the western wall leads to Area 3-6.
• In addition to the magical trap, each obelisk gives forth a 30ft-radius Fluoplilth (Aberrant Encephalon Gorger): HD 8; HP 42; AC
aura directed inward that activates only when a Lawful creature comes
4[15]; Atk 2 claws (1d6+1) or +1 dagger (1d4+1); Move 6;
within 10ft. Lawful creatures cannot cross the circle to leave except with
Save 6 (+2 ring); AL C; CL/XP 9/1100; Special: face tentacles
a successful dispel magic against a 15th-level caster. This only dampens
(aberrant mutation, anyone struck by 2 claws must save or
the effect for 1d4 hours after which it functions again unless the obelisk
be transferred to tentacles and held for mindfeed), haste
is destroyed.
(2/day, per spell), mindfeed (if hit by tentacles, automatic
• An obelisk has AC –2[21], magic resistance (50%), and 250 hit points. damage next round, 1d6 damage/round), regenerate
(3hp/round), resist cold (50%), spell-like abilities (constant—
Touching this obelisk summons its guardian creature, a will-o’-the-
detect magic; at will—confusion, charm monster, cause
wisp, to protect it. The obelisk’s magic trap is a fireball (6d6 points of
serious wounds, invisibility; 3/day—cure light wounds, anti-
damage, save for half) that detonates if a Lawful creature comes within
magic shell), telepathy, tentacles. (The Tome of Horrors
10ft. It automatically resets itself every 24 hours. The only way to destroy
Complete 234).
the obelisk is through inflicting massive damage, or by use of the Ethereal Equipment +1 dagger, ring of protection +2.
Diadem in the possession of Fluoplilth in Area 3-6.
Ankheg: HD 7; HP 44; AC 2[17], underside 4[15]; Atk bite (3d6);
Will-o’-the-Wisp: HD 9; HP 67; AC –8[27]; Atk shock (2d6); Move 12 (burrow 6); Save 9; AL N; CL/XP 8/800; Special spits
Move 18; Save 6; AL C; CL/XP 10/1400; Special: dancing acid 5d6 (1/day, save for half). (Monstrosities 14)
lights.
Tactics: The ankheg hides carefully among the cracks and crags and
Area 3-2: Narrow Corridor to stalagmites, waiting for an opportunity to attack anyone carrying light
sources that comes down the cavern. Guided by Fluoplilth, the ankheg
Concealed Entrance
fights intelligently. The ankheg seeks lightly-armored individuals to
spit acid at first. It then turns on heavily-armored ones whom it attacks
and devours. If the ankheg is reduced to fewer than 50% of its hit
This narrow corridor is approximately 160ft long. Air wafting from points, Fluoplilth comes to its rescue using invisibility to move into
the southeast carries the foul, rotten stench of decaying flesh. The ceiling the cavern behind the party and hit them with confusion, and cause
above is roughly 12ft high and slick with moisture, with an almost slime- serious wounds. If reduced to 50% or fewer hit points, Fluoplilth
like feel to it. Climbing the walls and ceiling of the narrow corridor are uses invisibility to flee to his lair at Area 3-6. If the characters are
hidden 5 slime crawlers. defeated, the encephalon gorger grabs the most powerful member of
the party and begins to mindfeed. He hands the others over as prisoners
Slime Crawler (5): HD 1; HP 8, 7, 5x2, 4; AC 4[15]; Atk to the Mathen family at their estate to be interrogated and eventually
tentacles (1d3 plus constrict), bite (1d4); Move 9 (climb 6); transformed into abominations.
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hours. The only way to destroy the obelisk is through inflicting massive
Area 3-5: damage, or by use of the Ethereal Diadem in the possession of Fluoplilth
in Area 3-6.
Cavern of the Second Obelisk Slug, Dimensional: HD 12; HP 83; AC 8[11]; Atk bite (1d12 plus
The eerie light grows as the characters approach the cavern. The floor 1d8 acid) or spit acid; Move 6; Save 3; AL N; CL/XP 13/2300;
of the cavern is covered with large, luminescent, blue-capped mushrooms. Special: crush for 2d8 damage/round until slug moves (save
The most dominant feature of the cavern is a 30ft-tall black obelisk. The avoids), plane shift to Ethereal Plane in a round, resists slashing
obelisk seems to come to life as the party approaches, pulsing with an and piercing weapons, spit acid (60ft range, 8d6 damage,
alien heartbeat. A blurring aura surrounds the obelisk as an otherworldly save half), vulnerable to salt. (The Tome of Horrors 4 197)
intelligence seems to touch the minds of all present. This is another
Obelisk of Chaos dedicated to Tsathogga (see below). Tactics: As the party deals with the spores from the azure fungi, the
The blue-capped mushrooms are 20 azure fungi, hypnotic in nature, dimensional slug appears among the mushrooms. The slug is immune to
sensing any tremors from movement of animal life forms. The azure the effects of the mushrooms and begins to spit acid on heavily armored
fungi spray spores at everything within a 10ft radius, quickly filling the opponents, softening them up for a tasty treat.
room and up to 30ft of the corridor beyond. Any living being caught in
the cloud must make a saving throw or fall unconscious for 1d4 rounds.
When the victim awakens, he must make a second saving throw or begin Area 3-6: Fluoplilth’s Lair
hallucinating, seeing friends as allies as enemies. The spore effects last for
2d6 minutes or until dismissed with neutralize poison, or some other form Hidden behind the secret door in Area 3-3 is the lair of Fluoplilth the
of antidote. (See Chapter 3: New Monsters for more details.) encephalon gorger. Several skeletons lie at the door of the room, with
huge holes in their skulls. A salty odor fills the air. Beyond the skeletons
is a cocoon-like bed of a strange membranous material. A pool is filled
The Black Obelisk with a dark murky liquid and a carved stone chair sits before a large desk,
The obelisk has the same general features as described in Area 3-1. heavily carved and inlaid with gold. An odd box sits upon the desk. The
However, approaching within 30ft of this obelisk summons its guardian box is intricately carved with a bas-relief device of Tsathogga on the top,
creature, a dimensional slug, a slug-like monstrosity from the Ethereal yet has no apparent opening.
Plane. The blurring aura forms a vortex before the obelisk, and there is If Fluoplilth captures an opponent in Area 3-3, he comes here to feast
a loud roaring sound as a dimensional rift appears, vomiting forth the upon them before returning to stalk the rest of the party. If he is hurt badly,
creature. A confusion spell also activates if a good or Lawful creature he comes here to drink his potions of extra healing. Fluoplilth then gathers
comes within 10ft of the obelisk. It automatically resets itself every 24 several of his items and flees. The characters might encounter him later in
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the Mathen Dungeon. If Mildridge was forced from her laboratory, she is Slime Crawler (15): HD 1; HP 8x3, 7x2, 6x4, 5x4, 4, 3; AC 4[15];
here with Fluoplilth, fully healed and plotting her revenge upon the party. Atk tentacles (1d3 plus constrict), bite (1d4); Move 9 (climb
Treasure: The equipment upon the skeletons by the door has been left 6); Save 17; AL N; CL/XP 1/15; Special: constrict (automatic
untouched by the encephalon gorger. Fluoplilth has little use for weapons 1d3 damage), slippery (–4 penalty for attacks intended to
and armor. Among the items are a +1 chainmail shirt, an adamantine grab or hold). (The Tome of Horrors Complete 504)
breastplate, a +2 heavy flail, a wand of strength (20 charges), a rapier, 20
+1 bolts, a heavy crossbow, 5 potions of healing, and 500gp. Prying the Tactics: The entire floor of this area is slippery from the wriggling
gold inlay from the chair and desk nets an additional 300gp. slime crawlers. The slime crawlers wriggle toward the party across the
The strange silver box is sealed with a wizard lock spell, and trapped floor, walls and ceiling at the entrance, seeking to grab and constrict as
with a feeblemind spell that affects any spellcasters within 10ft and a many front-line fighters as they can. Carrion moths are concealed upon the
polymorph other spell (save or be turn into a toad). edges of the cave ceiling, and attack only if the egg sacs are damaged with
Within the box is the Ethereal Diadem (see Magic Items Appendix), fireballs or other area-effect spells. They prefer to wait until the characters
the strange headdress that is used to control the extraplanar frequencies are held by their young before dropping down to feast. Without first
generated by the Obelisks of Chaos. cleaning the floor with alcohol or magic, characters entering the cavern
must make a saving throw or slide across the floor.
Referee Note: Unless the carrion moth cocoons are utterly destroyed,
Area 3-7: another slime crawler or carrion moth hatches from its cocoon and hungrily
joins the fight against the party every 1d4 rounds. There are 12 slime crawler
Cavern of the Carrion Moths egg sacs and 2 carrion moth cocoons hanging from the ceiling.
A greenish glow pours forth from the mouth of this cavern, as a strange
groaning echo fills the entire area with an eerie droning hum. As the
Area 3-7B: Upper Chamber and Obelisk
A 20ft-tall malachite obelisk dominates the upper chamber glowing
characters’ eyes adjust, the light from their lanterns and torches reveal
and pulsing with an unholy green light. The obelisk sits on a small island
dozens of cocoons. Wriggling things wave their tentacles and angle their
in the center of a large oval pool of green goop. The pool is 10ft deep
faceted eyes to the light as the creatures turn to defend their nest.
and completely filled with green slime. It is a third Obelisk of Chaos
dedicated to Tsathogga, with the same general features as the others.
Area 3-7A: Lower Chamber and Nests The malachite obelisk generates an extraplanar field that keeps the
This irregular cavern has a high ceiling. The entire cavern seems to carrion moths from dying within hours of breeding. The secondary effect
glisten, reflecting a strange green glow from an elevated chamber to the of the field increases their growth and breeding rate of the slime crawlers
north. Here in the southern half of the cavern, carrion moth eggs hatch threefold.
into slime crawlers before metamorphosing into the foul carrion moth. When the characters come within 20ft of the obelisk, its three protective
The carrion moths breed and lay their cocoon-like egg sacs, as the slime functions are triggered. It gives off a protection from good 20ft radius effect.
crawlers bask in the strange glow of the obelisk in Area 3-7B. The floor It also triggers a telekinetic trap effect that draws whoever is trapped by its
and walls here swarm with slime crawlers and carrion moths. The swarm power like a giant magnet (grapple check each round to pull away or be
instantly attacks anything that threatens their nest. Writhing in this room drawn 10ft toward the pillar; see below for grappling with the pillar). The
are 15 slime crawlers and 2 carrion moths. final effect is to summon a cerebral stalker to defend the obelisk from
The wall is 15ft-high and coated with the slime crawler slime (–35% assault. Once a creature is pulled against the obelisk itself, it is considered
Climb Walls). pinned until it can break the grapple long enough to get beyond its 20ft
area of fact. To break the grapple, the pinned character rolls 1d6 per hit die
Carrion Moth (2): HD 5; HP 39, 31; AC 3[16]; Atk 4 tentacles
(paralysis), bite (1d6); Move 12 (fly 24); Save 12; AL N; CL/XP
8/800; Special: confusion drone (save avoids), death stench
(5ft radius gas, nausea causing –2 on hit rolls and saves, save
avoids), paralysis for 2d6 rounds (save avoids). (The Tome of
Horrors Complete 82)
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versus the pillar (as an 8HD creature, so 8d6); the higher total wins. The trap them to defend Tril Oolzi as he thrashes spellcasters with his tentacles.
remains active for 1 hour after it is triggered and resets itself every 24 hours. Anyone falling into the water with the aboleth is subjected to its mucus
The cerebral stalker is immune to the telekinetic trap. Mildridge hugs the cloud effect. If Tril Oolzi takes massive damage from the characters, he
outside wall of the chamber to avoid the effects of the obelisk’s trap in the squeezes his bloated body down a hole in the bottom of the pool and
event she must come this way to escape. swims to the underground cavern several miles below the surface.
Treasure: A search of the pool reveals a +1 flaming scimitar, a +1
Cerebral Stalker: HD 9; HP 64; AC 7[12]; Atk 2 claws (1d6+2) dagger, a wand of dispel magic (30 charges), and 400gp.
or bite (1d8+2); Move 6 (burrow 3); Save 6; AL C; CL/XP
11/1700; Special: consume brain (slain creature’s brain
consumed by bite attack), create zombie (slain creature
rises in 1d4 rounds), fear gaze (as spell), web (3/day, as
Area 3-9: Cavern Descent
spell). (The Tome of Horrors Complete 91) This seemingly natural stairway descends steeply for 150ft. It curves
west and then turns southwards from the hole in the cavern above. General
Tactics: The cerebral stalker, immune to the telekinetic power of the searching reveals that the area is frequently traveled by creatures with
obelisk, appears in the midst of the characters along the shore. It then many legs. Hanging from the ceiling here are 3 cloakers, waiting for non-
attacks individuals that have avoided the obelisk’s telekinetic pull while moth food (they have grown tired of the taste).
remaining careful to avoid the pool of green slime itself.
Secret Door: An illusion of a wall in the center of the eastern wall Cloaker (3): HD 6; HP 44, 39, 33; AC 4[15]; Atk tail (1d8), bite
leads to Area 2-12C: Treasure Hoard, in Mildridge’s laboratory in the (1d6), enfurl; Save 11; Move 9 (fly 12); AL N; CL/XP 8/800;
Mistwood Mines. The wall must be interacted with to detect the illusion. Special: enfurl (fold and hold, +4 bite bonus, save to avoid).
(Monstrosities 69)
Magical Abilities: at will—darkness 15ft radius, moan
Area 3-8. False Obelisk (flee in fear for 1d6 turns or immobilized for 1 turn, 50%,
save avoids), mirror image (1d4 images, shadows and
and Tril Oolzi the Aboleth darkness must be present).
A black obelisk seems to pulse with some inner power as it towers 25ft Tactics: The cloakers hide, concealing themselves along the ceiling.
above the waters of a murky black pool. A narrow walkway leads to the The cloakers then begin to moan. On the second round of combat, the
island in the center of the pool. cloakers swoop upon the party, one engulfing any victim of the moans as
Hidden at the bottom of this pool is Tril Oolzi the aboleth who has cast the other two attack the characters with tail slaps.
phantasmal force to make it appear as if there is an obelisk upon a small island
in the center of the pool. At the bottom of the pool is an entrance to a deep
water cavern that feeds into the subterranean lake where Tril Oolzi dwells.
The aboleth is here at the behest of the Mathens and their dark god Tsathogga. Completing This Chapter
Tril Oolzi, Aboleth: HD 9; HP 67; AC 3[16]; Atk 4 tentacles (1d6 If the party is thorough in destroying or disrupting each of the Obelisks
plus slime); Move 9 (swim 12); Save 6; AL C; CL/XP 12/2000; of Chaos, the strange magic ceases to generate the field of energy and its
Special: magical abilities, mucus cloud in water (save or odd moon-fog. No more slime crawlers or carrion moths are encountered
cannot breathe air for 3 hours), slime disease causes 1d6 in the wilderness. Creatures such as the aberrant giants head back to their
damage every hour unless immersed in water (save avoids). homes in the mountains to the east, no longer drawn by the power of the
(Monstrosities 8) energy field. It should be noted that destroying the obelisks also causes
Magical Abilities: 3/day—charm monster, phantasmal the Heteroclite Portal to cease functioning. This is a dire indication to the
force. Mathens that dangerous foes are in the area. At this point the Mathens are
deadlier than normal as they prepare their defenses, masked as they are in
Tactics: The aboleth waits for scouts and other party members to the guise of a noble family trapped by some unknown force within their
approach the “obelisk.” As soon as the characters begin to cross the water, manor house.
the creature attempts to charm the first creature it sees, commanding
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Chapter Four:
The Mathen Estate
Standing on a clear-cut bluff within the Mistwood Hills, one finds the wounds, neutralize poison; 5th—finger of death, raise
three-and-a-half-story stone keep which comprises the ancestral home of dead.
the Mathen family, founders of the Mistwood Mine and the village of Equipment: +1 ring mail (illusion makes it appear like
Malthlyn. Unbeknownst to many others, it is also the source of much great normal clothing), +2 flail, staff of healing (28 charges).
evil, as the Mathen family has long been associated with the blackest of
witchcraft, demonic union, and the bondage and cavorting of aberrations. Mr. Deagle is a middle-aged man of stone-gray hair and stuffy demeanor.
Hidden behind their veneer of amicable country gentleness is a history of He acts as butler, confidant, and spiritual guide of the Mathen family. Mr.
murder and mayhem. Deagle is an anomaly, being one of a very select few human priests of
The Mathens and their retainers are intelligent and organized with a Tsathogga, trained at the Temple of the Frog in the Stoneheart Mountain
single-minded goal of flooding the world with aberrations in the name Dungeon (see The Lost Lands: Stoneheart Valley by Frog God Games)
of Tsathogga. If the characters charge headstrong into the estate with the who has learned the secrets of the Frog. Mr. Deagle has strong ties to the
intent of a commando style assault, they find the Mathens have established Violet Brotherhood, a sect of spellcasters who worship Tsathogga highest
many fail safes to protect against just such an event. When confronted among all beings of chaos, evil, and entropy.
with violence and outnumbered, the Mathens use the twisting corridors Roleplay: Mr. Deagle prefers to listen and observe and offers little or
and many hidden passages throughout their estate to regroup, separate no information if questioned. Once revealed as a servant of Tsathogga, he
characters, and destroy or capture them individually. The Mathens never shows himself a shrewd tactician, using undead, and the spells granted
fight to the death if there is still a chance of escape. him by his gibbering god to bring death and destruction to his opponents.
The Mathen 4[15] (melee) from shield spell; Atk 6 tentacles (1d3 plus
paralysis), dagger (1d4); Move 12 (24, boots); Save 7; AL
C; CL/XP 12/2000; Special: paralysis (1d4 minutes), spells
Family and Staff (4/3/3/2/1), tentacles, thick skin (+2 armor bonus).
Spells: 1st—charm person, magic missile (x2), shield;
2nd—invisibility, phantasmal force, web; 3rd—dispel
This section details the Mathen family and their retainers. It includes a magic, lightning bolt, slow; 4th—confusion, fear; 5th—
brief description of the family members, their retainers, their stat blocks, teleport.
and suggestions for roleplaying them. Equipment: bracers of defense 6[13], boots of speed,
violet doublet, hose, ermine-lined cloak, wand of
Mr. Tronkley (Ftr7): HP 45; AC 1[18]; Atk +1 bastard sword strength (12 charges), scroll of monster summoning III,
(1d8+2) or shortbow x2 (1d6+1, +1 arrow); Move 12; Save 8; pouch with 100pp.
AL C; CL/XP 7/600; Special: –1[+1] dexterity AC bonus, +1 to
hit and damage strength bonus, +1 to hit missile bonus. Milo Mathen, the handsome mouthpiece and figurehead of the Mathen
Equipment: +1 chainmail, +1 shield, +1 bastard sword, family, is a skilled sorcerer who manipulates problems and situations to
shortbow, 20 +1 arrows, 3 potions of healing. the Mathens’ favor. He is tall and thin, with a shaved head and face. He
dresses in the garb of nobility, wearing dazzling violet doublets and hose
Mr. Tronkley is a muscular, well-tanned man who appears to be in his and often an ermine-lined cloak of deep emerald green.
mid-thirties. His thin hair and grizzly brown moustache, weak chin and Milo is actually the brother of his “wife” Mimi, and a direct descendent
large Adam’s apple gives him every appearance of being the dim but of Madrana Mathen from her original coupling with Co’Nurgral, the
amicable country yokel. formless spawn of Tsathogga. Due to this curious bloodline, the Mathens
Mr. Tronkley acts as stablehand, beast handler, and bodyguard to the are revered as children of Tsathogga by his tsathar worshippers who
Mathen family. A devout worshipper of all that is chaotic and evil, Mr. protect the Mathens without question.
Tronkley combines honed combat skills with keen intellect to make him a Because of the aberrant taint upon the Mathen bloodline, Milo Mathen
truly devastating opponent. has developed some inhuman physical features. Milo has six tentacles
Roleplay: Mr. Tronkley is likely the first member of the Mathen family growing from his torso that he can use in combat and that cause paralysis
that the characters encounter. He attempts to charm and disorient the for 1d4 minutes (save to avoid). On a successful save, the target is immune
characters into thinking that he, too, is merely a victim of the strange to further paralysis from Milo’s attacks for 24 hours. Milo normally keeps
aberrant menace in the Moon Fog Hills and not actually a major part of it. these tentacles hidden beneath his doublet so that they are not visible unless
he uses them in combat. The aberrant taint has also thickened his skin.
Mr. Deagle, Cleric of Tsathogga (Clr9): HP 40; AC 6[13]; Roleplay: Milo is slick and charming, using whatever means
Atk +2 flail (1d8+2); Move 9; Save 7; AL C; CL/XP 12/2000; necessary to glean information from the characters when they first meet,
Special: control undead, +2 save versus paralyzation and as long as the characters do not come to his home with the original intent
poison, spells (3/3/3/2/2). of a full-out assault. He tries to win the characters over with his charm
Spells: 1st—cause light wounds (x2), detect good; and wit, possibly sending them on missions for coin, which he assumes
2nd—hold person (x2), silence 15ft radius; 3rd—cure will kill the characters off quickly so he and the rest of the family can
disease, locate object, prayer; 4th—cause serious get down to business.
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Miss Floris, Halfling Thief (Asn7): HP 36; AC 3[16]; Atk +2 Spells: 1st—charm person, detect magic, magic
dagger (1d4+2 plus poison) or +1 light shortbow (1d4+1); missile, shield; 2nd—detect good, invisibility, web; 3rd—
Move 12; Save 7 (+2 ring); AL C; CL/XP 8/800; Special: fly, hold person, suggestion; 4th—ice storm, wizard eye;
backstab (x3), disguise, +4 save vs. magic, +1 to hit missile 5th—feeblemind.
bonus, poison, thieving skills. Equipment: cloak of protection +1, boots of leaping,
Thieving Skills: Climb 89%, Tasks/Traps 35%, Hear 4 in 6, dagger, ring of protection +2, wand of magic missiles
Hide 30%, Silent 40%, Locks 30%. (24 charges), 4 potions of extra healing, scroll of
Equipment: +2 leather armor, +2 dagger, +1 light teleport.
crossbow, 20 crossbow bolts, ring of protection +2,
4 doses of poison (save or die), 2 potions of extra Mimi Mathen is the new matriarch of the Mathen family. Although she
healing, 4 potions of invisibility, pouch with 50pp. keeps silent most of the time, leaving the daily affairs of the estate to her
husband and brother Milo, Mimi is very much in charge of the research into
Miss Floris — an assassin in league with the Violet Brotherhood — acts the Obelisks of Chaos and the use of the Heteroclite Portal. A vivisectionist
as cook, maid, and bodyguard to the Mathen family. Her halfling heritage and torturer, Mimi is as bloodthirsty and cruel as she is beautiful to look
grants Miss Floris the ability to pose as a human child, which gives her an upon. A keen eye notes the similarities in her glossy black hair and her
advantage as an assassin. Miss Floris is about the same size and apparent shimmering green eyes to her younger sister Mildridge. Taking a page
age as Miya Mathen, and often the two work in concert with one another from her maternal great grandmother Madrana, Mimi has coupled with
in hunting and dispatching the Mathens’ foes. In her guise as the Mathens’ Co’Nurgral, spawn of Tsathogga, and borne two children of its seed.
cook and maid, Miss Floris is tight-lipped, speaking only when spoken to Because of the aberrant taint upon the Mathen bloodline, Mimi Mathen
by either Milo or Mimi Mathen. has developed some inhuman physical features. She has six tentacles
Roleplay: Miss Floris is not the sharpest tool in the Mathen arsenal, but growing from her torso that she can use in combat and that cause paralysis
she is one of the deadliest. for 1d4 minutes (save to avoid). On a successful save, the target is immune
to further paralysis from Mimi’s attacks for 24 hours. She normally keeps
Mimi Mathen (MU9): HP 34; AC 4[15] or 2[17] (missile) and these tentacles hidden beneath her skirts so that they are not visible unless
4[15] (melee) from shield spell; Atk 6 tentacles (1d3 plus she uses them in combat. The aberrant taint has also thickened her skin.
paralysis), dagger (1d4); Move 12 (24, boots, 10ft leap, Roleplay: Mimi Mathen portrays herself as an affluent and pampered
30ft horizontal leap); Save 7; AL C; CL/XP 12/2000; Special: lady who enjoys her garden and her hobbies. Her hobbies just happen
paralysis (1d4 minutes), spells (4/3/3/2/1), tentacles, thick to include raising an army of aberrations to devour the world, and
skin (+2 armor bonus). practicing vivisection.
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Miya Mathen, Child of Co’Nurgral: HD 7; HP 47; AC 3[16]; Atk guests and through many of the small cracks in the walls. He loves the
+2 cleaver (1d4+2); Move 12; Save 8 (+1 ring); AL C; CL/XP chaos that usually ensues such a demonstration of his skill.
12/2000; Special: magic resistance (15%), magical abilities,
regenerate (2hp/round), resist cold and fire (50%), siren song
Magical Abilities: 3/day—darkness 15ft radius,
invisibility; 1/day—fear. The Characters’ Arrival
Equipment: bracers of defense 4[15], +2 cleaver, ring
of protection +1, 3 scrolls of polymorph other, gold ring The characters may be tempted to head for the Mathen Estate upon
with the Mathen crest (45gp). initially beginning the adventure. The Referee should creatively dissuade
the characters from doing so as they likely need to gain some experience
Because of the horrid taint upon her genes from her aberrant father, before challenging the Mathens in their home. In the event that the Referee
Miya Mathen is only partially human. Foremost among her tainted heri- cannot successfully redirect characters through clever use of wandering
tage is her siren song ability. When Miya sings, all enemies within a 60ft monsters or NPC rumors, the following suggestions are offered to help
radius must make a saving throw or fall under her charm. The effect de- first focus the characters on some of the easier challenges in this module.
pends on the type of song Miya chooses, and continues as long as she
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the Mathen Estate. Over all of this, the large square keep juts out from the manor house and rings the bell, waiting with them for Mr. Deagle to arrive
landscape like a broken gray tooth. before disappearing back to the area of the stables.
As the characters approach, they notice that the windows on the bottom
floor of the manor are shuttered, and that these shutters are nailed over
with boards.
There are several outbuildings on the flat hilltop behind the old keep
Stables
that make up the property of the Mathen Estate. These features include the The stable doors are good wooden doors, locked with a large padlock.
stables, servants’ quarters, a garden, and the family mausoleum. The inside of this stable has 6 pens to a side. Straw and hay are piled in
the pens. Each pen has a lock on it. A ladder near the center of the stable
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Long-Horn the Aberrant Minotaur: HD 6+4; HP 41; AC 6[13]; bite (90% chance of disease causing death within 3d6
Atk head butt (2d4), bite (1d3), 2 tentacles (1d6 plus grab); days), continue attacks 2 rounds after reaching 0hp,
Move 12; Save 11; AL C; CL/XP 6/400; Special: constrict gore, regenerate (1hp/round), resist cold and fire (50%).
(held victim takes 1d6 automatic damage), never get (Monstrosities 367)
lost in labyrinths, tentacles (anyone hit must save or be
constricted).
Pen G: Secret Passage
This pen is empty; however, thorough investigations of this pen reveal
Pen B: Three Billy Goats Grick a secret trapdoor in the floor. Opening the trapdoor exposes a 5ft-wide,
Huddled together in this pen are 3 aberrant goats. These goats have 10ft-deep pit. A foul stench pours up from the pit, smelling far worse than
been crossed with gricks. If their pen is approached and Mr. Tronkley anything in the barn does. Climbing down the ladder nailed to the side of
is not present, the goats sprout four tentacles from their shoulders the pit leads to Area 5-6a: Stairway to Stables.
and lash out between the bars to attack, ramming their horned heads
against the gate to break it down. They have a 75% chance of knocking
the gate off its hinges each round because it is already damaged from Pen H: Pen of the Madness Cows
There seems to be nothing more than two ordinary milk cows, which
previous attempts.
in reality are 2 madness cows. The cows remain docile until they are
approached by anyone other than Mr. Tronkley, in which case they begin
Billy Goats Grick: HD 2; HP 13, 11, 10; AC 4[15]; Atk 4
spraying acid from their teats and uttering their maddening moos.
tentacles (1d3), beak (1d2), horns (1d6); Move 6; Save 16; AL
N; CL/XP 4/120; Special: immune to blunt weapons, ram (+4
Madness Cows (2): HD 6; HP 40, 35; AC 7[12]; Atk gore (1d6);
damage with charge). (Monstrosities 230)
Move 18; Save 11; AL N; CL/XP 8/800; Special: maddening
moo (confusion within 60ft, save resists for 24 hours), udder
Tactics: The three billy goats grick begin to break down the gate to
acid (20ft line, 2d6 points of damage, save for half).
their pen, after which they begin running about butting with their horns
and lashing with their tentacles.
Tactics: The madness cows use their mooing attack to disorient any
potential threat, then squirt acid from their swollen and bulging udders at
Pen C: Empty Pen. any characters in view.
This pen is empty and contains nothing of value.
Pen I: Cow Not Cow
Pen D: This Little Piggy Eats Your Face Within this pen is Carlynster the Collector. Carlynster was a business
This pen houses 5 slime sows. These sows have been grafted with slime associate of the Mathens back in Bard’s Gate, a curator of rare antiquities.
crawlers, giving them eyes that glow red in the dark. They have forked He was invited to the Mathen Estate not long ago to have a look at
tongues and minute horns, with paralyzing tentacles sprouting from their something they had uncovered in the mines. Carlynster immediately
backs. recognized the Ethereal Diadem as an item of great power and value and
attempted to steal it. Unfortunately for Carlynster, he was captured by
Slime Sows (Aberrant Slime Crawlers) (5): HD 1; HP 7x2, the Mathen children. They placed a cursed cowbell around his neck (see
6, 5x2; AC 4[15]; Atk 4 tentacles (1d3 plus paralysis), bite Magic Items Appendix), transforming him into a cow. They decided it
(1d4), gore (1d8); Move 9 (climb 6); Save 17; AL N; CL/XP might be sporting to fuse Carlynster with one of their madness cows later
1/15; Special: paralysis (save or paralyzed for 1d4 minutes), on using the Heteroclite Portal.
slippery (–4 penalty for attacks intended to grab or hold).
(The Tome of Horrors Complete 504) Carlynster the Cow (Cow Form): HD 3; AC 7[12]; Atk gore
(1d6); Move 18; Save 14; AL N; CL/XP 3/60; Special: None.
Treasure: Hidden in the filth at the bottom of this pen (15% chance to Equipment: cursed cowbell
discover) is a ring of protection +2, a luckstone, and 6 gold nuggets worth
15gp each that are easily recognized as gold teeth. Searching this pen Carlynster (Halfling form) (Thf7): HP 19; AC 9[10]; Atk strike
thoroughly covers the searcher in the slime sows’ filth, which doubles the (1hp); Move 9; Save 9; AL N; CL/XP 7/600; Special: backstab
chances of attracting wandering monsters. (x3), +2 save bonus vs. traps and magical devices, read
languages, thieving skills.
Thieving Skills: Climb 91%, Tasks/Traps 50%, Hear 5 in 6,
Pen E: Empty Pen Hide 50%, Silent 60%, Locks 50%;
This pen is empty and contains nothing of value. .
Tactics: Carlynster is intelligent and tries to do strange tricks to
Pen F: Arnie’s Pen get the characters to notice him, such as moo twice if they approach a
dangerous animal pen, or count the number of party members with
This pen is filled with more filth than usual, and the pens to either side his hoof. Carlynster also knows the location of the secret door in the
of it remain empty, as if the animal handler fears what this creature would empty paddock. If changed to his true form, Carlynster offers to join the
do if it were allowed near any other animals. The bars are made from cold- characters. Carlynster would like nothing more than to get a little bit of
wrought iron. A heavy double padlock and chain wrap around the gate. payback on the Mathens for what he has been through.
Hidden within a pile of filth is Arnie the demonic otyugh-boar. Arnie
is a creation that Mimi and Mildridge were quite pleased with, though
even they have some reason to fear the creature from time to time, as his Pen J: More Maddening Mooing
rage is unmanageable except within the cold-wrought iron pen. Arnie is a This pen contains 2 madness cows. These creatures remain docile
giant boar that has been mixed with an otyugh and infused with demonic unless they are bothered, in which case they attack.
blood from the Mathen children.
Madness Cows (2): HD 6; HP 43, 39; AC 7[12]; Atk gore (1d6);
Arnie the Demonic Otyugh-Boar: HD 7; AC 3[16]; Atk 2 Move 18; Save 11; AL N; CL/XP 8/800; Special: maddening
tentacles (1d8), bite (1d4+1 plus disease), gore (3d4 plus moo (confusion within 60ft, save resists for 24 hours), udder
disease); Move 6; Save 9; AL N; CL/XP 8/800; Special: acid (20ft line, 2d6 points of damage, save for half).
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a weed-filled herb and vegetable garden that shows some signs of recent
Pen K: Horses. Just . . . Horses planting. A scarecrow seems to stare knowingly at all that walk down the
A pair of workhorses is stabled in this large locked pen. There is nothing path, his arms nailed outstretched to a post.
out of the ordinary about these draft horses … yet! The lilies are various varieties of the lotus blossom flower, planted
here for use in arcane research by Mimi Mathen. She has crafted this
Horse, Riding (2): HD 2; HP 13, 9; AC 7[12]; Atk bite (1d2); scarecrow, binding it with the soul of a murderer to ensure its lethality as
Move 18; Save 16; AL N; CL/XP 2/30; Special: none. it keeps watch over her precious crop.
Mimi Mathen grows two different kinds of lotus flower here in the water-
Pen L: Slaymane’s Pen filled planters: deadly poisonous black lotus flowers and the psychotropic
blue lotus blossom. Other herbs used in alchemy and as material spell
Cleaner and tidier than the other pens in the bottom of the barn, this is
components grow within the garden plot. If either the garden or the plants
where Slaymane lives. This is the private personal steed of Mr. Tronkley
are interfered with, the scarecrow animates and attacks.
himself. If asked, Mr. Tronkley claims the horse is the personal mount of
Milo Mathen.
Scarecrow: HD 5; HP 37; AC 5[14]; Atk strike (1d6 plus
fascination); Move 9; Save 12; AL N; CL/XP 6/400; Special:
Slaymane, War Horse: HD 3; HP 21; AC 7[12]; Atk bite (1d2), 2
fascination gaze/touch (do nothing unless attacked, save
hooves (1d3); Move 18; Save 14; AL N; CL/XP 3/60; Special:
avoids, new save if attacked), immunity to cold, vulnerability
none.
to fire (double damage). (The Tome of Horrors Complete 473)
Stables 2 Hayloft and Cockatrice Coop Tactics: The scarecrow attempts to fascinate the most powerful
The trapdoor from the floor of the barn to the hayloft is always locked opponent it faces using its gaze attack. If it succeeds, it pummels that foe
with a padlock. The loft, entered directly from the hatch, is an open area with its fists until the opponent is dead. It does not completely ignore other
that has slots in the floor for tossing grains and pitching hay to the animals combatants however as it uses its gaze attack to charm them so it can deal
below. At the far end of the hayloft is a mesh wire cage with a curtain hung with them once its primary foe it dead.
over it, blocking off an area in the back, with a mesh-covered window Treasure: Growing in the garden are 20 black lotus plants that Mimi
facing south. A strange sound comes from behind the mesh wall, like a harvests for her experiments and to make poison for Miss Floris.
cross between a bullfrog and a chicken.
Contained behind the black curtain and mesh wall at the southern end
of the loft are 3 cockatrices. Mimi Mathen hasn’t yet come up with a way
to use the cockatrices in her experiments safely, so she has confined them
here until she can craft some suit or ointment to protect herself before
grafting some of the cockatrices’ special qualities to her other creations.
Tactics: If the cockatrices are left alone, they do not molest the
characters in the least. However, if the curtain is pulled, they begin to
squawk violently, and there is a 50% chance per round that they jump the
chicken wire paddock and begin to run freely through the loft.
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the two ornate stone crypts, their heavy marble covers carved in likeness
Area 4D: of the lord and lady portrayed upon the bronze door.
Sepulchral vaults line the walls of the family mausoleum, their bronze
The Mathen Family Mausoleum covers seemingly having been torn off some time after internment and
discarded under several inches of dust on the floor.
At the very end of the broken cobblestone path, beyond the overgrown Within 3 rounds after the characters enter the mausoleum, the spectre
weeds, waits the weathered marble tomb of the Mathen family heirs. The of Madrana Mathen arrives with the following words:
bronze portals feature the bas-relief sculptures of a young maiden on the left
side of the door, and a knight in tabard and archaic plate armor on the right.
These are the Lady Madrana and Lord Wynston Mathen, the matriarch
and patriarch of the Mathen line. An outdated coat-of-arms emblazons the “Those who would interfere with my family’s great
works will perish! Even in death, our works shall live on!
patriarch’s shield.
Transformed in his name be Tsoth Tsathogga!
The bronze doors are locked with an internal locking mechanism (–40%
Open Locks) and trapped with a scythe that swings down at the person
“Forever beyond the sands of time,
opening the door (save or 2d4 points of damage).
Shall flow Tsathogga’s drowning slime!
This coat of arms is the one originally worn by Count Wynston Mathen
Intruders perish and taste the Abyss,
more than 500 years ago. During his crusades, Count Mathen acquired
Brought to you with death’s sweet kiss!
the nom de guerre of Lyrgoz the Wicked — not for acts of evil but for his
Forever trapped for all time
thoroughness in decimating the enemy forces. Legend has it that Count
Servant to true death in slime!”
Wynston was awarded this keep by some long-dead Foerdewaith king, and
that he married one of the royal nieces, but eventually fell into madness
upon his return from crusades in the fabled land of Khemit. Some whisper
that strange scrolls and occult rituals brought back from those far-off With these words, Madrana attacks.
sands drove the knight to suicide, while others think perhaps it was the
king’s niece who changed him through some witchcraft of her own. Madrana Mathen, Spectre: HD 6; HP 41; AC 2[17]; Atk touch
A chill as cold as ice escapes the mausoleum as the bronze doors open (1d8 plus level drain); Move 15 (fly 30); Save 11; AL C; CL/
with a hiss. The interior is freezing cold and very dark. Light reveals four XP 9/1100; Special: +1 or better weapon to hit, drain 2 levels
statues, one in each corner of the chamber. The room’s main features are with hit.
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As soon as Madrana’s spirit is destroyed, another ghostly apparition Characters approaching the house have a 3-in-6 chance of noticing
appears, a knight dressed in archaic armor with chains about his neck and someone peering down at them from an upper-story window. Those who
a notched bastard sword in his mailed grip. His droning voice calls out: roll a 1 can make out details of the watcher: It appears to be a human child
or halfling.
Ten-foot-wide oaken double doors stand 12ft tall, carved ornately with
the Mathen family crest and motto, “In the Embrace of Our Father.” The
“Bound was I to this place, horrors brought in unholy family shield features a pyramid, an open book, four gemstones under a
names. Thought I to trick the fates, to learn the mysteries hill, and a black circle. The bottom floor windows are boarded up with
of the demon gates. To know thy enemy is to know victory. their shutters closed right. Patches of toadstools grow in the shadows
But cursed was to be my fate. Wed I did to that evil witch. under the eaves.
But innocent I was not in all of this, bathed in blood am If the characters knock at the door, Mr. Deagle greets them. A priest of
I for my many lusts. Prophecy told in foreign land, the Tsathogga, Mr. Deagle is posing as the Mathen butler. He questions the
conqueror shall be the slayer of kin by his own hand. Not characters at length to ascertain their purpose for coming to the estate, all
all would perish ere mine own end. the while gauging their strengths and weaknesses. Should the characters
“I charge you to your ends to slay them all. End this seem ignorant of the Mathens’ true purpose in the region, he allows them
aberrant filth, abominations of demons cursed as they entry into the estate and escorts them to Area 4-3, and asks them to wait
dishonor my line. Seek ye the blade that bears mine true as he goes to get the master of the house.
name; the hilt is here, though its blade could I never tame. Mr. Deagle is a tight-lipped, thin, somewhat dry man in his late thirties.
Things of chaos that live without law, they were beyond me His black hair is close-cropped and shot with iron gray. He is not what
then, and are so now.” one would call a conversationalist, leaving the talking to Milo and Mimi.
Note: Should the characters come geared for war against the Mathen
family, the Mathens wait in the Great Hall, Area 4-2, with magical defenses
The ghost of Wynston Mathen then disappears within his tomb, up and spells prepared, using tactics similar to those described elsewhere.
allowing the characters to plunder as much as they can within the tomb. See the introduction to Chapter 4 for further details on possible Mathen
Treasure: In the tomb is a battered bastard sword hilt, the hilt of family strategy.
Wynston’s sword, a suit of +2 chainmail, a +2 steel shield, and 2000gp. If
the hilt of Wynston’s sword is affixed to the blade of a bastard sword, the
sword becomes a +1 bastard sword. If the hilt is reunited with its proper
blade, it becomes the powerful magic sword Lyrgoz the Wicked (see Area
Area 4-2: The Grand Hall
4-28 for details). The Grand Hall of the Mathen Estate is 40ft wide and 90ft long,
starting at the wide oaken double doors and ending in a broad staircase
The Scaffolding that leads to the second floor of the estate. A long, intricately woven rug
covers much of the polished stone floor, and a brilliant crystal chandelier
hangs overhead about 10ft down from the ceiling. A banister runs around
A scaffold stands against the western side of the manor house. The the circumference of the room, showing the floor of the level above.
scaffold looks as if it was once used for repairs of the house, but in recent The high walls are hung with great tapestries woven in gold and silver
time has gone unused. The scaffold can be used to ascend 45ft to the roof thread. Fearsome gargoyles flank the staircase, wings curled about them
(Area 4-32). Scaling the scaffold during the daylight hours is not advisable, as they stare sullenly forward into the room. The first tapestry depicts a
as the Mathen children are likely to toss crenellation stones down upon the knight’s travels through a desert land at the head of columns of crusading
heads of such intruders, dealing 3d6 points of damage on a successful hit, horsemen, bringing the will of Muir to the pagan peoples of some distant
and requiring a saving throw to keep from falling to the ground. land. The second tapestry depicts this same knight entering dark, ancient
temples to unknown gods, great pyramids, and tombs to ancient god-
kings. The third tapestry depicts his return from this far-off land and his
Mathen Estate: marriage by a great king to one of the king’s relatives. The great knight is
Count Wynston Mathen taking part in a crusade in far Khemit and the king
The door to this room is locked and its doorknob is trapped, smeared Other Room Features: The altar projects protection from good with a
with sassone leaf residue (1-in-6 chance to notice; 3-in-6 for thieves). 30ft radius until the altar is destroyed. Lawful characters suffer a –1 to-hit
Touching the doorknob with bare flesh subjects the character to the trap penalty, while all of the Mathens gain a +1 to saving throws.
(save or paralyzed for 1d6 hours). Inside the room is a halfling-sized bed, Secret Door: A switch hidden on the side of the altar causes the altar
a fireplace in the comer of the room, and a halfling-sized bureau. The to slide back to reveal a hidden staircase that descends into the Mathen
hardwood bureau is locked. The bureau contains a venomous snake that Dungeon and the Temple of Tsathogga.
strikes at the first person opening the drawer. The drawers contain several
halfling-sized sets of clothing, as well as a pair of small wooden boxes,
and a leather pouch. Area 4-12: Mathen Library
Snake, Viper: HD 1d6hp; HP 4; AC 5[14]; Atk bite (1 plus The Mathen Library is lined from floor to ceiling with books and tomes
poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: lethal smelling of dust. The southern arrow slit is boarded over and covered with
poison (+2 on save). (Monstrosities 438) a great tapestry, and there is a fireplace in the southeastern corner of the
chamber. An iron spiral staircase leads to some unknown chamber above.
Treasure: The first box contains a rare obsidian whetstone (see Magic Searching the room thoroughly reveals a large map in a glass case
Items Appendix). The second locked wooden box contains 5 small vials details a strange desert land. This map is from a crusade in the land of
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Khemit some five centuries ago. Crossed swords in red ink indicate places Miya likes to sing in an almost nursery rhyme style as he passes from
where great battles were fought. chamber to chamber between the walls late at night, tormenting guests,
Treasure: A detect magic spell cast within the library causes several her curly blonde hair in pigtails. The white lace tails of her dress are
scrolls and two tomes to glow magically. Four scrolls on the shelves contain often seen “just around the next corner” as she drags a nasty looking
the following spells: clairaudience, explosive runes, charm monster, meat cleaver along with her, all the while singing her song to the tune of
massmorph, and remove curse. Touching the blue leather-covered tome Twinkle, Twinkle, Little Star:
summons a rust monster. The second book, a red ironbound volume is
trapped with explosive runes. The runes on the cover read, “If you are
reading this you are standing too close.”
“Born of nightmares, born of dreams,
Rust Monster: HD 5; HP 32; AC 2[17]; Atk 2 antennae (rust); Things are not all that they seem!
Move 12; Save AL N; CL/XP 5/240; Special: cause rust (10% Something fair is something foul,
cumulative chance per +1 bonus of armor or weapon to O’er your grave the winds will howl!
save). (Monstrosities 406) Pretty song, a precious sweet,
Living souls: our fav’rite treat!
Secret Door: An unlocked secret door is in the northern part of the Follow me up to the hill,
fireplace, and a second secret door is behind a bookcase next to the Where Mommy’s babies haunt at will.
fireplace itself. The secret doors lead to Area 4-13. Let the Feast of Fools begin,
For you sadlings shall not win.
Heed the coin and my sweet song,
Area 4-13: Your screams, sweet treats, we will prolong!
Follow me between the walls,
Between the Walls, First Floor And treats of terror wall befall,
Each of you in your own turn,
Laughing as you squeal and squirm.
The walls of the Mathen Estate are filled with narrow passage, secret
Daddy will not mind the twist,
doors, and traps. Used by the Mathen family for centuries to spy upon
Your bones powdered, your blood a mist.
visitors and one another, the warren of twisting and narrow corridors has a
Sweetest candy makes fattest meat,
6ft ceiling and an average width of 4ft. Characters must squeeze to move
Come now and be Miya’s treat!”
between the walls.
The Mathen Children Tactics: If cornered, Miya shows her fiendish nature, dropping her
The Mathen children, Miya and Marko, are a pair of sneaky little mask of a pretty little girl. She uses scrolls of polymorph created for her
abominations that revel in pain and torture. by Mimi to turn individuals into small animals to torture. She seeks every
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means of avoiding combat that she can, such as turning invisible and must make a saving throw versus the lethal poison. A permanent silence
seeking another family member or retainer to fight her fights for her. 15ft radius is cast in the bottom of the pit, so anyone injured makes it
Marko has curly blond hair, and dresses like a miniature version of Milo, impossible to call for help.
with a silk doublet of deep purple velvet and green hose and soft black
boots. He enjoys rolling a coin between his fingers, making it disappear up B. “Cheese Grater” Trap
his sleeve and pulling it out of his sister’s ear. Milo’s perilous coin is actually A whirling set of blades in the floor latches onto a character, dragging
a cursed item (see Magic Items Appendix), but the cruel little psychopath him into the trap. Other characters have a 1-in-6 chance to react and grab
enjoys the power over others it gives him and cherishes it. He and the other the character before he is pulled in and takes 4d6 points of damage from
residents of the Mathen household are immune to the curse on his coin. He the whirling blades. Any character who misses grabbing someone must
does not make conversation with strangers, but rather whispers things to his make a save or also fall into the trap.
sister, which she playfully reports until hushed by her “parents.”
Marko tries to stay one step ahead of characters chasing the perilous
coin as he leads them through the deathtraps hidden in the walls. He
C. Scything Blade Trap
can also send the coin rolling through a room from behind a wall to A scythe blade swings down to impale the character, doing 2d4 points
another part of the room (and usually out a hole) with a flick of his wrist. of damage (save for half). The blade has a 1% chance of swinging down
Characters catching sight of the glint of rolling gold must save as the at the proper angle to slice the character in half (instant death, no save).
cursed item grabs their attention.
A & D: Poisoned Spiked Pit Trap Peering down the staircase at all who approach from Area 4-2, standing
These 40ft-deep pits are filled with spikes coated with giant scorpion silent guard over the second-floor landing are 2 gruesome gargoyles. If
venom. Characters falling into the pit take 4d6 points of damage from the characters are unattended in the manor by either the Mathens or the
the fall and are struck by 1d4 spikes for 1d4 points of damage each and staff, the gargoyles animate and attack.
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Gargoyles (2): HD 4; HP 30, 28; AC 5[14]; Atk 2 claws (1d3), 4-12. A large tapestry covering the arrow slits in the southern wall depicts
bite (1d4), horn (1d6); Move 9 (fly 15); Save 13; AL C; CL/XP a great knight of antiquity being taught ancient secrets by frog-like beings.
6/400; Special: +1 or better weapon to hit, fly. This individual is none other than Wynston Mathen. The race of beings
with Wynston in the tapestry are tsathar, which the characters recognize if
they’ve ever encountered these beings previously. If the characters’ only
Area 4-15: experience with tsathar to date was with the creatures in the Mistwood
Mines, they recognize those beings as being the same species as those
The Gentlemen’s Guestroom depicted in the tapestry.
Searching the room reveals a hidden safe behind a tapestry in the eastern
This guestroom is the one to which Mr. Deagle and Milo Mathen wall of the chamber. The safe is locked with an extensive mechanical lock
escort the male members of the party after supper. Inside the Gentlemen’s (–40% Open Locks). It is also trapped with a finger of death spell that
Chamber are two large plush beds, and a broad fireplace set in the eastern targets the person attempting to open it.
wall. An alcove in the northwestern corner of the chamber features a chest Within the safe are several items of value. A locked door in the
of drawers and cloak rack. northwestern corner of the chamber leads to the hall that overlooks the
Unlocked secret doors are on the north and south of the fireplace, and Great Hall below. A second locked door in the northwestern end of the
a weight-sprung trapdoor lies below the ashes in the hearth, ready to drop chamber enters Area 4-18.
individuals of more than 140 lbs. a distance of 20ft to the fireplace in Area Treasure: Hidden within the safe are 700pp, 4 diamonds (200gp
4-9 (2d6 points of damage to anyone who falls). each), 3 sapphires (150gp each), a potion of animal control, and a potion
A secret door also lies beside the alcove with the desk in the of levitation. The tapestry on the southern wall could get 500gp from a
northwestern corner of the room. The passage beyond the secret door collector, however, to most people it would be considered grotesque and
leads to a shaky-looking wooden staircase that leads down to the first valueless.
floor, and up to the third floor. The passage up the stairs (Area 4-25) is Secret Doors: An unlocked secret door in the northern firewall of the
trapped with a chute trap that deposits the victim within the bowl behind fireplace leads to Area 4-22. A secret trapdoor in the fireplace floor leads
the Altar of Tsathogga (Area 5-3), where the character(s) land atop the pit Area 4-12 (2d6 points of damage to anyone who falls).
of Co’Nurgral.
Milo leads female characters to Area 4-21, and after showing them their
room he uses his wand to cast wizard lock on the door to the characters’
Area 4-17b: Master Bathroom
This room features an actual hand-pumped shower, heated from a hot
room. Milo then moves to Area 4-11 to help with evening rituals and
spring. There is also a carved dragon-footed marble tub, a silver mirror,
decide how best to deal with the visitors, leaving Miya and Marko to toy
and five jars of expensive perfume.
with the guests. Milo and Mimi have already cast wizard lock (9th-level
Treasure: The large mirror weighs nearly 30 lbs. and has a value of
caster) on the windows to the entire manor house, requiring a dispel magic
approximately 500gp. The 5 jars of perfume are worth 100gp each and
or a knock spell to suppress the wizard lock for 10 minutes.
contain oil of ambrosia (see Magic Items Appendix). A comb and brush
Allow the party members 1d4+2 rounds to search the room before
set complete with makeup pots and brushes has a value of 300gp.
Marko uses his perilous coin to lure characters into the fireplace
and then to Area 4-22. Here the fun begins as the Mathen children
attempt to divide and capture the characters. If the characters
ignore the coin by making their saving throw, 4 wights from the Area 4-18: Mimi’s Chamber
third floor climb down the fireplace to give them a nasty surprise.
All entrances and exit to Mimi Mathen’s private chamber are sealed
Wights (4): HD 3; HP 21, 19x2, 16; AC 5[14]; Atk claw (1 plus with wizard lock spells (9th-level caster). Within the chamber is a large
level drain); Move 9; Save 14; AL C; CL/XP 6/400; Special: plush bed. Several paintings on the walls give a glimpse into the heart of
drain 1 level per hit, silver or +1 or better weapons to hit. the evil that resides within these walls. One particularly grim painting
features the undraped backside of a young woman, her head shrouded in
Note: These wights should not be taken from the numbers in Area tentacles, a spilled glass of purple lotus blossom extract to her side. There
4-26: Mathen Family Reunion. is a slash in her right wrist, the blood dripping into a sacrificial bowl.
Claw-tipped tentacles reach from the darkness to prick seductively at her
bluish flesh. This is a painting by T. F. Arcevol, the Mad Artist. Titled
Area 4-16: Second Guestroom The Taking of the Witch, it is infamous in cult circles and to collectors.
The painting was believed stolen from a private collection in Bard’s Gate,
If the group is too big for one room, this is the second room to which from no less than the secret high priest of Orcus himself. Recovering this
guests are shown. It contains two sumptuous featherbeds, and a fireplace painting could gain the finder between 2000gp and 4000gp if returned to
in the northeastern corner. the proper collector, as its cruel and lifelike attention to detail has awed
Similarly to Area 4-15, the fireplace has unlocked secret doors to the even those who are horrified by its subject matter.
north and south, as well as a weight-sprung trapdoor below the ashes in A hidden trapdoor in the ceiling leads to Area 4-23. A pair of double
the hearth, that drop individuals of more than 140 lbs. a distance of 20ft doors in the southern wall leads to the second-floor balcony. The balcony
to the fireplace in Area 4-10 (2d6 points of damage to anyone who falls). doors are sealed with wizard lock spells (9th-level caster) and made of
As with Area 4-15, allow the characters 1d4+2 rounds to explore the hardwood. The balcony overlooks the southern half of the property and
room before Marko uses his perilous coin to lure prey into Area 4-22. affords an excellent view of the Mistwoods beyond.
Treasure: Within a chest of drawers are several silk robes, furs and
ladies’ attire. The total value of the various outfits is 2000gp.
Area 4-17: Master’s Chambers
Milo Mathen’s personal chambers dominate most of the southeastern Area 4-19: Children’s Room
section of the second floor of the manor house.
This room has two small beds and is littered with children’s toys. The
two doors in the eastern wall of the chamber are sealed with wizard locks
Area 4-17a: Master Bedroom (9th-level caster) as is the door in the northwestern corner of the room,
A four-poster bed sits along the southwestern wall of the room. Near the which leads to the guest bath. A secret door in the northwestern wall
center of the chamber, a black wrought-iron spiral staircase leads to Area leads to Area 4-22. As the characters investigate the chamber, several of
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the Mathen children’s toys animate, attacking the characters with their Tactics: Mister Kitty, a velveteen stuffed lion toy, pounces on the
various special attacks and appendages. nearest target and attacks until he is dead. His back paws have no claws,
making a typical lion’s rake tactic impossible to use.
Iron Knight: HD 2; HP 14; AC 4[15]; Atk heavy mace (1d6);
Move 12; Save 16; AL N; CL/XP 3/60; Special: +1 or better Patty Pissy Pants: HD 3; HP 23; AC 6[13]; Atk acid or ammonia
weapon to hit. spray; Move 9; Save 14; AL N; CL/XP 5/240; Special: acid
Equipment: heavy mace vomit spray (3/day, 15ft cone, 1d8 acid damage for 1d3
rounds), ammonia spray (3/day, 20ft radius, save or blind
Tactics: While swinging its mace, this animated toy cries, “Death and nauseated for 1d4 rounds), immune to blunt weapons,
to intruders!” +1 or better weapons to hit.
Pound-Foolish the Clown Doll: HD 2; HP 15; AC 5[14]; Atk +1 Tactics: Patty Pissy Pants is a lovely little baby doll in a pink princess
meat cleaver (1d4); Move 12; Save 16; AL N; CL/XP 4/120; dress, her blonde hair in curly ringlets. Lacking melee attacks, she resorts
Special: +1 or better weapon to hit, hideous laughter (save to the rather crude tactic of vomiting a spray of acid from her mouth. She
or do nothing but cackle uncontrollably for 1d4+2 rounds), can also release a puddle of ammonia which causes those around her to
immune to blunt weapons. gag, their eyes filling with tears.
Equipment: +1 meat cleaver
China Rose: HD 1; HP 5; AC 7[12]; Atk none; Move 6; Save 17;
Tactics: After successfully afflicting its opponent with its hideous AL N; CL/XP 2/30; Special: sleep gas (at will, 5ft radius, sleep
laughter (which requires it to spend a round pulling its own string), as spell, 1d6x10 minutes, vulnerable to blunt weapons (50%).
this psychotic doll hacks at them with its cleaver, gleefully watching its Equipment: silk roses dusted with dust of sleep (4 doses)
helpless opponent, laughing all the while. (Magic Item Appendix)
Too-Loo the Stuffed Octopus: HD 3; HP 21; AC 5[14]; Atk 8 Tactics: This cute little china doll construct prefers to wait until picked
tentacles (1d3 plus constrict), bite (1d4); Move 12; Save up, pretending to be nothing more than a regular child’s toy if possible. If
14; AL N; CL/XP 5/240; Special: constrict (anyone hit by 2 close enough to bop an opponent on the nose, she’ll give them the dose
tentacles, automatic bite damage each round), immune of dust of sleep right to their face from her silk roses if it hasn’t already
to blunt weapons, ink squirt (1/day, 10ft line, blinded for 2d6 been used. Otherwise, in most other situations she’ll blow forth sleep gas
rounds), +1 or better weapon to hit. as her action.
The toys were crafted by Piletto of Bard’s Gate specifically for the
Tactics: This good-sized toy has a foul tendency to grab opponents pleasure of the Mathen children. If destroyed, the toys reform again
in range with multiple tentacles in an attempt to squeeze the life from within 24 hours, unless a simultaneous dispel magic and remove curse
them. If an opponent is being problematic or refuses to get within range is placed upon them. The dolls become murderous and vengeful in the
of the tentacles, a quick shot of ink is used to confound and lessen the possession of other children, remaining docile and inanimate until the
opponent’s capabilities. child begins to bond with the dolls, at which point things begin dying.
The dolls start with small things like pets, working their way up to
Teddy the Stuffed Grizzly Bear: HD 2; HP 13; AC 5[14]; Atk 2 claws crueler targets.
(1d3), bite (1d4); Move 12; Save 16; AL N; CL/XP 3/60; Special: The northern door from Area 4-20 does not open unless a knock spell is
immune to blunt weapons, +1 or better weapons to hit. cast upon it. Even then, the door only opens inward.
Tactics: Teddy just wants a hug! With his sharp claws, that is. This little
plush monstrosity wanders into combat with claws and teeth gnashing at Area 4-20: Guest Bathroom
anything in his path.
Opulent marble basins with hand pumps for running water
Dragonhorse, Dragonhide Rocking-Horse: HD 3; HP 20; AC and a large sunken marble tub bedeck this guest toilet. The room
3[16]; Atk 2 claws (1d4), bite (1d6); Move 9 (flying 12); Save is immaculate in its cleanliness and the pure shine of its fixtures.
14; AL N; CL/XP 5/240; Special: breath weapon (30ft cone, The eastern door remains unlocked for guests to come in and out
3d6 fire every 1d4 rounds, save for half damage), immune to of the chamber. The north and south doors are sealed with a wizard
fire, +1 or better weapons to hit. lock (9th-level caster). Individuals attempting to pass through the
southern door may do so freely, but once inside Area 4-19, they
Tactics: Dragonhorse stays in the back, breathing fire and striking with may not turn again and re-enter the Guest Bathroom the same way.
claws and bite when a target presents itself. It breathes fire regardless of Likewise, individuals entering from the northern door may not leave
whether any of the other toys are in the way. the guest bathroom through the northern door. The door closes behind
the characters unless it is staked open. A wizard lock spell triggers as
Ju-Ju the Voodoo Doll: HD 1; HP 5; AC 6[13]; Atk needle (1hp soon as the door closes, allowing entrance from Area 4-21, but not
plus juju drain); Move 9; Save 18; AL N; CL/XP 3/60; Special: back the other way.
juju drain (sticks self with pin, chosen victim within 40ft must The beautifully carved bathtub is actually a mimic, one that attacks
save or lose 1d6 constitution), immune to blunt weapons, +1 anyone attempting to wash himself or herself in his gaping mouth. The
or better weapons to hit. mimic does nothing to harm the Mathen family, who keep it well fed and
well treated.
Tactics: Juju is a strange looking doll with a feathered headdress and
large sharp pin clasped in its left hand. It calls out “oola ala oola ala” as it Mimic: HD 7; HP 52; AC 6[13]; Atk smash (2d6); Move 2; Save
stabs the pin into itself while looking at the intended target. 9; AL N; CL/XP 8/800; Special: mimicry, glue. (Monstrosities
329)
Mister Kitty the Stuffed Lion: HD 3; HP 19; AC 6[13]; Atk 2
claws (1d4), bite (1d6); Move 15; Save 14; AL N; CL/XP Secret Doors: An unlocked secret door leads to Area 4-22. One of the
5/240; Special: +1 or better weapon to hit, immune to blunt Mathen children’s favorite tricks is to lead their charmed quarry through
weapons, roar (3/day, 20ft radius, fear as per spell, once the secret door into the guest bath from between the walls and giggle
every 1d4 rounds). maniacally as the mimic eats its helpless feast.
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Area 4-21: Ladies’ Guest Room Area 4-22:
Plush velvet curtains hang over arrow slits in the walls that face the
front courtyard of the estate. The finely crafted couches and beds are
Between the Walls, Second Floor
covered in satin and lace. As with Area 4-13, the second floor between the walls area is narrow
As Mr. Deagle and Milo leave the characters for the evening, they and winding, filled with cobwebs and dust, featuring low ceilings that
bring female characters to this room for privacy and freshening up. Milo force anyone of Medium size to move at half their normal movement rate.
suggests they try the guest bath, pointing out the door in the southern wall
of the chamber. A fireplace stands in the northern wall of the room. A & D: Poisoned Spiked Pit Trap
As with the other guestrooms, as soon as the characters are in the room These 55ft-deep pits are filled with spikes coated with giant scorpion
and the door is closed, Milo goes about casting wizard lock on all of the venom. Characters falling into the pit take 5d6 points of damage from
doors before proceeding to the chapel of Tsathogga. Miya Mathen hides the fall and are struck by 1d4 spikes for 1d4 points of damage each and
within the walls along this end of the chamber. Miya watches the female must make a saving throw versus the lethal poison. A permanent silence
characters as they prepare for bed. After a few minutes have passed, she 15ft radius is cast in the bottom of the pit, so anyone injured makes it
begins her siren song, attempting to attract characters through the secret impossible to call for help. When these traps are set off, the corresponding
door in the northern wall next to the fireplace and over the traps between trapdoor at “A” or “D” in Area 4-13 below open as well.
the walls.
The door to Area 4-20 works in much the same way as the door in B. Impaler Trap
the north wall of the children’s room. The door is one-way and triggers a Spikes spring out of the floor, attacking as a 6HD monster, dealing 3d6
wizard lock spell behind whoever enters, trapping these individuals inside points of damage. The victim can make a saving throw for half damage.
the bathroom with the mimic.
Secret Doors: A secret door leads to Area 4-22. The fireplace itself C. Web Trap
has a secret panel in the firewall to the east. This secret door also leads A web (as per the spell) targets all characters in a 20ft-radius spread.
between the walls. A spring-latched grate drops characters of more than As before, the Mathen children lead their prey through the areas
130 lbs. 20ft to the fireplace of the kitchen below (2d6 points of damage). between the walls with siren abilities and the perilous coin, always trying
The grate can be lodged in place. to stay a step ahead of the characters as they lead them into trap after trap.
The children sometimes team up or enter other chambers in the manor
house to make the characters’ lives a living hell.
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XP 6/400; Special: drain 1 level per hit, silver or +1 or better
Slide The Cells: The cells are all locked. Mimi Mathen bears the key to the
cells upon her person at all times.
The hidden staircase from Mr. Deagle’s room on the first floor, and the
hidden passage north of the Gentlemen’s Guest Room on the second floor,
both open into this hallway running west and south. The hallway is dark Cell A
and dusty, and the floor creaks uneasily with every footstep. An aberrant orc named Shuka resides in this cell. His arms have been
The exit step from the top of the stairs is trapped with a chute that removed below the elbows and replaced with crab pincers, and his skin is
drops individuals falling into it down to the Mathen Dungeon into the pit patchy and grainy where large sections have been replaced with hide of
of Co’Nurgral in Area 5-3. A victim can make a saving throw to avoid a strange, pebbly texture. These sections of hide exude a viscous yellow
the chute. Failure means the victim suffers 2d6 points of damage and is fluid. He is homicidally violent if removed from his cage unless a remove
deposited within the bowl behind the Altar of Tsathogga in the bowels of curse is cast upon him, returning what bits of his wisdom were left before
the estate, where they might find themselves landing atop Co’Nurgral if his torture and transformation into a twisted beast of the Mathen family. If
they spent too long pursuing the Mathens. polymorph other is cast and he is freed from his cell, he does not help the
characters overtly, but rather seeks the easiest way out of the estate, killing
any Mathen he finds along the way.
Area 4-26: Mathen Family Shuka’s skin exudes a poisonous exudate that covers his body. Anyone
coming into physical contact with him — either by grappling with him
Reunion or hitting him with a natural attack — is exposed to this poison. Shuka’s
pincers have a hard carapace and therefore do not have this poisonous
coating, so his natural attacks do not require his targets to make a saving
The cursed dead of the Mathen family, 10 wights, are locked inside throw. However, Shuka can spend a round coating his pincers with poison
this chamber. The Mathens allow their wight relatives access to the guest by scraping them across his skin.
bedrooms on the floor below. The wights achieve this by climbing down
the fireplaces in the northeastern corner of this otherwise bleak and empty Shuka, Aberrant Orc: HD 5; HP 27; AC 3[16]; Atk 2 claws
room. The wights are generally under the control of Mr. Deagle, whenever (1d6); Move 12; Save 12; AL C; CL/XP 6/400; Special: –1 to hit
he is present. They bow and scrape before his unholy symbol of Tsathogga in sunlight, darkvision 60ft, poisonous skin (save or weakened
and may be found serving as his retinue when he comes calling. They until cured, –2 penalty to hit and damage), regenerate
remember their bond to their maternal grandmother Madrana and leave (1hp/round).
the living Mathen family members alone. To assuage their insatiable
hunger, the Mathen children frequently bring the wights living treats or
leftovers from their aunt’s experiments. Cell B
This cell contains 4 aberrant villagers who hail from Malthlyn. They
Wight (10): HD 3; HP 22, 21x2, 20, 19x3, 18, 17, 16; AC 5[14]; cower in the corner of this cell. Their images are twisted, having bug eyes
Atk claw (1 plus level drain); Move 9; Save 14; AL C; CL/ and extra limbs added to their bodies, so that they may better serve in the
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Mistwood Mine. They are meek and fearful of strangers and flee if given
the opportunity to do so. Cell D
Empty.
Aberrant Villagers (4): HD 1d6hp; HP 5, 4x2, 2; AC 9[10]; Atk
claw (1hp) and club (1d4); Move 12; Save 17; AL C; CL/XP
B/10; Special: multifaceted insect eye (see in all directions,
Laboratory Equipment
cannot be surprised), extra limb (extra claw attack). The laboratory equipment lets off many noxious fumes. Used in the
Equipment: club. crafting of potions and distillation of poisons, these crystal clear bottles
and tubes would net a fine price from alchemists. Several bottles of
multicolored fluids sit in neat rows upon the table, as do several pots, jars
Cell C and urns, labeled as sulfurous ash, iodine, kraken ink, and powdered bone.
This cell contains Sir Souline, a former Waymark Cavalry captain, one Treasure: Searching the room uncovers 2000gp in alchemical
of the last survivors of the expeditionary force that was ambushed in the laboratory equipment, 1000gp in rare alchemical components,
Mistwoods. He and his band were utterly decimated by Mildridge, her a potion of animal control, a potion of fire resistance, a potion of
wildmen, troll, and aberrant giant allies, and a few carrion moths. His slipperiness, a potion of giant strength, a potion of undead control,
arms have been removed and replaced with poisonous insect-like hooks. and a potion of poison.
If freed, he joins the characters long enough to have his revenge upon
the Mathens, and then takes his own life, not willing to live on with the
disgrace and pain that is his constant state of being. Vivisection Tables
The vivisection tables have strong chains upon them, complete with
Sir Souline, Waymark Captain (Aberrant) (Ftr5): HP 35; AC manacles. Unfortunates chained to the vivisection tables soon find the
7[12]; Atk 2 arm stingers (1d4 plus poison); Move 12; Save meaning of pain and cruelty as their limbs are cut off and replaced with
10; AL L; CL/XP 6/400; Special: arm stingers, +2 to hit and the limbs of aberrations, finally grafted permanently through the use of
damage strength bonus, poison (save or weakened, –1 to the Heteroclite Portal. Chained to one of the tables is a woman whose left
hit and damage until cured). arm has been removed at the shoulder. Her eyes are swollen shut, and she
appears unable to speak from dehydration.
Sir Souline knows enough of what has been going on to tell the characters
about the powerful Heteroclite Portal. If the characters have disabled the Illynda (Aberrant) (Ftr3): HP 19 (currently 2); AC 9[10]; Atk
obelisks, then he tells them that the strange platinum ring has been silent strike (1); Move 12; Save 12; AL N; CL/XP 3/60; Special: lost
and created no strange tone in the time since the obelisks were taken down. limb (left arm).
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Illynda was a member of the garrison sent from Bard’s Gate to find (see Magic Items Appendix). No forge work is needed to reassemble the
out what the troubles were at the Mathen mines. A representative of the sword; the hilt magically grafts back onto the blade when the two pieces
Lyreguard, she has been a prisoner here in the Mathen Estate for nearly are brought together.
a month, having suffered the tortures of Mimi and Milo nearly the entire Secret Door: A secret door behind several crates in the back of the
time. If healed and freed, she speaks little of her ordeal, but seeks to room leads into Area 4-31.
stay close to Sir Souline. If she is returned to Bard’s Gate, the characters
receive a 1000gp reward from the city in recognition of helping one of
their own. Area 4-29: Empty Storage Room
Special Note: Should the Mathen family capture any of the characters,
at any time, the complexion of the adventure changes to one of rescue This room is completely empty and looks by the dust on the floor as if
and revenge. Mimi immediately takes any prisoners and strips them of it has gone unused for several years.
all belongings. These belongings are stored in the safe in Milo’s room as Secret Door: A secret door in the center of the western wall leads into
the family prepares experiments on the characters. Fighters are subjected Area 4-31.
to vivisection and eventual blending with some aberrant creature. Other
individuals are prepared for sacrifice in the temple of Tsathogga below
the manor house. In this case, or in the event that Mildridge has survived
to warn the family of the characters, Mimi is found in her laboratory.
Area 4-30: Ghouls in the Attic
The characters enter just as she passes the first character through the Several other former members of the Mathen family and victims of
Heteroclite Portal, transforming them into an abomination, unless of their spawn cower in the shadows. As the door is opened these 12 ghouls
course the characters have disabled the portal by using the Ethereal attack, moaning and screaming in hunger the whole time.
Diadem on the Obelisks of Chaos. In the event that the obelisks have been
disarmed, Mimi merely tortures the captured character. Ghoul (12): HD 2; HP 15, 14x2, 12x3, 10x2, 9, 8, 6x2; AC 6[13];
Note on Capture and Torture: Captured characters awaken to find Atk 2 claws (1d3), bite (1d4); Move 9; Save 16; AL C; CL/XP
themselves chained to the vivisection tables. Mimi is now dressed in her 3/60; Special: immune to sleep and charm, touch causes
work robes, which occasionally offer a glimpse at the tentacles lining her paralysis for 3d6 turns (save avoids).
torso. The tentacles undulate sinuously as they pick up tools for her and
adjust mixtures for her potions and poisons. Mimi prefers to remove limbs Secret Door: Nothing of value is within this chamber. The ghouls are
from her victims. In the process of sawing off an arm, a victim must make kept locked in this room by their living relatives to use in defense of the
a save or faint. Mimi is an expert at her craft, however, and sees that the estate should it be attacked by outside forces. A hidden trapdoor in the
victim does not bleed to death. Having a limb removed in such a fashion fireplace leads to Area 4-19 in the southwestern corner of the chamber.
deals 2d4 points of constitution damage to the victim, also reducing their Broken furniture and dusty blankets are all that can be found within
dexterity permanently by 2. Should Mimi decide to remove one or both this room.
of a character’s legs, the victim’s movement is reduced to 3, as they must
drag themselves along on their hands.
Mimi, like her sister Mildridge, is beautiful but ruthless. Although
not as talkative and charismatic as her brother and “husband” Milo, she
Area 4-31:
babbles endlessly about her herb garden and her wonderful, creative
children. Mimi speaks at length about artworks and painting, and tells
Between the Walls, Third Floor
tales of her paternal great-great-grandfather Wynston Mathen. When her
As with other areas between the walls, this third floor “between the
mask of provincial ladyship is dropped, she is revealed as the ruthless and
walls” area is narrow and winding. Cobwebs hang thickly from the rafters,
callow whore of the dark realms that she really is. Beneath her robes are
and choking sheets of dust sift down upon travelers walking through the
6 prehensile tentacles.
tight confines of the between the walls area. The dust is so thick that
Tactics: If encountered in the laboratory, Mimi casts invisibility and uses
characters walking between the walls must make a saving throw every 10
shield to protect herself. If danger comes too close to Mimi, she uses a scroll
minutes spent in the area or begin sneezing uncontrollably for 1d4 rounds.
of teleport to move to the Temple of Tsathogga below the manor house,
Halflings may move normally, but all other characters move at half their
where she prepares for further attacks, summoning her children to her aid.
normal movement and suffer a –1 penalty to attacks and damage from the
narrow confines.
The Heteroclite Portal
This strange platinum hoop floats over a pentagram in the southwestern A & D: Poisoned Spiked Pit Trap
corner of the room. Elliptical in shape, it is at times thin as thread, and These 63ft-deep pits are filled with spikes coated with giant scorpion
other times thick as a man’s wrist. A strange warping and bending of light venom. Characters falling into the pit take 6d6 points of damage from
surrounds it at all times. See the Magic Items Appendix for details. the fall and are struck by 1d4 spikes for 1d4 points of damage each and
must make a saving throw versus the lethal poison. A permanent silence
15ft radius is cast in the bottom of the pit, so anyone injured makes it
Area 4-28: Storage Room impossible to call for help. When these traps are set off, the corresponding
trapdoor at “A” or “D” in Area 4-13 and 4-22 below open as well.
This room is stacked with several boxes and locked trunks. Each can
be easily unlocked. Within the various boxes and trunks are general B. Falling Stone Trap
housewares and such things as are left packed by a family when they A falling block of stone tips out of the ceiling onto a character, who
move into a new home. The crates are dusty and stamped on the side with must make a saving throw to dodge out of the way. Failure means the
a mark of the Wheelwright’s Guild of Bard’s Gate. character is squashed, taking 6d6 points of damage.
Hidden in one of the trunks is a family heirloom, of which Mimi has
no idea the value or the danger. A detect magic spell cast within this room C. Hold Person Trap
reveals the blade of a +1 bastard sword. This trap targets 1d4 characters in a 60ft radius who must make a saving
Treasure: The blade belongs to the sword Lyrgoz the Wicked, aka the throw or be held immobile for 1 hour.
sword of Count Wynston Mathen. Attached to a non-magical hilt, the As before, the Mathen children lead their prey through the between
weapon is merely a +1 bastard sword. When the hilt of Lyrgoz the Wicked the walls with siren abilities and the perilous coin, always staying a step
is attached, however, the sword becomes the sword Lyrgoz the Wicked ahead of the characters as they lead them into trap after trap.
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Area 4-32: Manor Roof
The rooftop of the manor overlooks the entire Mathen Estate. From
this vantage-point, an observer can spot things happening out to the edge
of the Mistwoods without difficulty. The crenellations along the roof are
missing in spots, as if they had been pushed off in the past at individuals
below.
Note: Should the characters come to the Mathen Estate armed for war
and looking for a fight, the Mathen children push stones off the roof onto
the characters below. A successful attack deals 3d6 points of damage. The
children use the parapet as cover, giving them a +4 AC bonus and a +4
bonus to saves.
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Chapter 5:
The Mathen Dungeon
Once the characters have found their way to the source of evil, the Mathen If Mildridge escaped the characters, she informs her family of the
Dungeon, they may well suspect a plot is afoot within the Mistwood and characters’ presence and then waits with them in Area 5-3, summoning
the Mathen Mines. This should be most apparent to adventurers unlucky Co’Nurgral the Chaos Beast with the aid of Hrantle, the spirit naga, as her
enough to have found themselves guests of the Mathens. It is possible, sister Mimi works within her laboratory. If Mildridge has not escaped but
however, that the adventurers are still a bit unclear as to whom the true the characters have succeeded in deactivating the Obelisks of Chaos, Mimi
enemy is. For their part, the Mathens may be unaware that someone is is in the Temple of Tsathogga with Co’Nurgral, having sent Hrantle to guard
acting against them, unless of course Mildridge escaped and made her Area 5-l. Other members of the Mathen family should be placed within the
way here to rest in the Temple of Tsathogga. manor as before. The Mathen children, if they have successfully evaded the
Area 5-3 is home to Co’Nurgral, the beast that Lord Wynston brought characters, are also in Area 5-3, spending time with their “father.”
back with him from Khemit. Co’Nurgral is an aberration of pure chaos.
Lord Wynston played host to Co’Nurgral’s spirit on his return to his
homeland.
Madrana, secretly a witch serving Tsathogga, recognized the taint of
Area 5-1: Entrance and Lower
the beast within Wynston. He managed to persuade her uncle, King Yurid,
to give her in marriage to Wynston. Through dark incantations she drew
Chapel of Tsathogga
the beast from Wynston’s body and mated with it. Thus, she spawned the The staircase beneath the Chapel of Tsathogga delves deeply below the
abominations that Wynston believed were his own flesh and blood. surface of the Mathen Estate until finally ending in a corridor with a stone
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door carved in the likeness of a great horrid frog, surrounded by creatures Spells: (Clr) 1st—cause light wounds, detect magic;
with wriggling tentacles. A fetid odor and wet, dripping walls give a hint 2nd—silence 15ft radius; (MU) 1st—light, magic missile
to what must lie beyond this door. (x2), shield; 2nd—mirror image, web; 3rd—lightning bolt.
The door is trapped with a cause serious wounds spell (2d6+2 points
of damage to person opening the door). One must utter a faithful prayer to Tactics: Hrantle, an old relative of the Mathens, acts as gatekeeper
Tsathogga before touching the door to this profane place. to the temple of Tsathogga. He stretches himself across the dais before
The chamber is hexagonal in shape with a dais at the back of the room a doorway of green bronze. If he was expecting the characters, he has
that leads to a green door in the shape of a frog’s head with bat-like ears. already cast shield just before the characters entered the chamber. Hrantle
The door is locked, but it is not trapped. casts mirror image on himself, then web on the characters. Hrantle uses
An unnatural darkness exudes from the chamber beyond the door, and a his lightning bolt to hit the most characters.
rasping of scales upon stone fills the ears of all as a voice speaks out from
the darkness:
Area 5-2: Descending Darkness
“So at last the mortals bring their reavers’ blades to the The staircase, seemingly carved from living rock, descends at a rate of
servants of Tsathogga. The master shall enjoy his feast of 10ft for every 20ft traveled, into a J-shaped passage, which leads to Area
souls this day of dread.” 5-3. The air is cool and damp, and the stairway is slippery, requiring a
successful save to keep one’s footing and not slide the entire length of the
staircase and take 3d6 points of damage in the process. Strange sounds
At this, a huge humanoid head upon an unnaturally long rubbery neck rise up from the bottom of the staircase, echoing louder and louder the
of purple and black scales emerge from the darkness and bares its cobra- farther the characters descend into the gloom.
like fangs.
Hrantle, Spirit Naga: HD 9; HP 65; AC 5[14] or 2[17] (missile) Area 5-3: The Temple of Tsathogga
and 4[15] (melee) from shield spell; Atk bite (1d3 plus
poison); Move 12; Save 6; AL C; CL/XP 13/2300; Special: The guttering light from many torches, mostly made from oil-filled
charm gaze (as charm person), lethal poison (save or die), human skulls, line the walls of this massive chamber, which is apparently
spells (Clr—2/1; MU—4/2/1). cut from the living rock. The light reflects from the damp walls. The high
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ceiling is supported by two rows of carved pillars with demonic, frog-like
beings in the embrace of foul aberrations. Painted carvings of tentacles, Victory!
mandibles, and claws entwined in gruesome fornication line the way to a If the Mathens and Co’Nurgral are defeated, Wynston’s ghostly form
staircase leading to a broad dais. Atop the dais is a massive altar slick with appears (or just turns to the characters if he’s already there) and says:
untold slimes.
Beyond the altar is a dome of solid rock with no apparent bottom to
be seen. Robed figures stand before the altar. One of the robed figures “Blessings of a dead fool to thee, for thou hast truly saved
holding a gleaming knife buries the blade into a screaming victim. Before my soul; take this blade and with it I charge you to continue
the characters may react, the victim is cast from the altar into the maw the bloody work which has been done here this day. Do not
of whatever waits below the dome. (The victim was an aberrant villager rest until the taint of aberrations has been swept from the
whom the characters had no chance to save.) lands of good folk everywhere.”
Any of the Mathen family survivors — likely to be Mimi, Milo, and the
Mathen children, Marko and Miya — prepare for their last stand against
the characters here. The sacrifice brings Co’Nurgral from his deep hiding
With these words, he dissipates for the last time, a grim smile upon
place to defend the Mathen birthright from all invaders. Co’Nurgral is
his transparent features. If the characters assembled the sword Lyrgoz the
the father to all of the Mathens, and defends his children with all the foul
Wicked, it is left in their keeping.
powers that he possesses.
If the characters found the blade and completed these tasks, survivors
should be granted an additional 2000 XP bonus, on top of any experience
Co’Nurgral the Chaos Beast: HD 12; HP 91; AC –1[20]; Atk 4
earned through defeating monsters and traps.
tentacles (1d8 plus 1d6 acid plus grab); Move 9 (climb 6);
An unlocked secret door in the southeast of the temple leads
Save 3; AL C; CL/XP 18/3800; Special: +1 or better weapon
to Area 5-5.
to hit, acidic flesh (1d6 acid damage), amorphous curse
The Altar of Tsathogga: The Altar acts as a protection from good that
(3/day, hit delivers curse, save or become amorphous),
causes Lawful beings in the chamber to suffer a –1 to-hit penalty, while
confusion (30ft radius, save to avoid), grab, magic
granting Chaotic creatures +1 to any saves.
resistance (20%), resists cold, electricity and fire (50%
damage). (see Chapter 3: New Monsters)
As the chanting stops, the Mathens turn toward the characters and Area 5-4: The Dome of
Miya says:
Co’Nurgral
Co’Nurgral balances himself over this 100ft-deep pit, lashing out with
“Welcome now and have fear, his gruesome attacks. The field of chaos generated in this area is so strong
For the father draws ever near! that any Neutral or Lawful individual who enters this area must make a
Your mind he will surely crack! saving throw or become confused (as per the confusion spell) for as long
Your soul he will surely wrack! as they remain here.
Your flesh shall join his in a slithering mass
As all of your efforts fail at last.”
Area 5-5: Staircase to the Guardian Obelisk
One hundred sixty-six steps running roughly north and south lead
As the child speaks, a slithering mass of bulging flesh and quivering onward into darkness.
tentacles creeps from the base of the hollow dome behind her, stroking The staircase is slippery. Approximately 140ft up the staircase is a slide
her tenderly as it passes her by, and then vomiting itself around the Altar trap that drops anyone who fails a save down a smooth chute into a deep
of the Frog. pit that is home to Co’Nurgral (2d6 points of damage from the fall). See
Tactics: The surviving Mathens use whatever spells and weapons they the description of Area 5-4 for details.
still have left at their disposal, attempting to goad the characters closer to At the end of the natural staircase is Area 5-6c. The unlocked secret
them so that Co’Nurgral can strike with his tentacles. Miya especially uses door, once located, opens easily into Area 5-6.
her siren song ability to draw victims closer to the Altar of Tsathogga. If
Co’Nurgral looks close to being defeated by the characters, the Mathens
dive into his gibbering mass and allow themselves to be dissolved within Area 5-6: The Guardian Obelisk
him, healing him 1 hit point per hit die, screaming: “For the Father!” as
they do so. Standing in the center of the chamber is the guardian obelisk, the
Note: If the characters are facing Co’Nurgral and two or more of the final Obelisk of Chaos devoted to Tsathogga, which begins to crackle
Mathens and their retainers, this encounter can turn deadly very quickly. with a shadowy energy as soon as the characters approach. It is
However, you can provide the characters with an ace in the hole. If they 40ft tall and composed of a strange greasy rock like soapstone but
killed the spectre of Madrana Mathen and have recovered and put together unidentifiable as any known mineral. This obelisk has a magical trap
the pieces of Count Mathen’s sword, his ghost appears. Lord Wynston that fires a black bolt of raw chaotic energy every round that a non-
takes the blade from its bearer and begins to assault Co’Nurgral, fighting Chaotic creature remains within 30ft of it (random target, 3d6 points
on the side of the characters. The sword is a +3 two-handed sword against of damage, save for half). In addition, the obelisk’s guardian creature,
Co’Nurgral. a powerful aberrant mutation of a troglodyte, is summoned if a non-
Chaotic creature comes within 30ft.
Lord Wynston Mathen (Ghost): HD 10; HP 72; AC 0[19]; Atk
incorporeal touch (1d8) or +3 two-handed sword (1d10+5); Troglodyte (Summoned): HD 10; HP 65; AC 4[15]; Atk 2
Move 0 (fly 12); Save 12; AL L; CL/XP 12/2000; Special: claws (1d8), bite (2d6) or regurgitate (2d6, spit acid); Move
frightful appearance (appearance causes fear as per 12; Save 5; AL C; CL/XP 12/2000; Special: chameleon skin,
spell), incorporeal (+1 or better weapon to hit), +2 to hit and regurgitate (spit acid, 2d6), stench (save at –2 or lose 1 point
damage strength bonus. strength per round for 1d6 rounds; strength loss remains for
10 rounds after). (Monstrosities 488)
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Area 5-6a: Stairway to the Stables
A long natural staircase extends upward until reaching a 10ft-tall ladder.
A trapdoor above the ladder leads to Pen G of the Stables.
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Vengenace in the
Hollow Hills By Greg A. Vaughan
Vengeance in the Hollow Hills is an adventure using the Swords & Wizardry core rules.
It is the bridging adventure between Aberrations and The Crystal Skull in the Cults of
the Sundered Kingdoms Adventure Path and is designed for a party of 4–6 characters of
levels 8–9. During the course of Aberrations, the characters will have discovered that an
entire company of soldiers has gone missing in the Moon Fog Hills, and they will be tasked
to track it down and discover the source of its disappearance. In the process, they bring
themselves to the attention of a certain mage of Penmorgh who invites them to share in a
new adventure as detailed in The Crystal Skull.
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Vengeance in the
Hollow Hills
Vengeance in the Hollow Hills is an interlude between the adven- lay under the ground in a distant land far across the western ocean. The
tures Aberrations and The Crystal Skull and serves to tie them together entity within the cyst would have to find its way safely to the mysterious
to form a cohesive adventure path. Its plot builds directly off the events hills he was shown in a dream if Co’Nurgral was ever to fulfill his destiny
of Aberrations, though it can be played without the characters having of chaos and destruction.
actually completed that adventure. It would just be assumed that some The tsathar of Khemit sheltered the egg for many centuries. They be-
other adventuring party performed the actions described therein, and the gan a diaspora through the Under Realms to find the promised hills, but
characters have come along after the fact to assist in the clean-up of the progress beneath the ground was slow when it required passing beneath an
atrocities uncovered. entire ocean, and the tsathar dared not take the open ways of the surface
beneath the sun, exposed to the eyes of their many enemies. So it was that
many millennia passed before knights of that distant western land arrived
Adventure Background within Khemit on crusade against a powerful nation to the east. Khemit
had been held vassal to this eastern power for some time, and the crusade
freed the desert kingdom from its bondage and allowed a semi-peaceful
“The Hollow Hills” is a phrase that has rung through the mind of base of operations for the crusaders.
man since time immemorial. When the great Legion of Hyperborea first One crusader was the Foerdewaith knight Sir Wynston Mathen. He was
marched south from their polar home and laid claim to the lands of Aka- from a family of wealth and privilege and had long held an interest in
dos, displacing or absorbing the rude mannish tribes that they encountered the mysticism and exotic cultures of the eastern realms. When he found
along the way. Many times on their march they saw a local tribesman point himself in Khemit for an extended period of time after fighting for its
to some nearby stretch of hill country with a haunted look in his eyes and liberation, he took more than two years to explore its ways and secrets. It
proclaim them to be Hollow Hills. The name Hollow Hills corresponds to was not difficult for the tsathar of Tsathogga to corrupt the crusader and
no single hill range but rather to a type of hill found throughout Akados, enfold him in their plans.
and probably beyond. These hills are known for their otherworldly pres- Sir Wynston was implanted with the spirit of the seed in a ritual he
ence, reputation or occupants. They are seen as haunted places, gateways believed would open his mind to the vistas of the higher realms. When he
to a realm beyond, or hidden passages to the Underworld. They are equal- left Khemit to return to his distant home, he left with the spirit of Co’Nur-
ly considered to be places of hidden riches or untold dangers. They are gral hidden within his soul. When a witch dedicated to Tsathogga in the
places of strange happenings, disappearances and fey sightings. In short, far western court — the very niece of the realm’s overking — saw the
they are places that incite the imagination and fear of the folk who live knight, she knew that he was the carrier of Tsathogga’s blessing and the
nearby. The Moon Fog Hills, with their odd atmospheric phenomena and one she had seen in a vision. She married the knight and convinced her
unusual sounds and creatures, have long been considered one of them. uncle to grant him land in a distant range of uninhabited hills she had
likewise seen in a vision. And thus Co’Nurgral came home to the Obelisks
of Chaos that would eventually serve as his means to rising as a demon
The Cult of Tsathogga lord in his own right.
Beginning the Adventure multiple attacks (8) vs. creatures with 1 or fewer HD, –1[+1]
dexterity AC bonus, +1 to hit missile bonus.
Equipment: +1 chainmail, cloak of elvenkind, +1
The adventure begins after the characters are back in Malthlyn. Sir longbow, quiver of 20 arrows, potion of levitation,
Souline and Illynda have been brought to the Shrine of Stryme for care backpack with 3 days’ rations, waterskin, whetstone.
while plans are made to transport them to Bard’s Gate to report what oc-
curred in the Moon Fog Hills. The villagers as a whole are in shock over If the characters identify themselves as the heroes the elves seek, the
the events of the past month. The characters are in some public location in brothers introduce themselves and ask if they can discuss the matter
Malthlyn, perhaps discussing plans for the village’s future with the acting privately. They have lived rough and on the run for the last month and
sheriff Cignor or possibly with a rescued Constable Roarch, or maybe are short on trust in those whom they do not know personally. They give
at the Ore Road Inn gathering supplies for their own pending departure. the characters the benefit of the doubt based on their deeds, but they
Read the following: do not know what villager might not be in league with the hill tribe.
Both are lightly wounded from their ordeals of the past few weeks, each
covered with many old bandages and new scars. Their initial attitude is
indifferent toward the characters, but it immediately changes to friendly
A sense of watchful anticipation has fallen upon the if offered healing.
battered hamlet of Malthlyn. It is almost as if the horror Sheriff Cignor or Brother Thungor offers his place for the group to have
of the last few months has finally sunk in for the villagers its private palaver. In the process, Sir Souline or Illynda catches sight of
and they are having a difficult time believing the ordeal the elves and immediately calls out a joyous greeting. They recognize the
is actually over. Townsfolk still walk the village’s crude elves as part of their force from Bard’s Gate and thought them dead with
palisade with wood axes or sharpened farm tools in hand. the others just as the elves assumed the two officers were dead. All present
They are determined to not be caught flat-footed by the can vouch for each other and quickly want stories told to get caught up. If
terrors of the Moon Fog Hills again. still indifferent toward the characters, their association with the two offi-
When a shout from the gate brings news that strangers cers changes the elves’ attitude to friendly (or helpful if they were already
approach, it is no surprise that several townsfolk and friendly). The two Bard’s Gate officers are brought into the group and the
militiamen gather nearby in readiness. A glance toward elves settle in to tell their story over mugs of ale provided by Zed in an
the gate reveals the two men as they walk into town. They uncharacteristic show of generosity for the dwarf.
are elves wearing the rugged clothing of woodsmen that is
quite the worse for wear. They are haggard and dirty, and
look as if they have been in the woods for weeks. Their
weapons are well cared for, however, and the grim look in “It must have been a month ago now,” begins one of
their eyes leaves no doubt as to their determination. the rugged elves. “We have not kept track of the days
The travel-worn elves stop in the village’s center, their well, hiding during the daylight, moving only at night,
hands held carefully away from hilt of sword and stave of trying to gather what information we could of the enemy.
bow but not so far that they can’t be reached quickly. They Nonetheless, we have learned much in our time among
look around, and one shouts, “We seek the ones who slew the hills.”
the giants, who killed the creatures from the hollow hills! If The other elf, so eerily similar in appearance to his
such brave ones be still here show yourselves, for we would brother, continues, “We were sent out to scout to the
have words.” south by Lord Ceverain, the leader of our ranger patrol,
on the night we camped just off of the Old Forest Road.
We were nearly two miles away when the wind shifted and
The two elves are Cyrione and Cymione, two elven brothers originally brought us the sounds of battle. We hurried back through
from the Forest Kingdoms. They are members of the Farseekers of Twi- the darkness, but the terrain was rugged and the going was
light, a brotherhood of rangers in Bard’s Gate, and traveled along with slow. By the time we reached the encampment, the battle
some of their kin with the expeditionary force from Bard’s Gate because was over. Trolls and giants, too many to attack, rooted
the cousin of Oberon Thanlaus, the Master of the Farseekers, was among through the remains of the camp. They looted the dead
the members of the Lyreguard sent with the company. They were tasked and took some of the bodies to devour later. We looked
by Oberon to see to it that his young cousin Andulathon made the jour- about to find a good spot to ambush them and noticed
ney safely. They just arrived back in the vicinity of the village from their tracks heading northeast. A large group of humans in
scouting to the north and have quickly ascertained that the source of the roughshod boots had headed that way, and we saw among
evil in the area of the village has been defeated by outsiders. Now they
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Neither Sir Souline nor Illynda is physically or mentally capable of un-
their number the prints of booted tracks — some marched,
dertaking such a task at this time, and everyone else in Malthlyn is needed
some dragged, but all taken northeast from the campsite.
to defend the small village against any lingering horrors from the Moon
We knew our revenge would have to wait for another day.
Fogs. Fortunately, the characters have proven brave and resourceful in
Some of our comrades lived and were taken captive by a
dealing with the Mathens and their aberrations and are just what is needed
band of humans heading deeper into the hills.”
for such a task. Illynda likewise reminds them that these are soldiers of
The other brother takes up the narrative, “We followed
Bard’s Gate that are being held prisoner and eaten, and the city leaders
them the rest of the night and most of the following day.
will likely be very pleased with and generous toward those who help in
There were more than three dozen of them — too many
this endeavor. She also states that it could secure the safety of the village,
to attack — but we got a good look at them: degenerate
which is in danger of an attack by these bloodthirsty wildmen.
wildmen, living among the steep draws and ravines of
The elves can show the characters the way to the hill fort and accom-
the hills, little better than savages. They occupy an old
pany them. They agree to follow the orders of the party leader as long
hill fort a few days northeast of here. It is crude and run
as they do not conflict with rescuing their comrades. They wish to leave
down, as much an encampment as a stronghold, but it
immediately, but are willing to wait a day to allow the characters to gather
appears to be their permanent settlement. We were able
what resources they need. They plan to move fast, but say that the trip will
to find spots on high ground nearby to watch and listen.
still take 3 days to travel through the trackless hills and reach the lair of
The prisoners, some half-dozen or so, are kept in a cave
the wildmen. If the characters ask, the elves provide a rough map of the
system in the ridge the hill fort occupies. A precipice above
hill fort (see Player Handout A). It is written in elven, but the brothers
the fort might provide a way in past the palisade, but the
translate, if necessary. If the characters wish to learn more about the expe-
going is treacherous. Sometimes we heard screams coming
ditionary force out of Bard’s Gate, either the elves or the officers provide
from the caves, and a few hours later the bloody remnants
the information given in the sidebox below.
of one of the prisoners would be brought out and fed to
Once the elves have their say, if the characters agree to the endeavor,
their wretched guard dogs. We believe the wildmen are
proceed with to the next chapter. If not, the elves look disgusted and even-
cannibals, too. There are more than 60 wildmen, led by a
tually depart on their own, having found no one in town to join them. They
particularly disgusting barbarian of immense size — troll
are not seen again, and the characters must move on to the next adventure
or giant blood probably taints his veins. I think we could
without the endorsement of the city of Bard’s Gate.
sneak in, but there would be no way for us to sneak out
with wounded prisoners and then make the trek back to
here. Plus, who’s to say the savages wouldn’t just follow
and attack this village.”
“No,” says the other elf, “there needs to be a more
permanent solution to rescue our comrades and also
remove the threat of these wildmen. The tribe must be
destroyed, its remnant driven so deep into the hills that
they fear to show their faces to the light of day. We came
back here to find brave men and women willing to help
us attack this cauldron of filth that simmers among the
trees of the Mistwood. We seek those who will help us take
vengeance in these hollow hills.”
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Vengeance in the Hollow Hills
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The Lost Lands": Cults of the Sundered Kingdoms
Chapter One:
The Hollow Hills
With the destruction of the Mathens and the scattering of their foul den- Orc Pit Fighter Leader: HD 5; AC 6[13]; Atk spear (1d6); Move
izens, the Moon Fog Hills are suddenly a much quieter and more peaceful 9; Save 12; AL C; CL/XP 5/240; Special: –1 to hit in sunlight,
place. No more does the strange droning of carrion moths echo above the darkvision 60ft.
trees in the night, and no more do giants and trolls stalk with impunity
among the trunks below. The carrion moths were destroyed with the end Shambling Mounds: These creatures reside among the detritus of the
of Mildridge’s breeding program, and the surviving giants and trolls have forest floor. They attack anything that comes into their territory, trying to
largely returned to their homes in the Matagost Mountains. If the Obelisks capture lone victims at the bottom of ravines where they can feed off them
of Chaos were destroyed, then even the glowing phenomena in the forest at their leisure.
at night has ended.
The wildmen stronghold lies roughly 30 miles northeast of Malth- Shambling Mounds (1d3): HD 7; AC 1[18]; Atk 2 fists (2d8);
lyn and requires 3 days for an unencumbered party to reach it across Move 6; Save 9; AL N; CL/XP 11/1700; Special: electricity
the trackless, forest-covered hills. No roads or trails exist through the increases hit dice by +1, enfold (hit with both arms and
endless gullies and ravines, so mounts must be left in the village. The victim with suffocate in 2d4 rounds unless freed), half
Mistwood is not a thick forest, but it covers much of the southern damage from cold and any weapon, immune to fire.
Moon Fog Hills, and its trees grow among the precarious ledges and
treacherous ravines that constantly break the rocky ground. Gnarled Stirges: These blood-sucking predators hunt for prey in the depths of
scrub oak and thorny brush grows among these hills, and trickles of the woods. They have enjoyed feeding off the many giants in the area
water are frequently found upon its ragged slopes. Nearly every gul- during recent weeks (they usually fed on them while they slept, and the
ley has a stream at its bottom that wends its way through the wood. giants never noticed). They are hungry since their favorite food source has
The only semi-smooth trails to traverse the wooded hills are the Old gone back to the mountains.
Forest Road, now largely overgrown, and the Hollow Road, which
skirts along the hills’ southern flank and eventually comes out above Stirges (2d4): HD 1+1; AC 7[12]; Atk proboscis (1d3); Move 3
the coast. (fly 18); Save 17; AL N; CL/XP 2/30; Special: +2 to hit bonus,
blood drain (1d4).
Random Encounters Wildman Patrol: These wildmen patrol the woods in the direction
of Malthlyn trying to determine what happened to their Mathen allies.
Roll on the encounter table below twice for every day spent in the hills The patrol consists of 1d6+3 wildmen and 2 retch hounds. They at-
and once each night. When the party is within 10 miles of the Wildmen tack the characters on sight. Do not subtract their numbers from the
Fort, subtract 2 from the roll. Encounters marked with an asterisk (*) can Wildmen Fort.
occur only once. If they are rolled again, reroll or select an encounter of
your choice. Wildmen (1d6+3): HD 3; AC 7[12] or 4[15] while raging;
Atk club (1d8) or spear (1d6); Move 12; Save 14; AL C;
CL/XP 4/120; Special: rage (3/day, +3 to hit, damage and
1d20 Encounter AC until combat ends).
1 Wildmen patrol Equipment: hide armor, club with trophy fetish,
2 spears, pouch with 1d4 rough gems (1d6x10gp
2 1d3 shambling mounds
each).
3 2d4 stirges
4 Orc wanderers* Retch Hounds (2): HD 3+2; AC 5[14]; Atk bite (1d8); Move
18; Save 14; AL N; CL/XP 4/120; Special: breath weapon (1/
5 2d4 worgs round, 10ft cone of digestive acid, 2d6 damage, save half),
6–20 No encounter stench (30ft, nausea causes –2 to hit rolls and save, save
avoids). (The Tome of Horrors Complete 462)
Orc Wanderers: Mercenaries out of Lowport hired by the Mathens,
these orcs were sent on patrol along the eastern coast road. It consists Worgs: These hungry creatures stalk the deep woods seeking prey.
of 3d6 orcs and their leader, a pit fighter from the Tyrant’s court. They They attack characters or wildmen alike and absolutely hate the wild-
have just returned to find that their employers are no more. They are men’s retch hounds. An interesting encounter could be a group of worgs
camped as they consider their options. They welcome the opportunity coming upon a battle already in progress between the characters and a
to vent their frustrations on travelers and perhaps gain a little bit of wildman patrol. The worgs immediately attack any retch hounds and then
loot in the process. attack wildmen or characters randomly.
Orc (3d6): HD 1; AC 6[13]; Atk spear (1d6); Move 9; Wolf, Worgs (2d4): HD 4; AC 6[13]; Atk bite (1d6+1); Move 18;
Save 17; AL C; CL/XP 1/15; Special: –1 to hit in sunlight, Save 13; AL C; CL/XP 4/120; Special: none.
darkvision 60ft.
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Treasure: The trolls have a leather bag stuffed into the bottom of the
Breaking through the screening foliage of dangling vines spring pool (noticed among the rocks there if someone thinks to look).
reveals a short box canyon, no more than 100ft deep with nearly Inside this bag is a thoroughly soaked +1 chain shirt, a red surcoat with
sheer sides rising 20ft or more above, ferns and tangled ivy the emblem of Waymarch, a broken helm, and an old backpack holding
growing from the many fissures in its face. Huddled in the back 372gp (these coins are called gold harps and are minted in Bard’s Gate as
of this draw are nearly a dozen horses, some still bearing the the coinage of that city).
trappings of their riding gear: saddles, saddlebags, blankets, etc.
A trickle of water in the rock wall creates a small pool at the far
end. A stack of large rocks and broken logs across the front of the
canyon creates a crude corral.
Area B: Mobat Hollow
This encounter occurs after the party stops to camp for the first time.
Area C: The Hollow Hill The trail the elves take travels down the bottom of this 5ft-wide, 30ft-
deep ravine and masks the party’s trail and hides them from prying eyes
on the surrounding hills. Unfortunately for the characters, a patrol of wild-
men discovered the tracks left by the elves several days ago and trailed
One dome-shaped hill stands out from the others here for the them this far. They spotted the approaching characters before they entered
regularity of its sides and the smoothness of its peak. Trees grow the ravine. Hiding among the rocks at the top of the 30ft ravine are 4 wild-
around its base but do not encroach more than halfway up its men stalkers and 3 retch hounds waiting to ambush them.
slopes. Visible on its summit 300ft above are the jagged remnants
of a circle of standing stones, only two still remaining erect. Wildmen Stalkers (4): HD 5; HP 38, 36, 32, 29; AC 6[13] or
The clouds roil above and seem lower than elsewhere, almost 3[16] while raging; Atk club (1d8) or spear (1d6) or shortbow
as if they were trying to touch the monoliths on its peak. Their (1d6); Move 12; Save 12; AL C; CL/XP 6/400; Special: rage
presence gives the entire area a dimmer, feylike appearance. A (3/day, +3 to hit, damage and AC until combat ends),
few fireflies are even visible floating lazily amid the gloom. ranger abilities (alertness, tracking).
Equipment: +1 leather armor, club with trophy fetish, 2
The entire area of this hill seems strange and surreal. The cloud cover per-
petually clings to it without ever actually coming low enough to shroud the
summit. If Cyrione or Cymione is asked about the hill, they admit that they
noticed it when they first passed the area and felt that it was one of the enig-
matic hollow hills for which the Moon Fogs are legendary. They assume
some ancient hero or giant of old is buried beneath the ring atop the hill.
They didn’t step foot on it when they came by previously and refuse to do
so now, saying that surely such a trespass can only bring bad luck or worse.
Despite appearances, the “hollow hill” is not what it seems. It is, in fact,
a tree-cloaked hill much like those around it with no standing stones, bald
summit, or strange cloud cover. Concealed beneath the eaves of the trees
upon the hill are more than a dozen wooden huts covered in bark, leaves,
and vines. It is inhabited by a tribe of reigons, large gorilla-like creatures
with thick, black fur, hairless white faces, and equally hairless hands end-
ing in sharp, black, claw-like nails. A half-dozen elders of the tribe (non-
combatant) are always seated at the summit of the hill to combine their
powerful minds to cover the top of the hill in a hallucinatory terrain spell.
They further make the hill seem like a haunted, evil place, so that all non-
reigons must make a saving throw before they can set foot on the hill.
The tribe consists of 16 adult reigons, 11 elders (all infirm and non-
combatants who maintain the illusion over the hilltop) and 9 young (also
noncombatants). They have dwelt on this hill for generations, undetected
by any of the inhabitants of the Moon Fog Hills beyond the occasional ru-
mor of strange, white-faced creatures that hunt in the night and only add to
the mystique of the hollow hills. They do not engage the characters unless
they set foot on the hill and discover the village. Otherwise, they wait for
the party to move on, at which time a party of 1d4+3 reigons follows them
and ambushes them once they make camp.
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spears, shortbow, quiver of 20 poisoned arrows, 2 doses
of poison, pouch with 1d8+2 rough gems (1d6x10gp Development: If the characters succeed in killing the turtle and search
each). its shell, they find the mangled remains of a wildman stalker caught in
the crease where his neck emerges from the shell. The wildman’s leg has
Retch Hounds (3): HD 3+2; HP 22, 20x2; AC 5[14]; Atk bite been bitten off and he is badly battered, but he is alive (1 hp) and currently
(1d8); Move 18; Save 14; AL N; CL/XP 4/120; Special: breath unconscious. If the characters check him, he wakes and screams at them in
weapon (1/round, 10ft cone of digestive acid, 2d6 damage, Old Suli. The wildmen usually avoid the Big Chomper’s swamp but fol-
save half), stench (30ft, nausea causes –2 to hit rolls and lowed the elves’ trail here. When the bog turtle came upon them, it badly
save, save avoids). (The Tome of Horrors Complete 462) injured this one while the rest escaped. It devoured the leg it had bitten off
and then forgot about the tiny morsel who had passed out from blood loss
Tactics: As with the trolls in Area A, the telltale stench of the retch and was wedged into the collar of his shell. The wildman is in bad shape
hounds can give away this ambush before it is sprung. Those who do not but responds to the characters in the same way as those in Area D.
detect the stench (20% chance) are surprised by the ambush. The wildmen
and hounds all remain concealed before the ambush.
The wildmen launch the ambush when one of them rages and topples Area F: Wildmen Traps
a large rock over the lip of the ravine onto the lead character below. The
rock weighs 1600 pounds. A successful hit deals 4d6 points of damage and These hexes surround the location of the Wildman Fort. For each hour
the character is pinned until a combined 20 strength lifts the boulder off of spent moving through one of these hexes, the characters have a cumula-
him (if the character was not surprised by the attack, he can make a saving tive 20% chance of encountering a trap set by the wildmen. Consult the
throw for half damage and to avoid being pinned). Regardless of whether table below for the type of trap encountered.
the rock hits or not, it partially blocks the ravine where it falls. After the
rock falls, the other wildmen fire their poisoned arrows at the characters
below. While the wildmen fire, the retch hounds hover around the edges 1d4 Trap
of the ravine howling, barking, and waiting for a character to come close 1 Spiked Log Trap
enough for them to use their breath weapons.
2 Swinging Branch Trap
Development: If the characters retreat from the ravine, the wildmen
withdraw and stalk them through the twisted forest floor. If the characters 3 Foot-Breaker Trap
are already being stalked by reigons, this could make for an interesting 4 Mountain Lion Trap
interaction. Any captured wildmen that the characters manage to commu-
nicate with gives no information unless they succeed at intimidating them. Spiked Log Trap: A heavy log embedded with sharpened stakes is sus-
Even if successfully intimidated, they can give only general information pended in the foliage above. When a tripwire is hit, the spiked log swings
about the location of their fort, the numbers of wildmen there, and the fact down, striking anyone in the 10ft-by-10ft area around the tripwire who
that their chieftain Malag carries the blood of trolls and will eat the mar- fails a saving throw. Characters take 4d6 points of damage plus 1d4 spikes
row from the characters’ bones. The tribesmen are thoroughly despicable (1d6 damage) per target.
and beyond redemption. They attempt to escape or double-cross merciful Swinging Branch Trap: A heavy but flexible branch on a nearby tree is
characters at the first chance they get. pulled back and tied in place under extreme tension. If a tripwire is hit, the
branch is released and springs forward to strike an area 15ft wide doing
Area E: Big Chomper’s Bog 3d6 points of damage to anyone who fails a saving throw.
Foot-Breaker Trap: A crude bear trap, the wildmen stack heavy rocks
precariously and disguise it to look like normal terrain. Anyone stepping
on it causes the rocks to suddenly shift, smashing the foot of the individual
A low-lying area among the hills here is flooded and holds an that triggered the trap and possibly breaking his ankle. Anyone stepping
expansive marsh overgrown with bald cypress, black willows on the trap must make a save or take 2d6 points of damage and have his
and tall marsh grasses. Large expanses of it are covered in bog movement reduced by half.
pools, but patches of higher ground where the trees and grasses Mountain Lion Trap: This is a standard tiger trap with a 10ft-deep pit
primarily grow provide trails that can be used to cross the lined with sharpened stakes and covered by branches camouflaged to look
swampland. like the forest floor. Anyone falling in takes 1d6 points of damage from the
fall and lands on 2d4 spikes (1d6 points of damage each).
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Chapter Two:
Wildmen Fort
The compound of the wildmen lies deep within the Moon Fog Hills The elves let the characters observe the fort and answer any questions
among its shaded hollows and overgrown hilltops. It is far from any es- they can. They have been atop the precipice above the fort as well to
tablished paths, so navigating within the area requires either following the spy down within it. They can show the characters a trail to reach it if
occasional game trail or the foreknowledge of the area possessed by the they would like to go there. There is some cover up there, but certainly
local inhabitants to avoid traveling blindly through the rough terrain. For- a greater chance of being seen from below. They indicate that approxi-
tunately for the characters, they have the elven rangers who have already mately 60 warriors are within the fort, with as many as 15 gone at any
scouted the area to guide them to their goal. And after following the twist- one time for patrols, hunting, etc. The primary hunters (like those who
ing, convoluted trail presented by the elves, the characters find themselves ambushed the party at Area D) appear to reside in the lodge at the east-
on an overgrown hillside across a steep ravine from the encampment of the ern end of the fort (Area G7), while the tribe’s elite warriors appear to
wildmen tribe. The characters are less than a quarter mile away, but thanks reside atop the rock outcropping (Area G9). The rest of the tribe dwells
to the skill and woodcraft of the elven rangers, they are in a well-concealed in the huts within the compound, though the women and children do not
position. As long as they are cautious in their movements and activities, and seem to be combatants. They did not see any elderly wildmen within the
do not stay long enough for a random wildmen patrol to stumble upon their fort at all.
position, they should be safe for the moment to observe and plan their next They can tell characters that two cages are constructed inside the fort,
move. Read the following as the characters reach their concealed positon. one at the eastern end (Area G6), which holds a large bear, and one at the
base of the rock (Area G8), which holds a group of orcs. The elves think
their comrades are at the bottom of a deep pit in the northern part of the
Carefully following the steps of the elven brothers and ever compound (Area G11). They couldn’t get a look within it, but heard occa-
careful to remain quiet as you move, you reach a clearing sional cries of pain from its depths, and the wildmen would occasionally
just below the peak of the one of the thickly forested hilltops stop at its edge to jeer or toss garbage at those below. Although they were
in the area. A nearly solid canopy of overgrowth covers your unable to see it from their vantage point, they believe a cave is in the base
position, giving you fair concealment from any prying eyes, of the precipice and think the tribe’s chieftain lives within it. They have
and a break in the foliage to your left looks out across a seen him only once and describe him as a huge, savage wildman who
narrow valley formed by a steep ravine between two hills. looks like he carries the blood of giants in his veins.
You can hear the almost-omnipresent sound of a creek They don’t know how many of their comrades are left but did see at
flowing somewhere in the thickets at the base of this valley. least one of them being dragged from the base of the precipice (presum-
Your attention is arrested, however, by the hill on the ably from the cave there) and butchered in the compound before being
opposite side of the valley. Its peak rises to a sharp precipice, thrown on the cook fires and consumed in a great feast. They fear this
even higher than the hill upon which you have taken position, future awaits any of their companions who remain, so they are anxious
but below this peak is the object of most interest to you: a to get in and get their friends out. They go along with any plan of the
wooden palisade constructed at the base of this precipice. characters that seems like it has a solid chance of success but will not will-
Inside it you see a number of rude huts and buildings as well ingly do something suicidal (though if a situation demands, one willingly
as watchtowers. You have found the fort of the wildmen.
sacrifices himself for the sake of his brother and the survivors). The char-
The wooden palisade is crudely formed of hewn logs and
acters need to determine some entry into the fort, a plan to locate and free
averages about 12ft in height. It does not appear to have any
sort of walkway constructed along its top. It is broken at its the prisoners, a means to avoid or handle the wildmen within, and a way
southwestern edge by a wooden gate flanked by two fighting out. Likewise, the elves support plans that involve eliminating the chief
platforms. The gate stands open, though a number of the and disrupting the entire tribe. It’s a long way back to Malthlyn to carry
wildmen’s wretched dogs laze about in its opening. To the wounded prisoners while being hunted by wildmen in their own element,
east of this gate stands a tall watchtower that rises some 70ft so they’ll take any advantage they can get. Plus, they know that if the
and appears to be occupied by two or three lookouts. The wildmen survive the attack largely unscathed, they’ll likely begin preying
majority of the walled compound between the palisade and on the Malthlyn area after characters leave. They would ultimately like to
the base of the precipice is occupied by rude wooden huts and see the tribe of degenerate cannibals wiped out and argue for this course
a few slightly larger structures interspersed with occasional of action if it can be managed.
trees, though most of the forest growth has been cleared from
within the fort. The majority of the wildmen appear to mill
about among these huts as they go about their daily tasks.
At the eastern end of the compound, some long, larger
building occupies is own wing of the fort and is flanked by
Area G: Wildmen Fort
two additional fighting platforms perched atop the wall. At Because the Wildmen Fort is a living, breathing community rather than
the opposite end of the compound, due north of the gate, is a series of set encounters — and a community the characters likely want to
a massive rock outcropping incorporated into the palisade destroy — this section of the adventure is not going to be set up in the nor-
wall. This steep pinnacle rises 50ft and is relatively flat on mal way. Rather than going into detail on each location and its inhabitants,
top and has several wooden structures built upon it. it instead gives a general overview of each area of the fort and focuses on
As a whole, the occupants of the fort appear to be fairly how the inhabitants react to various threats and strategies by the charac-
numerous but not particularly alert. ters. The section regarding the Chieftain’s Caves (Area H) adhere to the
more traditional location-based descriptions.
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Getting Into the Fort
Several ways exist to get inside the compound can be gleaned from
the party’s observations and from additional information gained from the
elves. Some ways into the compound include:
• Scaling the palisade: Probably not too difficult, but characters are
likely to be spotted or heard.
• Using the front gate: It is not shut or heavily guarded, but reinforce-
ments can arrive quickly.
• Scaling down from the precipice 150ft above: Highly dangerous
with a high chance of being spotted.
• Using a steep trail (Area G2) the elves located that leads down
from the precipice: It is safer than climbing and provides some cover,
but is still fairly exposed.
• The elves mention a tree (Area G13) overhanging the palisade
just north of the rock outcropping: It might be difficult to approach un-
observed, but the tree’s foliage could provide concealment when entering
the compound.
• Of course, any magical means the characters possess is always an
option as well.
Fort Inhabitants
Undoubtedly the greatest obstacle to the party’s plans is the presence
of the wildmen tribe itself. The tribe consists of a total of 43 wildmen, 55
“wildman” tribeswomen, and 72 noncombatant children (the elderly
are butchered and eaten once they become too frail to serve the tribe). In
addition, 14 wildman stalkers serve as the tribe’s primary hunters and 8
wildman bone crushers serve as the chieftain’s personal bodyguard and
enforcers. The tribe also keeps 22 retch hounds as dubious guard dogs.
These creatures are lazy and vicious but generally know better than to
attack a tribesman. The tribe members are immune to the effects of their
stench from long exposure but are not immune to their breath weapon.
These various inhabitants are detailed below. Any casualties sustained by
the tribe should be removed from these numbers. Those encountered in
Area D and Area E are not included in these numbers, though any en-
countered on patrol are. The chieftain and shaman are not included in this
roster because they are intended to be encountered in the caves (Area H)
and do not generally respond personally to the activities of the characters
in the compound.
The lot in life of the women of the wildman tribe is dismal at best. They
are the heavy laborers of the group. While the men hunt and go out to raid,
the burden of maintaining the compound, feeding and caring for the chil-
dren and adults alike, tanning hides for making into armor, and chipping at
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chert cores or whittling sticks to make weapons falls to the women. They Retch Hounds (22): HD 3+2; HP 17; AC 5[14]; Atk bite (1d8);
are typically given to one of the warriors as a mate at the age of 13 or 14 Move 18; Save 14; AL N; CL/XP 4/120; Special: breath weap-
and feel no particular loyalty to their crude and often abusive husbands. on (1/round, 10ft cone of digestive acid, 2d6 damage, save
They generally stay out of fights and likely watch the slaughter of the half), stench (30ft, nausea causes –2 to hit rolls and save, save
tribesmen with quiet apathy. However, they rise to the defense of their avoids). (The Tome of Horrors Complete 462)
children or themselves if threatened. They have been oppressed by Malag
and his ilk for generations and readily retreat with their children deeper These disgusting creatures are indolent and lazy. The wildmen have
into the hills, far from outside contact, if freed from their domineering been breeding them for generations, making the tribesmen immune to the
menfolk. If the characters spare them, though, and do not watch them beasts’ stench. But the hounds still seem to serve as guard dogs only reluc-
closely, the tribeswomen likely try to steal any small items they think they tantly. The retch hounds do not attack a wildman or tribeswoman unless
can get away with. provoked but do not take commands from them. In fact, they generally
ignore them altogether (though if they can catch a child alone, they have
Wildmen Stalkers (14): HD 5; HP 25; AC 6[13] or 3[16] while been known to savage and devour one from time to time). They readily
raging; Atk club (1d8) or spear (1d6) or shortbow x2 (1d6 follow the commands of wildman stalkers and are extremely loyal to the
plus lethal poison); Move 12; Save 12; AL C; CL/XP 6/400; rangers. They follow the commands of a wildman bone crusher 75% of
Special: rage (3/day, +3 to hit, damage and AC until the time. Otherwise, they try to flee and avoid the bone crushers altogeth-
combat ends), ranger abilities (alertness, tracking). er. The hounds cannot stand to be in the presence of Malag Marroweater
Equipment: +1 leather armor, club with trophy fetish, or N’ngula and flee at least 60ft away at the approach of either of them.
2 spears, shortbow, quiver of 20 poisoned arrows, 2 Only hounds specially trained to serve Malag (such as those in Area H) or
doses of lethal poison, pouch with 1d8+2 rough gems those successfully ordered by a wildman stalker or wildman bone crusher
(1d6x10gp each). willingly remain in the chieftain’s or shaman’s presence.
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strongly of sulfur due to the nature of their disgusting guano. Any
character approaching within 20ft of the tree causes one corpse rook Area G5: Watchtower
to swoop down and land between them and the tree to attack. The This 70ft tower is constructed of a framework of logs. Its platform is
second rook swoops out to attack characters from behind without open on all sides, and is edged with a rail and has a wooden roof. A single
ever landing. The corpse rooks were out hunting when the elves were ladder accesses the tower from its northern side, but anyone attempting to
here previously. The elves assumed the nest to be old and abandoned, reach the top by climbing the supporting frame can do so. On duty atop
thinking little of it in the heat of the moment. the tower at all times are 2 wildmen and a wildman stalker who keep a
lookout over the surrounding area.
Corpse Rooks (2): HD 6; HP 45, 37; AC 6[13]; Atk 2 claws
(1d6), 3 bites (1d8); Move 6 (fly 24); Save 11; AL C;
CL/XP 7/600; Special: rend (2+ bites, latches on and
Area G6: Bear Pit
A crude pit is dug 10ft deep here, its lip lined with a 7ft-high wooden
tears for additional 2d8 damage). (The Tome of Horrors
fence. This fence is heavily reinforced to prevent it from being broken
Complete 108)
down by those in the pit. The wildmen keep a tormented cave bear that
they captured in the pit. It cannot climb free of the pit and is starving
Development: The wildmen are aware that the corpse rooks built
because they feed it only irregularly. The wildmen use the captive bear
their nest here and, as a result, avoid the Cutting Tree in hopes that
sometimes to dispose of prisoners, throwing them in and letting them fight
they’ll move on. As a result, they ignore any sounds of combat from
for their lives. They also enjoy flinging rocks and occasional spears at the
up here, assuming that the giant rooks are squabbling. However, any
bear just to torment it. If the bear is given the means to climb out of the
explosive spells certainly attract their attention and cause the com-
pit (such as collapsing a portion of the encircling wall within the pit to
pound to sound the alarm and the warriors to gather at the base of
provide a ramp for the bear to climb), it immediately rampages through
Area 2 while a patrol ascends the trail to investigate. If the characters
the compound, attacking anything in sight. Whether in the pit or out of it,
decide to descend the cliff face by climbing, they are plainly visible
the enraged bear fights to the death against anyone it sees.
to anyone below.
Treasure: The odor of the nest is almost overwhelming and requires a
Bear, Cave: HD 7; HP 46; AC 6[13]; Atk 2 claws (1d6+1), bite
saving throw or the character becomes nauseous for 1d4 rounds. Within
(1d10+1); Move 12; Save 9; AL N; CL/XP 7/600; Special: hug
the nest are two flightless newborns the size of large dogs. These mindless
(3d6 additional damage if both claws hit). (Monstrosities 38)
young immediately try to eat anything present in the nest but are really
only a danger to a helpless victim. They are easily slain and cannot be
trained or cleaned up adequately to be of any value to a buyer of exotic Area G7: Stalkers’ Lodge
animals. A suit of +1 chainmail that resists fire (50%) is woven among the The Stalker’s Lodge dominates this part of the compound. It consists
twigs of the nest. The rooklings have chewed on it extensively but have of a half-dozen huts shaded by one of the compound’s few trees where
been unable to damage it. 3 wildmen, 11 tribeswomen and 9 children related to the stalkers live,
as well as the lodge itself and a pair of fighting platforms. The huts are
Area G2: Steep Trail identical to those at Area G4.
This perilous descent navigates the cliff face to the compound below
through a series of narrow switchbacks. Although there is some under-
growth along the path, anything larger than a halfling is in plain sight
during the descent. The watchers below do not routinely look at the cliff
face, but each round someone descends in plain sight there is a cumula-
tive 5% chance of being spotted and an alarm being raised. Alternately,
if the characters have some means of camouflaging themselves or choose
to descend after dark, then there is no chance of being spotted. However,
attempting the trail after dark requires a saving throw to avoid slipping
over the edge and landing in the compound below (a result likely to cause
an alarm).
Area G7c.
This dark chamber is outfitted with a number of workbenches and a small
stone oven. A wooden cage stands in the northern end of the room. Some of
the tribeswomen make poisons here for the stalkers to use. During the day, 2
tribeswomen are always laboring here over the tables and oven to concoct
the poison from raw venom, while a stalker initiate (same stats as a wild-
man) carefully dips arrows in large pot full of spider venom. If these folk are
attacked, the initiate runs to the cage (Area G7d) and opens the door. The
spiders within attack anyone in the room. The pot holds 52 doses of spider
venom, but is awkward and weighs more than 40 lbs.
Area G7d.
This large wooden cage holds 4 giant spiders (4ft diameter). The stalk-
ers use hooked goads and clay pots to capture and milk the venom from Area G9: The Rock
them every few days. The cage door is tied shut with rough rope and can This outcropping of granite rises sharply 50ft above the surrounding
be opened as a full-round action. The spiders attack anyone they can reach. compound. The palisade wall incorporates it into the fort’s defenses. The
sides are steep and slick (saving throw to climb) with no cover or con-
Spider, Giant (4ft diameter) (4): HD 2+2; HP 15, 12x2, 10; AC 6[13]; cealment. A single ladder leans against the side and reaches up to the en-
Atk bite (1d6 plus poison); Move 18; Save 16; AL N; CL/XP 5/240; trance of one of the three buildings built on top. This is the abode of the
Special: lethal poison (+1 save), 5 in 6 chance to surprise prey. bone crushers, and those who enter without their invitation usually leave
abruptly and without the benefit of the ladder.
Treasure: Anyone searching the accumulated detritus in the bottom of
the spider cage locates the desiccated hand of a halfling that still wears a
gold-and-platinum bracelet (2500 gp). G9a: Bone Crusher Hall
This structure serves as the gathering hall and armory for the bone
crushers. At any given time, 1d4+1 bone crushers are present along with
Area G8: Prisoner Stockade 1d3 tribeswomen serving them. The bone crushers don’t take mates but
This 10ft-high stockade is made of cut logs and stands at the base of The have their pick of the unattached women of the tribe. The bone crushers
Rock (Area G9) where bone crushers can taunt its occupants and drop filth are eating, talking or drinking. A low table is surrounded by benches. Atop
and garbage on them. The only way out is by throwing a rope over the wall the table are three clay jugs that hold the raw sour mash alcohol that the
and climbing. The stockade holds 13 unarmed and unarmored orcs. These wildmen distill. It is extremely strong and harsh on the palate — the bone
orcs were mercenaries hired from Lowport by the Mathens to patrol the hills crushers drink it like water. The walls are set with pegs from which hang
and augment the wildmen’s forces. The savage tribe has always despised orcs, 4 suits of leather armor. A barrel near the door holds 14 spears, and a shelf
however, and once the Mathens’ alliance fell apart, they captured this patrol. holds a +1 bone flail. This structure is one of the only ones in the entire
Marlowe Mathen is trying to negotiate their release with Malag, and the wild- fort that has windows, and these give a dramatic view over the compound
men are still trying to decide what to do with the prisoners (they will not stoop and the surrounding hills.
to eating orc). The orcs are badly demoralized and just want to get back to
Lowport as quickly as possible. They are happy to be released in order to flee,
but otherwise have an indifferent attitude toward their rescuers. In fact, if they Area G9b: Bone Crusher Barracks
are released and think they have a chance to defeat the characters, they turn The bone crushers sleep here at night. During the day, 1d3+1 bone
on them and attempt to rob them of equipment and loot. However, if they can crushers rest in here atop bunks made from piles of furs and atop burlap
be convinced to help the characters in their efforts against the wildmen, they bags filled with sand to provide a modicum of a matress.
do so but still leave at the earliest opportunity. Treasure: One of the sandbag mattresses actually contains the hidden
treasures of the bone crushers. The treasure consists of 47pp (minted in
Orc (13): HD 1; HP 6x3, 5, 4x4, 3x4, 2; AC 6[13]; Atk strike Oceanus and stolen from a merchant out of Oestre years ago), a chunk of
(1hp); Move 9; Save 17; AL C; CL/XP 1/15; Special: –1 to hit in amber the size of a man’s head (2300gp), a folded tapestry depicting an
sunlight, darkvision 60ft. Oceanic man-o-war running with full sails (1000gp), and a small metal
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box holding 2 figurines of the onyx dog. The figurines can be used at the the day. A still composed of wooden barrels, tin drums and copper tubing
same time, but doing so has a 10% chance that one of the figurines instead is set to the side and is where the wildmen distill their rancid sour mash
turns into a hell hound that attacks the owner. Once the hell hound is slain, from wild millet that grows in the stream bottoms of the hills. Behind the
that figurine shatters forever. still, a natural spring wells up from the base of the cliff to fill a small rock-
lined pool with cold fresh water. The pool has natural drains in the rock,
so it does not overflow.
Area G9c: Training Yard
This fairly flat area between the structures on The Rock serves as the
yard where the bone crushers conduct their battle training. During the day, Area G13: Climbing Tree
1d3+1 bone crushers are always here engaged in mock combat (each This tall post oak growing outside the compound has wide foliage-cov-
has taken 1d6+4 damage because their “mock” combat isn’t always so ered branches that hang over the palisade. The tree is easy to climb and
much). They refrain from raging when training. No railings surround this provides concealment for anyone climbing in it. It would be a simple mat-
plateau, so accidents during training are not unheard of. One bone crusher ter to climb the tree and get over the wall with a good chance of avoiding
is always technically on watch, but he watches the fights more than any- notice. Unfortunately, the tree is also a favorite of the wildmen children.
thing else. At the southern edge, The Rock overlooks the prisoner stock- If the characters attempt to climb it, they find a single wildman boy of
ade (Area G8), and the bone crushers consider it great sport to relieve about 9 years of age named Toof hanging in it. He remains quiet and
themselves over the edge onto the captured orcs below. Also out here are watches the characters until they are in the tree, then he drops down to a
the cook fires where the tribeswomen who serve the bone crushers prepare nearby branch. The boy’s attitude is indifferent, but he is curious. If the
their meals. There are 2 tribeswomen cooking over the fire during the characters contrive some way to communicate with him (he is clever for a
day. wildman and can successfully pantomime crude communication with the
characters), he smiles and shows them from which branch it is best to drop
down into the fort (any other branch requires a save to jump down and
Area G9d: Bone Crusher Stores avoid taking 1d6 points of damage). More importantly, he does not raise
As the elite members of the tribe, the bone crushers get the best of the an alarm. If the characters act hostile, they have to deal with the moral
tribe’s resources. As a result, their food supplies and equipment are stored conundrum of finding some way to silence a noncombatant child if they
separately from those available to the rest of the tribe. They are kept here wish to remain undiscovered.
under guard at all times by a bone crusher who lives in this shed. Be-
cause of his access to the supplies, he usually overindulges in the stored
food and sour mash. He is currently accompanied by a tribeswoman. The Area G14: Forge
foodstuffs include smoked meats, some sausages made from squirrel and A ledge protrudes from the cliff face 20ft above the rest of the com-
other small game animals, hand-ground wild grains, and a few tubers. A pound. At the back of this ledge is a crude forge with a lean-to next to it.
half dozen 20-gallon clay jugs hold the aforementioned sour mash. This is the forge of Otark, an aged wildman and the most skilled iron-
worker of the tribe. He is able to work with cold iron in particular to great
effect and is responsible for the battle axes of the bone crushers as well as
Area G10: Prisoner Pit the other weapons found within the tribe. Otark’s son, a wildman stalker,
This is a natural sinkhole in the limestone that makes up the majority spends his days on the ledge watching over his father. He does not join in
of this hill. It has steep sides that are overgrown with lichens and small any battles in the compound below other than to fire upon intruders from
plants. The pit itself is 40ft deep and leads to Area H12 below. his perch. Otark generally avoids battle altogether — having lived to an
exceptionally old age for a wildman — and refrains from raging except as
Area G11: Stores House a last resort. He doesn’t wear armor, only taking up an old heavy wooden
This long low building holds the tribe’s food supplies, which mainly shield if threatened.
consists of smoked game, strings of sausages, bags of ground wild grain,
sacks of root vegetables and tubers, blocks of goat cheese of questionable Otark, Wildman Ironworker: HD 3; HP 18; AC 8[11] or 5[14]
freshness, and foodstuffs plundered from raided caravans. Dozens of clay while raging; Atk club (1d8) or spear (1d6); Move 12; Save
jugs hold the wildmen’s sour mash whiskey. There are always 2d4 giant 14; AL C; CL/XP 4/120; Special: rage (3/day, +3 to hit,
rats scrounging around here. They fear the wildmen who hunt them for damage and AC until combat ends).
food but may try to drive the characters away by attacking. Unbeknownst Equipment: wooden shield, club with trophy fetish, 2
to the wildmen, a brown pudding recently found its way in here to feed spears, pouch with 1d4 rough gems (1d6x10gp each).
on the rats. It attacks the characters if they remain in the building for more
than 2 rounds. Treasure: Otark has stashed a small hoard behind a loose rock at the
back of the forge. It can only be searched for and accessed if the fire is
Rats, Giant (2d4): HD 1d4hp; AC 7[12]; Atk bite (1d3); Move allowed to cool (requiring 4 hours) or if the searcher has fire resistance.
12; Save 18; AL N; CL/XP A/5; Special: 5% are diseased. Hidden in this hollow are 5 large unrefined gold nuggets worth 115gp
each. If refined they are worth 225gp each.
Pudding, Brown: HD 11; HP 72; AC 9[10]; Atk strike (2d6 plus
2d6 acid); Move 6 (climb 6); Save 4; AL N; CL/XP 12/2000;
Special: acid (dissolves organic material, no metal), immune
Area G15: Chieftain’s Cave
to slashing and piercing weapons, split into two with half See Area H: Chieftain’s Cave for details.
current hit points. (The Tome of Horrors Complete 438)
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The caves beneath the cliffs are the domain of the chieftain of the wildmen
and their shaman. No one enters the caves except by Malag’s leave, and any
battles that occur outside in the compound are ignored by those within. Only
if an ongoing battle between the wildmen and the characters lasts for more
than a day does one of his bone crushers dare to bring him news of the invad-
ers and prompt him to take charge of the defense of the fort. He still remains
within the caves themselves, but the characters won’t catch anyone inside by
surprise. If a substantial portion of the tribe is killed, Malag prepares an am-
bush for the characters with all his forces in the cave at Area H2.
H4. Shrine to Shambola of the Hill before the characters enter here, then she has already prepared herself and
attacks as described in Area H5.
This chamber feels like it must lie at the center of the Area H5: Hidden Room
earth. No light finds its way here except what you bring,
and that reveals stone walls worn smooth from untold years
of water slowly trickling down, leaving stains in strange The passage beyond the skull wall opens into a lightless
lines of blues, greens and reds. This flow is the heaviest cyst-like chamber in the rock. The floor slopes upward so
to the left where the water forms a large pool around the back end of the chamber is only a foot between floor and
the base of a pair of natural columns. Other columns ceiling. Every inch of the walls and ceiling are painted with
stretch from floor to ceiling in the chamber, and the roof a lime wash and decorated with foul images and symbols in
20ft above is studded with many stalactites. The floor is a crusty black fluid that is most likely blood. At the far end,
cleared of any stalagmites, however. To the left, a stack of a bundle of skins is pushed into the narrow area to create a
humanoid skulls is crudely cemented together to create bed. At the near end, a flat rock sits against the north wall
a solid wall more than 12ft high, with the bottommost and serves as a small table. Several shallow bowls ground
skulls unfathomably old while those in the top row seem into it hold liquids of various colors while assorted powders
extremely fresh — some still showing bloodstains. At the and crushed substances lie in small piles around them. The
far end of the chamber, a massive rock formation glistens air in the chamber is rancid with a foul dead smell.
with the moisture of the chamber. It appears to be natural
in shape, with no obvious marks of tools on its surface, but
it unmistakably bears a resemblance to a giant, squat toad.
This chamber is the abode of N’ngula and her spirit animal Thogga, a
From the many bloodstains smeared upon it and crude
tiny frog that gives off a ghostly luminescence and seems more spirit than
offerings of food and trinkets laid before it, it appears that
animal. N’ngula is the tribe’s shaman and venerates the idol Shambola of
these savage humans adopted this rock as some sort of god.
the Hill, unknowingly serving Tsathogga. She is dedicated to the bones
spirit and is exceedingly old (none of the wildmen know exactly how old),
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and is twisted and cadaverous in appearance. She coats her body in white pups that constantly root through the mire. These guard dogs immediately
ash, giving her body an even greater pallor, and her head is bald but for a start baying when they spot intruders (alerting the surrounding rooms) and
few long strands of stringy gray hair. gleefully attack any prone characters who fall victim to the trap in Area
N’ngula is cadaverously thin, with sunken eye sockets and dead eyes H6. The floor here is slick and difficult to traverse for any creature with
that stare off into the distance. Her body has a faint smell of the grave. fewer than 4 legs (half movement).
Thogga often rides on N’ngula’s shoulder, but hops to safety if characters
attack the shaman. The small glowing frog is no threat to characters. Retch Hounds (2): HD 3+2; HP 22, 20; AC 5[14]; Atk bite
(1d8); Move 18; Save 14; AL N; CL/XP 4/120; Special: breath
N’ngula, Tribeswoman Shaman (MU9): HP 27; AC 5[14] or weapon (1/round, 10ft cone of digestive acid, 2d6 damage,
2[17] (missile) and 4[15] (melee) from shield spell; Atk +1 staff save half), stench (30ft, nausea causes –2 to hit rolls and
(1d6+1) or blowgun (1d3 plus lethal poison); Move 9; Save save, save avoids). (The Tome of Horrors Complete 462) (see
7; AL C; CL/XP 11/1700; Special: fearful gaze (1 target, save Fort Inhabitants)
or fear as spell), spells (4/3/3/2/1), stiffen bones (3/day, one
target within 30ft, save or movement halved as bones and Tactics: If the inhabitants of the surrounding rooms are alerted by fight-
joints stiffen). ing here, they prepare for battle accordingly. Malag sends the cave trolls in
Spells: 1st—charm person, light, magic missile, shield; Area H10 to assist the hounds. They spider climb over the characters and
2nd—invisibility, phantasmal force, web; 3rd—hold attempt to drop into the middle ranks of the party. Using this as a distrac-
person, lightning bolt, slow; 4th—ice storm, polymorph tion, Marlowe Mathen (Area H8) tries to backstab any characters. After 2
self; 5th—wall of stone. rounds, Gloptl’t (Area H9) sends in the frog while Malag attacks from the
Equipment: bracers of defense 6[13], +1 staff, blowgun, doorway of Area H10. Gloptl’t observes from the shadows of its doorway
20 blowgun darts, nose ring of protection +1, potion of until it sees an opportunity to attack a magic-user.
extra healing, 3 doses of lethal poison, pouch of sewn
human gut with 2 emeralds (300gp each), a human
finger wearing 7 silver rings (20gp each), 23gp (harps
minted in Bard’s Gate), and 13 rough gems worth
Area H8: Guest’s Chamber
1d6x10gp each, frog pet (Thogga).
Tactics: A hole in the back of the skull wall lets N’ngula to look out What is otherwise a drab and damp cave is somewhat
through the eye socket of one of the skulls near the bottom so she can see comfortably appointed with an actual bed and several
the feet of the characters if they enter Area H4. She can cast spells through layered rugs to cover the muddy floor. A tapestry depicting
this hole and use her bone stiffen ability and her blowgun. If the characters a bucolic scene of a lake full of reeds and wading birds
discover her secret lair, she uses wall of stone to seal the entrance. hangs along the west wall with a small wooden table set
Treasure: N’ngula doesn’t keep much in the way of treasures, but the before it. Upon this table is an oil lamp with a large reflector
flat stone near the entrance serves as her alchemy lab. Stacked next to it that provides the chamber with decent lighting and some
are wooden cups sealed with wax that are actually 2 potions of fire re- amount of heat as well.
sistance, a potion of extra healing, a potion of strength, and a potion of
clairvoyance.
This chamber is currently occupied by Marlowe Mathen, a member of
the Mathen family and a cousin of Milo and Mimi who shares their tainted
Area H6: Long Slope blood but hails from a cadet branch of the line and so does not enjoy the
same influence and affluence as the rest. In fact, they sent him here as a
This 10ft-high tunnel slopes sharply down. Malag placed a trap near guest of the wildmen to keep him out of the way as much as to serve as in-
the top of the slope: A small hollow is carved out of the rock and filled terpreter for Gloptl’t. Marlowe has a strong familial resemblance to Milo
with smooth, round river pebbles. Atop these is a thin plank of wood cov- and somewhat shares his oily charisma, but his debonair attitude is spoiled
ered in a layer of muck to look just like the stone floor. If anyone steps on by an overlarge face with a wide mouth, slightly bulging eyes, large jowls
this wooden plank, it slides off the round pebbles and causes the person to and sparse hair. He looks distinctly froglike and has a pleasant musty odor
tumble 1d4x10ft down the slope. All of the caves’ inhabitants are aware that seems to continually hang about him. He always wears a black tunic
of the trap and step over it. A ranger, elf or thief has a 2-in-6 chance of over his black leather armor with a rapier at his side and a garish cape over
noticing a spot on the floor where there are conspicuously no footprints in his shoulders in order to look the part of the dashing rogue.
the muck. From there, it is easy to discern what the trap is and step over The tapestry on the wall is trapped. Set into the wall behind the tapes-
it safely. Anyone who falls the full 40ft ends up prone in Area H7. The try is a spring-loaded framework set with dozens of rusty daggers. If the
sound of someone tumbling also alerts the inhabitants of Areas H7–H11. tapestry is moved aside, the tension on this wooden frame is released and
Anyone sliding down the slope takes 1d6 points of damage per 10ft fallen. the daggers are flung into the room at everyone in the 10ft-area in front of
the tapestry (attacks a 6HD monster, 1d6 daggers per target, dealing 1d4
points of damage per dagger plus disease, save or muscles stiffen for 24
Area H7: Kennel hours, half movement and prevents speech).
This is the quarters for 2 cave trolls that serve as Malag’s personal
This flooded room serves admirably as the quarters of the Mathen’s guards. At the far end is a gate of wooden bars and heavy rope that looks
ambassador to the wildmen, the tsathar scourge Gloptl’t. As one of the out into Area H12. The trolls spend their time perched upon the larger
most formidable of the tsathar in their service, they felt that it would be rocks, picking at gnawed bones or taunting the prisoners in Area H12 by
more than a match for the barbaric wildmen. For their part, the wildmen flinging excrement and the remnants of past meals (sometimes recent pris-
see it as an emissary from their froglike god, Shambola, and treat it with oners) at them. They respond to an alarm in Area H7 as described in that
almost reverential awe. Malag even gave the tsather one of his daughters, area. If battle occurs here without the alarm being raised, Malag emerges
Thrissa, as a wife. Besides the tribeswoman, Gloptl’t shares this chamber from Area H11 to assist the trolls.
with a giant abyssal frog sent with it to serve as companion and steed.
It spends most of its time lounging in the muck of the floor waiting for Trolls, Cave (2): HD 4; HP 29, 27; AC 0[19]; Atk 2 claws (1d4),
the opportunity to sate its bloodlust while Gloptl’t watches over Thrissa. claw (from haste) (1d4), bite (1d6); Move 24 (climb 12); Save
The floor of this chamber is considered to be a shallow bog (half move- 13; AL C; CL/XP 7/600; Special: haste, regenerate 2hp/round,
ment), but neither the tsathar nor the frog have any penalties for moving rend (if both claws hit, additional 2d4 damage), spider climb.
in it due to their acclimation with it. The bower at the far end of the room (The Tome of Horrors Complete 568) (See Area H1)
actually holds Thrissa, such as she is. When the tsathar received the chief-
tain’s daughter as a bride in order to create an alliance, the alien creature Treasure: Malag allows the trolls to keep some treasure, which is scat-
had little concept of what they meant. However, it did realize that this tered across the chamber and can be found after 10 minutes of gathering it
was the perfect opportunity to spawn a filth-priest tsathar with an intelli- up. All of it requires a good cleaning. The treasures consist of a +1 short
gent human host to use. Gloptl’t wasted no time in implanting the hapless sword, a filthy cloak of protection +2, a 2ft-tall, slightly gnawed wooden
woman with an egg. It has been gestating for just over a week now, and carving of an elven dancer that was once covered in gold foil (the gold
Thrissa lies comatose on her soggy pallet. She is hardly recognizable as foil has long since been peeled away but the carving is still worth 20gp
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for its artistic value), a necklace of pearls (250gp), a small sack holding
112gp and 330sp, a wooden bucket filled with 1032cp, and an ivory finger
clearly broken from some large statue (60gp), though the statue itself is
nowhere in evidence.
Treasure: Malag keeps his treasures in a disorderly heap behind his The barred gate opens into a pit that lies at the base of a
bedding, covered in a layer of rotten, fly-covered entrails from a previ- deep sinkhole. The walls are rough but slick with moisture
ous snack. The heap consists of 3256gp, 5775sp, 10,890cp, 230pp, 5 ci- and provide few handholds for the 40ft climb to daylight
trines (30gp, 55gp, 60gp, 75gp, 90gp), a pair of sapphires (275gp each), a above. Some roots and scraggly plants hang over the lip
chrysoberyl (550gp), a silver hand mirror (15gp), a silver vambrace from above, but none reach down far enough to be of use. The
a set of ceremonial full-plate (150gp), a +1 spear, gauntlets of dexterity, a bottom is littered with broken rock, moss, and a bit of
potion of slipperiness, a potion of clairaudience, and a wand of paralyzing scattered grasses. Huddled in this enclosure are four men.
(21 charges). They are dirty, haggard, and half-starved with scraggly,
unshorn hair and beards and few scraps of clothing
remaining to them. They appear battered and sickly, but
the fire of freedom still burns in their eyes.
This pit serves as the prison of the survivors of the ill-fated company
out of Bard’s Gate sent to reinforce Malthlyn and secure the mithral mine.
They are down to the last 4 survivors, having seen the others fall to brutal
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beatings, illness, or the savage cannibalism of their captors. Three of them spell for 6 rounds), summon (1/day, 8HD water elemental),
are cavalrymen from Waymarch, and one is Andulathon of the Lyreguard, telepathy 100ft. (The Tome of Horrors Complete 120)
whom Cymione and Cyrione were sent to protect. The men are in no shape
to fight and can barely walk, but rouse to follow the characters to safety. Boar, Wild (2): HD 3+3; HP 25, 23; AC 7[12]; Atk gore (3d4);
Once the elven rangers secure these men, they immediately seek to bring Move 15; AL C; CL/XP 4/120; Special: continue attacks 2
them out of the fort to safety. If the party points out that the wildmen have rounds after reaching 0hp. (Monstrosities 48)
to be crippled before they can go or they will simply be hunted through the
wilderness, they concede the point (thinking much the same thing them- Water Elemental: HD 8; HP 50; AC 2[17]; Atk strike (3d10);
selves), but they refuse to leave Andulathon’s side at any point. Bringing Move 6 (swim 18); Save 8; AL N; CL/XP 9/1100; Special: +1 or
him home safely to Bard’s Gate is now their highest priority. better weapon to hit, overturn boats.
It’s Not Over of course, accompany them but it is wild country between Malthlyn and
Southvale, and every extra sword is welcome.
In addition, regardless of the characters’ willingness to accompany the
‘Til the Fat Frog Croaks survivors south, Andulathon promises them great reward from the High
Burgess of Bard’s Gate for their actions. They have done a great service
for that city and the Duchy of Waymarch with their heroic actions. With
Assuming the characters kill Malag and N’ngula and seriously damage the destruction of the wildmen and the removal of the corrupt Mathens,
or disrupt the wildmen tribe, their journey back to Malthlyn should not be the mines revert to the ownership of the city and the business partners
overly arduous. The survivors of the tribe withdraw deeper into the hills involved there, which brings an even greater boon than before. There is
to lick their wounds and weave tribal legends of the shining angels of de- already talk of clearing out the ruins of Salyos and opening it as a port or
struction from the lowlands that killed “Malag the Giant-King.” It should even of opening a new port along the Hollow Road to the east of Malthlyn
be several generations before the wildmen recover enough to threaten the in order to ship all the silver and mithral that will soon be flowing once
folk of Malthlyn again, if they even survive at all in their weakened state new mining crews can be brought to Malthlyn along with a proper mil-
among the unforgiving hollow hills. itary garrison to protect. Whether intentional or not, the characters have
However, all is not well for the characters. While Tsathogga takes little certainly helped the economic interests of foreign powers and given them
notice of his mortal worshippers and cares for them even less, the recent a much greater hold on this territory. The region is largely unclaimed, so
destruction of his spawn Co’Nurgral did prove to be something of an irri- this likely brings a positive civilizing effect to those who live and settle in
tant. And assuming the characters destroyed his idol in Area H4 which he the Malthlyn area.
had bestowed with a tiny bit of his power, the irritation rises to the level Approximately 6 months after the events in this adventure, a messenger
of requiring a good scratch. As a final gesture of anger before going back from Bard’s Gate accompanied by a patrol of Waymark cavalry greets
to his somnolent devouring of the filth of the River Styx in the depths of the characters. In a secured chest they carry are 500 platinum lyres (pp),
Tarterus, Tsathogga sends forth a psychic nudge to the Material Plane — coinage of the City of Bard’s Gate as a reward from that city and a gold-
a nudge sufficient to wake a beast deep in the swampiest depths of the en chalice set with emeralds and stamped with the arms of the House of
Moon Fog Hills and fill its mind with a picture of its most hated enemies Qellinroque (hereditary dukes of Waymarch) worth 2000gp. In addition,
… the characters. The wakened creature is a froglike beast called a hydro- they have made allies of both the Duke of Waymarch and the High Bur-
daemon, a 10ft-tall demonic toad with powerful magic at its command. gess of Bard’s Gate for the assistance they provided, which could lead to
The hydrodaemon stalks the land in search of the characters and catches adventures in the future.
up with them on their way back to Malthlyn, probably shortly after they
pass the Mobat Hollow (Area B). It glides down upon them in the last
rays of evening with 2 wild boars sent to follow it. It uses its spittle upon
the characters as it flies by followed by the boars charging into battle.
Depending on the terrain where the characters stand, the hydrodaemon
uses cause fear or darkness 15ft radius to separate the characters. It cares
not for the fate of the wild boars. Archers and spellcasters are always its
primary targets while the boars deal with fighters. It summons a water
elemental as a last resort. Once the hydrodaemon is defeated, Tsathogga
quickly loses interest in the Moon Fogs and goes back to his own inscru-
table thoughts.
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What’s Going on Now? In the heroes’ desire to end the trouble in Penmorgh, Mhaazoul sees
his best chance yet to free himself and bring chaos to the world. Through
Buboe, Mhaazoul has learned that the characters have been contacted by
There are a number of individuals and groups that the characters are Pearsey to investigate the murders of the young women. In this Mhaazoul
likely to encounter in the course of this adventure, many of which are sees his best yet chance to have the skull broken and to be set free. To
involved either in the murders that plague Penmorgh or in the demon this end he intends to actually work secretly to help the characters in their
Mhaazoul’s larger plots and intrigues surrounding it and the Tower of investigations if need be.
Bone.
Buboe
The Merchant Guild
Buboe, a quasit, is Mhaazoul’s closest and most loyal minion. He was integral
The Merchant Guild is the lifeblood of Penmorgh. It has been so in distributing the crystal skulls across the world and planting the various clues
ubiquitous for so long that no one even recalls the guild’s original name; to lead to their discovery. He is fiercely loyal to his master, but centuries of
it is simply known as “the Guild.” Mhaazoul’s abuse are taking their toll, leaving him sullen and moody.
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The only reason Buboe doesn’t come straight to the characters and the enjoyment and play value of the adventure. Some general suggestions
lead them to Mhaazoul is that he doesn’t want his master to be freed. on are outlined below.
Buboe is satisfied with the status quo and rather likes the fact that he has
a master that (for once) cannot desert him. It is almost as if Buboe is the
master, and that is a position he relishes with secret glee. Most times,
however, Mhaazoul’s domineering gets the better of him and he follows
Penmorgh
his master’s command. However the characters come to Penmorgh, it is important that they are
invited to Pearsey’s home as soon as possible and it is he who introduces
How to Use viewing them as nothing better than assassins and thieves.
Adventure Summary
characters decide to stop and make camp or leave the Tower, they arrive
in the observatory in time to disrupt the ritual.
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A Note on Monsters into the center of a bowl of stew. It then resumes its form
of a whirling vortex before disappearing back out into the
benighted wintery storm. You manage to get the window
This adventure provides wandering monster tables for a number of shut and latched, and turn to look at the scroll case where
locations. These tables are meant as a guide for possible encounters, it sits amid bits of meat and greasy broth. You hear a
reflecting the frequency and type of creatures that can be found roaming a knocking at the chamber door and the muffled voice of the
level or an area. You should not allow a random table to dictate your game landlord beyond asking if he had heard you call for another
session. If you feel the result indicated is too challenging for your group, round of ale.
feel free to discard or re-roll the result, or simply decide that the creatures
watch the players rather than attack. The tables are provided as an aid, not
as a requirement. The creature that invaded the room was an air elemental called by
Pearsey and bound to deliver the scroll case to the characters in Terrin
Keld. It has no wish to linger or fight and has already resumed its long
Beginning the Adventure flight back through the winter sky to Penmorgh for payment and release.
The scroll case itself is lightly tarnished pewter sealed with molten lead to
be completely airtight and waterproof. It is also locked. Inside the case is
If the characters have played through Shades of Yellow, then they only a single leaf of parchment.
should be aware of some sort of misfortune occurring in Penmorgh that On the parchment is a message written in a delicate and flowing hand
the knight, Sir Bartol of Trebes had been investigating. If they played of one sure in his letters but slightly shaky with age. Anyone examining
through Vengeance in the Hollow Hills, then they should have reason to this message recognizes it as the same handwriting as that found on Sir
travel to Penmorgh, as the survivors of the Bard’s Gate company wish Bartol’s Papers 3 in Shades of Yellow. If anyone thinks to compare the
to travel there to take ship back to Bard’s Gate. Some of the Bard’s two side by side, then the similarity is readily apparent.
Gate company are no longer fit to ride a horse, so they must travel in a Though the summons is urgent in tone, it is not in time, and the char-
wagon, so the rate of travel is slow. If that is the case, then the onset of acters can easily wait out the winter to prepare for the continuing journey
winter weather will set in while the characters are some distance away, on to the city of Penmorgh with now even more incentive to make the trip
necessitating that they spend the winter in the city of Terrin Keld. The if they needed it.
Bard’s Gate survivors do not mind the delay (many of them are still The winter lingers long and is followed by an extremely wet spring
trying to recover physically and mentally from their ordeal), and from reducing the Southvale Causeway to a muddy mire for much of its length
the letter to Sir Bartol, the characters know that they are in no hurry and impeding travel further. The road is long, and horses and wagons eas-
merely needing to reach Penmorgh before midsummer according to the ily bog down. The journey down the Southvale Causeway from Terrin
mysterious Pearsey. Keld to Penmorgh is approximately 810 miles. Due to the late start, bad
During the winter, while they wait out the snowstorms that pound the weather, worse roads, slow travel, and frequent stops for the infirm among
lowlands between the Forlorn Mountains and the Matagost Range, the them, the trip will take just over two months, bringing the travelers into
characters have gathered for dinner in a private dining room at the Gor- the city just a few weeks before midsummer. The characters might be a bit
gon’s Head Inn where they are staying. Read the following: nervous about cutting it this close to the deadline they may have set for
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Pearsey’s Summons
Greetings and Salutations Great and Valiant Heroes,
It has come to my attention that you perhaps follow in the foot-
steps of that courageous knight Sir Bartol of Trebes, who so lately
passed, in taking up his quests in and around the Sundered King-
doms. If the tales I have heard be true, then you have done so with
some skill and with great success. I applaud you for your efforts
and the good deeds that you have undoubtedly done for so many.
In light of these actions, I would beg of you to consider taking on
a final task that the late knight had before him. This last summer
he was my guest in the humble city of Penmorgh, capital of the
Southvale, to investigate a series of gruesome murders involving
young girls. The good knight found the source of the murders in a
foul gang of villains, we did believe, and put them to rights with
his vindicating sword.
We thought all was done, and the city of Penmorgh could at last
know peace from this incessant bloody curse. Only after the good
knight had left for points north to do other deeds of great valor
and fair justice did I come upon information that maybe the source
of these murders had not been completely excised. I sent him mes-
sage imploring him to return to Penmorgh when he had finished
his tasks to the north, but you well know the fate of this brave and
honorable that will forestall him from responding to my request.
I fear that come midsummer of the next year the cycle will start
anew, that the young girls will begin dying again. The authorities
of the city are not equipped to deal with a menace of this depth or
they would have long since. No, it requires heroes of a different
caliber — a caliber that I had found in Sir Bartol and that I hear
may reside in you.
I ask you, good people, make journey to Penmorgh. My eyes
and ears tell me that you are already upon the road towards it in
distant Terrin Keld. There is time yet; the killings do not begin
until midsummer. I know the winter must pass. The roads must
become traversable. But when you are able, please make haste to
me here. My tower lies just off the Southvale road some two miles
from the walls of Penmorgh. I can promise you no reward or great
adventure; men of Sir Bartol’s caliber never required such. I sim-
ply bring you one old man’s plea for help. Don’t let the girls start
dying again. Save them while you can.
Most Sincerely,
Pearsey of Penmorgh
themselves but can take confidence in knowing that they’ll have at least
two weeks to get to the bottom of whatever mystery awaits them in the
city — surely enough time for a group of their caliber.
If the characters have not played through the previous adventures in
this adventure path, then you can bring them into the adventure however
you like. Perhaps they have been traveling and have just stopped over in
the port city of Penmorgh on their way to points north or south. Maybe
they have completed an adventure among the mountainous Giantlands to
the west and have come to the nearest city of decent size to celebrate their
good fortune and spend their plunder. In any case, Pearsey contacts them
in the same manner as described above with the same summons or one
much like it.
A mystery has been dropped on their own doorstep …
When the characters reach the city, they can easily locate the tower on
the way into town. If they wish to stop by and see their mysterious sum-
moner, proceed with Pearsey’s Plea.
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Chapter One:
The City of Penmorgh
The city of Penmorgh is the capitol of the Duchy of Southvale, one of the
more prosperous districts of Sunderland, and once the southeasternmost
province of the Empire. Penmorgh’s population is large, but not overly so for a
P1: Temple of Freya
city of its size. It has a population of 23,454 (18,529 humans; 2,111 mountain The church of Freya is the least popular of the three main churches
dwarves; 938 halflings; 910 high elves; 704 half-orcs; 235 half-elves; 27 other). in Penmorgh but it still enjoys a devout congregation. The Freyans in
A mayor ostensibly controls Penmorgh, but in truth power resides with Penmorgh wear their allegiance proudly, almost to the point of arrogance.
the Merchant Guild. Everyone knows this but, since the Guild actually The Freyan temple is a deceptively plain building from the outside.
do a good job and runs things well, no one complains. The last few Once a simple warehouse, this large, square structure is almost totally
mayors have actually been drawn exclusively from the ranks of the Guild, devoid of exterior decoration save for a single holy symbol of Freya
including the current mayor. The Guild are so involved in the workings of inscribed over the entrance. Once inside though, there can be no mistake
the city, and gives so much cash to various causes and groups, that were it as to which church one has entered.
to fail, the whole city would probably fall apart. A large portion of the roof is gone, leaving the interior open to
Some notable NPCs to be found in Penmorgh are Mayor Lem the sky above. All manner of plants are grown here and all flourish
Mastlan, Guildmaster Gebhardt Berezon, Commander of the City in complete disregard of their normal growing seasons: holly and
Watch Montforte de Guise (Lawful Ftr11), Deputy-Governor “Duke wintergreen grow alongside tulips that cluster around the base of ivy-
of Southvale” Alvoria d’Alvoros (Chaotic Thf10), and Mistress of the wrapped corn stalks.
Order of Iron Lady Astrid Dugganey (Lawful Pal7 of Muir). The High Priestess Kedu is an attractive woman of middle years who
presides over her congregation as a mother to her children.
Locations in Penmorgh Kedu, High Priestess of Freya (Clr9): HP 43; AC 0[19]; Atk
+1 mace (1d6+1); Move 12; Save 7; AL L; CL/XP 11/1700;
Special: turn undead, +2 save versus paralyzation and
The majority of the city is low-lying — few buildings are more than
poison, spells (3/3/3/2/2).
three stories — but the city as a whole rises to the high central hill upon
Spells: 1st—cure light wounds, detect evil, purify food
which the Merchant’s Guild estate sits, making the Guild mansion visible
and drink; 2nd—bless (x2), hold person; 3rd—cure
from almost everywhere in the city. Under the Guild’s auspices, Penmorgh
disease, prayer, speak with dead; 4th—create water,
has grown quite wealthy and is one of the few walled cities that does not
cure serious wounds; 5th—raise dead (x2).
charge a gate-toll to enter.
Equipment: +2 chainmail, +2 shield, cleric’s vestments,
+1 mace, silver holy symbol of Freya.
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characters uncover, some of it true and some not. Roll d% to see what from evil; 2nd— find traps, hold person (x2); 3rd—cure
characters learn: disease, remove curse, speak with dead; 4th—cure
serious wounds, neutralize poison, protection from evil
d% Rumor 10ft radius; 5th—dispel evil, raise dead (x2).
Equipment: bracers of defense AC 4[15], judge’s robes,
I heard tell that a second girl was grabbed +2/+3 mace vs. Chaotic, gold holy symbol of Thyr.
01–30 up already. That’s much sooner than normal.
Something must’ve spooked the killer. (True)
It must be a monster or somethin’. No human, or P6: Temple of Muir
elf, or even a dwarf, could go around hacking
31–50 Built to resemble a fortress more than a church, the temple of Muir
wee’uns to bits like that. Thyr mark my words,
there’s a monster at work here! (False) is the most visited in the city. Services are held twice daily, at sunup
and sunset, and the faithful may be found here at all hours in between
I reckon one of them thieves guilds is involved in
worshipping and praying quietly on their own.
them ’orrible murders. I seen a bunch of ’em in
51–70 High Priest of Muir Brother Liam leads his flock with a calm and
their dirty red cloaks right around the time that little
even hand. His tranquil and soft-spoken demeanor belies the fire which he
girl wen’ missin’ last week. (False)
brings to the pulpit, from where he admonishes his flock about the danger
Them Adderfang thieves is behind it. I been and sin which abounds in the world and the eternal struggle, both physical
livin’ in this city me whole life and they’ve and spiritual, required to keep evil at bay.
become bolder and more violent over the
71–80
years, particularly the past few. I’m thinking Brother Liam, High Priest of Muir (Clr14): HP 46; AC 2[17]; Atk
there’s more to them now than just plain thievin’. +1 flail (1d6+2 or 1d6+3 vs. Chaotic); Move 9; Save 3 (with
(Partially True) ring); AL L; CL/XP 16/3200; Special: turn undead, +2 save
That hermit up in them old ruins gives me the versus paralyzation and poison, spells (5/5/5/5/5/2).
creeps ’e does. I’d not trust ’im as far as I could Spells: 1st—cure light wounds (x2), detect evil, light,
81–87 protection from evil; 2nd—bless (x2), find traps,
throw ’im. Wouldn’t surprise me if’n he were the
one behind all’a this. (False) hold person, silence 15ft radius; 3rd—continual
light, cure disease (x2), remove curse, speak with
These murders have been going on for a lot dead; 4th—create water, cure serious wounds (x2),
longer than 20 years let me tell you. Me dad’s neutralize poison, protection from evil 10ft radius; 5th—
88–95 dad remembers girls going missing when he was commune, create food, dispel evil, raise dead (x2);
just a lad and that was more than 80 years ago. 6th—blade barrier.
(True)96–98 Equipment: +2 plate mail, +1 flail, ring of protection +1,
Something about the Merchant Guild has always 3 flasks of holy water, gold holy symbol of Muir.
99–00 put me off. It wouldn’t surprise me at all if they
were responsible for these murders. (True)
P7:
The Referee should be cautious about when he gives out the last two
rumors as either one could and tip his hand too soon. The King’s Head Inn and Tavern
Henri Balfour, his wife Greta and their children, Renee, Henrietta,
P5: Temple of Thyr Denis, Edward, and Lucille, own and run this inn. Additionally, they
employ a halfling cook, Lobelia Goodwife, a handful of maids (Rowan,
The temple of Thyr is an austere and imposing structure, well Lise, Gertrude, and Ella), and a pair of stable hands, Ethan and Gill.
suited to the God of Law and Justice. Every 10 days, the high priest The Balfour family descended from Burgundian nobles who immigrated
Bowen Llyr presides over a law court for difficult cases, often in the wake of the last big war between Burgundia and the Empire some
necessitating the use of spells to discern truth and assess guilt, with 200 years ago. The King’s Head has only been in their family for three
the temple serving double duty as a courtroom. Llyr’s decisions are generations, Henri’s grandfather having bought it from a halfling who was
binding under both imperial and religious law, and his edicts are final down on his luck. They are loyal imperial citizens but are quite proud of
and beyond appeal. their heritage and actually have a valid claim to a sizable piece of land and
Dark-eyed, dark-haired and with an imposing and impressive bulk, Llyr a minor noble title in Old Burgundia if they should ever choose to follow
is a stern and striking figure, a perfect mirror of the church over which he up on it.
holds sway. He holds little truck with fast-talk and diplomacy, trusting that The inn has 6 large guest rooms, each with 4 beds, and a large common
Thyr will ensure that justice and law prevail. room that can hold up to 30 people. The characters are housed in Room 6,
Llyr is one of the only clerics in Penmorgh of sufficient power overlooking the courtyard. If there are more than 4 members in the party,
to attempt to raise the dead girls, though his efforts in the past they also have Room 5 next door. The cost of their stay includes all meals
have proven fruitless. Whatever person or creature murdered the and is being paid for by Pearsey. He specifically requested Room 6 so as
girls seems to have also completely obliterated their souls as well. to give the characters a way of entering and exiting the inn unobserved.
Likewise, the efforts of Llyr and his fellow clerics of all faiths to (See Pearsey’s Plea for more information).
speak with dead have also proven futile in all cases. This has inclined All of the doors in the inn are identical, including the exterior doors,
some conspiracy-minded folks to point their fingers at both Llyr and except for the locked door leading to the alcohol stores in the cellar (–20%
the Thyrian church. Open Locks). The only interior doors with locks are the guest room doors
and the doors into the Balfours’ suite.
Bowen Llyr, High Priest of Thyr (Clr11): HP 52; AC 4[15]; Atk One of the oldest buildings in the city, The King’s Head Inn plays an
+2/+3 mace vs. Chaotic (1d6+2 or 1d6+3 vs. Chaotic); Move important part in Imperial history. Centuries ago, the king of Burgundia
12; Save 6; AL L; CL/XP 13/2300; Special: turn undead, +2 was touring the Empire as a gesture of friendship between the two nations.
save versus paralyzation and poison, spells (3/3/3/3/3). A group of Imperial loyalists met in a secret room in the cellar of this
Spells: 1st—cure light wounds, detect evil, protection very inn to plot the assassination of the king. Their plot was eventually
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Gods of Penmorgh
worshippers must be Lawful. The falcon is her sacred animal. She is
Gods of Penmorgh the tireless foe of all evil creatures and undead, demons, and devils in
particular are her sworn enemy.
There are three major gods worshipped in Penmorgh, though many
of the citizens hold to other faiths and just worship at smaller churches
or personal shrines in their homes. These merely represent the major Thyr, God of Law and Justice
organized religions to he found in the city who have the most visible
public presence. Alignment: Lawful
Symbol: silver cross on a white field
Garb: white robes trimmed with silver, purple, or gold —
Freya, the colors of kingship
Form of Worship and Holidays: last day of every month,
Goddess of Love and Fertility the last holy day of every year is set aside for non-royalty
to have their grievances heard
Alignment: Lawful Typical Worshippers: human, royalty
Symbol: falcon
Garb: robes and cloaks of pure white, trimmed with white Thyr is the god of wise and just rule. He is normally depicted as
fur a wizened king seated on a great throne holding a rod of kingship in
Form of Worship and Holidays: harvest moon feast and one hand and a chalice of peace in the other. His principles are justice,
before large hunts order, and peace. He represents proper and traditional rule and as such
Typical Worshippers: human females was once worshipped (at least in name) by all human royalty. He is the
embodiment of the enlightened human caste system where each per-
Freya is a lesser goddess of love and fertility. Freya is also the lead-
son has a fairly determined role in a lawful society intended to create
er of a great band of women warriors — known as Valkyries on some
the greatest good for the greatest number. His symbol is a silver cross
planes of existence. Freya represents fertility in all its forms. On this
plane, Freya represents the cycle of death and rebirth. She is a goddess on a white field, symbolizing the upturned cross-haft of his sister’s
of the coming harvest, as well as of sexuality and procreation. Her sword, which he thrust into the earth to end the Gods’ War. The noble
beast is the falcon, though she is fond of the winter wolf and hind. eagle and lion are his sacred creatures.
She appears most frequently to her worshippers as a beautiful human One of the smaller faiths that nevertheless maintains a public place
woman dressed in robes and a cloak of winter wolf fur, though she of worship is temple of the Green Father (Area P31).
occasionally appears as a hunter in leather armor with sword and bow
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discovered and put down, but many of the plotters escaped through the
secret tunnel leading to the cooper’s shop across the street. P14: Warehouses
P8: Cooper Where the body of Elizabeth Ducorte is found.
The dwarf Len Cooper runs a small but successful shop, completely
unaware of the part his establishment played in ancient Penmorgh history.
P15: The Guildhall
Behind a shelf in the rear of his shop is a section of wall that forms a The Guild is fully detailed in The Merchant Guild.
secret door that leads to a tunnel connecting to the cellar of the King’s
Head Tavern across the road. Len does not know of the existence of the
door or the tunnel. P16: Provisioners
P9: Buckawn Row, The shop of Heinrich von Middleburg is unremarkable in virtually
every way, but it is a familiar and comfortable in its typicality. There
Home of Lena Marten are shops like it in every town and city from one corner of the world to
the other, plain folk selling plain goods at a decent price. Every piece of
common adventuring and utilitarian gear can be found here for book price.
Lena Marten is survived by her mother Danar and her sisters, Brinna
and Emma. While they live in poverty, they are not destitute and, like the
rest of the residents of Buckawn Row, are fiercely proud. They may not
have two silver ducats to rub together but there are flowers out front and
P17: Bookseller
you could eat off the floor. This small, cramped bookshop belongs to the dwarf Chrysa
When the characters arrive, concerned friends, neighbors, and relatives Feydsdottir, who has struck upon the novel idea of buying and selling
pack the house to offer support. They all view the characters with a mixture used books at cheap prices, much to the chagrin of the city’s printers and
of resignation and resentment. Though it is obvious that Mrs. Marten has other booksellers.
been crying, she bears up stoically in the face of questioning, refusing to Exit 5 from the Nightshade Thieves Guild leads to a landing behind a
show her emotions. bookcase that swings out into the shop when a lever is depressed. The door
is not meant to open from this side and so has no mechanism to operate
P10: Weaver’s Alley, it. A thief has half his Open Locks chance of activating the mechanism
and allowing the bookcase to swing aside. Chrysa does not know about
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easily from this side if the junk is removed, though this would take several on rotating 6-hour shifts, so there are always at least 75 guards actively
hours to accomplish. patrolling the streets at any given time. One watch house has a shift
Renfrew does not know about the trapdoor. change every three hours, but the different houses never change shifts at
the same time. Detachments from different watch houses do overlapping
patrol routes so that no area is unguarded during a shift change.
P20: Joiner Each watch house is commanded by a lieutenant of the guard, and
Captain Montforte de Guise maintains an office in each.
Dang Burkhardt is an oddity, a dwarf who prefers to work in wood
rather than metal. Such is his love for wood and woodcraft that many jest Lieutenant of the Guard (Ftr7): HP 50; AC 4[15]; Atk
that Dang is half-elven. He denies this rumor, but any female elf he meets longsword (1d8+1); Move 12; Save 8; AL L; CL/XP 7/600;
is given his close scrutiny for family features and mannerisms. Special: +1 to hit and damage strength bonus.
His race’s legendary skill in craftsmanship is intact, however, as he Equipment: chainmail, shield, longsword.
produces exquisite items of furniture that are in very high demand as far
away as Wellesley and Pike Point. Captain Montforte de Guise (Ftr11): HP 68; AC 2[17];
Exit 2 from the Nightshade Thieves Guild leads to a tiny trapdoor in Atk longsword (1d8+1) or halberd (1d8+1); Move 12; Save 4;
a back corner of the shop. The trapdoor, which is disguised as a normal AL L; CL/XP 11/1700; Special: +2 to hit and damage strength
flagstone, is hidden under a mountain of wood shavings and sawdust. bonus.
Finding it is impossible unless the sawdust is moved. There is no Equipment: +2 chainmail, +1 flail, halberd, signet ring
mechanism to open the trapdoor from this side, though a thief has half his (35gp).
Open Locks chance of opening it.
Burkhardt does not know about the trapdoor as his housekeeping skills
are somewhat lacking since his wife passed on several years back. P27: Adderfang Thieves Guild
This large warehouse in the warren of back streets and alleys known as the
P21: Roc’s Nest Tavern Pit was the home of the Adderfang Thieves Guild. The only remaining member
is the thief master, known as the Black Rat. He is a notorious thief from years
Johan Petrovich is not a member of the Nightshade Guild per se, gone by. He earned his moniker because of his acrobatic skill, his second-story
but he is more than happy to have them use his place as a secret exit. work, and his ability to scamper through even the tiniest opening.
Subsequently, his establishment — which opens only at night — is the Never as large or successful as the Nightshade Guild, the Adderfang fell
favorite place for members of the Nightshade to gather and carouse, on particularly hard times. In the past few years they saw their fortunes
though they use the front door to get in and out as the secret doors are decline as the Nightshades’ climbed ever higher, forcing them to be less
reserved for emergencies and guild business. discriminating in their membership which led to sloppier work and more
This is a great place to gather information, but doing so safely is quite violent acts by their members.
difficult. A character has a 25% chance of discovering that the Nightshade Because of their more violent nature, many people suspected that the
thieves have some involvement in the murders, but nothing more than that. Adderfang thieves were behind the grisly murders. No real evidence was
Whether the roll succeeds or fails, asking questions about the murders ever found to support that claim, but the guardsmen of Penmorgh whittled
attracts unwanted attention in the form of a gang of 9 drunken thugs who away at the ranks of the Adderfangs at Gebhardt Berezon’s request. The
follow the curious party from the tavern and waylay them in the dark. Adderfang thieves were either killed or driven away or forced to join the
Nightshades to make a living. Last year the knight Sir Bartol of Trebes
Thugs (9): HD 5; HP 42, 38, 34, 30x2, 29, 27, 25, 19; AC 7[12]; descended upon the Adderfangs in what he thought was retribution for
Atk short sword (1d6) or light crossbow (1d4+1); Move 12; the child murders. The Adderfangs either fled before the warrior or died;
Save 17; AL C; CL/XP 1/15; Special: drunk (–1 to hit and a great many died. Now, the only one left is the Black Rat himself —
damage). although no one in town is aware of that. People continue to blame the
Equipment: leather armor, short sword, light crossbow, Adderfangs, mainly because Berezon and the Guild keep that thought
15 crossbow bolts, 2d10gp. fresh in their minds.
If the characters investigate the warehouse during the day, they find it
seemingly abandoned. There are no crates within, and the roof is partially
Exit 1 from the Nightshade Thieves Guild opens up into the bottom of
caved in. At night, however, the Black Rat is waiting for them. News
a false barrel in the back room.
has spread of the characters’ arrival, and that they are investigating the
murders. He knows he is the prime suspect, but has no more fear of the
P22: Sewer Entrance guardsmen or the Merchant Guild — he is old and tired and simply wants
to get things over with.
If the characters arrive at night, they find the warehouse office lit by a
North entry to the eastern main trunk line of the sewer system. A bright lamp. The doors are not locked, and any traps on them are not set.
massive iron grate blocks this large opening. A small lever is hidden in You can let the characters sneak in and around the warehouse, but the
the muck and slime inside the grate. Tripping the lever allows the grate to Black Rat already knows they are there.
be swung aside, allowing entrance to the tunnel (Area A of the Thieves When they go to check out the lit office, the characters see a dark-haired
Guild map). halfling seated on the desk with weapons arrayed around him seemingly
waiting for someone. The Black Rat is more than willing to speak with
P23: Sewer Entrance the characters if they give him a chance. If they charge in aggressively,
however, he defends himself and tries to escape at the first opportunity. If
addressed, he says:
South entry to the eastern main trunk line of the sewer system. See
Area P22 for details.
“So more of you, eh? Did you bring the blasted knight
P24–P26: Watch Houses with you? He cut quite the bloody swath last time. I told
the fools to run, that fighting him was pointless, but most
Each watch house has a contingent of 100 guards. The watch runs
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8/800; Special: none.
of the lads had never faced a trained knight before. Most Equipment: chainmail, steel shield, +1 hand axe, +1
never will again … ranseur, signal horn, light warhorse.
“I suppose that you’ve figured out by now that it wasn’t the
Adderfang. Thieves we might have been but not murderers,
leastwise not when we could help. Dead men pay no gold, P29: Mercenary Guild
well at least not more than once. We preferred folk to live,
get on with their lives, and earn some more gold so we The Mercenary Guild is a tough assortment of competent fighters and
could visit them again, if you know what I mean. warriors commanded by Mornh Gurnnison. Most of the mercenaries are
“Well, if you’re here to kill me, get on with it. I’m sure veterans of adventuring and war and many of their number are barbarians
the truths of no more value this season than it was the last. from Tyr and Eire, drawn here by the lure of adventure given the proximity
Just remember when a year from now the blood of the little to the Giantlands and the Wildlands. Most of the lower-level mercenaries
girlies flows again, it weren’t the Adderfang that done it, start out as sentinels and caravan guards before moving up to men-at-
and your more the fools for not seeing it.” arms and soldiers-for-hire. The Mercenary Guild has a good reputation,
honoring contracts to the fullest extent possible.
If the characters want to talk, the Black Rat continues to insist that his Mornh Gurnnison, Dwarf Fighter (Ftr8): HP 59; AC 0[19]; Atk
men were thieves, not murderers; dead men make no money and what +2 warhammer (1d4+5); Move 9; Save 7; AL N; CL/XP 8/800;
money they have is taken once and does not multiply. He agrees that only Special: detect stonework, +4 save vs. magic, +2 to hit and
thieves have the skill to abduct people so easily unless the abductors have damage strength bonus.
some magic on their side. Since there are no more Adderfang thieves, that Equipment: plate mail, +1 shield, +2 warhammer, ring
leaves only one institution in all of Penmorgh with properly skilled agents of protection +1.
— the Nightshades. Little does the Black Rat know that the Nightshade
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Chapter Two:
Events in Penmorgh
This chapter details certain events that happen in and around the city of
Penmorgh. The characters may do any number of things when they first
arrive in Penmorgh before going to see Pearsey. Let them do what they
will — seeking lodgings, re-supplying or whatever. Once they visit the
Timeline of Events
old wizard at his house, however, things transpire more or less in the order
Day 1 (14 days before Midsummer)
presented here. See below for the general timeline of events.
If the characters have been traveling with the survivor of the company • The PCs arrive in Penmorgh
from Bard’s Gate as described in the adventure Vengeance in the Hollow
• Pearsey’s Plea
Hills, then this is where they part ways. They are very grateful for the
Day 2
party’s assistance and convey word of the characters’ deeds back to Bard’s
Gate, resulting in the rewards as described in the conclusion of that ad- • Lena Marten’s body is discovered
venture. However, these individuals play no further part in this adventure. • A Significant Summons
They will acquire rooms at a small inn near the docks and take ship for the • An Aborted Abduction
Amrin Estuary within a day or two. The characters will not be able to turn
to them for any assistance in The Crystal Skull.
Day 3
• A Dazzling Display
• Shannon ab Fayen is abducted
The Plot Day 4
• An Important Invitation
Depending on the personality of your players and their skill in solving • Shannon ab Fayen’s body is found
the mystery, you may or may not have to guide the investigation in a par- • An Elegant Affair
ticular direction.
If your players are naturally curious and independent, they will likely Day 5
begin exploring on their own and you will merely have to respond to their • Elizabeth Ducorte is abducted
choices. This is of course the ideal situation, but care must be taken to • Venomous Visitors
avoid having the characters solve the mystery too quickly as this will
undermine the tension of the rest of the adventure. Day 6
While it is preferable to defer to verisimilitude and let the characters • Elizabeth Ducorte’s body is found
take their chances, it may not be possible. If your players are having a hard
time of it however, you should begin dropping clues to guide them along investigation whatsoever as the girls really are nabbed pretty much at
the path, and if they prove particularly thickheaded Buboe can practically random. However, they all try to rack their brains for information that
guide them by the nose if it comes to it. This may seem like railroading they think is significant and is in truth more likely to be inadvertently
the characters down the adventure path, but keep in mind that Mhaazoul
misleading and damaging to the investigation. This is especially true
wants to be found out; he wants someone to find their way to his pit and
if the characters volunteer any information as, eager to be helpful, the
free him. He and Buboe are incapable of harming the crystal skull, the
interviewees virtually manufacture memories and clues out of thin air.
Merchant Guild won’t do it, and the Nightshade thieves are holding out
You can use this to supply numerous red herrings in the form of suspicious
on him. Nosy adventurers are his only recourse.
friends, strange people hanging around, magical goings-on, monsters
This timeline is not inviolate and you should feel free to alter the timing
in the park, anything and everything that crosses your mind to lead the
of events as the adventure progresses. Although the timing may change,
party astray. At no time should you have any of them suspect or identify
for dramatic effect it is essential that the final showdown with the evil
the Merchant Guild as suspicious — the Guild are a great benefactor to
cult occur while one of the girls is kidnapped and being offered to the
Penmorgh and could never be involved in such horrible goings on!
demon and that the major bolded events occur in the order listed. If the
characters are having a hard time of it, Mhaazoul uses his influence to
have the body of one of the girls snag on some rocks very near the sewer
entrance leading to the Nightshade Guild. Event 1: Pearsey’s Plea
The events listed in bold are described in detail below.
Pearsey’s home was as easy to find as indicated in his letter. From this
hilltop vantage, the tower overlooks several miles of fields and farmland
The Investigation that lead up to the bulk of Penmorgh in the distance and the glistening
The locations where the girls were abducted are not shown on the map sea beyond it. Once they approach, the party learns why Pearsey’s abode
of Penmorgh as that information is unknown. The truth of the matter is enjoys such a commanding view, for the old man has made his home in a
that they all disappeared within a few blocks of the Entertainer’s Guild tower that was once part of an ancient fortress, the weed-covered ruins of
(Area P33), but the characters have no way of finding that out. which still can be seen scattered around the site.
The party may interview the families of the deceased or those that Arriving at the front gate, an old man meets them and introduces
discovered the bodies, but they have nothing of value to add to the himself as Wilkins, Pearsey’s manservant. Wilkins hands the reins of their
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mounts to a stableboy and leads the party into the tower. Passing through a upon the Lonely Moor. He fears that the murders go much deeper
large entry hall and a smaller cloakroom, he brings the party to Area W2. than a simple thieves guild and that they are about to resume for
A few moments after Wilkins exits the room, a second door opens and a midsummer yet again, if they have not already. (Note that the first
tea trolley enters, seemingly of its own accord. It is covered in mugs of body is discovered the day after the characters’ arrival, so if they have
beer, a pot of strong tea, bread, cheese and a number of decadent pastries. delayed their meeting with Pearsey it is possible that they are already
After the characters have rested and eaten, Pearsey comes down to greet aware of the cycle beginning anew.)
them at last. If the desire to do good deeds proves an insufficient incentive for the
He is a curious looking, almost halfling-like little man, but his comical party, Pearsey offers them 5000gp to take the job, though he is obviously
appearance belies his obvious intellect and power and the seriousness of displeased that he was forced to buy the party’s aid. He also suggests
his demeanor. He is tiny for a human, standing just a shade above 5ft that a reward from the town is likely forthcoming if they manage to find
tall. He has a pointy little chin with a pointy little beard that curls up the killer.
and almost meets the tip of his long nose. A pair of tiny round spectacles The old wizard is entirely without guile. Everything he says and
balanced on his nose add to his comical appearance. He is certainly not the does is entirely aboveboard and factual. He wishes to atone for some
traditional imposing-looking wizard. questionable actions and decisions of his youth and does his utmost to
After taking a moment to make himself comfortable and take a sip of help the characters in any way he can. Much of the citizenry distrusts or
beer he explains why he summoned the characters to Penmorgh. fears the old hermit and so he may easily become a focus of the characters’
investigation.
Pearsey has secured the party lodgings at the King’s Head Inn in
Penmorgh (Area P7). He has heard that the first girl has already gone
“Thank you for coming my friends, if I may be so bold as missing and so he suggests that the party leave and begin their investigation
to call you such. I’ll get right to the point. immediately.
“For many years, nobody knows how long for sure, Though he cannot provide much more information about the crimes
a horrible crime has plagued Penmorgh. Every year at right now, Pearsey is still a very useful resource for the party in their
midsummer, three little girls go missing. Most turn up dead investigations. He has a vast store of knowledge and an extensive library.
a few days or weeks later, their bodies horribly mangled He allows the characters access to his tomes but it is much more useful
and mutilated, and some are simply never seen again. to have him do the research, a task he is more than happy to undertake.
Most of the girls are poor and the families have not If the party begins to suspect that an outsider or demon is involved in the
been able to afford magicks to resurrect them, but those murders, Pearsey is able to tell them about binding foci such as the crystal
few wealthy families who have tried have had no luck skull. Normally, destroying the focus banishes an outsider but the crystal
in restoring them to life. Likewise, all efforts to extract skull is far from normal. It takes Pearsey 3d4 hours to complete any piece
information from the bodies through magic both divine of research for the party.
and arcane have proven fruitless.
“I am an old man and my health is failing, and magic or Pearsey (MU14): HP 41; AC 9[10] or 2[17] (missile) and 4[15]
no I don’t figure that I’m long for this world. In my life I’ve (melee) from shield spell; Atk staff of power (2d6); Move
done a few things of which I’m not proud, but I hope that 9; Save 5; AL L; CL/XP 17/3500; Special: +2 save vs. spells,
by bringing you here, to help end this terrible mystery, I wands and staff, spells (5/5/5/4/4/3/1).
might make up for some of the wrongs I have done. Spells: 1st—charm person, detect magic, hold portal,
I beseech you, take up this quest, and end the horror that magic missile, shield; 2nd—detect evil, invisibility,
grips this city.” knock, phantasmal force, pyrotechnics; 3rd—dispel
magic (x2), fly, hold person, suggestion; 4th—
dimension door, ice storm, polymorph self, remove
Pearsey will answer what questions he can, but there is really not much curse; 5th—hold monster (x2), teleport, wall of stone;
more to tell. For at least 20 years that he is aware of, 3 girls have gone 6th—anti-magic shell, reincarnation, stone to flesh;
missing every year in the days leading up to midsummer. It is never the 7th—limited wish.
exact same dates, though it is always over by Midsummer Day. Now as Equipment: staff of power.
midsummer stands 2 weeks away, he fears that the timing is cutting things
very close. He understands the weather and travel considerations that
prevented the characters from arriving earlier but just hopes that they are
not too late.
The Home of the Wizard Pearsey
If asked about Sir Bartol’s involvement, he happily explains that
This oddly shaped tower, once a guardhouse in a now-ruined military
last year, just after midsummer and the annual city tragedy of the three
fortification, is the home of the wizard Pearsey, the man who summoned
murdered girls he happened to make the acquaintance of the questing
the party to Penmorgh.
knight. The knight was on his way to points farther north but had stopped
The tower is constructed of gray stone that comprises all of the
in Penmorgh while his squire recovered from a stomach illness. The city
internal walls and floors as well. The upper floors are held in place
was still rife with the rumors of the killings, Sir Bartol was outraged when
by massive oaken beams almost 2ft square. The ceilings in the tower
he heard them. When Pearsey ran across the knight, he was only too
are 10ft high, allowing ample headroom below the huge supporting
willing to begin hunting the killer or killers.
beams. Most of the rooms have large rugs to keep the chill of the stone
Rumor had long placed the blame for the murders at the feet of a
floors at bay.
thieves guild called the Adderfang. It didn’t take Sir Bartol long to
All of the fireplaces in the tower are magical, burning ceaselessly with
begin tracking that group and he managed to surprise them at their
no need for fuel and keeping each room warm and cozy. Many of the
guild headquarters where he slew them to a man. By that time, his
furnishings are animated objects of one sort or another, and all are eager
squire recovered, so Sir Bartol and he took ship to continue their
to engage in their particular function to the point of being aggravating.
voyage to points north. Pearsey felt that the annual killings had finally
The internal doors are all strong wood, equipped with good iron locks.
stopped and thought that he could rest easy. However, it wasn’t long
None of the doors is currently locked, though in the event of an attack on
after the knight left that Pearsey discovered city records that showed
the tower they all lock at a word from Pearsey (as per a wizard lock spell
that the killings had been going on for at least three decades, longer
by a 14th-level caster).
than the Adderfangs had even existed in the city. He sent a summoned
The front and back doors are solid iron. The front door is normally
creature to bear tidings to Sir Bartol begging his return and settled in
locked though the back door is not. Like the interior doors, these doors
to await the knight’s answer only to later receive word of his death
shut and lock at a word from Pearsey (as per a wizard lock spell).
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W1: Entry W4: Hall
There is nothing of interest here apart from some rather dull tapestries.
An opening in the west wall leads to the spiral stair leading up the rest of
the tower and down to the cellar.
This large room is the entry hall to the tower. Apart from
the ornate hat stand beside the door and a collection of
paintings on the walls, there is nothing of note in the room. W5: Dining Room
The paintings hanging on the wall are of quite good quality,
though they are all slightly odd. They are not disturbing or
ugly by any stretch of the imagination; they just seem to
be from odd angles or perspectives. If these paintings are This room has the feel of a feast hall in a country hunting
indicative of the artist who created them, he must have a lodge, though on a smaller scale. A massive oak table fills
unique view of the world. much of the room, and what little room is left is largely
taken up by the huge matching sideboard in the southeast
corner. The small amount of floor that can be glimpsed
between the furniture is covered in heavy furs and the
The hat stand beside the door is animated, as are many of the everyday
heads of a number of animals line the walls.
items in Pearsey’s home. If the characters wear hats or helmets it tries
to take them, often instigating a tug-of-war over the withheld headgear.
This should be played for humor and should not at all seem intimidating
or dangerous. The décor is the legacy of the tower’s former owner, one of the
emperor’s land wardens and a renowned hunter. The furniture is really
Animated Object (Hat Stand): HD 3; HP 18; AC 8[11]; Atk 2 far too large for this room, making dining here somewhat uncomfortable.
slams (1d4 plus grab); Move 12; Save 14; AL N; CL/XP 3/60; This is one of the reasons that Pearsey prefers to take simple meals of
Special: grab (with successful slam, automatically grabs sandwiches and sugary tea in his study or studio, though visitors to the
target [hats or helms]). (Monstrosities 13) tower are welcome to use this room.
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W8: Ron Bottom’s Corridor W12: Bedroom
The ghost of Ron Bottom, a long-dead archer, haunts the hall that encircles
this level of the tower. Ron was killed on his first assignment here many years
ago when the fortress fell to invading giants from the west. He now wanders
There is a large, comfortable bed, a single dressing table
around the corridor muttering and occasionally firing a phantom arrow out the
and simple wooden chair, a chest, and nothing else.
window. Thanks to years of counseling with Pearsey, who has convinced Ron
to “smarten himself up a bit,” he can now appear rather ordinary and not at all
frightening and has full control over his appearance.
Ron is quite harmless unless he, the tower, or the tower’s inhabitants This sparse and simply decorated room belies Pearsey’s madcap
come under attack. He is quite fond of Pearsey and fights in the tower’s personality. The reason is of course that Pearsey rarely uses it, even for
defense, though he is unable to leave this level. sleeping. He much prefers to fall asleep with a book in his lap in one of
the old, chairs in front of the fire in his study (Area W15) or to grab a
Ron Bottom (Ghost): HD 5; AC 0[19]; Atk longsword (1d8) quick nap with his head down on the workbench while engaged in study
or incorporeal touch (3d6, save for half) or longbow x2 or experimentation. The chest contains Pearsey’s clothes.
(1d6); Move (fly 12); Save 12; AL N; CL/XP 7/600; Special: Treasure: Up the sleeve of an old robe is a long-forgotten wand of web
incorporeal touch (3d6 points of damage, save for half), (8 charges) from Pearsey’s adventuring days. If the characters ask about
magic resistance (50%), silver or +1 or better weapon to hit. it, Pearsey lets them have it. It’s of little use to him now.
Equipment: longsword, longbow, 20 arrows.
W13: Hall
W9: Large Guest Room There is nothing of interest here apart from some rather tasteless green
drapes.
The larger of Pearsey’s two guestrooms, this room holds W14: Wilkins’ Room
two single beds, two double beds, a dressing table, a pair
of tall wardrobes, and four large chests. Once part of the
tower’s armory, there are still several suits of plate armor This room is very sparsely and simply furnished, though
displayed on stands. the furnishings are of surprisingly fine quality. The only
furnishings in the room are a narrow bed, a dressing table,
and a large wardrobe filled with simple, sturdy, good-
If the tower is besieged, or if anyone attempts to take anything from quality clothing.
Areas W9, W10, or W11 without permission, the animated armor in this
room attacks the offending party. If asked, Pearsey allows the characters
to take anything they want from this room, though the animating magic of This room is the abode of Pearsey’s manservant Wilkins. The room
the armor ceases to function once removed from the tower. (“Cheaper than used for only the most basic functions of sleeping and dressing; this is
golems, by a far piece!” says Pearsey with a wink, if asked about the armor). not a room that is lived in. Just as Pearsey prefers his chair and book by
the fire in the study, so Wilkins prefers his chair and pipe in the kitchen.
Animated Object (Armor): HD 3; HP 24; AC 5[14]; Atk slam
(1d6); Move 12; Save 14; AL N; CL/XP 3/60; Special: none.
(Monstrosities 13) W15: Study, Library and Lab
W10: Small Guest Room
This is every bit the archetypical wizard’s laboratory,
right down to the bottles full of mysterious liquids (and
other less easily identifiable things), beakers and crucibles
The smaller of Pearsey’s two guest rooms, this room holds of mysterious bubbling concoctions, dribbling candles,
three single beds, a dressing table, and three large chests. a skull with a raven on it, half-eaten and long-forgotten
Once part of the tower’s armory, there are still several meals littering the tables, and even a stuffed alligator
weapons hanging on the wall here. hanging from the rafters.
If the tower is besieged, or if anyone attempts to take anything from This is not just Pearsey’s lab but also his study as well. Massive
Areas W9, W10, or W11 without permission, the 8 animated swords in bookshelves frame the large fireplace, crammed with titles ranging from
this room attack the offending party. If asked, Pearsey allows the characters “A Compleate Historie of Magyk and Spelles” to “The Art and Science of
to take anything they want from this room, though the animating magic Siege Warfare to Lacemaking Through the Ages.” Among the books —
of the swords ceases to function once they are removed from the tower. seemingly given no greater care or pride-of-place than any other tomes
— are 5 large books covered in dark blue leather. These are Pearsey’s
Animated Object (Longswords) (8): HD 2; HP 16, 14x3, 13x2, spellbooks, containing all of the spells on his spell list. There is neither
12x2; AC 4[15]; Atk strike (1d8); Move 12 (fly); Save 16; AL N; rhyme nor reason to Pearsey’s filing system and finding each book requires
CL/XP 2/30; Special: none. (Monstrosities 13) sheer, blind luck.
This is where Pearsey can most often be found, sometimes bent over a
W11: Stores lost tome or some bizarre experiment, but more often than not asleep in
the chair by the fire with a handkerchief over his face and a book open in
This room was once part of the armory, but it has since become something
of a junk room where Pearsey stores all sorts of random items. Among the his lap.
rubbish are a number of common weapons — at least one of every simple
weapon and martial weapon — remnants of the tower’s martial past. There
are also hundreds of common arrows and crossbow bolts.
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The Lost Lands": Cults of the Sundered Kingdoms
W16: Roof
Fighting Mendin
The roof of the tower offers a commanding view of the If the characters refuse to accompany Lt. Mendin he politely
surrounding countryside. It is obvious why this spot was insists at first, only resorting to force in self-defense. If the
chosen for a military fortification as anyone approaching characters continue to refuse Mendin, but do not resort to combat,
the tower from any direction can be seen for miles. The he eventually leaves and the party loses any information or
outlines of the other ruined structures of the old fortress, resources provided by the captain as well as any reward from the
little more than ridges and mounds when seen from below, city. They party is also watched very carefully while they are in
can plainly be seen from up here. The bulk of Penmorgh town, and are harassed by the local watch at any opportunity.
sits nestled around its harbor a few miles to the south, and Should the characters attack the guards, Mendin does his best to
even the smoke from the chimneys of far-off Whitehaven to subdue the party, calling out all the stops to hold them here, with as
the south and even Marwood in the west can be glimpsed little damage as possible. After 2 rounds of combat, Mendin sends
on the horizon. a messenger to the guards’ barracks for reinforcements. If the
characters defeat the guards, they must leave town immediately, or
be overrun by patrolling guardsmen on the lookout. The characters
have lost a major resource, and have to leave the area as quickly
The Cellars as possible. While the adventure is technically not over, it is very
A locked door on the staircase in Area W4 leads down to Areas difficult to get back on the path to save the little girls with this
W17–W24, the tower’s dungeons. Once used for holding and torturing course of action.
prisoners, Pearsey doesn’t use the cellar at all save for storing wine. Apart
from the large rack holding a few hundred bottles of wine in Area W18,
the cellars are empty. Since this is the home of a powerful wizard, it’s dismissing Lt. Mendin and his guards, who do not stray too far from the
unlikely that there would be any random monsters in the cellars. room, he bids the party to sit and make themselves comfortable.
Event 2: A Significant Summons “I must apologize for Mendin’s zeal; I instructed him only
to extend an invitation that I might speak with you as soon
This event could happen anywhere in Penmorgh, but should happen the
as possible.
day after the characters have visited Pearsey. It is also the day that the first “I’ll be blunt. I am wary of adventurers. They cause
of the girls’ bodies is discovered and may be how the party finds out that trouble. That knight came through last year and bashed up
the murders have begun anew. the Adderfangs Thieves Guild good last year, left a lot of
Scarcely have the characters woken in their new accommodations at the bodies in the street, and I don’t know if we’re any closer to
King’s Head Inn before they receive a visit from Lt. Mendin of the city finding the killers. When I learned that old fool Pearsey had
watch and 6 city guards. He informs the party that the watch commander invited a another group here to Penmorgh my first impulse
Captain Montforte de Guise (pronounced deh-GEEZ-ay) wishes to speak was to bar you entry to the city altogether, but I confess
with them and they should accompany him to the watch house. that I am nearing the end of my wits I this matter.
Mendin is not hostile but he is all business. In addition to the 6 “I have been the commander of the city watch for almost
warriors accompanying Mendin there are 12 more experienced guards 12 years, and a common catchpole for 20 more on top of
in two groups of 6 who are watching from a distance and can be at their that. I’ve seen the bodies of more dead girls than any man
leader’s side in 3 rounds. If the characters agree to accompany Mendin should, but we are no closer to rooting out this dastard
these additional guards slip away. Captain de Guise does simply wish to than we were when I was a snot-nosed recruit beating the
converse with the characters, but he views adventurers as a dangerous and cobbles down in the Pit.
unpredictable bunch, thus the precautions. “The mayor has empowered me to offer you what aid I
can. All our records of these abominable crimes are yours
Mendin, Lieutenant of the Guard (Ftr7): HP 53; AC 4[15]; Atk to examine as you will, and while you investigate this
longsword (1d8+1); Move 12; Save 8; AL L; CL/XP 7/600; matter you will be invested as special constables answering
Special: multiple attacks (7) vs. creatures with 1 or fewer HD directly to me. This does not grant you carte blanche to
, +1 to hit and damage strength bonus. ignore the laws of Penmorgh, but it does allow you freedom
Equipment: chainmail, shield, longsword. to search and investigate fully within the boundaries of the
law as well as granting you the power of arrest.”
City Guards (6): HD 1; 8, 7x3, 6x2, 4x2; AC 7[12]; Atk
longsword (1d8); Move 12; Save 17; AL L; CL/XP 1/15;
Special: none. Having said his piece, de Guise hands the party a writ confirming what
Equipment: leather armor, longsword. he has told them and offers to answer any questions they might have.
He is able to provide the following information:
Experienced City Guards (12): HD 3; HP 24, 21x2, 20, 18x3, 17, • The killer has been operating for at least 32 years that he has witnessed
16x2; 15, 10; AC 5[14]; Atk longsword (1d8); Move 12; Save first-hand, and the records show it going back at least 20 years more than that.
14; AL L; CL/XP 3/60; Special: none. • There seems to be no pattern to the killings save that all of the victims
Equipment: chainmail, longsword. are girls under the age of 13.
• While many of the girls have been taken from the Pit and other low-
Mendin leads the characters to an office on the third floor of the south income areas, it is not exclusively so.
watch house (Area P24). The watch house seems unusually busy as the • One girl escaped many years ago but died a few days later. She
party and their entourage pass more than a dozen armed guardsmen on recalled that she was chained to some sort of altar in a room suffused with
their way up to de Guise’s office. a red light issuing from a skull hanging over her head, and that the altar
Captain de Guise is a tall and powerful man of middle years, a bit was surrounded by figures in blood-red robes who chanted in a language
thick about the middle but possessed of a commanding presence. After unknown to her.
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• All efforts to resurrect the girls or extract information from their the women performers, specifically how their acrobatic skills might be better
corpses by magic have failed. used in the bedchamber, take offense at some imagined slight from one of
• At first, de Guise suspected that the Adderfang Thieves Guild was the characters. The toughs are quite drunk and cannot be reasoned with. A
responsible for the killings, but he is now not sure. Since Sir Bartol’s raid, fight is inevitable, but the thugs attack unarmed and only draw weapons if the
his informants tell him that the Adderfangs are all but extinct in Penmorgh. characters do; they want a brawl, not a fight to the death. If for some reason
Unless they are all uncanny masters of subterfuge, the Adderfang thieves the characters are having a tough time of it, a patrol of city guards shows up to
are no more. And yet the murders continue (he tells the characters of the break up the scuffle and take the thugs away to sleep it off in the cells.
discovery of Lena Marten’s body early this morning if they have not Afterwards, the performers introduce themselves and thank the
already learned of it). characters for their aid and offer a modest reward of 6gp, fully half of
If they agree to help, the characters are allowed access to the watch’s their earnings for the performance. They seem somewhat surprised if the
files and records on the matter, which merely reinforces what is listed characters accept but hand over the coins as promised and go on their way.
above. Among the records, which are incomplete and poorly organized, The truth is that these women are “The Juggulers,” a cadre of assassins
is a map showing the known locations where girls’ bodies were found. known for their acrobatic skills and their finesse with the thrown dagger
These locations are marked on the map of Penmorgh (though only Lena’s (see Event 7 for more information). The cultists have retained them to
has been found so far this summer). assassinate the party.
If asked, he reveals that the base of operations for the Adderfang Guild
is in a warehouse in The Pit (Area P27). What he does not reveal about his Human, Thugs (6): HD 5; HP 40, 37, 35, 32, 30x2; AC 6[13];
suspicions regarding the Adderfang Guild is that it was Gebhart Berezon Atk fist (2hp) or short sword (1d6) or light crossbow (1d4+1);
that insisted the Adderfangs were guilty of the murders and set Sir Bartol on Move 12; Save 17; AL C; CL/XP 1/15; Special: drunk (–1 to hit
their trail — he does not wish to speak ill of the benevolent Merchant Guild. and damage).
Equipment: leather armor, short sword, light crossbow,
Captain Montforte de Guise (Ftr11): HP 68; AC 2[17]; Atk 15 crossbow bolts, 2d10gp.
longsword (1d8+1) or halberd (1d8+1); Move 12; Save 4; AL
L; CL/XP 11/1700; Special: multiple attacks (11) vs. creatures
with 1 or fewer HD, +2 to hit and damage strength bonus. Event 5: An Important Invitation
Equipment: +2 chainmail, +1 flail, halberd, signet ring
(35gp). The characters are awakened early by one of the Balfour boys pounding
at the door of their room, informing them that there is a visitor waiting to
see them in the bar downstairs.
Event 3: An Aborted Abduction Regardless of how quickly the party makes their way down to the bar
to greet their visitor, it is obvious that the stylishly-dressed man did not
At night while the characters are out investigating, they hear a girl appreciate being kept waiting. He announces himself as Alain Popinjay,
scream. Assuming they investigate, they spot a figure in a blood-red robe a messenger in the employ of the Merchant Guild. With a flourish he
struggling with a young girl. As soon as the party shows up, the figure extracts an intricately engraved silver scroll case and hands it to the most
releases the girl and flees, leading the characters on a merry chase through comely female, or if no women are present, then to whichever character
the streets and alleys of the city. seems to be in a leadership role.
The figure is in fact that of Mhaazoul’s quasit minion Buboe, who has The case contains a beautifully illuminated scroll, personally signed by
assumed the form of a human. He leads the characters through a maze Guildmaster Gebhardt Berezon, inviting them to attend a ball the next evening
of alleys and side streets before slipping into an old sewer grate, making at the Guildhall. Popinjay waits a few moments to allow the characters to
sure that the characters see him of course. There he vanishes by turning read the message before asking their reply. If the party attempts to return the
into a centipede and slipping down a drain far too small for the characters scroll case or the invitation he manifests an almost imperceptible sneer before
to follow. While this sewer is not directly part of the Nightshade Thieves informing them that both are of course theirs to keep. The characters can
Guild, Buboe is smart enough to know that even he would have a hard time discover that the case has a value of 150gp. If the characters tip Popinjay, he
with their tricks and traps. He is hoping merely to entice the characters sneers at anything less than 5gp but takes it anyway.
into investigating the sewers. If the party gets too close, Buboe becomes Whatever the party’s reply, Popinjay sweeps out of the door as soon as
invisible after rounding a corner in order to save himself from capture. it is given. In the street outside is a slightly less-well-dressed man holding
If the characters do not go out investigating at night, this attempted the reins of a pair of horses. Popinjay mounts the better of the two and sets
abduction occurs close enough to their lodgings for them to hear the off, leaving the other man to mount up and chase after him.
screams from their room. The party may be reticent to spend time at a social event when they
The girl is not harmed in any way, and due to the circumstances cannot should be continuing their investigation, but the Referee should stress
give a good description of her abductor. She is no help to the investigation; that every person of wealth and power in the city will be in attendance,
Buboe is simply following Mhaazoul’s order to lead the upstart adventurers providing an unparalleled opportunity to garner information from people
to investigate the sewers. Although he doesn’t know the specifics, Buboe who might otherwise be beyond the reach of their investigations.
knows that the Nightshade Guild holds the secret to freeing his master.
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Rumors
concerns of base commerce.
“The Guild has done much good in the city, or at least so
we have tried, but never have we been able to get to the
root of this one great evil. We have hired untold numbers The soirée is a good place to soak up the scuttlebutt, and not just
of mercenaries and investigators over the years but all have about the grisly goings-on that the party is investigating. Roll on
proven unfit for the task. One man was even so bold as to the table below or select a piece of information.
try to mask his own failure by pointing his finger at the
Guild itself! It is gratifying to finally have the services of a
d% Rumor
group of heroes who seem capable of finally bringing this
horror to an end. Lady Derangement is on the hunt for a new
“Unfortunately, there is little more that I or the Guild husband. (True, and she now has her sights
01–30
can do to aid greatly in your investigations, but we shall set on the male character with the highest
endeavor to provide what aid we can. Take this letter of charisma)
mark — any merchant in the city will honor it — and use it The Adderfang Thieves are not destroyed
to acquire whatever goods or services you may require to and are growing bolder by the day. Their
aid you in your inquiries.” 31–50
crimes are more frequent and they are
becoming more violent. (False)
After handing the characters the letter of mark — valued at 1000gp — I keep hearing of about figures in blood-
Berezon begins to question the party as to the status of their investigation, red robes stalking the streets, grabbing up
as well as answering questions himself. Should the characters use the 51–65 these unfortunate girls, but I’ve never seen
letter to purchase anything in Penmorgh, Berezon hears of it. He wants to anything like that myself. I think it’s a load of
know what they buy and from whom. rubbish really. (True)
The real reason that Berezon asked the characters to parley with him I heard that three of the Guild’s ships sank in
is twofold. First and foremost, he wished to meet them to get an idea of the last month alone. It looks like whatever
what type of people he was dealing with. Secondly, he aims to divert their 66–75
god has been favoring them for so long is
attentions away from the guild in their investigation. To this end, he places starting to look the other way. (True)
the blame squarely on the head of the Black Rat, leader of the Adderfang
Thieves Guild. He claims to have many informants in Penmorgh, and I heard tell that Berezon is thinking of retiring.
through them his suspicions about the vile thieves were confirmed. Truth be told, he is looking older than his
Unfortunately, he claims, Captain de Guise is incompetent and has thus 76–81 years and more than a little haggard. That’s
far proved unable to deal with the threat appropriately, and the buffoon a man with a lot on his mind. (False about
of a knight last summer merely managed to slay a number of low-level his retirement, but True on all other points)
operatives and suspected turncoats for the purpose of removing the heat These killings have been going on a
from the Adderfangs. lot longer than anyone suspects. My
If the characters know of the Nightshade Thieves Guild and ask 82–89 grandfather’s sister turned up dead when
Berezon why he doesn’t suspect them, he merely shrugs and insists that he was a lad, and that was almost a
the Nightshades are two-bit thieves and are of little consequence. (Note: hundred years ago. (True)
The truth of the matter is that the demon is playing Berezon for a fool.
In all this time I’ve never heard tell of a
Mhaazoul is using the Nightshade Guild in his own designs, and had
Guildsman’s daughter going missing. Just
Berezon persecute the Adderfang Guild to draw attention away from
90–94 coincidence I suppose. After all, I’ve a
the Nightshades. Unfortunately for Mhaazoul and contrary to Berezon’s
big family and none of my kin have gone
comment, Captain de Guise was too competent, and the threat of the
missing either. (True)
Adderfang thieves was removed altogether!)
After 15 minutes or so Berezon is called away, but he insists that the They say that next year marks the Guild’s
characters finish their drinks in comfort and make use of the room if they hundredth anniversary, but really it’s much
need to speak among themselves. There are a couple of Guild agents in the 95–00 older than that. It’s just that it was a hundred
secret corridor (Area G8) eavesdropping on the party. years ago that their fortunes turned to gold.
Shortly after the characters parley with him in the study, Berezon can (True)
no longer be found at the party.
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Hide 25%, Silent 35%, Locks 25%. Hide 25%, Silent 35%, Locks 25%.
Equipment: leather armor, short sword. Equipment: leather armor, short sword.
Archers (Ftr2/Thf4) (4): HP 30, 29, 26, 20; AC 7[12]; Atk short Archers (Ftr2/Thf4) (4): HP 28, 25x2, 23; AC 7[12]; Atk short
sword (1d6) or shortbow x2 (1d6); Move 12; Save 11; AL C; sword (1d6) or shortbow x2 (1d6); Move 12; Save 11; AL C;
CL/XP 6/400; Special: backstab (x2), +2 save bonus vs. traps CL/XP 6/400; Special: backstab (x2), +2 save bonus vs. traps
and magical devices, read languages, thieving skills. and magical devices, read languages, thieving skills.
Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6,
Hide 25%, Silent 35%, Locks 25%. Hide 25%, Silent 35%, Locks 25%.
Equipment: leather armor, short sword, shortbow, 20 arrows. Equipment: leather armor, short sword, shortbow, 20 arrows.
CL/XP 6/400; Special: backstab (x2), +2 save bonus vs. traps Alekzander (Thf10): HP 37; AC 7[12]; Atk +2 short sword
and magical devices, read languages, thieving skills. (1d6+2) and +1 dagger (1d4+1); Move 12; Save 5; AL C; CL/
Thieving Skills: Climb 88%, Tasks/Traps 30%, Hear 4 in 6, XP 8/800; Special: backstab (x4), +2 save bonus vs. traps
Hide 25%, Silent 35%, Locks 25%. and magical devices, read languages, thieving skills.
Equipment: leather armor, short sword, shortbow, Thieving Skills: Climb 92%, Tasks/Traps 50%, Hear 5 in 6,
20 arrows. Hide 55%, Silent 60%, Locks 55%.
Equipment: leather armor, +2 short sword, +1 dagger.
N13: Living Quarters
This room is essentially identical to Area N5 though it is unusual in that N16-N17: Living Quarters
it holds but one double bed rather than a pair of single-beds or bunk beds. The four guard archers from Area N12 live here. This room is
The thieves from Area N29 live here. essentially identical to Area N5 (see above).
N19: Guildmaster’s Bedroom This room is the guild’s warehouse for foodstuffs and common goods.
Almost any commonplace item with a value of less than 10gp can be
found here — at the Referee’s discretion of course.
If the outer chamber seemed somewhat incongruous, this
room is downright bizarre. Multi-hued silks drape the walls N24. Melee Training Room
and hang in bunches from the ceiling. A low olivewood The noise of battle can be heard easily even before the door to the room
table is the only recognizable piece of furniture, the rest of is opened.
the floor is covered in dozens of huge, colorful silk pillows. This large open room is a gymnasium of sparring chamber that is
comfortably familiar to any character of a martial bent. There are currently
two individuals — Ernst, a male human armed with a longsword, and
Kevasha can be found here with her pet raven Blackeye most of the Gunter, a male halfling armed with a short sword — involved in a
time when she is not out on guild business. rigorous sparring match. These two are the thieves who live in Area N20.
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Ernst (Thf12): HP 36; AC 3[16]; Atk +1 longsword (1d8+1) or +1 thieves, the lock on this door is of exceptional quality (–35% Open Locks).
returning dagger (1d4+1); Move 12; Save 4 (with cloak); AL This vault holds the collected booty from the guild members’ recent
C; CL/XP 12/2000; Special: backstab (x4), +2 save bonus vs. excursions. Despite the security measures, there usually is not very much
traps and magical devices, read languages, thieving skills. loot here as they prefer on the whole to shift the goods as quickly as pos-
Thieving Skills: Climb 96%, Tasks/Traps 90%, Hear 6 in 6, sible rather than sitting on it.
Hide 95%, Silent 100%, Locks 95%. Treasure: The Referee should place a treasure of 10,000gp value in
Equipment: bracers of defense AC 4[15], cloak of here of his own devising. It includes no major magic items. A good option
protection +1, +1 longsword, +1 dagger that returns to would be to use Generating A Random Treasure Hoard from Swords &
hand. Wizardry Complete Rulebook starting on page 120.
The battle is going badly for the halfling, who received several bloody Aror (Drow): HD 9; HP 65; AC 3[16]; Atk +1 longsword (1d8+1)
wounds. Despite this, both of the combatants are at full strength thanks to or hand crossbow (1d3 plus sleep poison); Move 12; Save 6
healing potions that are housed in an alcove on the northeast wall. Though (includes +2); AL C; CL/XP 13/2300; Special: +2 saving throw
they are winded from their sparring, both of the rogues are in top shape bonus, –2 attack penalty in sunlight or magical light, 1 in 8
and fight fiercely and to the death once engaged in battle with the party. surprise chance, magic resistance (50%), magical abilities.
Treasure: Among the four empty bottles that these two have used there (Monstrosities 146)
are still 5 potions of healing and 3 potions of extra healing to be found. Magical Abilities: at will—dancing lights (1d4 lantern-
One of the supposed healing potions is actually a potion of invulnerability type, 60ft), darkness 15ft radius, faerie fire.
that the halfling slipped in and is planning to use the next time he is Equipment: +1 chainmail, drow cloak & boots (75%
wounded to tilt the odds in his favor. to surprise), +1 longsword, hand-crossbow, 15 bolts
coated in sleep poison (–4 on save).
N25-N26: Living Quarters Va’lanthis, Female Elf Thief (Thf12): HP 34; AC 5[14]; Atk +1
The four guard archers from Area N30 live here. This room is longsword (1d8+1) or +2 light crossbow (1d4+3); Move 12;
essentially identical to Area N5 (see above). Save 5; AL C; CL/XP 12/2000; Special: backstab (x4), +2
save bonus vs. traps and magical devices, read languages,
thieving skills.
N27: Living Quarters Thieving Skills: Climb 96%, Tasks/Traps 90%, Hear 6 in 6,
This room is essentially identical to Area N5 (see above). This chamber Hide 100%, Silent 100%, Locks 100%.
is home to the two most monstrous members of the Nightshade Guild — Equipment: +2 leather armor, +1 longsword, +2 light
Grunthaus the bugbear, the guild’s enforcer, and his roommate Abfaskat crossbow, 25 crossbow bolts.
the doppelganger, the guild’s infiltration and espionage expert. They are
currently relaxing with a few pints of foul-tasting beer and swapping dirty
flumph jokes, their coarse laughter echoing down the halls, announcing N30: Disused Guard Post
their presence. In spite of their relaxed posture they keep their weapons This appears to be a guard post similar to that at Area N12 though it
close to hand and are not as easily surprised as it might appear. does not appear to have been used in some time.
N28: Vault
The door to the vault is trapped. If opened without the proper key,
spikes spring from the wall, and the entire wall slams forward into a 10ft
area in front of the vault (attacks as a 6HD monster, 1d4 spikes per victim,
1d10 points of damage each). Given the preponderance of highly skilled
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Chapter Four:
The Merchant Guild
This stately manor, once a country hunting lodge for the emperors of old, leaders of the Guild. A large awning covers the front and side of the
is the nexus of the Guild’s power. Only the dozen most senior members of building providing ample cover for up to a dozen carriages. There are
the Guild maintain rooms here, though all maintain other residences. two large, ornately decorated coaches and four smaller, more utilitarian
coaches stored here normally.
The Guildhall Horses, Riding (12): HD 2; AC 7[12]; Atk bite (1d2); Move 18;
Save 16; AL N; CL/XP 2/30; Special: none.
There are numerous spells on the house. The Guild has spent a fortune
ensuring that their enemies can neither spy on them nor easily gain access D: Tack house
to the house either by magic or mundane means. In a massively expensive This small structure is really just one large room where all of the
magical experiment, a permanent anti-magic shell has been fused with the saddles, tack and other accoutrements for the mounts in the stables are
exterior of the house. Spells can be cast outside of the house, and within kept and cared for.
it, but no spells from outside the mansion can enter or affect the residents.
Also, there are permanent magic mouth spells which sound if anyone or
anything enters the house while invisible, under the effect of any polymorph
E: Guard House
This sturdy stone building houses the 32 guild guards who defend the
or similar spells or effects, and if a doppelganger or other shapechanging Guildhall. At all times 8 of them are off duty, 8 are in reserve here in the
creature enters. Additionally, any invisibility spells cast inside the mansion guardhouse, 8 patrol the grounds in units of 2, and 8 patrol the hall itself.
have a 50% chance of failure because of various enchantments. Duty guards always patrol in units of two.
The walls of the building, both interior and exterior, are fashioned from If an alarm is raised, guard units patrolling the same area (house or
dwarven ironstone imported from the mines of Hazad-Burgh. grounds) begin arriving at intervals of 2 rounds. Reserve units arrive
as a complete 8-man unit 12 rounds after the alarm is raised. Reserve
Exterior and Grounds units answer alarms in both in the house and on the grounds but house
units do not leave the building to answer an alarm outside and neither
do grounds patrols enter the house to answer an alarm. The orders
There are a stable, tack-house, garden shed, and a few other outbuildings of a Guildmaster override these rules as the guards go wherever the
on the grounds. Decorating the building’s exterior are several gargoyles; Guildmaster orders them.
of them, 16 gargoyles are alive and act to defend the building. They do not All rooms on the third floor of the mansion are off-limits to the guards
leave the area of the estate though. unless ordered to enter or an alarm is raised in one of those rooms.
The guards maintain their own small stable here with 4 mounts.
Gargoyle (16): HD 4; HP 16, 15x3, 14x2, 13, 12x3, 11, 10x2, 8,
7x2; AC 5[14]; Atk 2 claws (1d3), bite (1d4), horn (1d6); Move Guild Guards (Ftr6) (Up to 32): HD 6; AC 3[16]; Atk longsword
9 (fly 15); Save 13; AL C; CL/XP 6/400; Special: +1 or better (1d8) or crossbow (1d4+1); Move 12; Save 9; AL C; CL/XP
weapon to hit, fly. 6/400; Special: multiple attacks (6) vs. creatures with 1 or
fewer HD.
A: Greenhouse Equipment: +1 chainmail, longsword, light crossbow, 10
light crossbow bolts.
This large, glass-encased building is a work of the glazier’s art.
Hundreds of species of plants and flowers from all corners of the world,
some of which are quite dangerous, can be found here. Horse, Riding (4): HD 2; AC 7[12]; Atk bite (1d2); Move 18;
No specific keyed encounters are given here, but if the characters Save 16; AL N; CL/XP 2/30; Special: none.
should breech this structure uninvited the Referee is encouraged to throw
any and all dangerous flora their way. F: Weapon Smith and Armorer
In addition to their own stable, the Guild guards enjoy the services of
B: Groundskeeper’s Shed their own armorer and weapon smith, the dwarf Gurni Helmison who
provides all of their needs as far as providing and maintaining all of their
This small shed is the refuge of Old Jenkins the groundskeeper. He
has no assistants and tends the entire estate himself. The grounds are weapons and armor.
always in immaculate condition despite the fact that he is rarely seen
working and can normally be found in the shed with his feet up warming
by the woodstove and a pipe in his mouth and a half-empty bottle of Interior
Grumbacher’s Old Persnickety Single Malt tucked in his back pocket.
As befits a dwelling that was once owned by the emperors of old, the
Guildhall is an architectural masterpiece. All of the floors are clad in finely
C: Stables veined Burgundian marble and all the walls are paneled in a rich, dark
The Guild stables can hold nearly 40 horses at full capacity. There are reddish-black wood. The wood is from a treant. This may seem somewhat
always 12 horses here, well rested and ready to ride, for the 12 senior shocking at first, but there was an infestation of evil treants in the area
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many years ago. All of the paneling, doors and furniture in the building
use treant wood. G4: Public Meeting and Waiting Room
The western wing of the Guildhall is the guesthouse, normally used by
visiting dignitaries and representatives of other Guilds. Even though there
are several such groups in town right now the guesthouse is currently empty. A few tables and a number of comfortable chairs are
The eastern wing of the house is the servants’ area. The ground floor scattered seemingly haphazardly about the room, allowing
is taken up entirely by the kitchens with the second floor making up the for private conversations.
servants’ living quarters.
Unless otherwise stated, all doors in the mansion are constructed of
strong wood and are locked.
This room is where the Guildsmen take short meetings with most outsiders.
This is also where visitors are taken to wait for a meeting with any Guildsman.
Ground Floor
The public floor of the Guildhall. This is as far as most visitors go in
the building.
G5: Corridor
G1: Porch Like the large hall adjoining it this corridor leading to the
guest house is lined with fine-quality, if rather uninspiring,
paintings, but while the paintings in the hall were of former
A short, broad run of steps leads up to a huge covered Guildsmen and dignitaries, landscapes are the common
porch in the area beneath the grand balcony. Numerous theme here.
iron benches are dotted about the porch which is subtly
illuminated by dozens of small, multi-colored lanterns
hanging from elegant iron brackets fastened to the pillars
supporting the roof and balcony above. G6: Dining Room
A unique form of the continual light spell illuminates the lanterns and Two massive oaken tables run the entire length of the room,
can change color at a word, a result of the magical experiments done by easily capable of comfortably seating 50 diners. The heads
the renowned wizard Londar Brightrain and imported all the way from of dozens of animals, from boars and deer to magical or rare
the Kingdom of Withy-Strythe on the Southern Reach at great expense creatures such as an owlbear, a griffon, and a bear adorn the
to the Guild. walls, relics of the building’s heritage. A small door in the
northeast corner leads to the servant’s staging area and corridor.
G2: Entry Hall The centerpiece of the room is an immense fireplace,
large enough for a man to stand upright, in the north wall.
This is a double-height space overlooked by a balcony A secret trapdoor with a wall of fire trap in the fireplace leads to the
above. At the north is the bifurcated grand staircase cellars below. Anyone triggering the trap inside the fireplace finds himself
leading up to the second floor. A passage north leads from in the middle of the flaming wall (1d6 points of damage, no save). The
the alcove between the arms of the staircase. In the east trap entirely fills the fireplace, so those in the room suffer no damage.
wall, north of the doors leading to the dining hall is a small
service staircase that leads to a landing and door on the
second floor. In the center of the room is a huge iron statue G7: Meeting Room
in the likeness of paladin of Muir.
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From the drain, water travels through a pipe into a cistern in
G9-G11: Meeting Rooms the demon’s pit (Area G106). The grate and pipe were installed at
This small meeting room is where meetings with the representatives of Mhaazoul’s insistence shortly after he was summoned. He convinced
other Guilds are held as well as any business-related meetings with non- the Guildsmen at the time that he needed water to drink, and that even
Guild VIPs. It contains a desk and a pair of comfortable chairs. A large the humans’ dirty laundry water would suffice, but really he just needed
picture window overlooking the gardens is situated directly behind the a secret way for Buboe to enter and leave the pit unseen. The pipe is 4
desk (see Area G8 for details). inches in diameter and is the primary means by which Buboe the quasit
Area G11 is the only meeting room in which it is impossible to enters and leaves the pit.
eavesdrop from Area G8 and so it is reserved for discussions involving
only the most trusted friends and allies of the Guild.
G18: Linen Room
The walls of this room are lined with floor-to-ceiling shelves crammed
G12: Study with crisp, white linens. All of the Guild’s linens, from sheets to napkins,
are kept clean and crisply folded here.
Huge cauldrons and a number of lines hung with linens G26: Guest Room
mark this room as a laundry. Dirty water is dumped into a This is one of the four bedrooms in the guest wing. The room
drain in the middle of the floor. contains a pair of large double beds, a dressing table, desk, a
wardrobe, and a pair of comfy chairs by the fire. Each bed can sleep
two people comfortably.
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G27: Bathroom G34: Corridor and Balcony
This corridor wraps around the great hall (Area G2), to which it is open
and which it overlooks, and is the central traffic conduit for this floor of
the building.
This room is a bathroom tiled in white marble. A
washbasin is built into the wall opposite the door and a pair
of large marble tubs is built into the floor. G34a: Western Staircase
This staircase leads up to the third floor. This statue of a suit of armor
in the alcove formed by the two arms of the staircase is actually a stone
Like all the bathrooms in the house this room is equipped with hot and golem programmed to protect the building.
cold running water.
Golem, Stone: HD 12; HP 60; AC 5[14]; Atk fist (3d8); Move 6;
Save 3; CL/XP 16/3200; Special: +2 or better weapon to hit,
G28: Guest Room immune to most magic, slowed by fire.
Identical to Area G26 (see above).
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could be quite useful and valuable to the right people, though sorting preferring to conduct the majority of his business in the study (Area G12)
through this mess to find anything of value would require many weeks, if downstairs.
not months, of exhaustive and painstaking work. See If the Characters Interrupt the Ceremony for Hubert’s stat
block.
G40: Gebhardt Berezon’s Office
G48: Secretary Office
This is the office of Henna, secretary to the four most senior Guildsmen.
Apart from a desk and a pair of filing cabinets the room is empty. Henna
The size of this office is staggering, a fact which is
enjoys the tidiness of the sparse room, which compliments her neat and
highlighted by the fact that the only furnishings are a
fastidious nature. She does not fight armed adventurers, but also does not
single desk, an immense chair, and a pair of hard-backed
cower before them.
and uncomfortable chairs opposite the desk, all situated on
a rich and colorful rug set midway between the two large
Henna: HP 2; AC 9[10]; Atk strike (1hp); Move 9; Save 18; AL
fireplaces.
N; CL/XP A/5; Special: none.
Berezon has no sources of light in the room save for the two fireplaces G49: Library
as he enjoys the off-putting, almost diabolic cast that this flickering fires A large library with many hundreds of books, many of great historical
give to his features. Over the years he has found this to be quite useful in value, lines the shelves that cover every inch of wall surface in the room.
business negotiations and even dealings with other Guildsmen. A scholar will be in heaven here.
See If the Characters Interrupt the Ceremony for Berezon’s stat block.
G50: Balcony
G41: Berthold Recht’s Office This balcony overlooks the ballroom (Area G21) below. It is a
popular place during balls and events to get away and to partake of one
of the nobles’ favorite pastimes; watching other nobles and making fun
of them.
This office is relatively small but richly appointed.
Everything from the thick carpet on the floor to the
elegantly carved desk speaks of money and power. G51: Servant’s Room
This is the living quarters for visiting guests’ servants. This room
contains four bunk beds, a couple of beat-up old chests, and a plain
Like the offices of all the Guildsmen there is nothing here in the way of wardrobe.
personal touches. This is a place of business, nothing more.
G52-G56: Guest Room
G42: Selena le Forte’s Office Identical to Area G26 (see above).
Identical to Area G41 (see above). See If the Characters Interrupt
the Ceremony for Selena’s stat block.
G57: WC
Identical to Area G29 (see above).
G43: Lord Bertram Rusk’s Office
Identical to Area G41 (see above). See If the Characters Interrupt
the Ceremony for Lord Bertram’s stat block. G58: Servant’s Common Room
A common room shared by the servants in their off time. In truth few
of them use it save for perhaps warming their bedpans at night, most
G44: Boris Tamskyr’s Office choosing to congregate in the kitchen instead as is common in most manor
Identical to Area G41 (see above). See If the Characters Interrupt houses.
the Ceremony for Boris’ stat block.
G59: Butlers
G45: Meeting Room The 5 junior butlers share this room. It contains five narrow beds, five
In contrast to the wealth of the Guild this room, where most of their footlockers, a shared wardrobe, and a single writing desk.
highest-level meetings occur, is very sparse and simple containing only a
single large, round table and a dozen straight-backed chairs. Junior Butler (5): HP 4; AC 9[10]; Atk strike (1hp); Move 12;
Save 18; AL N; CL/XP B/10; Special: none.
G46: Nevas Fazio’s Office
This office belongs to Nevas Fazio. This is the only one of the Guildsmen’s G60: Older Male Servants
offices that shows something of its owner. Several pieces of exquisite antique The 3 senior butlers share this room. Each butler has his own single
ceramics are displayed on a number of ornate marble plinths behind the desk. bed, wardrobe, and writing desk.
See If the Characters Interrupt the Ceremony for Nevas’ stat block.
Treasure: Each of the ceramic pieces appears at first glance to be worth Senior Butler (3): HP 6; AC 9[10]; Atk strike (1hp); Move 9;
approximately 300gp. Upon careful examination, however, the character Save 18; AL N; CL/XP B/10; Special: none.
discovers that each of them bears a large but well-hidden flaw and is
actually worth 3sp.
G61: Head Butler
The senior butler Jenkins surprisingly lives in a setting more akin to
G47: Hubert Downey’s Office the juniors under his command. Apart from the board-hard bed, the only
If anything, the office belonging to Hubert Downey is even less homey other furniture is an imposing wardrobe that looks distressingly like a
than the plain offices of his fellows. Downey rarely enters the room, leering, devilish face.
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Jenkins, Senior Butler: HP 15; AC 9[10]; Atk strike (1hp); Move
9; Save 17; AL N; CL/XP 1/15; Special: none. at the top of the frame reads “H’guor H’tem T’el”, which
a small plaque hung beside the mirror purports to be the
G62: Young Male Servants name of the artisan who made it.
This dormitory houses the majority of the house’s 14 young male
servants, in seven bunk beds. Each has his own footlocker. A door in the
east wall leads to a shared closet. In actuality this is simply “Let Me Through,” the password that activates
the mirror, written in reverse. This is a greater mirror of passage (see the
Young Male Servants (14): HP 3; AC 9[10]; Atk strike (1hp); Magic Items Appendix). To activate the mirror’s magic, the user must
Move 12; Save 18; AL N; CL/XP A/5; Special: none. stand directly in front of it and utter the phrase “Let me through” while
touching the mirror’s surface. Immediately the mirror begins to ripple like
a pool of quicksilver and the user may step through and exit from the
G63: Young Women Servants mirror’s twin in Area G101. Only one person may pass through the mirror
Though there are fewer of them than the men next door, the 7 young at a time and each person must reactivate the mirror to use it. The mirror
female servants who share this room each have their own narrow bed. A is 8ft high and 5 ft wide.
door in the west wall leads to a closet half-again as large as that shared In addition to the mirror in the cellar of the manor there is a third
by the men. mirror which lies hidden in Old Penbury’s Shop (see Area P33) which
the cultists use to enter and leave the manor unseen on their diabolical
Young Female Servant (7): HP 2; AC 9[10]; Atk strike (1hp); mission to abduct sacrifices for Mhaazoul. The process of activating the
Move 12; Save 18; AL N; CL/XP A/5; Special: none. mirror is the same, but the password is “Let me pass.”
G73: Bedroom
This huge, bright and airy room is the Guild’s private The bedroom of Berthold Recht. It is essentially identical to Area G70
gallery and museum. There is a king’s ransom in paintings, (see above).
sculpture and various objects d’art displayed here, none of
which are easily pocketable.
The centerpiece of the room is a massive mirror in an
G74: Study
This suite of rooms (Areas G74 through G76) belongs to Nevas Fazio,
ornate frame hanging on the west wall. An inscription the Guild’s third most senior leader. This room is smaller than Area G68
(see above) but is otherwise identical.
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G75: Bath and WC G85: Bedroom
Identical to Area G69 (see above). This is the bedroom of Lady Valencia de Taae. Though it lacks the
fireplace and window and the furniture is not of quite as fine quality, it is
essentially identical to Area G70 (see above).
G76: Bedroom
Identical to Area G70 (see above).
G86: Bedroom
This is the bedroom of Thurgrim Snorrison. Though it lacks the
G77: Bedroom fireplace and window and the furniture is not of quite as fine quality, it is
The bedroom of Selena le Forte. It is essentially identical to Area G70 essentially identical to Area G70 (see above).
(see above).
Treasure: The wine ranges in value from 5gp to 50gp each on average.
Hidden away among the shelves are 7 bottles of incredibly rare vintage
(300gp each). A character has a 20% chance of identifying these as
valuable; otherwise, they believe them to be common wines worth no
more than 25gp per bottle.
Each of these boxes holds a rare, valuable, and exotic spice ranging
from relatively common Burgundian cinnamon to Estallian nutmeg to
precious saffron and ginseng from the distant Chi’en Empire.
Treasure: Each of these boxes of spice fetches between 50gp to 300gp
(1d6x50gp; average 175gp) on the open market.
G96: Vault
Entry into this chamber is blocked by a locked iron door.
The short corridor between the two doors is trapped with a spiked pit
that opens beneath whoever steps between the two doors (save avoids, 3d6
points of falling damage, 1d4 spikes per victim, 1d4 points of damage per
spike). A stone block then falls from the ceiling onto anyone who is in the
Equipment: figurine of the golden lion, diamond-
pit (automatically hits for 6d6 points of damage to anyone in pit).
studded eyepatch (1500gp).
At the end of the short corridor is a locked mithral door. It is not trapped.
Almost two-dozen locked iron boxes line the stone shelves of this
Development: The lich actually knows about the demon and the Guild
room. None of the boxes is trapped.
cult which worships it, he just doesn’t care. Whether or not he gives this
Treasure: In total, the iron boxes hold 15,070cp, 9913sp, 667gp, and
information to the characters is entirely up to the Referee, though if the
87pp. Among them is an ornate silver box lined in blue velvet (350gp)
party is completely flummoxed by the mystery Buboe might lead them
which holds 31 gems — mostly obsidian, freshwater pearls, bloodstone,
along this line of investigation. Getting information from the lich should
citrine, amber, and amethyst — worth 5gp, 6gp, 9gp, 12gp, 13gp, 14gp,
require some sort of uncomfortable bargain (for the characters) with the
17gp, 18gp (x2), 19gp (x2), 41gp, 44gp, 46gp (x2), 48gp, 57gp (x3), 58gp,
unfriendly lich.
62gp (x2), 72gp, (x2), 76gp, 88gp (x2), 102gp, 120gp, and 156gp, for a
Treasure: The lich’s collected treasure is interspersed among the
total value of 1560gp.
general detritus of the room. Uncovering and collecting it requires a lot
of time and patience. It consists of 5 diamonds (100gp each), a jeweled
crown (6500gp), 300pp, 2500gp, and 8000sp. G97–G98: Empty Vault
The walls of this room are lined with empty stone shelves. The series
Cellar
of doors and traps leading into this room is identical to Area G96 above.
In addition to the mundane cellars and storage areas, the mansion’s G99: Trapped Corridor
cellars hold the Guild’s vaults as well as the cultists’ temple and pit of the This corridor is featureless save for a series of shallow niches in the
demon Mhaazoul. walls along its lengths. It ends at a blank wall 30ft down. The corridor
bears a deadly falling block trap.
If anyone not bearing one of the Guild’s rapiers reaches the wall
G93: Storage blocking the entrance to Area G100, the single gargantuan block that
This room is the main storage area for the kitchens. Common and bulky forms the ceiling drops, filling the entire corridor (9d6 points of damage,
items such as bags of potatoes, sacks of flour, and barrels of apples can save avoids). Anyone who saves isn’t struck by the block and takes shelter
be found here. in one of the small niches that line the corridor. Anyone who did not
save is trapped under the block and takes 9d6 points of damage. Anyone
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trapped must roll beneath their strength (with a +6 penalty) to pull free and 11 gems worth 472gp, 532gp, 541gp (x2), 561gp, 587gp, 626gp, 687gp,
escape to a niche. A non-trapped character has a 30% chance to manually 884gp, 1076gp, and 1861gp (8368gp total).
reset the trap from the corridor or 15% chance from a niche. Any character
trapped under the block suffers 1d6 points of damage each round.
G101: Staging Area and Guard Room
There is a stone bench and 13 stone lockers built into the south wall of this
G100: Vault room. It is in these lockers that the cultists stow their cult regalia. Among
There is no actual door leading into this room. The corridor simply ends the lockers six extra robes may be found, but only one set of the rapiers and
at a magically hardened stone wall. A spot in the center of the wall shows amulets worn by the cultists is present. The lockers have no locks.
signs of being continually struck by a small, hard object. The door can A door-sized mirror, the twin of the mirrors of passage in the gallery
be opened only by tapping it three times with the pommel of one of the upstairs (Area G67) and in Old Penbury’s Shop (Area P33), hangs on the
rapiers that the Guildsmen carry. west wall opposite the door to the room. This magic mirror can be used
There are 33 locked iron boxes lining the stone shelves of the room. to travel to these areas as well as another mirror in a secret Guild house
Treasure: Each iron box but one holds 500 gold guilders for a total in Wellesley. It is also how the guards enter and exit the extradimensional
of 16,000gp. The last iron box holds Foerdewaith-minted platinum structure which serves as their barracks while under contract here.
emporers, 500pp total. In addition to the boxes of coins, the shelves also On the east wall, south of the door, are a series of iron levers that are
hold 2 rapiers (320gp each), a wand of invisibility (9 charges), a +1 shield, used to reset the traps in Areas G96, G97, G98, and G99. Each lever
a ring of X-ray vision, a staff of beguiling (29 charges), a wand of strength has a bell overtop which signals when a trap has been tripped. When this
(7 charges), and a +2 holy bastard sword (+3 in the hands of a paladin). happens, the guards go on alert and send for a Guildsman, only resetting
Finally, an elaborate golden coffer in the trove is trapped with a symbol the traps once the situation has been assessed.
of discord carved among the designs engraved on the underside of the The guards here are mercenaries. They have no idea where they are.
lid. The coffer (worth 560gp) is unlocked and lined in red velvet. It holds They are hired to serve this post for one year, earning 1200gp for their
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services for the year, room and board included. When not on duty they someone within the Pit who is covered by an invisibility spell finds himself
step through the mirror on the west wall and enter an extra-dimensional visible once he rises above the rim.
space where they spend their off-hours. Four times daily, a hearty meal The walls of the pit are quite smooth (–25% Climb Walls).
appears on the table in the common room.
There are actually 8 guards employed by the Guild, but only 4 are on
duty at any one time. Unless one of the guards here thinks to go awaken G105: Tunnel
his off-duty comrades they will not get involved in any fight here. This is a rough tunnel leading from the pit to the demon’s cave. The entry
to the cave in Area G106 is hidden on a high ledge, virtually invisible from
Mercenary Guards (Ftr8) (8): HP 60, 57, 53, 51, 45, 43x2, 36; the floor below. An onlooker has a 1-in-6 chance of noticing the ledge, and
AC 3[16]; Atk +2 longsword (1d8+2); Move 9; Save 7; AL N; even then a 50ft climb or some magical means is required to reach it.
CL/XP 8/800; Special: none.
Equipment: plate mail, +2 longsword. G106: Demon Cave
Development: If captured or questioned, the guards can reveal little.
They do not know where they are or even who hired them. They were
hired and stepped through a mirror in the city of Wellesley, appearing The roof of this roughly elliptical cavern curves overhead
here. After a period of 1 year they return to Wellesley with 1200gp in to a height of 60ft or so. The ceiling is relatively free
hand. Despite the boredom, this is considered a plum assignment among of stalactites, but the floor is littered with stalagmites,
the Mercenary Guild as no one has ever been attacked while doing it. extrusions, and large piles of broken stone and boulders.
None of the guards has ever been beyond Area G102 or the secret door The cavern is utterly silent save for the steady drip of water
between Areas G96 and G97. echoing from somewhere in the darkness.
G102: Processional Hall This cavern is the home of the demon Mhaazoul. As long as the crystal
skull remains intact he cannot travel farther from it than the pit (Area
G104) and about 200ft up the corridor leading to the Nightshade Thieves
This long, broad corridor is surprisingly bright and airy, Guild (Area G107).
almost giving the impression of a church or cathedral. The At the southwest corner of the room is a large pool of filthy gray water.
room is lined on either side by several large alcoves, each The dripping noise comes from the occasional drops of water that fall
of which holds a column carved in the form of a beautiful into the pool from the outlet of a small pipe hidden in the shadows above
woman with one hand holding the roof aloft and the other the pool. This small 4-inch pipe leads to the Guild’s laundry room (Area
holding a sword outstretched, forming an arch overhead G17). The pipe was installed at Mhaazoul’s insistence shortly after he was
with the figure opposite. summoned. He convinced the Guildsmen at the time that he needed water
to drink, and that even the humans’ dirty laundry water would suffice, but
really he just wanted a way for Buboe to enter and leave the pit unseen.
The statues are 10 caryatid columns, magical constructs programmed The pipe is 4 inches in diameter and is the primary means by which Buboe
to protect the area. The columns activate when anyone not wearing the the quasit enters and leaves.
garb of a cultist reaches the center of the room.
Eight columns attack the intruders while two take up guard, one at
each door to the room. The ones guarding the doors do not move unless
G107: Passageway
This passageway, a long forgotten sewer tunnel, actually becomes Area
attacked or unless someone tries to open the door they guard. The columns N31 of the Nightshade thieves Guild, though neither the thieves nor the
are programmed to attack anyone except the cultists on sight, including Guild know of the connection.
the guards in Area G101. However, if the party bypassed Area G101 and
are having an easy time with the fight in Area G103, this stipulation can
be ignored so as to allow the guards to come to the cultists’ aid.
Caryatid Column (10): HD 5; HP 71, 68, 65x2, 62, 60x2, 55, 51,
The Final Battle
44; AC 5[14]; Atk longsword (1d8+1); Move 9; Save 12; AL N; When they discover Area G103, the characters have stumbled upon the
CL/XP 7/600; Special: immune to magic except transmute dark secret of Penmorgh’s Merchant Guild: They are demon worshippers!
rock to mud and stone to flesh, resistance to normal weapons Who is present in Area G103 and what happens there depends on where
(50%), shatter weapons (save avoids, add bonus for magic in the timeline the characters discover the room. If the characters discover
weapons to save). (The Tome of Horrors Complete 83) Area G103 after a girl goes missing but before her body is found (see
The Timeline of Events in Events in Penmorgh), they stumble onto the
G103: Demonic Temple ceremony while it is in progress. If the cult is “between sacrifices” as it were,
the characters find the room occupied only by Mhaazoul and an invisibly
The shape and floorplan of this room is identical to the Guild’s ballroom
hidden Buboe. In this situation, the fight could be much easier for them.
(Area G21) which is situated directly above it. Six thick columns stretch
overhead to support the vaulted ceiling. Along the walls are graven
images of the demon Mhaazoul and his father, Orcus, trampling squirming
masses of humanity beneath their hoofed feet. The columns are carved If the Characters
with images of skulls and bones.
See The Final Battle below for the details of events that transpire in Interrupt The Ceremony
this room.
G104: The Pit Twelve masked figures garbed in blood red robes sway
slowly in time to their deep, hypnotic chanting. A huge,
This round pit, 30ft deep and 30ft in diameter, is where the demon
appears to take his victims when summoned by the cultists. It is at the bloodstained stone altar sits in the middle of the room,
brim of the pit that the spells that protect the house end, so for example,
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dagger (1d4) or rapier (1d6); Move 12; Save 9; AL C; CL/XP
10ft or so south of the rim of a large, open pit. A young 7/600; Special: none.
girl, no more than 11 years old, is chained to the altar. Equipment: padded robes, dagger, Guild rapier.
You are unable to tell if she still lives. The most startling
sight though is the huge, withered, demonic creature Nevas Fazio, Male Human Cultist: HP 68; AC 9[10]; Atk
leering over the helpless child, it too swaying in time with dagger (1d4) or rapier (1d6); Move 12; Save 4; AL C; CL/XP
the chanting. Some 15ft above the altar a crystalline skull 11/1700; Special: none.
hangs in the air, the light spewing from it casting the entire Equipment: padded robes, dagger, Guild rapier.
scene in a sickly sanguineous light and causing ominous,
otherworldly shadows to dance in the dark corners and Hubert Downey, Male Human Cultist: HP 72; AC 9[10]; Atk
recesses of the room. dagger (1d4) or rapier (1d6); Move 12; Save 4; AL C; CL/XP
11/1700; Special: none.
Equipment: padded robes, dagger, Guild rapier.
In this situation, he chamber is occupied by Mhaazoul and the 12 cult
Antonius de Montegna, Male Human Cultist: HP 75; AC 9[10];
leaders. Hiding invisibly in a corner is Buboe. The captive girl is either
Atk dagger (1d4) or rapier (1d6); Move 12; Save 4; AL C; CL/
Shannon ab Fayen or Elizabeth Ducorte, depending on what day it is. If
XP 11/1700; Special: none.
the characters enter from Area G102 Mhaazoul sees them enter but the
Equipment: padded robes, dagger, Guild rapier.
cultists do not. Likewise, if they enter from G105 the demon’s back is
turned to them but the cultists are facing the altar and pit but are engrossed
Guildmaster Gebhardt Berezon, Male Human Cultist: HP 78;
in their chanting and worship (10% chance of noticing the characters).
AC 7[12]; Atk dagger (1d4) or +1 freezing rapier (1d6+1 plus
The most senior cultists are the farthest away from the demon and
1d6 cold); Move 12; Save 2 (+2 ring); AL C; CL/XP 11/1700;
wear the simplest robes. Those closest to the creature are the least senior Special: none.
and wear the most ornate garb. As the characters observe the scene, the Equipment: padded robes, dagger, Guild +1 freezing
cultists’ chanting begins to grow more urgent and the demon’s swaying rapier, ring of protection +2, potion of invisibility.
more pronounced. Each round that the party delays acting, each cultist has
a greater chance to notice them (+10% cumulative chance per round as Cultists’ Tactics: Once battle ensues, the four masked cultists closest
the cultists become more involved in their ritual). If the characters do not to the door — Berezon, Montegna, Downey, and Fazio — make a
act soon they lose the element of surprise and possibly even the girl’s life. run for it, abandoning their fellows. They hope that the characters will
If they fail to take action for 4 rounds, the demon becomes irritated at the be too focused on the demon to notice their flight, and fooled by their
characters’ lack of initiative and orders his minions to attack. simple robes into thinking they are lesser members. Their main concern
is with saving their own hides; they fight defensively and flee at the first
Lady Valencia deTaae, Female Guild Cultist: HP 27; AC 9[10]; opportunity. If any of them get upstairs they raise the alarm and raise the
Atk dagger (1d4) or rapier (1d6); Move 12; Save 12; AL C; Guild’s defenses. The other cultists draw their weapons and attack the
CL/XP 4/120; Special: none. characters with zeal. If the battle is going too easily, the guards from Area
Equipment: padded robes, dagger, Guild rapier. G101 arrive to join the battle. If the characters are still having too easy a
time of it, the remaining 4 mercenary guards arrive 6 rounds after the first
I’lam Mougy, Male Guild Cultist: HP 33; AC 9[10]; Atk dagger group. The moment the crystal skull is destroyed and Mhaazoul vanishes,
(1d4) or rapier (1d6); Move 12; Save 12; AL C; CL/XP 5/240; any remaining cultists stop fighting. They are too horrified at what has
Special: none. happened to continue the battle, though if there are mercenary guards in
Equipment: padded robes, dagger, Guild rapier. the room they continue the battle.
Llewellyn Ab Eire, Male Half-Elf Cultist: HP 42; AC 9[10]; Atk Mhaazoul, Nascent Demon Lord (Weakened State): HD 7;
dagger (1d4) or rapier (1d6); Move 12; Save 11; AL C; CL/XP HP 40; AC 0[19]; Atk 2 claws (1d8), gore (2d6), kick (1d6), tail
6/400; Special: darkvision 60ft. slap (1d8); Move 12; Save 9; AL C; CL/XP 14/2600; Special:
Equipment: padded robes, dagger, Guild rapier. +1 or better weapon to hit, immune to electricity and
poison, influence fate (1/5 rounds, reroll any single attack or
Thurgrum Snorrison, Male Dwarf Cultist: HP 40; AC 9[10]; Atk save), magical abilities, magic resistance (30%), resists acid,
dagger (1d4) or rapier (1d6); Move 9; Save 11; AL C; CL/XP cold and fire (50%). (see Chapter 3: New Monsters)
6/400; Special: darkvision 60ft, detect stonework, +4 save vs. Magical Abilities: constant—detect good, ESP; at will—
magic. fear, polymorph self (humanoid only); 3/day—animate
Equipment: padded robes, dagger, Guild rapier. dead, charm person, dimension door, feeblemind,
lightning bolt; 1/day—teleport).
Berthold Recht, Male Human Cultist: HP 37; AC 9[10]; Atk
dagger (1d4) or rapier (1d6); Move 12; Save 9; AL C; CL/XP Mhaazoul’s Tactics: During the fight, Mhaazoul tries to call the
7/600; Special: none. characters’ attention to the crystal skull as best he can. For example,
Equipment: padded robes, dagger, Guild rapier. if the cultists are present, Mhaazoul bellows at them “Protect the skull
you fools!” in order to draw the characters’ attention to it. As much as
Selena Le Forte, Female Human Cultist: HP 42; AC 9[10]; Atk Mhaazoul would like to simply grab a weapon and destroy the skull
dagger (1d4) or rapier (1d6); Move 12; Save 9; AL C; CL/XP himself, the magic prevents him from doing so, thus the necessity of
7/600; Special: none. creating a chain of events that would lead others to do his work for him.
Equipment: padded robes, dagger, Guild rapier. By calling the invaders’ attention to the skull, Mhaazoul sees his chance.
As soon as anyone attacks the skull, Mhaazoul puts on quite a believable
Bertram Rusk, Male Human Cultist: HP 42; AC 9[10]; Atk show, bellowing “No! Defend the skull!” and other such overly dramatic
dagger (1d4) or rapier (1d6); Move 12; Save 9; AL C; CL/XP declarations. Mhaazoul fights defensively and escapes to Area G106 via
7/600; Special: none. his dimension door spell if the fight goes against him personally.
Equipment: padded robes, dagger, Guild rapier. Once the skull is destroyed, Mhaazoul uses his next available action to
escape via his dimension door ability, leaving only the sound of his derisive
Boris Tamskyr, Male Human Cultist: HP 34; AC 9[10]; Atk laughter echoing around the room. He escapes to a spot just outside the
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Guildhall to attract the attention of the citizenry of Penmorgh. Annoyed
at his lengthy and needless imprisonment by the Guild, Mhaazoul takes
this opportunity to ruin their reputation and gain some small measure of
After the Battle
revenge against them. In another flash, he uses his dimension door to Once the cult has been unmasked and the demon released, this section
appear well outside the gates of Penmorgh and flees like the wind for the of the adventure is over. The party have solved the mystery and put a
Tower of Bone. stop to the murders. But what of Buboe and the Merchant Guild, and the
demon prince on the loose?
Buboe, Quasit: HD 3; HP 22; AC 2[17]; Atk 2 claws (1d2 plus
poison), bite (1d3); Move 14; Save 14; AL C; CL/XP 7/600;
Special: magical abilities, magic resistance (25%), non-lethal
poison reduces dexterity by 1 point for 2d6 rounds (save
Buboe
avoids), regenerate (1hp/round). Immediately after the battle Buboe appears and begs for mercy. He
Magical Abilities: at will—invisibility (self only); 1/day— cowers and covers his head and beseeches the characters to “spare poor
fear. sweet Buboe.” This creature is pathetic and pitiable, pawing at the feet and
knees of the characters as he rolls on the ground fawning and calling them
Buboe’s Tactics: Mhaazoul’s quasit minion Buboe hangs out of the sweet masters and crying noisily. He looks up pitifully and cowers at any
combat, hiding invisibly to save his own skin. As soon as Mhaazoul aggressive behavior. He flees if attacked.
vanishes a high-pitched wailing can be heard from somewhere in the Buboe has been fighting his evil nature for quite some time. He has
room. This is of course Buboe, realizing that his master, like so many been treated badly for centuries and when he is cast aside and left behind
before him, has abandoned him. again it is the last straw. Buboe knows where the demon — whom he
identifies as Mhaazoul — is going. He knows Mhaazoul is going a place
If the Characters called the Tower of Bone, but he does not know where that is. He is only
too happy to help the characters and to tell them anything and everything
Do Not Interrupt the Ceremony he knows about Mhaazoul and his plans, but only as long as they are nice
to him.
The most important information Buboe can give the party is that the
Chances are just as likely that the characters find Area G103 while crystal skull contains some of the essence of Mhaazoul himself. One can
a ceremony is not in progress. In this case, the battle is much easier for use a shard of the shattered skull to track Mhaazoul like a compass. While
them and much more convenient for Mhaazoul! In this instance, he has it cannot show them exactly where Mhaazoul is, when placed on a map
no annoying cultists getting in the characters’ way to prevent them from of Southvale at the spot where the characters are, the crystal turns like a
destroying the skull. compass needle that points toward Mhaazoul. Buboe also warns them that
If the characters enter from Area G102 they see the bloodstained altar the demon might have ways of hiding from normal vision, but if they peer
and the eerie crystal skull hovering above it. They cannot see Mhaazoul through the crystal skull shard they will be able to see where he is hiding.
until they are within 15ft of the pit at Area G104. Mhaazoul is in Area If the characters trust Buboe and place a shard on a map of Southvale,
G104 staring up at the crystal skull and mulling over his plans, while although the movement is subtle, they see that the crystal shard is turning
Buboe hovers invisibly nearby. If the characters enter from the Nightshade very slowly on the map. True to Buboe’s word, it is tracking Mhaazoul
Thieves Guild, they find Area G106 first. Mhaazoul has a 75% chance who seems to be making his way northwest toward Guildford.
of hearing the characters approaching down the tunnel at Area G105. If the characters kill Buboe rather than listen to him, Pearsey can
As soon as the characters round the bend in the tunnel they can see the provide the information about the shard of the crystal skull.
hulking form of Mhaazoul — whether or not he is facing them depends on
whether or not he heard them.
Tactics: The tactics of Mhaazoul and Buboe are identical to the tactics
used above.
The End of the Merchant’s Guild
Thanks to Mhaazoul’s appearance outside the Guildhall, the entire
Destroying the Skull building is in chaos. Guards, clerics, soldiers, and Guildsmen are all
bustling about, shouting, and trying to come to terms with what has been
The key to banishing the demon, or so everyone believes, is to destroy
the crystal skull. In fact, this frees the demon on this plane, though only going on. Returning to the main hall, the scene is, if anything, more chaotic
Mhaazoul and Buboe know this. As long as the crystal skull is intact, if than before as a large number of townsfolk have gathered there in addition
Mhaazoul is killed, he subsumes to mist and slime but he is not dead or to the clerics, guards, and Guildsmen. Many of the common citizens are
destroyed. At that point he heals 1 hp per round until he is back to his full demanding blood, decrying the entire Guild as corrupt and evil.
hit point total. Once the crystal skull is destroyed, Mhaazoul loses the Leaving his men to piece together the story and quell the crowd, Captain
ability to heal. de Guise of the watch gathers the characters along with the leaders of the
The skull floats in the air 15ft above the altar. It cannot be moved three main churches and Pearsey in the dining hall. There he demands that
at all though it seems to waft and bob gently in the air. It casts a they tell the tale of what happened in the catacombs beneath the Guildhall.
sickly red-violet light that flares violently whenever Mhaazoul is They all sit in rapt attention, Pearsey included, as the party recounts their
struck in combat. story.
The easiest way to destroy the skull is with a demon-forged weapon, When the party is finally led from the room the situation in the hall has
which shatters the skull with a successful strike against AC 0[19]. There is quieted down somewhat. The civilians have been ushered out of the house
only one such demon-forged blade in Penmorgh, currently in the hands of and the guards are in the process of interviewing the remaining Guildsmen
Yakohz Borne, leader of the Nightshade Thieves Guild. Mhaazoul sent the and searching the house. Though the situation is indeed dire, the hour is
thieves to find the sword but they have not yet told him they have found late and even the priests encourage the party to take a night of rest before
it. Another option is a holy weapon, such as the sword in the Guild’s vault they depart. A messenger is sent along with the party to their lodgings to
(Area G100). While not as effective as a demon-forged weapon, a holy take a list of any equipment the party might need for their departure.
weapon does 1 point of damage against the skull with each successful Any of the remaining eight junior cultists are arrested and sentenced
strike against AC 0[19]. In the hands of a paladin, the holy sword does to summary execution for their crimes. Thanks to their power, influence,
4 points of damage with each strike. Whatever weapon deals the final and lineage, however, any of the four remaining senior cultists are only
blow that destroys the skull is itself destroyed in the process and rendered imprisoned. If any of the cultists still live, the characters have gained
useless. The crystal skull has 10 hp. powerful enemies in Southvale.
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On the Chase
Whether or not they decide to rest for the night, when the characters
decide to depart they find quite a crowd gathered to see them off. A soon
as they exit the building, the crowd begins the cheer. The party is met by
the three chief clerics who were present at their debriefing in the Guildhall.
They offer the party the thanks of the entire city, the blessings of their
gods, and a number of more concrete tokens of appreciation.
Each of the characters’ mounts is present, well fed and laden with
goods. Each mount bears two weeks’ worth of excellent-quality trail
rations, 150ft of rope, 10 flint and steel, 3 potions of healing and 2 potions
of extra healing. Additionally, each character is given a leather purse
containing 500gp, and the party as a whole is presented a with a scroll
of restoration. Any character who lacks a mount is presented with one
best suited to their person, of the finest quality of course. Any gear or
equipment that the party specifically requested the night before (within
reason) is also present.
Before they mount up, Pearsey approaches them. He has been casting
spells and doing calculations and he reckons that Mhaazoul must take
part in a restoration ritual during an imminent planar conjunction,
but he is unable to pinpoint the exact moment when it will occur. It
is absolutely essential however that they reach him beforehand, but
Pearsey counsels that they not be rash when they do locate Mhaazoul. If
they have a chance to rest and re-supply before battling the creature they
should take it. He then thanks them for what they have done and bids
them luck on their journey.
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Chapter Five:
Catch Me If You Can
Having tricked the characters into freeing him, Mhaazoul is now trying
desperately to reach the Tower of Bone, which is hidden away in an
enchanted wood about a hundred miles west of Penmorgh. Once there, his
Minions
minions restore him to full strength, allowing him to fully tap the power of Like any good chase, the characters should come close to nabbing
the Tower and wreak havoc on both this world and others.
their prey only to have it slip away again. Luckily for Mhaazoul he has a
The characters should feel that things are rushed but should not feel so
panicked that they storm the Tower the moment they spot it. Once they number of minions throughout the countryside who are anxious to do his
spy the Tower, Buboe — if he is with the characters — identifies it is bidding. Any time the characters are getting too close for comfort, a group
Mhaazoul’s destination. of Mhaazoul’s minions appears to slow them down. There is no hard-and-
Guard patrols in the south force Mhaazoul to take a rather more fast rule for when or where this happens, the Referee should really just
circuitous route to avoid delays, traveling far north to the town of Bradfield play it by ear. If you want to kick things up a bit, or if your players are
and hoping to come to the wood from the north. The delay caused by getting restless or cocky, throw an encounter at them. At least one of the
taking the more roundabout route should make the characters think they water-based encounters should occur to allow Mhaazoul to get far enough
can catch him before he reaches his destination, but it is paramount to ahead to set up for the characters’ arrival in Stonebridge.
getting the enjoyment out of this adventure that they don’t. The table below lists a number of groups of the demon’s minions. The
Referee can pick these at random or simply take them in order down the
list.
Travel Distances This chart covers the entire journey from Penmorgh to the Black Marsh,
not just to Bradfield.
Homewood to Tower of Bone 18 miles Otholc, Sisehcal and Soporta, Annis Hag: HD 8; HP 62, 60, 53;
Bradfield to Stonebridge 58 miles HP AC 1[18]; Atk 2 claws (2d8), bite (1d8); Move 12; Save 8;
AL C; CL/XP 10/1400; Special: hug and rend if both claws
Stonebridge to Tower of Bone 44 miles hit (automatic damage with 3 attacks, only break free with
Stonebridge to Homewood 50 miles giant strength), obscuring mist, polymorph into humanoid
form. (Monstrosities 237)
*This encounter can occur more than once. Helfrith, Greater Medusa: HD 8; HP 60; AC 3[16]; Atk dagger
(1d4), snake-hair (1d4 plus poison) or shortbow x2 (1d6);
Move 12; Save 8; AL C; CL/XP 10/1400; Special: gaze turns to
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stone, lethal poison, poisonous blood. (The Tome of Horrors
Complete 375)
Equipment: shortbow, 20 arrows, dagger
others have built wooden stalls or even miniature shops, many of which
B6: Cutler have stood in the same spot for decades.
Tomas Cutler is a passable maker and repairer of blades, but little more.
While he can make and repair weapons, his stock-in-trade are the common
knives, cleavers, and daggers of everyday life. In truth he has only ever B9: Stables
made seven daggers worthy for use as weapons. In a city like Penmorgh, The owner of Bradfield’s stables, Manfred, is almost universally
Tomas would be little more than an apprentice, but in Bradfield he happily disliked but highly respected around the town. Manfred is scrupulously
plies his workaday trade with little desire to improve his skills. There is honest, following the absolute letter of the law, crafting intricate and
no shortage of kitchen knives to be made or repaired and he is perfectly airtight contracts for long-term services, but he always seems to be able to
content with that. find loopholes and obscure regulations that play to his advantage.
Mounts left at the stable are very well cared-for and fed, all of which is
stipulated in the contract that anyone leaving a mount at the stable must
B7: The Red Dragon Public House sign. Manfred never reneges on or violates a contract in any way, but
The Red Dragon Pub is actually not a single house at all but comprises always seems to come out on top. The second a stabling term is ended
three once-separate buildings that have over the years been combined into and further payment is not forthcoming he claims the mount as is his right
one sprawling, maze-like structure. Though it is called a public house under the law. Unfortunately, he is the only stabler in the town.
there are a dozen guest rooms upstairs available for rent. The proprietor
Angus Tulloch, a big, burly, red-faced and red-haired man, serves some
of the finest ale in Southvale, a few pints of which makes navigating the B10: Blacksmith
labyrinthine corridors and numerous staircases of the Red Dragon an John Smith is a competent smith and without doubt the best in his trade
adventure in and of itself. here in Bradfield, but he has little skill beyond horseshoes, cartwheels, and
barrel-hoops. Still, for workaday ironwork his wares are as good as any.
The bulk of his trade comes from fitting and replacing horseshoes for the
B8: Market Square stables next door.
Apart from the few businesses mentioned individually, there are no
other permanent shops in Bradfield. In years past Bradfield was little more
than a market town, a convenient place for merchants and farmers from B11: The Riverbend Inn
the surrounding countryside to gather to trade their wares. As the town Though it doesn’t seem overly large on the map, the inn is actually quite
grew this tradition carried on, but now rather than gathering only once sizable. At five stories it is the tallest building in town and has a total of
every few weeks there is a constant market going on in the huge square thirty rooms. Though it is not the only inn in the town, it is by far the most
in the center of town. Some merchants come and go with the crops or the popular though it lacks the cozy comfort of the Warder’s Repose.
seasons, others sell their wares year-round. Some merchants have little Operated for generations by the Vermeer family, its current landlord
more than a tent, the back of a cart, or even a blanket on the ground, while is Delmet Vermeer, the tenth individual in his family to run the inn. He
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is getting on in years and the actual day-to-day running of the inn has Tactics: The dracolisk is instructed to delay the characters, not kill
fallen largely to his daughter Elspeth, who in all likelihood will take over them. He really doesn’t care if the dracolisk obeys or not, assuming quite
officially as the new landlord in the next few years. rightly that it will attempt to kill the characters eventually, but the collateral
damage and chaos from the initial delaying actions offers Mhaazoul the
chance to get away by boat down the river. It is a sign of Mhaazoul’s
B12: Bridge growing desperation that he is risking travel on the river given how close
This broad wooden bridge offers the only passage across the river it takes him to the Border Keep.
for more than 20 miles in either direction. It is broad enough for
vehicular traffic to pass in both directions and there is even a separate
pedestrian walkway on the northern side protected by a handrail. River Terror in Bradfield
gates prevent passage beneath the bridge as does a lift-gate at the The situation is absolute chaos. People are running everywhere shouting
bridge’s western end. “Dragon!” and shrieking in terror. From the first moments of the attack,
the square is choked with smoke. The locals mostly just flee, but some
stay to fight the dracolisk. No one actively aids the characters.
B13: Tollhouse The smoke filling the market square offers the dracolisk concealment
Toll keeper Kell Blackmoore enforces all tolls and tariffs in the town, (–2 to hit). The dracolisk is not affected by the smoke and can attack
including bridge tolls, docking fees and taxes. normally. Every few rounds the dracolisk perches itself on the roof of the
The tollhouse is also the headquarters for the town watch, which is Riverbend Inn to survey the situation and select his next targets.
headed by Lars van Leuwan, a retired adventurer and minor national During the battle there are a number of turning points that determine
hero. Before Van Leuwan’s arrival, Bradfield was a lawless town run by exactly how badly the locals view the characters. Each round, roll on the
corrupt officials. In the 10 short years since his arrival he has cleaned up Random Helpless Idiot Table. If the characters save the helpless idiot
Bradfield and helped make it a model of peace and prosperity. they gain the indicated number of points on the Local Yokel Anger Table,
Any vehicle or mount passing over the bridge must pay a toll of 1cp per if they fail to do so, they lose a like number of points instead. If they
foot or 3cp per axle as well as a toll of 1% of the value of any trade goods. make no effort at all to save the idiot, they lose double the listed number
Vessels passing under the bridge pay a flat toll of 1gp as well as the same of points.
1% of goods. Vessels that dock here to trade are subject to further taxes as Keep careful track of the running points tally and after the battle refer
decided by Blackmoore. She is strict about the rules, but fair. to the Local Yokel Anger Table. After the stunning “sermon” by the
disguised Mhaazoul the characters start with a total of –4d6 points. The
B14: The Skiprock characters can improve their score following the battle as indicated on the
Save Our Bacon Table below. The characters should not be advised of
Captained by the halfling Mirt Sibley, this keelboat is the only this, however; it should be the results of their actions alone that determine
remaining vessel that can be made river-worthy in less than a few how things shake out. The players should not be aware of their point total,
days following the dracolisk’s attack (see below). Having completed or even that they have a numerical gauge of their popularity. Instead, this
his business here in Bradfield, Mirt is willing to take the characters should all be conveyed through the role-playing of the townsfolk.
and a mount each aboard, but his price is steep. He demands 2gp per During the chaos of the dracolisk’s attack, Mhaazoul makes his escape
mile for each person and 1gp per mile for each mount. No amount of on the keelboat the Nereid, forcing the terrified crew to row as if their
negotiation can get him below 1gp per mile for each person and 5sp lives depended on it. To cover Mhaazoul’s escape, the dracolisk sets
for each mount. the bridge and the remaining boats alight. However, the captain of the
Regardless of the agreed upon price, the characters are unable to travel Skiprock manages to save his vessel and will take the characters and one
beyond Stonebridge onboard the Skiprock (see Stonebridge below), mount each downstream for a fee when the battle is done. The Skiprock
though neither they nor Mirt know this when they hire the vessel. has a dozen men on board in addition to the captain. Many of the villagers
formed a bucket chain and managed to save the bridge before it collapsed,
allowing the Skiprock to pass safely beneath it. The boat takes an hour or
Area B15: The Nereid two to make river-worthy following the dracolisk’s attack, offering a good
Mhaazoul hired the boat while in his preacher guise and told them to opportunity for the characters to start to repair their reputation a little.
be ready. When he steps aboard and drops his disguise, the captain and
his crew are not inclined to disobey. Rowing as if their lives depend on
it, which they do, and raising full sails, the Nereid sets off to the south at
a record speed.
The Town of Stonebridge
Delayed on their river voyage by Mhaazoul’s minions, the characters
The Dracolisk
arrive in Stonebridge to find a scene of utter devastation. A half-dozen
stone giants lie dead amid the broken ruins of the great bridge for which
the town is famous. On the southern side of the bridge can be seen the
Though the characters might be inclined to think that the preacher hulks of several half-submerged vessels and the bodies of some two-
sermonizing the crowd is somehow aware of Mhaazoul’s looming dozen men — the crew of the Nereid are floating dead in the water along
presence, their opinion on the matter is radically altered when the preacher with several townsfolk. The bodies of several other Stonebridgers litter
points directly at them and cries “The evil has come! It is among you! the town near the bridge.
They bring destruction upon all your heads!” The damage to the bridge looks bad but, while it is sufficient to prevent
The preacher is Mhaazoul in disguise using polymorph self. The the Skiprock passing beyond it, the damage is actually little more than
characters have no time to defend themselves, to refute the claims or reveal superficial. Were it not for the unit of imperial soldiers who were in the
the preacher’s identity, for as soon as Mhaazoul makes his declaration, a town as part of their patrols in the area the giants would doubtless have
red dracolisk swoops down from the clouds in the direction from which succeeded in completely destroying the bridge.
the characters came and attacks the town, breathing gouts of flame. The giants are more of Mhaazoul’s minions. While several of their
number took over the task of rowing the Nereid upriver to the Tower
Dracolisk, Red: HD 11; HP 76; AC 2[17]; Atk 2 claws (1d6), bite of Bone, the rest set about destroying the bridge and any vessels south
(2d6); Move 12 (fly 24); Save 4; AL N; CL/XP 14/2600; Special: of it. With the giants powering it, the Nereid can now be quickly and
breath weapon (3/day, 30ft-cone of fire, 4d8 damage, save easily rowed up the river to the Tower of Bone rather than being slowly
half), petrifying gaze (30ft range, save avoids). (The Tome of pushed or pulled up the river. If the characters have any hope of catching
Horrors Complete 201) Mhaazoul now they’ll have to abandon the river and travel overland.
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Terror In Bradfield
Random Helpless Idiot Table Total
11–20
Result
General approval
Prices
65–80%
“Mommy! Mommy!”: A child has stopped, frozen with terror, in Prices: This column indicates the modifier to prices that the
the middle of the street. She stares up at the dracolisk and won’t stop characters can expect to pay. These apply to Bradfield only.
screaming. Of course, the dracolisk goes right for her.
The characters should really not tarry here long as they are now several
hours behind Mhaazoul. If they consult their crystalline compass they see
that Mhaazoul travels south for a while before changing direction to the
north once again. He is being rowed northwest from the Black Marsh
Concluding the Chapter
along the river to the Tower of Bone. Once the characters have traversed the wilds and made their way to
Stonebridge is an old town, its oldest part being the wide stone bridge the borders of the Fae Copse they find that Mhaazoul has stopped once
that gives the town its name. It is not populous however, lacking either more. Though the map indicates that Mhaazoul is located somewhere in
local resources or a favorable geographical location to foster trade. It the woods, and is no longer on the move, there is no sign of the demon or
relies heavily on revenue from tolls, both for land vessels passing over the where he may be hidden.
bridge and keelboats passing beneath it. The small town is home to 1,768 If the characters look at the woods through the fragment of the crystal
(1,715 humans, 35 halflings and 18 mountain dwarves). skull that they possess they can clearly see the Tower of Bone rising
Notable NPCs in Stonebridge are Mayor Edgar Fritch and Captain of from the woods even though it is many miles away. If Buboe is with the
the Guard Rein Thiswhey (Lawful Ftr7). characters he suggests this if it does not occur to any of the characters.
Now that they know where the demon is, and with Pearsey’s
calculations, the characters know that they have a few days before the
planar conjunction occurs. This is enough time to rest, re-arm, and
formulate a plan of action.
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Chapter Six:
To the Tower of Bone
Having tracked Mhaazoul to the Wood Between Worlds and located the
Day Night Creature
Tower of Bone, the characters know that they have several days before
the planar conjunction occurs which allows Mhaazoul to return to full 19–23 31–35 3 flensers
strength and seize control the Tower. The Border Keep might seem a good 24–30 36–40 Thessalgorgon
option, but it is currently closed to travelers because of skirmishes with the
giants, making nearby Homewood the best place to go. There is nothing 31–37 — 4 squealers
but common sense preventing them from attempting to assault the Tower — 41–43 1 storm giant
now, but the Referee should make it clear to them that they have a few
38–42 44–48 Daemon, cacodaemon
days to prepare themselves. Mhaazoul isn’t going anywhere for a while.
43–46 — 2 storm giants
their assault on the Tower, they can muster up five 1st-level fighters and a Homewood is quite wealthy for its size because of the extreme value
3rd-level fighter (Referee to determine abilities) in the town willing to lay and importance of the timber harvested here. Every building is solidly
their lives on the line for some gold. built of good-quality wood. Only 170 individuals live in the village (156
The people of Homewood know nothing of the Tower, but they do know humans, 7 halflings, 5 dwarves and 2 elves).
about the Wood Between Worlds. They’ve seen children wander in and Notable NPCs in the village are Mayor Hurnum Vale, Rivermaster
come out a day later aged 30 years or more just as they’ve seen people go in Willem Vale, Priestess Ehlovyn Valingard (elf Clr7 of Muir), Sheriff
the woods and come out again years later having not aged a day. Most that Hargit Webster (Ftr3) and Constable Dang (dwarf Ftr1).
enter the woods simply don’t come out at all. One who does enter and leave
the wood as he pleases is the ranger Keho (see Area H13 below).
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Ehlovyn can be found here most of the day when she is not tending
Area H1: Town Hall to the needs of the people of the village elsewhere. If Ehlovyn can be
Easily the largest structure in town, greater even than the mill, the hall convinced that the characters are on a mission of good and not simply a
can hold the entire population of the Homewood with room to spare. The treasure hunt she provides them with a few useful potions and holy water
mayor is convinced that Homewood is destined to grow substantially and (as determined by the Referee) if they are in dire need.
planned the hall to handle the expected new citizens. Vale looks to be
right, as the Duke of Southvale has of late started handing out land grants Ehlovyn Valingard, Elf Priestess of Muir (Clr7): HP 33; AC 4[15];
in the area to encourage growth. Atk +1 heavy mace (1d6); Move 12; Save 9; AL L; CL/XP
Additionally, the town watch is headquartered in a couple of rooms in 8/800; Special: darkvision 60ft, +2 save versus paralyzation
the back and the town jail is in the cellar. Like the building itself the jail is and poison, spells (2/2/2/1/1), turn undead.
quite sturdily built and would prove as tough to break out of as one found Spells: 1st—cure light wounds (x2); 2nd—bless, speak
in any large city. with animals; 3rd—cure disease, remove curse; 4th—
cure serious wounds; 5th—raise dead.
Area H2: Stables Equipment: +1 chainmail, +1 heavy mace, silver holy
symbol of Muir, 2 flasks of holy water.
All visitors must commend their mounts to the care of Maxwell, the
only stabler in town. Given his monopoly on the trade, Max’s prices are
double the norm, but the mounts are well cared for, groomed and fed. Max Area H8: Homewood Inn
fancies himself a shrewd bargainer but he is actually quite lacking in the This two-story half-timber structure is The Homewood Inn, the only
skill. If characters haggle, they can easily cut the price in half. lodgings in town. Even if it was in competition with a score of others,
The stables can handle 20 horses at any given time under the care of though, it would doubtless still be the most popular hostelry in Homewood.
Max and his 3 stable hands. Dembrose Wharvey and his family are friendly and generous, welcoming
every guest as a visitor in their home.
Area H3: Foot Bridge The common room can sleep 20 people on pallets on the floor for a
cost of 1gp per night. There are seven rooms, each with two single beds,
This stone bridge is far too narrow for carts to travel. Next to the mill
available for 3gp per bed. The only way to get a private room is to rent
it is the oldest stone structure in the village. It is a favorite spot of young
lovers to pledge their troth and for the children of the village to play “troll both beds, otherwise there’ll likely be a stranger sleeping across from
bridge,” a favorite game among Southvale youth. you. These prices include a good quality breakfast and dinner in the price,
you’re on your own for lunch.
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If Buboe is with the party, he tells them that the door just magically
opened the last time he was here. If pressed for details, he says nothing Climbing the Tower
more than it was a long time ago and that master is now long dead. The exterior of the Tower is a cakewalk for any seasoned climber. The
However, if the characters try to use Buboe to get the door to open it does incorporation of skulls and bones provides a cornucopia of hand and
not work. Now that Mhaazoul, a rightful heir of Orcus, has entered the footholds making scaling the Tower a breeze. However, when a climber
Tower it has no interest in demons of lesser lineage. reaches a height of 75ft the skulls and bones animate and begin clawing,
A few hundred yards to the south of the Tower are the remains of the punching, biting and kicking in an attempt to knock any climber off.
aboveground outbuildings of an ancient dwarven settlement, partially At this point the climb becomes far more difficult. The climber must
hidden beneath the snow. These buildings are ruins but offer some refuge make a saving throw to stay on the wall; even if he succeeds, he is now
from the dragon (see below) and provide cover. One of them is still in limited to half his movement as he fends off the attacking limbs. Each
good shape and would seem to offer the best protection from the dragon’s round he remains on the wall, the climber takes 1d4 points of damage
attacks (they provide improved cover). In this building is a staircase from numerous bites, claws and slams and must make a saving throw
leading down into the depths. This is one of the entrances to the old dwarf or fall.
city of Durandel. This staircase winds down, ending at the point marked If the climber falls, the snow surrounding the base of the Tower
by a star on the map of Durandel and the caverns. cushions the victim somewhat (1d4 points of damage per 10ft fallen).
When the climber hits the ground, the fingers of the skeletal hands
adorning the Tower point and all of the skulls begin to laugh hysterically
The Main Doors for several minutes.
The doors to the Tower are massive: 30ft high, 10ft wide and 5ft thick
of cut stone, polished to a matte but mirror-flat finish. There are no locks
or visible locking mechanism of any kind. In fact there is a huge iron rod The Dome
barring them from the other side. To open them, the door guardian in Area If a character somehow manages to reach the dome atop the Tower, she
T2 lifts the bar and pulls the doors open. When the bar is in place, treat the finds that the effort was in vain as there is no visible break or join in the
door as a solid 5ft-thick stone wall. dome’s surface. In truth, the dome can made to open, its four segments
pulled outward by the massive claws, but until the holder of the Bone
Tower Staff wills the dome to open, it remains a single solid and unbroken
Breaching the Doors surface.
The bar which blocks the doors is made of solid iron and weighs almost
20,000 lbs., as do each of the doors. The doors, which open inward,
can only be moved by an individual or group capable of shifting such a
massive weight.
Getting the Characters into
Due to the nature of the enchantments placed on the Tower, the main
doors are completely immune to all magical attempts to open them. Spells
Durandel
such as passwall, knock, transmute rock to mud, etc., have no effect on
It should quickly become clear that a frontal assault on the Tower is
the Tower.
impossible. The only really viable option at this point is for the characters
Though it is both difficult and ill advised, the characters should not be
to enter the ruins of the dwarven city of Durandel and make their way in
prevented from pursuing this route, but it should quickly become clear that
through the Tower’s cellar. A few possibilities on how to get the characters
there must be an easier way. After the characters spend 12 rounds trying
there are suggested below.
to open the front doors, Rhovainon the bone dragon attacks. Unlike the
The easiest method is to have the characters take shelter from Rhovainon
dracolisk in the town of Bradfield, Rhovainon is a full-blooded dragon and
in the old ruins. If and when the dragon attacks, the ruins are the closest
is instructed to kill any intruders in the area.
viable refuge in the clearing. Rhovainon’s attacks begin to collapse the
Rhovainon also attacks any character who flies or levitates in an attempt
structure, forcing the characters to descend the stairs to avoid being killed.
to reach the summit of the Tower or who manages to climb more than half
Any elf or dwarf has a 75% chance of recalling a tale recounting the
way up the side.
arrival of the Tower and the destruction of the city of Durandel. All others
have a 25% chance of remembering this legend.
Rhovainon, Bone Dragon (Large Old): HD 12; HP 60; AC
Any dwarf also has a 3-in-6 chance of noticing that among the rubble
2[17]; Atk 2 claws (1d6), bite (2d12 plus level drain); Move
pushed up around the base of the Tower are large pieces of stone which
12 (climb 18); Save 4; AL C; CL/XP 15/2900; Special: breath
could only have come from a natural cave, suggesting a cave system
weapon (line of cinders and bone fragments, 60 damage),
below the ground.
darkvision 120ft, death aura (400ft, 1HD save or die),
Finally, if Buboe is with the characters, he tells them about the “secret
immune (poison, sleep, paralysis and disease), level drain
way” that he learned from Mhaazoul. He leads the characters to the ruins
(1 level), magic resistance (40%), magical abilities. (see
and the staircase down to Durandel.
Chapter 3: New Monsters)
Magical Abilities: 1/day—detect good, darkness 15ft
radius, fear, protection from good 10ft radius.
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Chapter 7: Durandel
Their efforts to enter the Tower by other means thwarted, the characters find Several locations on the map are marked with a “B,” indicating a location
that the only viable route in is to go underground, seeking a path through a where a cave-in has occurred, blocking further passage. The blockages
ruined dwarf city and cave complex to find their way into the cellar of the Tower. can be cleared with 320 man-hours work per blockage, meaning that a
Though the players should never feel railroaded into following this four-person crew working 10 hours per day could clear one in 10 days.
path, it really is the best and only viable route into the Tower. As much of
this module is devoted to describing the city of Durandel and the cavern
complex, much of the adventure experience is lost if it is bypassed, not to
mention all the gold and experience they are passing up.
R1: Empty Chamber
The city and caverns are filled with undead creatures, unintentionally created
by ambient death radiation seeping from the Tower. These undead creatures
are far more powerful than normal zombies (see the Tower Zombies sidebox). This unadorned 20ft-by-20ft chamber might possibly once
have been a guard post but little remains intact now. A built-
in stone bench runs the entire length of the western wall. It is
The Ruins of Durandel too low for comfort for anyone taller than 5ft. There are two
exits from the room, one to the north and one to the east.
There are some hunks of metal are imbedded in the stone
This section of Durandel represents but a small portion of the once- arches. Though corroded into unrecognizable lumps now
great city, encompassing a section of the mines and a variety of working they were once undoubtedly the hinges of long-gone doors.
and living quarters concerned solely with the support of the miners and
their tasks. The vast majority of the city — including living quarters,
laboratories, vaults, workshops, temples, smithies and more — remain The eastern entrance leads to a short corridor that is entirely blocked
sealed off behind walls of rubble. with rubble. Clearing the rubble is a monumental task (requiring thousands
Unless otherwise noted, the ceilings of this section of the city are a of man-hours), but beyond this blocked corridor lies the bulk of the great
mere 8ft high and strong wooden doors block all doorways. dwarf city of Durandel.
Tower Zombies
Tower zombies are variant juju zombies (see Tome of Horrors
Complete by Frog God Games). Tower zombies look like normal
zombies, but they are not. Although they are nearly mindless, there
remains in them some spark of who they once were. A tower zombie
is stuck in perpetual repetition of whatever occupation it followed in
life. It is a pathetic creatures with no free will other than the driving
compulsion to simply go through the motions of its former life.
Because of the tower zombie’s false intellect, it continues to act in
a manner equivalent to the alignment of the original creature. This
is only a façade, however, since there is no real thought or morality
behind any of its actions.
Tower zombies are the creation of the Tower of Bone, its unholy
emanations despoiling everything around it and twisting it into a cruel
mockery of life. Tower zombies lack any true intellect but retain a
façade of the minds they possessed during life. As such they tend to
fight as they did while they lived. A tower zombie that was a trained
soldier relies on strategy and tactics for example while one that was
a fighter attacks fiercely and mercilessly. A tower zombie that travels
more than a mile from the Tower crumbles into dust and is forever
destroyed.
Tower zombies possess one unique ability granted them by the
overwhelming power of the Tower of Bone: they are hard to kill.
Once reduced to zero hit points, a tower zombie falls to the ground,
unable to continue fighting, but it continues moving. The only way to
kill the zombie is to reduce it to –10 hit points. Within 2d12 hours, the
creature rises again at full hit points.
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The 5 tower zombie dwarves take no notice of the party unless a
R2: Guard Post general alarm has been raised, in which case they immediately attack.
The first round, they throw ancient, rock-hard blocks of soap, pumice
There is little to differentiate this small guard post from the hallway in stones, and even a wooden ducky at the invaders (–4 to hit for improvised
which it sits, save for the 8 tower zombie dwarf guards who occupy it and weapons, 1d3 points of damage). Following this they enter combat using
the small alcove to the west. The dwarves are listless and do not move at their slam attack. They have no greataxes.
all unless someone approaches their post. They let dwarves pass freely, but
actively attempt to prevent any non-dwarves from passing through their post. Tower Zombie Dwarf Guard (5): HD 4; HP 25, 23x2; AC 2[17]; Atk
An open passage leads east to Area R3 and a huge, barred, stone gate soap blocks (1d3) or slam (1d6); Move 12; Save 13; AL C; CL/XP
blocks the passage north to Area R11. 6/400; Special: +1 or better weapon to hit, hard to kill (reduce
Located in the alcove is an iron lever set into the wall and a large iron to –10 to permanently kill or rise at full strength in 2d12 hours),
ring hanging from a chain. The ring is used to raise a general alarm, the immune to electricity and cold, immune to magic missile, resist
lever releases the bar holding the stone gate in place. The chain and lever fire (50%). (The Tome of Horrors Complete 616)
are hidden in the shadowy recesses of the alcove. Once the lever is pulled
and the bar released, a single character can swing the massive door easily One of the dwarves has a large silver ring set with a red stone (ruby)
in spite of its great weight. on one finger (125gp). If this dwarf is involved in melee combat for more
than 5 rounds, the ring is destroyed by the constant pummeling of his fists
Tower Zombie Dwarf Guard (8): HD 4; HP 29, 27, 26, 25x3, 24, — bending the metal and shattering the stone — reducing its value to a
22; AC 2[17]; Atk axe (1d6); Move 12; Save 13; AL C; CL/XP mere 7gp worth of materials. The rest of the dwarves have nothing.
6/400; Special: +1 or better weapon to hit, hard to kill (reduce
to –10 to permanently kill or rise at full strength in 2d12 hours),
immune to electricity and cold, immune to magic missile, R5: Ore Sorting Room
resist fire (50%). (The Tome of Horrors Complete 616)
The lockers are either empty or contain old and useless clothing and Tower Zombie Dwarf Guard (2): HD 4; HP 28, 24; AC 2[17];
personal effects. Atk axe (1d6); Move 12; Save 13; AL C; CL/XP 6/400; Special:
+1 or better weapon to hit, hard to kill (reduce to –10 to
permanently kill or rise at full strength in 2d12 hours), immune
R4: Bath to electricity and cold, immune to magic missile, resist fire
(50%). (The Tome of Horrors Complete 616)
The walls, ceiling, and floor of this room are covered with
a fine, silver-veined white marble unique to this region. A
R6: Mining Supplies Locker
large, marble bath capable of comfortably seating a dozen
The door leading to this room was once quite sturdy but is now
bathers is set into the center of the floor. Though the bath
somewhat rotted with age. The lock is completely corroded into a single,
is completely dry, and by the look of it hasn’t seen water in
solid mass and is impossible to pick.
many centuries, there are five dwarves seated in it. They are
naked and going through the motions of bathing, even in the
absence of water. One of the dwarves occasionally scrubs
himself with a pumice stone. Most of his flesh is worn away Once a supply locker, this room is in utter disrepair.
and several patches of scraped bare-bone can be seen. Several sets of wooden shelves hold all manner of
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to phenomenal size. Forced to ascend to the upper shelves of the room to
find more metal upon which to feed the rust monsters have become adept
mining supplies but time has not been kind. Many of the
climbers. When the party enters the room, the rust monsters are resting on
shelves have collapsed under the weight of goods and the
the uppermost shelves, sleeping off a rich meal. Characters have a 1-in-6
accumulated years.
chance to spot them among the shadows of the ceiling.
There are a number of broken and headless wooden tool hafts in the room
that can be used to bludgeon the rust monsters. These makeshift clubs are
Most of the supplies are destroyed and useless, but some of the objects
old and relatively weak. If an attacker rolls a natural 1 when attacking with
can be salvaged. A character has a 20% chance of discovering a useable
one of these improvised weapons, it breaks and becomes useless.
object from among the following list: 3 10ft lengths of chain, a crowbar,
2 bullseye lanterns, 7 pitons, and 4 shovels. Each time a character fails
Rust Monster (2): HD 8; HP 61, 57; AC 2[17]; Atk 2 antennae
a check there is a 20% chance that another shelf of supplies collapses.
(0); Move 12 (climb 9); Save 8; AL N; CL/XP 8/800; Special:
Anyone who causes a shelf to collapse suffers 2d4 points of damage from
cause rusting.
the falling equipment (save for half damage).
Tactics: Two rounds after any character bearing any sort of metal
R7: Guard Room item enters the room the rust monsters pounce. The rust monsters’ diet of
magic-rich metal has given them a taste for it. They target the character
with the armor or weapons bearing the greatest magic first, followed by
the individuals with the heaviest metal armor, then those with the most
This room is obviously a guard post. It is simple in metal weapons or items.
design and utterly devoid of any decoration or superfluous
Until recently, an iron door protected this room until the arrival of the
arrival of 2 rust monsters. They easily ate their way through the door and
have spent several months feasting on the tools that once filled this room.
The tools were infused with the unchecked power of the nearby Tower of
Bone and provided rich repast indeed, enabling the rust monsters to grow
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make a saving throw or be struck deaf. Each dwarf wears a thickly-padded
leather helmet, obviously meant to protect their hearing, which has proven
insufficient over the intervening years as the dwarves in this room are
R11: Stone Gate and Guard Post
totally deaf and do not respond to any verbal or sound-based attempts at This area is a guard post very similar to Area R2 above. There is little
communication and do not become alert if the bell in Area 15 is struck. to differentiate this small guard post from the hallway in which it sits, save
They ignore any action by a character short of a physical attack or any for the 8 tower zombie dwarf guards who occupy it and the alcove to
attempt by a character to enter Area R10, whereupon all the dwarves the west. An open passage leads south to Area R2 and barred, stone gates
immediately attack the party. block the passage to the east leading to Area R15 and the passage north
leading to Area R12. The dwarves do not move at all unless someone
Tower Zombie Dwarf Guard (4): HD 4; HP 26, 25x2, 23; AC approaches their post.
2[17]; Atk axe (1d6); Move 12; Save 13; AL C; CL/XP 6/400; Located in the alcove is an iron lever set into the wall and a large iron
Special: +1 or better weapon to hit, hard to kill (reduce to ring hanging from a chain. The ring is used to raise a general alarm,
–10 to permanently kill or rise at full strength in 2d12 hours), while the lever releases the bar holding the stone gates in place. This
immune to electricity and cold, immune to magic missile, alcove is well lit and both the iron ring and the lever are easily seen. The
resist fire (50%). (The Tome of Horrors Complete 616) lever is in good repair and even though the gate seems to be in working
order, no amount of force can shift the northern gate even once the bar
R10: Smelter
is released.
What purpose this room once served is unclear, though the huge stone
R16: Records Room
gate blocking the entrance to the mine suggests that it was a guard post
like Area R7. The bar that once held the door in place has been torn off,
replaced with a massive support beam salvaged from the mines, which The walls, floor and ceiling of this large room are clad in an
is held across the door in a pair of crudely constructed but surprisingly impressive, glistening snow-white marble. A large, heavy,
sturdy wall brackets. A threadbare curtain separates this room from Area square desk crafted of black oak sits in the absolute center
R13 to the south, from which the sound of the raucous speech of several of the main portion of this room. The absolute order and
individuals can be heard. tidiness of the desk is in sharp contrast with the disarray
Most of the remains belonged to goblins, though there appears to be the and chaos in the rest of the room. The east and west walls
bones of at least two humans and an elf as well as a number of dwarves among consist of stones shelves rising from the floor to the ceiling
the rubbish. The goblin remains are those of the goblin tribe which once 20ft above. Every inch of the shelves is crammed with
inhabited the caves. Most of the dwarf remains belonged to undead dwarves scrolls, books, and piles of paper. A sliding library-ladder
which the trolls were forced to prey on during a long winter, but one set of is attached to each wall, allowing access to even the highest
dwarf bones, along with the two humans and the elf, belong to a party of shelves. The room is warmly lit from a pair of still-burning
adventurers who made their way into the city about a hundred years ago. lamps situated on the large desk.
Kept here are 10 pet slime crawlers serving to manage the worst of the
trolls’ waste and to secure the entrance to their home. The slime crawlers
ignore the trolls but attack anyone else who enters the room. The lamps are lit by continual light spells. The desk has a locked drawer
that contains a ledger detailing the earnings of the mine over several years
Slime Crawler (10): HD 1; HP 8x2, 7x3, 6, 5x2, 4x2; AC 4[15]; preceding the destruction of the city, and an assessment of the projected
Atk tentacles (1d3 plus constrict), bite (1d4); Move 9 (climb yields for the next several years. Any dwarf who has a chance to study the
6); Save 17; AL N; CL/XP 1/15; Special: constrict (automatic documents for a few days can decipher their meaning and veracity. The
1d3 damage), slippery (–4 penalty for attacks intended to mine was a productive one and looked to be so for many years to come.
grab or hold). (The Tome of Horrors Complete 504) Though it would require a great deal of work to clear out and re-open the
mines, it would be well worth the effort to do so.
Treasure: A character searching the remains of the adventurers turns At the north end of the room, a short run of steps leads up to a low-
up a +1 longsword and a wand of web (31 charges). ceilinged alcove. The only furniture here is a much smaller and more
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untidy desk than that in the main room, its surface almost completely Gargoyle (12): HD 4; HP 32, 30x3, 29, 28x2, 26x4, 20; AC 5[14];
hidden under precariously balanced stacks of paper, some several feet Atk 2 claws (1d3), bite (1d4), horn (1d6); Move 9 (fly 15);
high. What can be seen of the desk’s surface is covered in ink stains and Save 13; AL C; CL/XP 6/400; Special: +1 or better weapon to
ancient food crumbs. Apart from a few tattered scraps of quill-pens and hit, fly.
a rather plain-looking penknife, there is nothing of value. The papers on
the desk are of little use, and any attempt to move or remove any of them Tactics: The gargoyles are quite adept hunters and do not simply pounce
brings the whole precariously-balanced lot tumbling down, causing them on their prey at the first opportunity. Instead they wait for an advantageous
all to crumble into useless scraps and dust. situation before attacking, preferring to wait until a single character is
The shelves of this room contain literally thousands of scrolls, ledgers, away from the rest of the group and then swooping down to pluck her up
books, and papers, the entire records of the mine’s operations for nearly and return to the roost to feed.
two centuries. These records would prove incredibly useful to anyone
attempting to revive the mine’s operations. However, these mounds of
paper have become home to a massive colony of yellow mold. Anytime
that the papers on the shelves are disturbed, a patch of the mold bursts
R19: Portrait Hall
forth with a cloud of poisonous spores. The mold could be burned out, of
course, but there is no way to do so without also consuming the documents
in the blaze. This long corridor is lined with dozens of exquisite
portraits of dwarves. The portraits span several styles of art
Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage plus spore and generations of artists, but even the most recent of them
cloud; Move 0; Save n/a; AL N; CL/XP 3/60; Special: killed by is many centuries old.
fire, poisonous spore cloud (10ft diameter, save or die).
Treasure: On the desk’s immaculate surface is a silver inkwell (125gp), These are of important dwarves and rulers of the city of Durandel.
three silver-tipped pens (50gp each), and a mithral-bladed pen-knife Most of the paintings are disintegrating and of no real worth, though five
(200gp), all arranged absolutely parallel to the desk’s edges. of them are in good shape and would be quite valuable if they can be
removed and transported without destroying them.
Treasure: Each of the five salvageable paintings is worth 500gp. One
R17: Vault and Counting Room of the pictures, that of a golden-haired old dwarf with an impressively
long beard, is actually the only surviving portrait of Durand Strong-Arm,
A sturdy iron door blocks the only entrance to this room. The lock is founder of the city. This painting is worth easily 3000gp on its own despite
rusted into a solid mass and cannot be picked. the poor condition.
Similar to Area R16, the surfaces of this room are clad in white marble.
But where that room was occupied by a handful of workers, this room
holds a serious-looking group of 9 tower zombie dwarf guards who R20: Meditation Chamber
seem none too impressed by the appearance of the invaders, whom they
attack on sight.
A 10ft square vestibule leads to a 30ft-long, 10ft-wide
Tower Zombie Dwarf Guard (9): HD 4; HP 29x2, 28x3, 27, 25, unadorned room which ends in a curved wall. The only
24x2; Atk axe (1d6); Move 12; Save 13; AL C; CL/XP 6/400; furniture in the room is a 3ft-high stone basin in the
Special: +1 or better weapon to hit, hard to kill (reduce to vestibule that holds a number of spherical fist-sized
–10 to permanently kill or rise at full strength in 2d12 hours), rocks.
immune to electricity and cold, immune to magic missile,
resist fire (50%). (The Tome of Horrors Complete 616)
Kneeling on the floor in the room are 5 tower zombie dwarves,
This room is identical in shape though utterly different in function to
facing the curved wall and engrossed in some sort of meditative
Area R10. Rather than small furnaces, the two alcoves to either side of the
trance. Each one is humming softly and cradles one of the spherical
room hold impressively substantial vaults.
rocks in his hands. They ignore anyone who enters the room, even
Treasure: The eastern vault contains 17 silver bars (10 lbs. each; 50gp
if physically attacked. Only if someone speaks while in the room
each), and the western vault holds nine gold ingots (1 lb. each; 50gp each).
do the dwarves react, instantly leaping up from their reverie and
To the south is a huge stone coffer affixed with a heavy iron lock. It holds
attacking with the rock that each holds, all the whole continuing the
37 copper bars (25 lb. each; 5gp each).
meditative humming.
The humming of the meditative dwarves is actually quite dangerous.
R18: Center Hall Each round that a character is in the room, she must make a saving throw
or be affected as if by a confusion spell. The confusion effect remains as
long as the character can hear the dwarves humming.
Around the perimeter of the ceiling, which arches 30ft Tower Zombie Dwarf Guard (5): HD 4; HP 27, 25x2, 24, 23; AC
overhead, are a number of grotesque gargoyles, many of 2[17]; Atk axe (1d6); Move 12; Save 13; AL C; CL/XP 6/400;
them cracked and broken, leering down. Special: +1 or better weapon to hit, hard to kill (reduce to
–10 to permanently kill or rise at full strength in 2d12 hours),
humming (save or affected by confusion spell), immune
Most of the gargoyles are utterly commonplace and pose no threat to the to electricity and cold, immune to magic missile, resist fire
party, but among the stone statues are 12 gargoyles who have taken roost (50%). (The Tome of Horrors Complete 616)
here, preying on the occasional living creatures which intermittently find
their way here from the caves to the north. The bones of several creatures Treasure: Each of the seemingly normal round stones is actually a
— mostly kobolds and orcs — can be found among the rubbish littering rare form of geode, the inner surface of which is lined with ruby and
the room. These bones have been well gnawed and most have been broken emerald crystals. Each rock yields 3d6 small gemstones (5d4gp each).
to extract the marrow within. In addition to the stones held by the dwarves in this room there are 7
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stones in the basin in the vestibule. A thief can make a Delicate Tasks
check to open these stones to get to the gemstones inside; a dwarf has a
50% chance. All others have a 20% chance. Failure — or simply trying
R23: Forge
to break the rocks open — reduces the fragile gemstones inside to a
powder worth 5gp.
Dozens of shovels, picks, hammers, mallets, crowbars,
and other common tools are stacked and leaning against
R21: Statuary Hall the walls. In the center of the room is a massive, round
central forge surrounded by a circle of more than a
dozen anvils and workbenches covered with abandoned
tools. Even though the forge is not lit, there is a warm
Nearly two dozen statues, most broken and shattered, glow and a fiery heat emanating from it. The torn and
line the length of the room along the northern and broken bodies of some 10 dead dwarves litter the floor,
southern walls, and many misshapen gargoyles leer down each clutching a pick as a makeshift weapon. The lack
from around the perimeter of the room. Like the statues at of bloodstains despite the deep piercing wounds on the
ground level, many of these stone grotesques are in poor bodies suggests that perhaps they turned on each other
condition. after becoming undead.
All of the gargoyles in the room are utterly commonplace and pose no This room was one of the many forges located around Durandel.
threat to the party — but you don’t have to tell the players that! Keep them This forge was largely responsible for manufacturing, repairing, and
on their toes by describing to them how the gargoyles’ eyes seem to follow maintaining the tools and equipment integral to the mining process as well
them through the hall, or distract them with a falling bit of debris. as supplies for the dining hall.
The dwarves did not in fact turn on each other, they were slain by 4
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R25: Brewery The Mines of Durandel
This low-ceilinged alcove is filled with all manner of strange gear. There is little activity in the mines. Thanks to the unsecured entrance to
This odd collection of barrels, pots, cisterns, tubes, beakers, and bizarre the caves most of the undead dwarves who populate the city have fallen
brass and glass devices can be identified as a brewery. Though unused for prey to creatures such as the rock trolls and cave fishers. Still, many of the
centuries, the tools and equipment are quite useable. areas farther away from the caves still contain dwarves who, like their kin
There are a number of casks which once held the dark, heavy dwarf ale in the city, are trapped in an endless mockery of their previous lives. Many
still popular in Southvale which time has reduced to treacle-like syrup. continue to dig new tunnels, though with no one to prop up or shore them
A pint of this syrup added to a gallon of water reconstitutes into ale. The properly most have collapsed over the years, trapping or destroying those
resultant brew is not particularly fine but it is drinkable. A normal person dwarves who dug them.
can get by on a quart of this ale per day as opposed to the gallon of water In the deepest depths of the mine stands a small cavern with the partially
normally required. There are 12 pints of syrup in total. uncovered Obelisk of Chaos planted here by Orcus so many millennia
ago. However, the long tunnels and ways of reaching this tiny cyst in the
earth have long since crumbled, and the route to it died with the miners
R26: Kitchen who discovered it, so its location is beyond the scope of this adventure.
Rather than a series of numbered room locations, there are only a few
different keyed encounters indicated on the map that correspond to the
descriptions below.
A rotting burlap curtain blocks the entrance to what was
once the kitchen. The stove is long-cold, having not been
used to cook a meal for centuries. Dozens of trenchers, Tower Zombie Mine Crews
bowls, cutlery, and mugs are piled several feet high in the Several crews of dwarf miners still work the mine, digging and mining
dry washbasin and covered in a thick layer of dust. in a charade of their former lives. Many have been destroyed over the
In the southernmost corner of the room are six large years, crushed by cave-ins and collapsing tunnels or falling prey to beasts
barrels containing fruits and vegetables that have rotted from the cave complex to the east. There is a 10% chance per minute of
and dried to dust with age. encountering one of these wandering mine crews. Characters can track
one of the crews by the sounds of their mining activities. There are 11 of
these mine crews still working the mines, with 4 tower zombie dwarf
Occupying this room is a single tower zombie dwarf cook. She wields workers in each one. Once all 44 miners have been destroyed, no more
an immense cleaver and is intent upon her work at a large butcher-block are encountered. These remaining dwarf miners — though undead —
on a table in the center of the room. The animal she was butchering remain fiercely protective of their claims and attack interlopers on sight.
is beyond recognition as the largest single piece of the carcass, flesh
and bone alike, is no bigger than a pea. She has her back to the door Tower Zombie Dwarf Miners (4 or 44 total in mines): HD 3; HP 22,
and ignores intruders unless they enter the kitchen, at which point she 20, 19x2; AC 2[17]; Atk pick (1d6); Move 12; Save 14; AL C; CL/
bellows “Git yer miserable orc-loving arses outta me kitchen!” Those XP 5/240; Special: +1 or better weapon to hit, hard to kill (reduce
are the only words she remembers. She attacks, swinging her cleaver to –10 to permanently kill or rise at full strength in 2d12 hours),
like a hand axe. immune to electricity and cold, immune to magic missile, resist
fire (50%). (The Tome of Horrors Complete 616)
Tower Zombie Dwarf Cook: HD 3; HP 23; AC 2[17]; Atk
cleaver (1d6); Move 12; Save 14; AL C; CL/XP 5/240; Special:
+1 or better weapon to hit, hard to kill (reduce to –10 to G: Guard Post
permanently kill or rise at full strength in 2d12 hours), immune There are several guard posts located throughout the mines. With the
to electricity and cold, immune to magic missile, resist fire close proximity of the cave complex and the dangerous beasts which
(50%). (The Tome of Horrors Complete 616) populated it even during the city’s heyday, these guards are much more
skilled and alert than those manning posts in Durandel proper. The 8
tower zombie dwarf guards stationed here immediately attack anyone
R27: Guard Post or anything that approaches them apart from the undead dwarf miners that
frequent the area.
This was obviously once a guard post very like those in Areas R2
and R11, and was evidently central to the city’s defenses as the bodies Tower Zombie Dwarf Guard (8): HD 4; HP 29, 28x4, 26,
of 8 long-dead dwarf guards lie in the dust of the floor here. Though the 25x2; Atk axe (1d6); Move 12; Save 13; AL C; CL/XP 6/400;
dwarves have been dead for a very long time, the dust covering the corpses Special: +1 or better weapon to hit, hard to kill (reduce to
is thicker on some than others, suggesting that they fell over a period of –10 to permanently kill or rise at full strength in 2d12 hours),
many years and not at the same time. humming (save or affected by confusion spell), immune
Located on the eastern wall is a weapons rack that has been picked to electricity and cold, immune to magic missile, resist fire
clean. The large iron ring and chain used to raise the general alarm is (50%). (The Tome of Horrors Complete 616)
missing. The iron lever that releases the gates is rusted in place. Somebody
has at some point attempted to free the immovable lever.
A character examining the door discovers that a piece of the stone
S: Stores
These simple chambers were storage rooms. Over the years the once-
door has fallen out and been replaced, allowing it to be removed and sturdy wooden shelves have collapsed, littering the floor with detritus.
replaced at will. It is expertly disguised to appear as nothing more than Most of the equipment once stored here has either fallen into complete
one of many cracks in the door’s surface. When removed, it reveals a disrepair or been looted years ago. However, there may be a few
hole in the door just large enough for a dwarf or halfling to wriggle salvageable common items in each room at the Referee’s discretion.
through. The hole was crafted by a group of goblins that inhabited the
caves a few decades back. They used to send runners into Durandel to
retrieve artifacts. Eventually, the tribe fell to attrition. Their lair has C: Mine Captain
since been claimed by a tribe of kobolds that has yet to discover this Dagfa Durbhis was the commander of the northern mines of Durandel.
secret entrance. Under his guidance the mines flourished. He found new seams of gems
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and gold and brought much prosperity to the city. When the Tower of magic missile, resist fire (50%). (The Tome of Horrors Complete
Bone arrived and the city looked certain to be overrun by undead, Dagfa 616)
refused to leave, saying that he had taken an oath to the city and he would
die defending it. Dagfa died in the tunnels of his mine, defending the city
with his last breath and beyond. L: Living Quarters
This chamber was the home of Dagfa Durbhis. Unlike the other miners The dwarves who worked the mines would often spend several weeks
he maintained no residence in the city proper. He loved the stone like no in them when following a promising seam, choosing to live, eat, and sleep
other dwarf. He believed in leading by example and his rooms are perhaps in these frugal chambers rather than returning to their homes in the city
the most frugal of all those in the mines. A simple bed covered with a each night. These chambers are roughly 15ft long, 10ft wide, and 8ft in
tattered blanket, an unlocked footlocker — holding only a couple of sets height. The walls and floor are very roughly finished. Three sets of bunk
of basic clothes and a sturdy pair of boots — and a small table and simple beds and six accompanying footlockers are the room’s only furnishings.
chair are the only furnishings in the room. Rather than itemizing each room individually, consult the following
Dagfa instantly attacks anyone he finds in the mines aside from the charts to determine if the room is occupied and to determine the contents
dwarf miners. of the footlockers. There is a 75% chance that a footlocker is locked.
R34: Sleeping Rock Trolls Oorguul, Arzzk and Angishk, Kobold Warrior: HD 3; HP 22,
21x2; AC 4[15]; Atk hand axe (1d6); Move 6; Save 14; AL C;
CL/XP 3/60; Special: –1 to hit in sunlight, darkvision 60ft.
In this area, 3 rock trolls from Area R13 have a party of kobold hunters
Equipment: chainmail shirt, shield, short sword.
trapped in Area R35 and were trying to dig the kobolds out when they
triggered the acid gas trap in Area R33. The trolls have been sleeping here
Kobold (24): HD 1d4hp; AC 7[12]; Atk spear (1d6) or
for several hours while recovering from the damage from the trap.
shortbow x2 (1d6); Move 6; Save 18; AL C; CL/XP A/15;
Special: –1 to hit in sunlight, darkvision 60ft.
Troll, Rock (3): HD 8; HP 69, 62, 59; AC 0[19]; Atk 2 claws
Equipment: leather armor, spear, shortbow, 20 arrows.
(1d6), bite (1d8); Move 12 (burrow 9); Save 8; AL C; CL/XP
9/1100; Special: regenerate (3hp/round), rend for additional
2d6 damage if both claws hit, vulnerability to sunlight (turn
to stone, save each round exposed). (The Tome of Horrors R37: Kobold Living Area
Complete 571)
Great Cavern
fiercely loyal to her tribe and mate and fights alongside them to the death
if need be.
R40: Fresh Water Control of the cavern is always in a state of flux between factions of
bugbear and gnolls. Currently the bugbears hold the eastern portion of the
A tiny pool of clear water is the only feature this small, low-ceilinged caves (Areas R43 through R52) and the gnolls the western half (Areas
room. Like the corridor leading from Area R36 to Area R27, the entrance R54 through R62). Both sides view all outsiders as enemies and attack
to this room is tiny and low, requiring larger creatures to crawl to get them on sight.
through it.
The small pool in an alcove in the northeastern corner of this room was once
the bugbears’ secret ace-in-the-hole. While the gnolls were forced to take their R49: Guard Post
water from the lake, thus opening themselves up to the bugbears’ archers, the
bugbears were at no such disadvantage. Of course, this is no longer an issue as Similar to Area R49 above, this is another bugbear guard post. It is
both bugbears and gnolls alike require neither food nor water. watched by 8 tower zombie bugbears. This location is less well defended
by natural features but the nearness of this arm of the lake to the living
area demands that it be well-defended to stave off any possible waterborne
R46: Bugbear Chieftain attack by the gnolls, or at least it did when the residents of the cavern still
lived and entering the water did not mean almost certain destruction. Even
This rough and sparsely-decorated chamber is the abode of Ashthrak, though the guards mill about the area, they never approach within 5 feet
the tower zombie bugbear chieftain. During life he lived a crude and of the water.
simple life bereft of the trappings of luxury and wealth which he felt
weakened the spirit. Apart from a pile of moldering furs that presumably Tower Zombie Bugbear (8): HD 4; HP 27, 26, 24x4, 20, 16; AC
served him as a bed, the only fixtures are a simple stone basin and a brass 3[16]; Atk bite (2d4) or longsword (1d8) or longbow x2 (1d6);
brazier. Ashthrak would often sit for hours contemplating the flames of Move 12; Save 13; AL C; CL/XP 6/400; Special: +1 or better
the brazier, awaiting guidance from the spirits. He keeps it lit still and he weapon to hit, hard to kill (reduce to –10 to permanently kill
can most often be found atop the pile of rotten furs in a mockery of the or rise at full strength in 2d12 hours), immune to electricity
meditation he once practiced. and cold, immune to magic missile, resist fire (50%). (The
That Ashthrak is engrossed in meditation is of course an illusion as he Tome of Horrors Complete 616)
is, like all the tower zombies, nearly mindless. He is still an adept fighter Equipment: longsword, longbow, 20 arrows.
and waits for the most opportune moment to make his attack. The polished
curved surface of the brass brazier allows him to observe every point in
the room that he cannot see in his normal field of vision, including both R50: Skirmish
entrances to the room as well as behind him.
Several gnolls and bugbears are involved in a massive melee in this part
Ashthrak, Tower Zombie Bugbear: HD 7; HP 44; AC 3[16]; of the cavern. Save for the clash of weapons and the clink of armor, the
Atk bite (2d4) or longsword (1d8); Move 12; Save 9; AL C; combatants are disturbingly silent. The battle ranges all through this area,
CL/XP 7/600; Special: +1 or better weapon to hit, hard to precluding any chance of successfully traversing around the northern edge
kill (reduce to –10 to permanently kill or rise at full strength of the lake without getting involved in the battle.
in 2d12 hours), immune to electricity and cold, immune to
magic missile, resist fire (50%). (The Tome of Horrors Complete Tower Zombie Gnoll (8): HD 7; HP 47, 43x2, 39x3, 35x5, 33, 31,
616) 28, 25, 22; AC 3[16]; Atk bite (2d4) or halberd (1d8+1); Move
12; Save 9; AL C; CL/XP 9/1100; Special: hard to kill (reduce
to –10 to permanently kill or rise at full strength in 2d12 hours),
R47: Living Area Special: +1 or better weapon to hit, hard to kill (reduce to
–10 to permanently kill or rise at full strength in 2d12 hours),
This open space is obviously the bugbears’ main living area, though the immune to electricity and cold, immune to magic missile,
term “living” can hardly be applied to such undead monstrosities. A few resist fire (50%). (The Tome of Horrors Complete 616)
old fire pits dot the area and are interspersed with bundles of rags, scraps
of armor, tattered sleeping rolls, fragments of broken weapons, and heaps Tower Zombie Bugbear (13): HD 4; HP 32, 28x3, 25, 23x2, 22,
of ancient and well-gnawed bones. 19, 15x2, 12, 10; AC 3[16]; Atk bite (2d4) or longsword (1d8)
Every few days the bugbears and the gnolls meet in battle, once more or longbow x2 (1d6); Move 12; Save 13; AL C; CL/XP 6/400;
living out their never-ending battle for control of the caves. The surviving Special: +1 or better weapon to hit, hard to kill (reduce to
bugbears return here afterward, dragging their slain comrades with them. –10 to permanently kill or rise at full strength in 2d12 hours),
Over the course of a few days the slain rise again and the whole cycle immune to electricity and cold, immune to magic missile,
begins anew. The party has come upon the great cavern in the midst of resist fire (50%). (The Tome of Horrors Complete 616)
these battles and so the living area is currently empty. No amount of Equipment: longsword, longbow, 20 arrows.
searching turns up anything of value here.
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Branwyr appears to be genuinely dead and no amount of poking or
prodding causes him to rise. However, as soon as the key is removed
The Lake from his hand, Branwyr rises from his grave infused with the power and
corruption of the Tower. Instantly, he grows in size and his flesh armors
with the very stones that formed his cairn, protecting him as if he were
One of the more subtle hazards of the cavern is the lake. Once it
wearing +2 plate mail. He immediately turns on the party and attacks,
teemed with fish but the residents of the cavern fished it out. This
bellowing with incoherent rage. If Branwyr’s axe was removed while he
would not have been much of a problem at all save for the fact
lay in the tomb it vanishes from wherever it currently is — even from the
that they were in the habit of tossing the remains of the fish back
hands of another character — and reappears clenched in his right fist.
into the lake once they were done eating. Under the influence of
the Tower of Bone these fish have begun to swim again, making
entering the lake — or indeed even approaching too close to its Branwyr, Protector of Durandel, Tower Zombie Dwarf: HD
shores — quite hazardous. 12; HP 86; AC 1[18]; Atk +2 flaming battle axe (1d8+3 plus
The bugbears or gnolls go about their business in the cavern and 1d6 fire); Move 9; Save 3; AL C; CL/XP 14/2600; Special:
never approach within 5 feet of the lake’s edge. +1 or better weapon to hit, hard to kill (reduce to –10 to
Each round that a character is immersed in the lake, is within permanently kill or rise at full strength in 2d12 hours), immune
5ft of the water’s edge, or is within 10ft of the surface of the lake to electricity and cold, immune to magic missile, resist fire
— such as within a boat or flying overhead — she is attacked by (50%). (The Tome of Horrors Complete 616)
dozens of skeletal fish. The fish are capable of leaping quite far out Equipment: +2 flaming battle axe*, brass key.
of the water to make their attacks, dealing 1d6 points of damage * Branwyr’s axe returns to normal size when he is defeated.
per round regardless of armor (save for half damage). Characters
attempting to swim in the lake take 1d6 points of damage per round
with no saving throw from numerous bites by the undead fish. R64: Magical Iron Barricade
A massive iron portal blocks the passage to the north into the Tower of
Bone. How the portal may be breeched is an absolute mystery though as
R63: The Island and Branwyr’s Tomb there is no visible locking mechanism, no latch, no bar, and no hinges and
the portal itself seems to be embedded directly into the surrounding rock.
A small plaque, etched in dwarf runes, says simply:
The island in the middle of the lake rises sharply in the center. Atop the
summit of the hill a stone cairn has been raised. The stone can be seen
even from the shore of the lake. Any dwarf character instantly recognizes
the stone as the funerary marker of someone of great importance. Branwyr died defending this portal, and in death now
This is the final resting place of Branwyr, the dwarf hero who gave defends its key.
his life in a futile attempt to save the city of Durandel. The large, flat
stone that tops the cairn bears in intricate runic inscription. Anyone who is
literate and speaks dwarven is able to read: The portal is 5ft thick and magically reinforced and bound making it as
hard as mithral. The lack of any locking mechanism makes any attempt to
pick it impossible, and the massive size and weight pretty much precludes
any attempt to break the portal down. The key resides within the tomb of
On this spot we commend to rest our brother Branwyr, Branwyr (see Area R63 above).
Protector of Durandel and Hero of the Dwarf People. To open the portal, the brass key from Branwyr’s tomb need only be
touched to the intricate sigil cut into the surface of the door — the key
bears an identical sigil engraved into its handle. The portal instantly
Shifting the stone reveals the body of Branwyr within. He seems collapses back into its original cubical form with the key embedded in the
peaceful and at-rest with his arms across his chest, a brass key clenched in surface. Whether the portal can be used again or is rendered useless once
his left fist and his mighty axe is clenched in the right. This key opens the removed from the opening is entirely up to the Referee’s discretion. If
iron portal at Area R64. allowed, the portal replicates the effects of a wall of iron.
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Chapter Eight:
The Tower of Bone
Having made their way through the ruins of Durandel and the caverns, necromantic energy that seeped unchecked from the Tower for centuries
the characters finally enter the Tower of Bone itself. Now they are faced certainly bears the taint of the Demon Lord of the Undead, but how may
with the daunting task of scaling a tower that is not wholly within this that energy be harnessed and can it be turned to more positive ends?
world to take on a demon and his minions before the foul creature is Wreathed as it is in legend and myth, its true history is far longer and
restored to full strength to wreak havoc on this world and others. more complex than any imagine.
Unless otherwise noted, all interior doors in the Tower are made of
The History of the Tower A close scrutiny of planar history seems to hint that Orcus crafted at
least two great artifacts: the infamous Wand of Orcus and the mysterious
Tower of Bone. While all mortal races cower in fear at the mention of the
What is the Tower of Bone? The history of Durandel recounts that hideous skull-tipped Wand of Orcus, the Tower of Bone seems to have
the Tower simply appeared one day, burying its roots in the ground and passed entirely beyond all mortal memory.
unleashing an undead horde in the caverns below. Legend recounts that Though Orcus’ greatest claim to fame was his legendary Wand, just as
Orcus himself crafted the Tower for some unknown purpose, and the powerful an artifact was the Tower of Bone. Just as Orcus placed a part
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of his own essence within the wand, so too did he invest the Tower with For a while many still sought the Tower, and occasionally someone
a portion of his own essence. Just as Orcus wielded the mighty wand in — demon, monster, or man — would find it and lay claim to it and its
battle, he made his home within the Tower, which functioned as a mobile power for a time, but none was a true heir of Orcus and the time of the
fortress and allowed him to travel across the abyss and even to other obelisk’s discovery had not yet come. Always it brought about the doom
planes at will. From his throne in the Tower Orcus sent endless legions of of those who would claim it and moved on its ceaseless wanderings of
undead against his enemies in the endless Abyssal wars. realities. But there was one who did not seek the Tower, rather he sought
Orcus’ rise to power earned him many enemies. Relations between the Tower’s anchor — Mhaazoul, 666th child of Orcus, sought the obelisk
Abyssal lords are uneasy at the best of times, but the hatred between Orcus that he might call the Tower to him.
and Demogorgon is the stuff of legend. Some mythology states that the Mhaazoul, wishing to ascend as a demon lord in his own right, spent
construction of the Tower of Bone was a combined effort accomplished many centuries searching for the obelisk until he finally located the secret
between the three Great Banes: Orcus, Demogorgon, and Ades, and only of its location beneath a human realm called Southvale in the Material
when the Demon Prince of Undead betrayed the others and snared the Plane. But it was buried beneath hundreds of feet of solid rock and needed
Tower wholly for himself did the legendary schism between the three form. to be given some way to be brought forth that Orcus’ decree might come
For eons these three warred with each other, but cocooned safely within to pass. With this thought in mind, the demon turned his eyes toward
the walls of his purloined Tower of Bone with the arsenal of artifacts at his the nearby mountains where there dwelt a prosperous clan of dwarves,
command, neither Demogorgon nor Ades could make any serious headway forever delving among the roots of the mountains.
against their hated foe. Likewise with his forces split, Orcus could not fully Mhaazoul began making subtle inroads among the shamans and
commit himself to destroying either of his greatest enemies. A deadlock godspeakers of the giant clans of the Forlorn Mountains, speaking of their
ensued for many millennia until a fateful pact was drawn. destiny to drive the dwarves from the mountains and lay claim to their rich
Knowing that neither of them could hope to defeat Orcus alone, Ades halls, and after centuries of battle and constant attrition of the dwarven clan
and Demogorgon forged a secret alliance of their own to defeat their they succeeded. The Great Mountain Clan of Targ was broken and scattered,
mutual foe. Normally, such pacts between lords of the Ginnungagap rarely their citadel at Hazad-Burgh no more. The dwarves spread far and wide
bear fruit, as both sides are so untrusting and untrustworthy that neither from their lost home in the mountains, but one branch of the Targ was given
commits his resources fully, instead holding back troops both for defense new direction. A blind dwarven prophetess spoke to the dwarven thane
and in order to take advantage of the “ally’s” weakness. This alliance was Durand Strong-Arm of a wealth of mineral veins to be found and exploited
different, though, for in their mutual hatred of Orcus they forged a solid if beneath a mystical wood in the lowlands. Durand led his followers into the
impermanent agreement. Fae Copse and began a dig that soon discovered valuable lodes of metals,
With the combined forces of his two greatest enemies arrayed against including mithral, and Durandel was established. When the blind prophetess
him, Orcus saw his greatest opportunity to destroy them both once and died in her sleep shortly thereafter, none thought it anything but the weight
for all and he committed the entirety of his undead and demonic legions of her advanced years catching up to her. But then none had ever before seen
to the melee. The battle raged for centuries. With Orcus held in battle by someone in the throes of demonic possession.
Demogorgon and Ades, a group of their fanatical demons attacked and Durandel flourished for two centuries, growing rich off of its mines
seized the Tower and took possession of the Bone Tower Staff. The two and delving ever deeper to expand them. This continued until the miners
dark lords knew that they could not hope to destroy the Tower; they instead discovered, embedded deep in the bedrock, a strange stone obelisk bearing
desired only to sever Orcus’ link to the Tower and to place it out of his runes of power and evil. The discovery of the Obelisk of Chaos fulfilled
reach. Their minions cast a powerful spell concocted by their masters and the prophecy of old and called home The Tower of Bone which appeared
sent the Tower spinning randomly through the planes, hopefully forever in the Fae Copse above, its foundations penetrating into the dwarven city
beyond its maker’s reach. Feeling a part of his essence wrenched from his of Durandel. The fell power of the Tower was unleashed on the city, and
being, Orcus fled the field of battle to lick his wounds and to marshal his soon waves of undead plagued its inhabitants.
forces while he began his search to reclaim the Tower. When the Tower appeared, the four spine-pillars burrowed into the
It is thought that the Tower traveled to many places in its wanderings, earth to anchor the structure in place. In doing so they pierced the caverns
ever piercing both space and time, and many a would-be despot came to be to the north of the dwarven city of Durandel, allowing undead creatures
made and unmade by its foul influence. Orcus followed the trail of broken from within the Tower to pour forth and attack the city. When the undead
lives and shattered kingdoms left in its passing but could never reach it began attacking Durandel, the dwarves tracked them to the source, the
in time before it slipped from his grasp. The curse of foul Demogorgon breach leading to the Tower of Bone. The dwarves held out for some time,
and cold Ades was too potent to allow him to recapture it. Finally Orcus but they could never get ahead of the number of undead they faced (their
determined that until he could find a way to break the power of his rivals own dead joined the ranks of the invaders soon after falling) and they
(who had long since given up their alliance and gone back to pursuing could never find a way to dislodge the Tower.
their own nefarious ends), the Tower was indeed lost to him. In an effort to cease the flow of undead monsters and save the city, the
Never to be completely thwarted, Orcus did enact one final bit of depraved greatest dwarven craftsmen in the city created a magical iron portal, many
brilliance. Remembering the essence he had implanted within a certain of them giving their lives in the process. The portal looked like nothing
obelisk on a certain mortal world of the Material Plane. He also fondly so much as a simple iron cube barely half-a-foot to a side with a brass key
recalled a certain young demon lord he had murdered shortly thereafter and protruding from a hole on one side.
obtained the essence that this upstart had incorporated into his own Obelisk The great dwarven hero Branwyr and his comrades were charged with
of Chaos. Not willing to invest any more of his own power into the Tower or delivering the portal to the breach to seal it. Many of the company died
its search, Orcus shifted the link he bore with the Tower from his own being battling their way through the caverns full of undead but Branwyr and a
to that of the stolen Obelisk of Chaos and foreswore his claim to it to defeat handful of warriors managed to reach the portal alive. When Branwyr placed
his rivals’ curse. The Tower and obelisk were now inextricably entwined, the cube in the opening and removed the key, the massive portal sprang
and when the Fates should decree that the obelisk should come to light, then instantly into place, anchoring it into the walls and sealing the breach.
so too would the Tower be called home. But Branwyr had been mortally wounded in the battles to reach the
Orcus then decreed to his followers that whosoever could claim the cavern. As soon as the portal was in place, he succumbed to his wounds
Tower and master it could call it his own with the demon lord’s blessing. and died, clutching his axe in one hand and the key to the portal in the
However, though Orcus may have given up his link to the Tower, he had other. His comrades carried his body to the island in the middle of the
not done so to the obelisk. For anyone to actually claim the Tower would subterranean lake and interred him there in a hastily constructed tomb
require that they too possessed the essence of Orcus, that they were a along with the brass key he still clutched in his clenched fist. With his fall,
true heir to his bloodline and were thus beholden to him. The Tower’s the last of the fight left the dwarves of Durandel, and the last remnant of
wandering presence no longer tugging at the edge of his conscious and the survivors fled their halls once again never to look back.
matter put to rest in his mind, Orcus turned to other plots and scheming With the Tower of Bone finally secured in the Material Plane, Mhaazoul
and thought no more of his lost Tower. needed only to find the means to have himself permanently called to that
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plane so that he could take up residence within the Tower and claim it
as his own as true heir of the demon prince Orcus. To this end Mhaazoul black-and-red checked marble floor.
implemented the final part of his plan and unleashed magical crystal skulls to The main doors of the Tower stand on the south wall. The
the Material Plane that he might be summoned and then “banished” in order door leading to the staircase that descends to the cellar is
to be able to claim his legacy once and for all. One of his skulls was found by at the north side of the room — behind the statue — directly
the Merchant’s Guild of Penmorgh, and he was called to the Material Plane below a landing that tops a curved staircase that is above
to serve the guildmasters, and here he has languished for a century and more the one from the cellar. Unlike the stairs into the cellar, this
awaiting the day when some heroes would finally come to rid the world of set is protected by a carved bone balustrade, though this
him and grant him the key to his true ascendancy in doing so. That day has flight of steps is equally as narrow as the ones below and
come, and now Mhaazoul returns to the Tower of Bone, a nascent demon lord, prevent climbers passing each other while on the stairs.
ready to embrace his heritage and claim his birthright as the true heir of Orcus.
The statue in the center of the room is the Tower’s door guardian.
Cellar Its massive strength and size are easily sufficient to both lift the iron bar
from the door and to open the portals at the behest of the Tower’s master.
Though the statue’s feet are anchored in place it can turn its torso quite
T1: Storage Cellar far and its arms can extend, allowing it to strike anywhere in the room
including behind it and any point along the staircase.
The portal from Area R64 of the cavern complex leads through a breach Door Guardian (Stone Golem): HD 12; HP 60; AC 5[14]; Atk fist
in the wall of the Tower of Bone, allowing access to the Tower’s cellar. When (3d8); Move 6; Save 3; CL/XP 16/3200; Special: +2 or better
the Tower arrived in the area, the spine-like tendrils burrowed into the earth to weapon to hit, immune to most magic, slowed by fire.
anchor it. However, it arrived too close to the cavern and the violence of the
tendrils’ burrowing shattered the wall leading to the great cavern.
Second Floor
Though it is a mere cellar, the room’s size is on par with The walls, floors and ceilings of this level are plain but well-finished
a great chamber in a dwarf city. The room is nearly 40ft stonework. The ceilings on this level are 10ft high.
across, the ceiling almost 60ft overhead and there is no
sign of any supporting structures, buttresses, or bracings
of any sort. A staircase curves up along the eastern wall,
disappearing into an opening at the top that leads to a T3: Vestibule
landing. The only exit from this room is through the door
on the landing. Huge piles of broken crates and barrels
litter this room, often rising to heights of 10ft or more. The door from the landing leads to a 15ft-long, 10ft-wide
vestibule sealed by a door at the south end. The east and
west walls have a number of small vertical openings very
The door on the landing leads to Area T2 on the ground floor. Many of much like arrow slits though nothing can be seen through
the broken crates in this room were actually coffins that held the hundreds them but a dark, empty room.
of bodies that formed the initial wave of undead invaders into the caverns
and city to the south. A pair of ancient vessels of mercury have become
warped from many years exposure to the Tower’s radiations and become The arrow slits are actually covered by an illusion that shows the room
8 mercury oozes. The oozes slither and glide among the detritus of the beyond to be empty regardless of who or what is within. The door is
room, waiting for an opportunity to strike. Each ooze attacks the same of the type common to the Tower, though it is sealed with an intricate
target, preferably the last person to ascend the staircase. double lock. Opening the door requires that both locks be opened at the
same time. If a character attempts to open the lock, Maurits Felldrake
Ooze, Mercury (8): HD 5; HP 38x2, 35, 32x3, 27, 25; AC 7[12]; from Area T5 begins firing at the characters through the arrow slits. The
Atk strike (2d4 plus poison); Move 12 (climb 9); Save 12; AL illusion of the empty room renders him effectively invisible.
N; CL/XP 6/400; Special: mercury poisoning (drain 1 point of
constitution and 1 point of dexterity per strike, save avoids).
(The Tome of Horrors Complete 414)
Third Floor
Ground Floor The walls, floors and ceilings of this level are plain but well-finished
stonework. The ceilings on this level are 10ft high.
The door opens into a large, round room some 40ft across This roughly semi-circular room is obviously a barracks.
with the ceiling arching a good 40ft overhead. While not A number of bunk beds line the walls, a pair of chests at
quite as mammoth as the cellar beneath, this room is still the foot of each. In the center of the room is a large but
impressively large. A massive central statue, carved in the plain table surrounded by half-a-dozen chairs. Two large
shape of a handsome armored figure with its hands raised fireplaces — long cold — sit in the southeast and southwest
overhead to hold up the roof, stands in the center of the corners of the room. There are three doors spaced along
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the straight northern wall, the center door being the one T7: Landing
through which the adventurers most likely entered the
room. In the center of the south wall is a spiral staircase Though the characters entered a staircase at the south end of Area T4,
leading upwards. they enter the next level at the north end, one of the strange dimensional
effects common to the Tower. The only feature of the 10ft-by-10ft landing
at the top of this staircase is a door opposite the stairs.
Seated around the table are 4 tower zombie human guards, undead The ornate key that was in Maurits Felldrake’s footlocker in Area
like most of the poor creatures inhabiting Durandel and the caverns to T5 fits the lock of this door perfectly. Although the lock appears to be
the south. They were involved in a game of cards but rise and attack as incredibly complex it proves quite easy to pick. The trick here is that if
soon as anyone enters the room. There are bunks and footlockers for 24 the lock is picked or opened with the complex cut end of the key it sets
off a poison gas trap! A cloud of poison gas is released which floods the
individuals in this room. The footlockers are unlocked and empty save for
landing (save or die). The only way to safely open this door is to use the
some old useless clothes and dirty boots.
ring on the handle end of the key to open the lock.
Tower Zombie Human Guards (4): HD 6; HP 44, 40, 33, 31; AC
5[14]; Atk longsword (1d8) or heavy crossbow (1d6+1); Move
12; Save 11; AL C; CL/XP 8/800; Special: hard to kill (reduce T8: Vestibule
to –10 to permanently kill or rise at full strength in 2d12 hours),
Passing through the door, the characters find themselves in a round
immune to electricity and cold, immune to magic missile, +1
room 20ft across. The walls of the room are hung with rich burgundy
or better weapon to hit, resist fire (50%). (The Tome of Horrors
velvet drapes. Pushing the drapes aside reveals 3 doors in addition to the
Complete 616)
one through which the characters entered the room.
Equipment: chainmail, longsword, heavy crossbow, 20 The eastern and western doors are standard tower doors. The southern
bolts. door is identical to the one in the north wall leading to Area T7 and like
that door the key from Area T5 opens it. A poison gas cloud that fills the
Treasure: One of the footlockers has a false bottom. Within are several room is released if the door is opened with the ring end of the key or if the
bags of coins totaling 347gp, 613sp, and 223cp. lock is picked (save or die). To open this door without setting off the trap
the cut end of the key must be used.
Third Floor
tables, each surrounded by four rough chairs, as well as
three comfortable armchairs. Against the straight western
wall are located minotaur statues, two to the north of the
doorway and two to the south.
The walls, floors and ceilings of this level are plain but well-finished
white stonework. The ceilings on this level are 20ft high.
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This semi-circular room is the mirror of Area T10. The statues are Felaquai and Rhovainon’s combined treasure is secured in a huge iron
actually 4 obsidian minotaurs programmed to protect this room from cauldron atop a pillar which is broken off 150ft above the ground.
invaders. Years of isolation and the ambient radiation of the Tower drove
them mad and they eventually turned on the undead guards that once Felaquai, Bone Dragon (Medium Adult): HD 11; HP 44; AC
occupied this room. The remains of the guards are scattered about the 2[17]; Atk 2 claws (1d6), bite (2d12 plus level drain); Move
place. The minotaurs are slow to react. They wait until all of the characters 12 (climb 18); Save 4; AL C; CL/XP 15/2900; Special: breath
are in the room before attacking. Generally, three of the minotaurs attack weapon (line of cinders and bone fragments, 44 damage),
while one blocks the doorway to prevent escape. darkvision 120ft, death aura (400ft, 1HD save or die),
immune (poison, sleep, paralysis and disease), level drain
Minotaur, Obsidian (4): HD 12; HP 91, 88, 84, 79; AC –2[21]; (1 level), magic resistance (30%), magical abilities. (see
Atk 2 claws (2d8 plus 1d6 fire plus ignite); Move 9; Save Chapter 3: New Monsters)
3; AL N; CL/XP 16/3200; Special: breath weapon (every Magical Abilities: 1/day—detect good, darkness 15ft
1d4+1 rounds, 10ft cube of slow gas that lasts 1 round, save radius, protection from good 10ft radius.
avoids), ignite (take 1d6 fire damage for 1d4+1 rounds,
Fifth Floor
save avoids), immune to most magic. (The Tome of Horrors
Complete 403)
Fourth Floor
The walls of this level are finished in a mirror-like black marble veined
in silver. The floors are clad in a checked pattern of alternating black
and white marble tiles with the same mirror-like finish as the walls. The
ceilings of this level are intricately carved with relief patterns cut from
T12: The Forest of Pillars fine white stone. The ceilings on this level are 20ft high.
There are four fireplaces on this level, all of which have fires burning
within which never require tending or fuel.
As soon as the characters open the double-doors that lead to this room
it should be immediately obvious that this vast space could not possibly
be a normal part of the Tower as it is easily 140ft across — nearly 4 times
the diameter of the rest of the Tower — and the ceiling rises at least 200ft
T13: Vestibule
overhead. A dull, reddish light suffuses into the room from some unseen The stair climbing from Area T9 begins to wind ever more tightly,
source. Directly opposite the doors through which the characters enter the eventually becoming a spiral staircase. After ascending for what seems like an
room is an identical set of doors that allow passage to the next level. incredibly long time the characters eventually find themselves in Area T13.
Apart from its incredible size, the most amazing things Eight doors are arranged evenly around the octagonal
about this room are its vast columns. Dozens of columns, room, one on each of the walls.
each 10ft across, are crammed into the room. Except for a A solid stone barrier prevents passage farther up the
few isolated examples, all of the columns have broken off staircase. On the barrier are four small mosaic panels, each
and collapsed into the room, filling the space between their a different color and depicting a different animal: a green
broken shafts with massive piles of debris. The shortest of panel depicts a tiger; a red panel depicts a phoenix; a white
the stumps of the broken columns is still 10ft high, with panel depicts a dragon; and a blue panel depicts a turtle.
most of them are in the area of 20ft or 30ft in height. The
tops of the broken columns hang from the ceiling high
overhead like stalactites. A single small, intricately-shaped tile is missing from each panel. A
character can attempt to memorize the size and shape of the missing tile
by rolling below his intelligence on 1d20.
Movement through the room is extremely difficult because of the huge To open this barrier and allow passage to the upper level of the Tower, the
piles of debris (movement is halved). Characters moving through the room missing mosaic tile from each panel must be replaced. When all four tiles
are forced to move cautiously. Anyone who chooses to move at a run or faster have been correctly replaced, the barrier vanishes. The barrier remains absent
must make a saving throw or fall prone. A character who falls down while for 10 rounds, after which time it reforms. When it reforms the tiles that were
running through this room suffers 1d4 points of damage from the debris. removed from the large mosaics vanish, beginning the puzzle anew. Only the
Note: Any spellcaster can make a saving throw to realize that bearer of the Bone Tower Staff can open this wall from the other side (and can
entering this room with an extradimensional object is a very, very likewise open it from this side without the mosaic pieces).
bad idea. This room is actually a massive extradimensional space.
Any extradimensional objects opened into the room, such as a bag of
holding, interact catastrophically, causing a huge explosion centered on T14: Hall of Water
the extradimensional object. Anyone and anything within a 30ft radius
of the point of the explosion suffers 12d8 points of damage (no saving The door of this 40ft long, 20ft wide vaulted room is unlocked and swings
throw). Both the extradimensional object and its contents are completely open easily. In fact there is no visible locking mechanism of any sort.
destroyed and lost forever.
Far more dangerous than the room is Felaquai the bone dragon, mate
of Rhovainon. Felaquai prefers to attack by swooping across the room
from high up, attacking from the air, latching onto the far wall, scaling There are no other exits from this room and it is featureless
to the top, and then repeating the process. She doesn’t really fly so much except for a large mosaic on the far wall. The mosaic is
constructed from thousands of irregularly-shaped tiles in a
as glide across the room, which she can easily clear in a single round of
hundred different shades of blue and depicts a large turtle
flight. The broken pillars are close enough together to allow her to stand
swimming. It is in fact a much larger version of the small
and walk across the broken tops and thus attack the characters on the
blue mosaic in the previous room.
ground. She is well above their heads and only missile weapons and spells
can hit her normally.
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A character has a 5% chance per point he rolled beneath his intelligence in a leather purse that is also crafted from human skin: 131pp, 437gp, 4
in Area T13 to remove the tile which matches the one missing from that obsidian gems (10gp), and 2 bloodstones (50gp).
room. For example, a character with a 16 intelligence who rolls 10 on
a 1d20 in Area T13 has a 30% chance of remembering which tile is
correct (16–10 = 6x5% = 30%). If the character failed the intelligence T16: Hall of Earth
check in Area T13 or simply guesses, he has a flat 1% chance to find
the correct tile. This room is identical to Area T14 except that the mosaic on the far wall
If the wrong tile is removed, the turtle mosaic guardian springs to life is green and depicts a tiger which is actually a tiger mosaic guardian.
and attacks anyone in the room. The rules for finding and removing the tiles and for opening the locked
If the correct tile is removed, the door magically slams shut and locks. door are identical.
Any attempts to hold the door open — such a spiking it in place — fail If the correct tile is removed, the door slams shut and locks. All matter
as the door simply vanishes from the open position and instantaneously (aside from the characters and their gear) instantly vanishes from the
reappears in the closed and locked position. room. The characters are surrounded by an endless, featureless void. The
When the door slams shut, all water instantly vanishes from only solid objects apart from themselves and their gear are the mosaic tile
the room. Liquid in open containers immediately evaporates, the wall and the locked door floating in the void 40ft away.
characters’ mouths and eyes go dry, and they begin to suffer the effects Lacking any solid matter, there is no gravity in the void. Characters
of dehydration. Characters trapped in this room must make a saving simply float in place or continue to travel in whatever direction they
throw every round or take 1d6 points of damage. Four rounds after launch themselves. The obvious solution is to push off the mosaic
the moisture is removed from the room, the characters’ eyes dry up, wall to reach the door. A character has a 1-in-6 chance of doing so
rendering them blind. The characters’ sight returns 1d12 minutes after successfully. Failure indicates that the character overshoots his mark
exiting the room. and flies off into the void. A character that disappears into the void
flies off into seeming emptiness. Luckily, the void is an enclosed
Turtle Mosaic Guardian (Stone Golem): HD 12; HP 60; AC space that folds in upon itself. After 3 rounds, a lost character
5[14]; Atk bite (3d8); Move 6; Save 3; CL/XP 16/3200; Special: reappears from the opposite direction, flying toward the characters.
+2 or better weapon to hit, breath weapon (every 1d4 The hapless character can be retrieved by tossing him a rope. All
rounds, 30ft cone of razor-sharp mosaic tiles, 8d8 damage, this can of course be avoided by simply tying a rope to any character
save for half), immune to most magic, slowed by fire. attempting such a leap.
Three rounds after the characters enter the room, or if the creature is
disturbed, it rises from the table as a flesh golem and attacks. During
combat a number of flasks and beakers are broken. Any time an attacker
rolls a 1 in combat he has knocked over a combination of chemicals that
Sixth Floor
react violently, causing an explosion centered on the attacker that does Anyone who ascends the staircase leading to the sixth floor of the
3d6 points of damage (save for half). Tower vanishes halfway up the stairs and appears at one of the points of
the eight-pointed star inlaid on the floor of Area T22. A magical alarm
Golem, Flesh: HD 8; HP 40; AC 9[10]; Atk 2 fists (2d8); Move 8; goes off when anyone enters the stairway to the Observatory (Area T22),
Save 8; AL N; CL/XP 12/2000; Special: +1 or better weapon informing Tol Mordroth when the characters are close.
to hit, healed by lightning, immune to most magic, slowed
by fire and cold.
Staff
of the star, their flames somehow unwavering in the face of
the raging wind. Two black-robed figures stand in the center
of the star set into the floor, each holding aloft a staff and
chanting wildly. Thirty feet above their heads, a massive
demonic form hangs in the air, a nimbus of purplish energy Bone Tower Staff
coalescing around its writhing body which has already begun This staff is carven from a single bone from some gigantic crea-
to regenerate, filling out and reforming before your eyes. tures stained brown with age. Graven upon its naturally ridged
shaft are many runes of evil and images of skulls, spines, and open
fanged maws. The head of the staff resembles the trochanter, neck,
and head of some disproportionately shaped thigh bone. It appears
The storm is severe with all forms of precipitation. All ranged attacks
to have suffered much wear, with the head and neck showing areas
suffer a –4 to-hit penalty. The precipitation reduces movement and vision
where the periosteum has worn away to reveal the honeycombed
ranges by half. All unprotected flames are extinguished and there is a 75%
matrix of the bone beneath, and in more than one place the bone’s
chance that protected flames such as a lantern are also extinguished.
shaft appears to have been fractured and healed poorly, giving the
The demon is, of course, Mhaazoul. The robed figures are Malakov
staff a crooked, twisted shape.
and Tol Mordroth, a pair of necromancers in Mhaazoul’s service.
The Bone Tower Staff is as a +2 returning quarterstaff that re-
They took control of the Tower of Bone for their master several years
turns to hand, but it is far more than that. The staff is intrinsically
ago. Mhaazoul secretly promised both the position of lieutenant and the
tied to the Tower of Bone so that no one can master the Tower
opportunity to kill his rival. So they work together for the time being, the
without the staff and no one can master the staff without the tower.
power and revenge that has been promised each of them serving to keep Until it is returned to the Tower, it does not provide any additional
them from either killing each other now or joining forces to seize power. abilities. However, once carried into the Tower, its wielder can
Malakov is the more dominant of the necromancers. He secretly plans attempt to become Master of the Tower as described under the
to slay Tol Mordroth at the culmination of the restoration ritual and Tower of Bone. Once the wielder of the staff has laid claim to the
trap Mhaazoul, forcing the demon to use its power for his benefit. Tol Tower, it reveals its additional powers, and the wielder can use
Mordroth is cowardly and easily intimidated. Were it not for a penchant them at will. If someone else takes the staff, he does not gain ac-
for magic, he would doubtless have become a thief, or even an assassin. cess to these powers until he has become Master of the Tower. The
He plans to slay Malakov at the culmination of the ritual to prove his Bone Tower Staff provides the following abilities to the Master of
worth to Mhaazoul. He has no ambition at all save to be the demon’s the Tower:
favored underling. As long as he is allowed to torture and kill at will he • The Master of the Tower can summon the staff to his hand as
will be content to the end of his days. long as it is somewhere within Tower. The staff appears instantly
in the summoner’s hand and cannot be barred by any physical or
Malakov (MU10): HP 33; AC 4[15] or 2[17] (missile) and 4[15] magical barriers.
(melee) from shield spell; Atk bone tower staff (1d6+2, as • Cast death spell 3/day each
+2 returning staff ); Move 12; Save 6; AL C; CL/XP 13/2300; • Cast animate dead, speak with dead at will
Special: +2 saves versus spells, wands and staffs, spells • The wielder can control all of the various functions of the
(4/4/3/2/2). Tower of Bone itself as described earlier in this chapter. The Tow-
Spells: 1st—charm person, magic missile (x2), shield; er may or may not reveal all of these capabilities depending on if
2nd—invisibility, mirror image, phantasmal force, the Master of the Tower is of the line of Orcus or not. There may
pyrotechnics; 3rd—dispel magic, fireball, lightning bolt; be functions of the Tower that it has not yet revealed.
4th—ice storm (x2); 5th—teleport, transmute rock to mud. • The staff can serve as the golden circlet for a skeleton warrior
Equipment: bracers of defense 4[15], bone tower staff*. if the staff is present when the undead creature is created. With
* See Sidebox or Magic Items Appendix. this function with wielder of the staff does not have to concentrate
or remain within 300ft to control the skeleton warrior. When this
Tol Mordroth (MU10): HP 36; AC 6[13] or 2[17] (missile) and function is quiescent due to their being no Master of the Tower, the
4[15] (melee) from shield spell; Atk +2 flaming staff (1d6+2 skeleton warrior gains free will beyond that he must follow the last
plus 1d6 fire); Move 12; Save 3 (+3, ring); AL C; CL/XP order given by the staff’s previous wielder. The skeleton warrior
13/2300; Special: +2 saves versus spells, wands and staffs, can under no circumstances touch or attempt to damage or destroy
spells (4/4/3/2/2). the staff. The skeleton warrior can be freed only by destroying the
Spells: 1st—detect magic, magic missile, shield, sleep; staff or if the Master of the Tower releases him. The staff currently
2nd—darkness 15ft radius, detect good, phantasmal controls Dreva in Area T15.
force, web; 3rd—fly, fireball, slow; 4th—confusion, ice Each time the Master of the Tower commands the Tower’s abil-
storm; 5th—animate dead, feeblemind. ities, he must engage in a battle of wills with the Tower (see Pow-
Equipment: +2 flaming staff, ring of protection +3, ers and Abilities of the Tower).
wand of dispel magic (12 charges), scroll (lightning
bolt, invisibility).
Tactics: Tol Mordroth is not surprised by the appearance of the characters
Mhaazoul, Nascent Demon Lord (Semi-Restored): HD 9; HP 50; due to a magical alarm at the base of the stairs to the Observatory. As
AC –1[20]; Atk +1 two-handed vorpal sword (1d10+1, slices off the characters are taking in the situation, and while Malakov continues
victim’s head with natural 19-20), gore (2d6), kick (1d6) and to chant, Tol casts invisibility and moves away from Malakov. Either this
tail slap (1d8); Move 12; Save 6; AL C; CL/XP 16/3200; Special: action, or the characters attacking, breaks Malakov’s concentration on the
+1 or better weapon to hit, immune to electricity and poison, ritual, and he turns to assess what has gone wrong. Needless to say, neither
influence fate (1/5 rounds, reroll any single attack or save), wizard is happy at this point. It should be noted that until the ritual is
magical abilities, magic resistance (40%), resists acid, cold interrupted and Mhaazoul is freed from the cocoon of dark energy, he can
and fire (50%). (see Chapter 3: New Monsters) neither attack nor be harmed or affected by attacks from the characters.
Magical Abilities: constant—detect good, ESP; at will— Until then, he remains immobile, but it is obvious that the ritual is feeding
fear, polymorph self (humanoid only); 3/day—animate him power from the Tower.
dead, charm person, dimension door, feeblemind, During the fighting, Malakov summons the skeleton warrior from Area
lightning bolt; 1/day—teleport). T15. However, if Dreva has already been defeated, Malakov is aware of
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The Crystal Skull
it through his staff.
Neither mage likes the other all that well. Tol Mordroth is not above
using his wand of dispel magic in an area where Malakov is fighting. If the
fight goes against Malakov, he tries to teleport away. Tol Mordroth breaks
Concluding the Adventure
off his attacks and tries to kill Malakov if this happens.
At any point that Malakov is killed and a candle is extinguished, So Now What?
Mhaazoul is freed, and begins his assault on the party. Mhaazoul
continues melee attacks until he loses two-thirds of his hit points. He You can conclude and continue this adventure in a number of ways.
then teleports to a position farthest away from the party while still on the Much of the city of Durandel lies hidden away behind walls of rubble,
Observatory. Mhaazoul has invested too much into this gambit to become waiting to be discovered. Further from the influence of the Tower’s
Orcus’ true heir and does not retreat from battle. Since Mhaazoul has been necromantic emanations, surely other horrors than mere undead have
successfully called fully into the Material Plane, if he is killed by the party claimed the city and must be vanquished. Outside the Tower and the city
he is permanently destroyed. is the Wood Between Worlds. This offers unparalleled opportunities for
Development: If the characters do not interrupt the ritual within 10 expanding your game into other settings, times, and planes. The portals
rounds (1 turn) after they enter Area T22, the ritual is complete. Mhaazoul work both ways of course and so there are all manner of creatures,
is fully restored! The son of a demon prince walks in the flesh on the characters, and monsters which may find their way into the wood and the
Material Plane! game world which may need to be dealt with.
At this point, the characters do not have the means to destroy the Tower
Mhaazoul, Nascent Demon Lord (Fully Restored): HD 14; HP of Bone (but if you play the bonus adventure Secret Levels, then that
80; AC –3[22]; Atk +1 two-handed vorpal sword (1d10+1, may be rectified). Now that the location of the Tower of Bone has been
slices off victim’s head with natural 19-20), gore (2d6), kick discovered and its existence established as more than a myth there are
(1d6) and tail slap (1d8); Move 15 (fly 30); Save 3; AL C; CL/ doubtless many powers, some not of this world, that would wish to claim
XP 20/4400; Special: +1 or better weapon to hit, immune to it — not least of which the Demon Lord Demogorgon and the God of
electricity and poison, influence fate (1/5 rounds, reroll any the Underworld, Ades. With all those of this world who would claim the
single attack or save), magical abilities, magic resistance Tower, it could lead to political intrigues, international diplomacy, and
(60%), resists acid, cold and fire (50%). (see Chapter 3: New even outright war.
Monsters) Of course, word should also be sent to Penmorgh that the demon is dead.
Magical Abilities: constant—detect good, ESP; Pearsey at least should be notified. Having slain the beast that terrified
at will—darkness 15ft radius, fear, polymorph self Penmorgh for a century the characters are hailed as heroes indeed. The
(humanoid only); 5/day—dimension door, finger same can likely not be said for their reception in Bradfield, where a lot
of death; 3/day—animate dead, dimension door, of damage control no doubt needs to be done to salvage their reputation
feeblemind, lightning bolt, mass charm, teleport; there.
1/day—cloudkill. This all assumes, of course, that the characters were successful in
destroying Mhaazoul. If Mhaazoul and his minions somehow won the
Any attempt to kick over or extinguish a candle is impossible as long day and destroyed the characters, he continues his reign of coercion and
as Malakov lives and holds the Bone Tower Staff. Kicking a candle is like puppeteering as a full demon lord and the rightful heir of Orcus with the
kicking an iron bar. Once Malakov is killed, however, the candles can be Material Plane as his home plane, until he can command an entire nation
removed or extinguished and the ritual ruined. If Buboe is with the party, from behind the scenes.
he cries out “Now! Now! The candles! Kick over the candles!” at the party
when Malakov is slain. If they fail to act, he knocks one over himself.
The moment that a candle is disturbed, Mhaazoul is freed from the An Unforeseen Consequence
energy cocoon that envelops him, but the ritual is ruined. While his body The Merchant Guild no longer has Mhaazoul using his ability to bend
has been restored, his strength and powers are no greater than they were fate in their favor and it is almost as if all the bad luck that that they
when he was held in the Guild’s cellar — and this angers him greatly. avoided for a century comes back tenfold. The unexpected result of this
Summoning his +2 two-handed vorpal sword, he bellows with mindless is that all the money that they poured into the city suddenly dries up and
wrath and launches an attack against the characters. all the good that they did for Penmorgh comes to an end. Another option
is for the people of Penmorgh to contact the characters to find another
of the crystal skulls to hopefully conjure the demon again and bind it
to Penmorgh’s service (if Mhaazoul was killed this will be impossible,
but they do not know that). Knowing that it doesn’t require little girls,
they are willing to sacrifice the worst criminals to it to restore the city’s
fortunes. The task of raising an evil demon, the very one they defeated,
in the service of a good cause should lead to no end of moral and ethical
dilemmas. It could pit the characters against the city leaders (formerly
innocent of involvement in Mhaazoul’s corruption) and the Empire of
Oceanus as well as they see their investment in Southvale threatened by
the loss of its economic prosperity. This could lead to many adventures
of international intrigue as the heroes take on the might of a sophisticated
naval empire.
Regardless, the characters are now heroes of great renown throughout
the length of the Sundered Kingdoms with many contacts and potential
enemies among the powerful of the region. More adventure in this wild
and untamed land is sure to come their wa
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Beginning the Adventure This large room is featureless apart from the ornate
The Tower of Bone does not abide by normal spatial laws, as evinced black-and-white mosaic inlaid floor forming an image of
by the Forest of Pillars room and by staircases that enter floors from im- the Demon Prince Orcus. The mosaic tiles are crafted from
possible directions. Even more amazing is the fact that several floors of pieces of polished white or fire-blackened bone.
the tower cannot currently be accessed at all. These floors are simply
“folded away” and can be revealed only by the Master of the Tower. These
rooms and their accompanying locations — labeled Areas TS1 through See Player Handout B for the floor mosaic in this room. If the charac-
TS7 — are described below. ters refuse to enter and instead climb the stairs that they just descended,
Neither Malakov nor Tol Mordroth knows about these secret levels. the Tower folds space once again and the characters find that the stairway
If the characters have gotten this far, then they have likely defeated ends at the same double door leading into Orcus’ Throne Room. If they
Mhaazoul as well. However, you can still challenge your players with a choose to use other means to escape the Tower (such as teleportation),
jaunt into the Secret Levels of the Tower of Bone if you wish. Be fore- they find that the stairwell they are on blocks their attempts. The Tower
warned, though, these levels are quite demanding. They can lead to the clearly wants its new Master to enter the throne room.
final destruction of the Tower of Bone, but they are just as likely to lead to The double doors silently close behind the characters when they enter.
the final destruction of the characters as well. You may need to provide the Normally if the doors of the room are reopened inward, the room connects
characters with a chance to rest and recuperate before taking on the final with the floor below it (the Forest of Pillars at Area T12). If the doors are
challenges. As with all adventures by Frog God Games and Necroman- opened outward, it connects with the floor above (Area T13). Currently,
cer Games, proceed with caution. however, the Tower won’t allow anyone to open or pass through the doors
With the destruction of the wizards and the rising demon lord Mhaazoul, until the Labyrinth is activated (see below). Only then may the doors be
the characters find themselves atop the Tower with no one left to fight. opened, and they lead only to that location.
Either the necromancer Malakov is lying dead upon the platform, or it is
possible he fled the battle and survived. If it is the latter, the Tower has
no more use for him with the destruction of Mhaazoul and uses its innate
Area TS1: The Throne of Orcus
If the Wand of Orcus, the Bone Tower Staff or the hand of Orcus or his
abilities to summon the Bone Tower Staff back to itself. In this case, the
heir touch the image of Orcus’ head in the mosaic read the following:
staff appears lying at the edge of the platform where he vanished as if it
was dropped and overlooked in the confusion of battle.
How it happens is up to you, but in order for the party to experience the
Secret Levels, one of them must pick up the Bone Tower Staff and become A massive basalt throne rises slowly from the floor. The
the new Master of the Tower. It is the will of the Tower to try to find a new throne is carved with ancient sigils of evil that seem to
master to pursue its ends, so the first character to pick up the staff is sub- squirm and twist under the viewer’s gaze like veins pulsing
jected to a battle of wills for dominance — in this case trying to force the beneath the skin. The seat of the throne is worn and
character to exert his will over the tower. As mentioned previously, this polished from millennia under a demon prince’s ponderous
battle is very subtle and requires a save with a –6 penalty for the character bulk and long, deep scratches in the arms attest to bouts of
to even notice it is occurring. And regardless of the outcome of this battle its master’s past agitation.
of wills, the Tower has now bonded with the character as its Master. This
has no game effect on the character other than that he now has the ability
to access the Secret Levels. Unless the character is already Chaotic, the The throne is designed for a much-larger creature but can comfortably
Tower has no wish to reveal any of its other abilities to its new Master yet. accommodate a character as well. Anyone who sits in the throne is aware
In fact, the character won’t notice anything new or different at all … until of everything happening within the Tower and receives a +10 bonus to
he tries to leave the Tower, that is. his grapple check to dominate the Tower, provided of course that he also
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possesses the Bone Tower Staff. See The Crystal Skull for rules on dom- the Ginnungagap by the gods Thyr and Muir (see The Slumbering Tsar
inating the Tower. The Tower still does not reveal any more of its powers Saga by Frog God Games for details of this event). This room was con-
to the characters at this time. structed as a reminder to Orcus of the vengeance he owes the aforemen-
tioned gods and the Material Planes’ world of the Lost Lands, as well as
a symbol of his own resurrection, arising from the ashes of his defeat and
Area TS2: Treasure Room banishment to reinvent himself as the Demon Prince of the Undead — or
This room is only reachable from Orcus’ Throne Room. If the Wand of the demon prince of that which rises from its grave.
Orcus, the Bone Tower Staff or the hand of Orcus or his heir touch the im- Upon entering this room, Orcus would perform a blasphemous ritual
age of the skull atop Orcus’ Wand in the mosaic, the skull’s mouth opens, directed against Thyr and Muir. This ritual would energize the Tower and
revealing a short flight of steps down into a skull-shaped room. augment its abilities to create undead to reinforce his numberless hordes.
However, if he wished to enter the Labyrinth of the Tower, he would not
perform the ritual, which would activate the gateway into the Labyrinth
A huge stone chest is bolted to the center of the floor. from Orcus’ Throne Room. It is unlikely the characters know to perform
Four alcoves in the shape of bones lead off from the main this ritual, and even if they did, any Lawful character trying to perform
chamber. The walls of the alcoves are lined with hundreds the proper ritual would require atoning for the evil deed. As a result, when
of skulls and each contains the corpses of numerous they return to the throne room, the double doors no longer lead to the
species and a niche. One niche has a stand designed to hold stairs between it and the rest of the Tower, but rather it now opens into the
armor of some kind, and another has a pedestal seemingly Labyrinth at Area TS4.
intended for a book or tome, and the other two have Unfortunately for the characters, not performing the ritual has a sec-
brackets similar to those of a weapons rack. ondary effect of enraging the undead who guard this chamber. They are
dedicated to participating in the ritual blasphemy toward the gods of good.
If Orcus or his heir did not perform the ritual, they simply bided their time
The chest had no lock or visible hinge mechanism and so cannot be for the next occasion when they could act out their ritual depravity. But
the characters get no such leeway. If the characters do not begin the ritual
picked. It must be opened by touching it with the Wand of Orcus, the Bone
in this room within 1 minute, the wraiths move to attack. They fight until
Tower Staff or the hand of Orcus or his heir. The corpses in the alcoves
destroyed.
are all inanimate. The niches were meant to hold the personal treasures of
the Demon Prince himself. One is left to guess at legends as to what they
Wraith (12): HD 4; HP 31, 30x2, 27, 25x3, 22, 21, 20x3; AC 3[16];
may have been; the Wand of Orcus no doubt was one, and another was the
Atk touch (1d6 plus level drain); Move 9 (fly 24); Save 13;
Bone Tower Staff.
AL C; CL/XP 8/800; Special: drain 1 level per hit, silver (half-
Treasure: The chest is large and contains only the tattered remains of
damage) or +1 or better weapons to hit, resistant to silver
a sack that appears to have burst open under the weight of coins (1552pp
and magic arrows (1hp/hit).
and 3870gp) which fill the bottom of the container.
Oblivion Wraith: HD 12; HP 92; AC 1[18]; Atk touch (3d6
Area TS3: Staircase and Animatorium plus attribute drain); Move 15 (fly 30); Save 3; AL C; CL/XP
If the Wand of Orcus, the Bone Tower Staff or the hand of Orcus or his 15/2900; Special: +1 or better weapon to hit, drain attributes
heir touch the image of Orcus’ left hand in the mosaic, the arm extrudes (drains 1 point from highest ability for each 5 or 6 rolled on
itself from the floor and extends upwards, revealing a spiral staircase with- damage), disintegrates objects (any object striking wraith,
in. The arm does not reach the ceiling, yet there is a door at the top that magical items can save to avoid). (Monstrosities 352)
leads to the Animatorium. The door opens into the center of the floor in
this room.
The Labyrinth
If Orcus’ Throne Room is activated by the Animatorium, this room ap-
Like the throne room below, the floor of this room is a pears between it and stairways to Areas T12 and T13. Opening the double
mosaic formed of pieces of cut bone. The central design is doors from the throne room looks into the room at Area TS4.
a huge sigil topped by five smaller sigils in blood-red bone From the low, dark corridors, dank stone walls, and musty earthen
fragments, and the perimeter of the room is ringed by 36 stench every sense, every instinct, indicates that this level of the Tower
even smaller sigils. Above 12 of these small sigils float dark- is actually built deep underground. Underground races feel right at home
cowled shapes with glowing red eyes. Another, larger one here and any powers or abilities that only function while underground also
of these ominous creatures floats nearby above the central function on this level.
sigil. Around the perimeter of the room are several stacks Indeed, this level is ostensibly several hundred feet above ground, and
of corpses. They do not appear to be fresh but do not show characters and creatures capable of burrowing though stone can do so
signs of decay. through the walls, floor and ceiling. The boundaries of this level are finite,
however, and after burrowing for a hundred feet in any direction — up,
down or sideways — the burrower emerges no more than 10ft from where
See Player Handout C for the sigil on the floor of this room. The he began digging, even if he have traveled only in a straight line.
dark forms floating above the smaller sigils are 12 wraiths. The dark The purpose of this level of the Tower is to act as a testing ground
form hovering in the center of the room is an oblivion wraith. The An- for new undead creations crafted by the Animator. Hapless demons and
imatorium is where the majority of Orcus’ undead legions were crafted mortals were tossed into the labyrinth to be hunted down by the Anima-
in ages past. The corpses are inanimate and each bears the sigil of tor’s latest batch of undead creatures in order to test the worthiness of
Orcus branded onto its flesh. Their flesh has hardened to a wood-like his creations. What no one knows save Orcus himself is that he added
toughness by the long millennia. The wraiths and dread wraith do not the Labyrinth out of vanity. It was well known that every magical Tower
immediately attack if the room is entered by the bearer of the Bone required a labyrinth, and so he determined that his should be no exception.
Tower Staff, which is good since the doorway in the floor enters within The fact that his Tower had no permanent home under which to build such
the dread wraith’s reach. a complex did not deter him in the least. He simply added it in the middle
The secret of this room is in the giant sigil on the floor. It is an ancient of the Tower where it suited his fancy.
symbol of the Arvonliet, the identity of Orcus more than 10,000 years ago Several spots on the map are marked with an X, indicating locations
before he was struck down, twisted into his current form, and thrown into where a random encounter occurs.
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Otyugh: HD 7; AC 3[16]; Atk 2 tentacles (1d8), bite (1d4+1
Random Encounters plus disease); Move 6; Save 9; AL N; CL/XP 8/800; Special:
bite (90% chance of disease causing death within 3d6
in the Labyrinth days). (Monstrosities 367)
All of the undead random encounters bear the telltale marks of the Ani- Otyugh Tower Zombie (3): HD 7; AC 3[16]; Atk 2 tentacles
mator’s hand. They have tubes leading to beakers full of sickly green and (1d8), bite (1d4+1 plus disease); Move 6; Save 9; AL N; CL/XP
orange fluids that are held in place by wires and staples, and each has the 8/800; Special: bite (90% chance of disease causing death
rune of Orcus branded on its body. within 3d6 days), hard to kill (reduce to –10 to permanently
kill or rise at full strength in 2d12 hours), immune to electricity
and cold, immune to magic missile, +1 or better weapon to
d% Creature hit, resist fire (50%). (Monstrosities 367)
01–20 6 Tower zombie bugbears
Wraith (3): HD 4; AC 3[16]; Atk touch (1d6 plus level drain);
21–40 2 Tower zombie ogres Move 9 (fly 24); Save 13; AL C; CL/XP 8/800; Special: drain 1
41–50 3 Tower zombie minotaurs level per hit, silver (half-damage) or +1 or better weapons to
hit, resistant to silver and magic arrows (1hp/hit).
51–60 3 wraiths
61–70 4 mummies
Area TS4: Door Guardians
71–80 3 Tower zombie otyughs When the double doors in Orcus’ Throne Room are opened, they reveal
81–85 Otyugh* a second set of double doors immediately behind them. These doors ap-
pear to be huge stone doors carved to resemble armed undead warriors,
86–94 2 mohrgs each with a keyhole located in center of its chest. However, no amount of
95–100 1 oblivion wraith tinkering allows a character to pick the supposed locks as these are not
doors at all but 2 stone golems tasked with guarding this room. They open
* This normal otyugh escaped imprisonment by burrowing into the if the Master of the Tower commands them to do so while holding forth
walls. This encounter can occur only once. the Bone Tower Staff. Otherwise, if anyone attempts to pick the false locks
or if anyone attacks or damages either golem in any way, they animate
Mohrg (2): HD 10; AC 0[19]; Atk fist (1d8 plus hold) or tongue and attack.
(paralysis); Move 12; Save 5; AL C; CL/XP 13/2300; Special:
first strike unless opponent is hasted or similar, hold for Golem, Stone (2): HD 12; HP 60; AC 5[14]; Atk fist (3d8); Move
automatic tongue attack (save avoids), paralysis for 1d6 6; Save 3; CL/XP 16/3200; Special: +2 or better weapon to
turns (save avoids). (Monstrosities 334) hit, immune to most magic, slowed by fire.
Mummy (4): HD 5+1; AC 3[16]; Atk fist (1d12 plus rot); Move
6; Save 12; AL C; CL/XP 7/600; Special: +1 or better weapon
Area TS5: The Lab
to hit (50% damage), rotting disease (no magical healing,
heal one-tenth normal).
The first things that grab your attention are the walls.
Tower Zombie Bugbear (6): HD 4; AC 3[16]; Atk bite (2d4) or They are spattered with a truly staggering amount of blood
longsword (1d8+1); Move 12; Save 13; AL C; CL/XP 6/400; to a height of more than 50ft. These walls have obviously
Special: +1 or better weapon to hit, hard to kill (reduce to seen the sanguine fluids of untold thousands of victims
–10 to permanently kill or rise at full strength in 2d12 hours), over countless centuries as the dried blood is actually
immune to electricity and cold, immune to magic missile, several inches thick in places. The oldest layers glimpsed
resist fire (50%). (The Tome of Horrors Complete 616) through the red pall are black with age.
The ceiling disappears into darkness an untold distance
Tower Zombie Ogre (2): HD 5; AC 3[16]; Atk club (1d8+1); overhead, beyond the level of any light source. Hundreds
Move 9; Save 12; AL C; CL/XP 7/600; Special: +1 or better of chains emerge from the darkness overhead, each one
weapon to hit, hard to kill (reduce to –10 to permanently kill ending in a rusted, bloodstained hook. Several of the hooks
or rise at full strength in 2d12 hours), immune to electricity are occupied by corpses that, judging by the expressions
and cold, immune to magic missile, resist fire (50%). (The of agony permanently etched on their long-dead faces,
Tome of Horrors Complete 616) must have been hung here while alive. Some unfelt breeze
stirs the chains, causing them to sway and jangle together
Tower Zombie Minotaur (3): HD 4; AC 3[16]; Atk head butt to form an unceasing and grisly wind chime that adds an
(2d4), bite (1d3) and longsword (1d8); Move 12; Save 13; AL unearthly aspect to the horrific scene.
C; CL/XP 6/400; Special: +1 or better weapon to hit, hard to A trio of blood-soaked tables is spaced about the room
kill (reduce to –10 to permanently kill or rise at full strength amid the piles of rags and discarded body parts that litter
in 2d12 hours), immune to electricity and cold, immune to the floor. Each of the tables holds a corpse in the middle
magic missile, resist fire (50%). (The Tome of Horrors Complete of a forest of tall beakers, retorts, alembics and other
616) trappings of the alchemist’s art. These vessels contain a
puzzling array of sickly-colored fluids that are being fed
Oblivion Wraith: HD 12; AC 1[18]; Atk touch (3d6 plus into the body through a number of pipes and tubes.
attribute drain); Move 15 (flying 30); Save 3; AL C; CL/XP
15/2900; Special: drain attributes (drains 1 point from highest
ability for each 5 or 6 rolled on damage), +1 or better Two of the bodies are inanimate, failed experiments, but in the third the
weapons to hit, disintegrates objects (any object striking Animator succeeded in creating a mummy priest of Orcus. The mummy
wraith, magical items can save to avoid). (Monstrosities 352) shows no sign of life at first but attacks if anyone approaches within melee
range or attempts to leave the room by either door.
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The Lost Lands": Cults of the Sundered Kingdoms
Mummy Priest of Orcus: HD 12; HP 89; AC 3[16]; Atk fist
(1d12 plus rot); Move 9; Save 3; AL C; CL/XP 16/3200; overhead. The walls of this room are spattered with blood
Special: +1 or better weapon to hit (50% damage), rotting and several blood-soaked tables are scattered about with
disease (no magical healing, heal one-tenth normal), spells no apparent design covered in bodies and parts thereof.
(4/4/4/4/4/1). Tucked away in one corner of the room is a large, filthy bed.
Spells: 1st—cause light wounds (x2), detect good, A split seam on the mattress reveals that it is stuffed with
detect magic; 2nd—hold person (x2), silence 15ft the hairy scalps and pelts of numerous different species.
radius, snake charm; 3rd—cause disease (x2), remove
curse, speak with dead; 4th—cause serious wounds
(x3), sticks to snakes; 5th—commune, finger of death
The first thing one is likely to notice when entering the room is not the
(x2), insect plague; 6th—blade barrier.
carnage nor the furnishings but rather the massive demonic creature —
Equipment: ring of fire resistance.
the Animator himself — bent over one of the tables, humming quietly to
himself as he slices the body of an ogre into pieces. A sickening amalga-
Area TS6: Door Guardian mation of ape and boar and three times the height of a man, the creature is
Similar to Area TS4 above, the doorway here is blocked by what ap- a nalfeshnee. It is dressed in a filthy butcher’s apron smeared with blood,
pears to be a pair of ornate iron doors cast in the form of a pair of undead the pocket crammed full of a number of small and rusty blades. Perched
warriors locked in mortal combat. Each has a keyhole in the center of its comically on its tiny nose is a pair of round, impossibly thick spectacles.
chest. They are actually 2 iron golems. These do not open for the Master The Animator does not appreciate his work being disrupted, but he does
of the Tower as those at Area TS4 do, but open only at the command of not attack on sight. If the characters are extremely good at roleplaying
Orcus or his heir. If the characters attempt to pick the false locks or if this situation they might be able to avoid combat here, but the Animator
either golem is attacked or damaged in any way, they animate and attack. attacks if his relatively short supply of patience is exhausted.
In place of the normal claw attacks of a nalfeshnee, the Animator wields
Golem, Iron (2): HD 16; HP 80; AC 3[16]; Atk weapon or fist a long, jagged-edged filleting knife in one hand and a huge, notched cleav-
(4d10); Move 6; Save 3; AL N; CL/XP 20/4400; Special: +3 or er in the other. This is merely a bit of descriptive color, however, as the
better weapon to hit, healed by fire, immune to most magic, damage that these weapons do is equal to its normal claw damage. Upon
poison gas, slowed by lightning. examination after the creature is dispatched, the characters find that these
items are quite useless as weapons and are worth nothing owing to their
Area TS7: The Animator’s Room poor state of repair.
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Magical Abilities: at will—dispel magic, fear,
polymorph self; 1/day—symbol of discord; 1/day—
gate 60% (roll 1d6 for category).
The will of the Tower brings the characters to the very heart of its pow-
er where it hopes to feed them to the essence of the obelisk and raise
them up as undead minions of the Demon Prince of the Undead. To do mass of broken and dismembered zombie corpses intermixed with the frag-
this, it leads them to the sealed cavern deep beneath the Durandel mines ments of armor and weapons that they bore. This amalgamation of horror
where miners of the Targ Clan discovered the Obelisk of Chaos. When it is an undead creature called a corpse orgy and is the true guardian of the
was discovered, the obelisk released a pulse of killing magic that slew all obelisk, appointed by Orcus personally millennia ago.
of the miners and then called the Tower of Bone to the Wood Between
Worlds, sealing the doom of the dwarven city. Once the characters enter Zombie Horde: HD 18; HP 123; AC 8[11]; Atk horde (6d6);
this chamber, the Tower seals the stair behind them. The only escape is to Move 12; Save 3; AL C; CL/XP 18/3800; Special: horde (if
defeat the obelisk. reduced to 0 hp, the horde breaks up into 2d6 zombies that
The obelisk itself stands about 30ft tall and is 3ft thick, but only the continue attacking), immune to charm, hold, and sleep
topmost 10ft is dug from the bedrock. The entire chamber is blanketed in spells, rend (if the horde deals 20 points of damage to a
a darkness 15ft radius spell effect generated by the obelisk. target, it inflicts an additional 3d6 points of damage).
The obelisk gives forth a 30ft-radius aura directed inward that activates
only when a Lawful creature comes within 10ft. Lawful creatures cannot Corpse Orgy: HD 14; HP 105; AC 2[17]; Atk 4 slams (2d6);
cross the circle to leave except with a successful dispel magic against a Move 6; Save 3; AL C; CL/XP 16/3200; Special: absorb
15th-level caster. This only dampens the effect for 1d4 hours after which body (dead creatures absorbed in 1 round, gains 12hp per
it functions again unless the obelisk is destroyed. In addition, the obelisk corpse), pain shriek (2/day, 8d6 damage in 40ft radius, save
bears a magical trap that unleashes a powerful death spell (creatures with for half), half damage from blunt weapon. (The Tome of
fewer than 7HD die, no save; creatures with 8–12HD save or die) centered Horrors 107)
on itself immediately followed by an animate dead spell that animates
them as mohrgs. The trap activates when a good creature comes within Development: To escape this cavern, the characters must destroy the
40ft. The trap resets itself every 24 hours. Obelisk of Chaos that serves as the root of the Tower of Bone’s power. If
In addition, when someone of a non-Chaotic alignment approaches with- the characters have dealt with these before, then they know how difficult
in 30ft of the obelisk it summons its guardian creature, or rather its guard- they are to destroy. Fortunately for them, striking the obelisk with the
ian creature sends in its first attack — a zombie horde. The surface of the bone tower staff deals 50 points of damage automatically to the obelisk
obelisk ripples like thick oil, and the horde marches forth from it. The horde with each strike. When the obelisk is destroyed the bone tower staff shat-
remains for 1 hour once summoned, but can be summoned again if the sum- ters and the characters are instantly teleported to the surface in the Wood
moning is triggered again. If the horde is destroyed, the actual guardian Between Worlds. Lying before them is the rubble of the Tower of Bone,
of the obelisk appears. The destroyed zombie horde creeps together into a which crumbled even as the obelisk itself fell, its power finally broken.
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Players' Handout Appendix: Lord Morrick's Papers 1
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Players' Handout Appendix: Lord Morrick's Papers 2
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Players' Handout Appendix: Strange Note
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Players' Handout Appendix: Sir Bartol's Papers 1
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Players' Handout Appendix: Sir Bartol's Papers 2
My Lord Bartol,
I have heard that you travel in the vicinity of the Moon Fog Hills this
season. I know your current errand takes you farther west, but I wonder if
you might be willing to return east at the conclusion of your current business
and return to the vicinity of the Mistwoods. The Grand Duchy has certain
business interests in and around the small town of Malthlyn, and these
have recently been interrupted. Such is our concern that with our blessing,
our business partners in Bard’s Gate dispatched a company of rangers
and our own Waymark cavalry to look into the matter and reestablish
contact. We have lost contact with these as well. I do not know but that the
nearby Oceanders occupying the Matagost Peninsula may have seen such
a deployment as a military incursion, and I fear that our soldiers may have
been waylaid or taken captive.
I ask you, Sir Bartol, as a knight of renown and without connection to a
foreign body politic with whom the Oceanders could take umbrage, would
you be willing to divert your return journey to Trebes through the Moon Fog
Hills and the village of Malthlyn and, while there, ask about to find out what
you can about our mining operations there and also the fate of our patrol?
We do not ask for you to intervene on our behalf against the Kingdom
of Oceanus, merely to find out what you can about the state of affairs
in distant Malthlyn and return a good description of the situation by letter
to my representatives in Bard’s Gate. For this task, you will surely be well
rewarded.
By my hand,
Lucius Qellinroque
Harmost of Panetoth, Duke of the Waymarch, Voice of the Grand Duke
in the East
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Players' Handout Appendix: Sir Bartol's Papers 3
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Players' Handout Appendix: The Journal of Visthis
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Players' Handout Appendix: Pearsey's Summons
Players’ Handout A
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Players' Handout Appendix: Secret level Player handout B
Players’ Handout B
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Players' Handout Appendix: Secret level Player handout C
Players’ Handout C
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Map Appendix: Beasts Among Us
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Map Appendix: Beasts Among Us
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Map Appendix: Morrick Mansion
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Map Appendix: Morrick Mansion
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Map Appendix: Morrick Mansion
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Map Appendix: Morrick Mansion
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Map Appendix: Morrick Mansion
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Map Appendix: Morrick Mansion
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Map Appendix: Shades of Yellow
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Map Appendix: Shades of Yellow
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Map Appendix: Shades of Yellow
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Aberrations
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Map Appendix: Vengeance in the Hollow Hills
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Map Appendix: Vengeance in the Hollow Hills
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Map Appendix: Vengeance in the Hollow Hills
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The Crystal Skull
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Map Appendix: The secret Levels
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Map Appendix: The secret Levels
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Legal Appendix
Designation of Product Identity: The following items are hereby designated as Prod- 5. Representation of Authority to Contribute: If You are contributing original material
uct Identity as provided in section 1(e) of the Open Game License: Any and all material as Open Game Content, You represent that Your Contributions are Your original creation
or content that could be claimed as Product Identity pursuant to section 1(e), below, is and/or You have sufficient rights to grant the rights conveyed by this License.
hereby claimed as product identity, including but not limited to: 1. The name “Frog God 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
Games” as well as all logos and identifying marks of Frog God Games, LLC, including this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
but not limited to the Frog God logo and the phrase “Adventures worth winning,” as Content You are copying, modifying or distributing, and You must add the title, the copy-
well as the trade dress of Frog God Games products; 2. The product name “Cyclopean right date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original
Deeps, Volume 2,” as well as any and all Frog God Games product names referenced in Open Game Content you Distribute.
the work; 3. All artwork, illustration, graphic design, maps, and cartography, including 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
any text contained within such artwork, illustration, maps or cartography; 4. The prop- indication as to compatibility, except as expressly licensed in another, independent Agree-
er names, personality, descriptions and/or motivations of all artifacts, characters, races, ment with the owner of each element of that Product Identity. You agree not to indicate
countries, geographic locations, plane or planes of existence, gods, deities, events, magic compatibility or co-adaptability with any Trademark or Registered Trademark in conjunc-
items, organizations and/or groups unique to this book, but not their stat blocks or other tion with a work containing Open Game Content except as expressly licensed in another,
game mechanic descriptions (if any), and also excluding any such names when they are independent Agreement with the owner of such Trademark or Registered Trademark. The
included in monster, spell or feat names. 5. Any other content previously designated as use of any Product Identity in Open Game Content does not constitute a challenge to the
Product Identity is hereby designated as Product Identity and is used with permission and/ ownership of that Product Identity. The owner of any Product Identity used in Open Game
or pursuant to license. Content shall retain all rights, title and interest in and to that Product Identity.
This printing is done under version 1.0a of the Open Game License, below. 8. Identification: If you distribute Open Game Content You must clearly indicate which
Notice of Open Game Content: This product contains Open Game Content, as defined portions of the work that you are distributing are Open Game Content.
in the Open Game License, below. Open Game Content may only be Used under and in 9. Updating the License: Wizards or its designated Agents may publish updated ver-
terms of the Open Game License. sions of this License. You may use any authorized version of this License to copy, modify
Designation of Open Game Content: Subject to the Product Identity Designation here- and distribute any Open Game Content originally distributed under any version of this
in, the following material is designated as Open Game Content. (1) all monster statistics, License.
descriptions of special abilities, and sentences including game mechanics such as die rolls, 10. Copy of this License: You MUST include a copy of this License with every copy of
probabilities, and/or other material required to be open game content as part of the game the Open Game Content You Distribute.
rules, or previously released as Open Game Content, (2) all portions of spell descriptions 11. Use of Contributor Credits: You may not market or advertise the Open Game Con-
that include rules-specific definitions of the effect of the spells, and all material previously tent using the name of any Contributor unless You have written permission from the Con-
released as Open Game Content, (3) all other descriptions of game-rule effects specifying tributor to do so.
die rolls or other mechanic features of the game, whether in traps, magic items, hazards, 12. Inability to Comply: If it is impossible for You to comply with any of the terms of
or anywhere else in the text, (4) all previously released Open Game Content, material this License with respect to some or all of the Open Game Content due to statute, judicial
required to be Open Game Content under the terms of the Open Game License, and public order, or governmental regulation then You may not Use any Open Game Material so
domain material anywhere in the text. affected.
Use of Content from Tome of Horrors Complete: This product contains or references 13. Termination: This License will terminate automatically if You fail to comply with all
content from the Tome of Horrors Complete and/or other monster Tomes by Frog God terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
Games. Such content is used by permission and an abbreviated Section 15 entry has been All sublicenses shall survive the termination of this License.
approved. Citation to monsters from the Tome of Horrors Complete or other monster 14. Reformation: If any provision of this License is held to be unenforceable, such provi-
Tomes must be done by citation to that original work. sion shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
Reserved. athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who and Dave Arneson.
have contributed Open Game Content; (b) “Derivative Material” means copyrighted ma- Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
terial including derivative works and translations (including into other computer languag- Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
es), potation, modification, correction, addition, extension, upgrade, improvement, com- Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
pilation, abridgment or other form in which an existing work may be recast, transformed OSRIC copyright 2006-08 by Stuart Marshall, adapting material prepared by Matthew
or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, pub- J. Finch
licly display, transmit or otherwise distribute; (d) “Open Game Content” means the game Monsters of Myth, copyright 2006, Matthew J Finch and Stuart Marshall
mechanic and includes the methods, procedures, processes and routines to the extent such Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
content does not embody the Product Identity and is an enhancement over the prior art Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
and any additional content clearly identified as Open Game Content by the Contributor, The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
and means any work covered by this License, including translations and derivative works Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene,
under copyright law, but specifically excludes Product Identity; (e) “Product Identity” with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
means product and product line names, logos and identifying marks including trade dress; male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content
artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, in- from TSR.
cidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, con- Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author Jason
cepts, themes and graphic, photographic and other visual or audio representations; names Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
and descriptions of characters, spells, enchantments, personalities, teams, personas, like- Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors
nesses and special abilities; places, locations, environments, creatures, equipment, mag- Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua
ical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean,
trademark or registered trademark clearly identified as Product identity by the owner of Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reyn-
the Product Identity, and which specifically excludes the Open Game Content; (f) “Trade- olds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg
mark” means the logos, names, mark, sign, motto, designs that are used by a Contributor A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
to identify itself or its products or the associated products contributed to the Open Game Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors
License by the Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob
edit, format, modify, translate and otherwise create Derivative Material of Open Game McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ
Content; (h) “You” or “Your” means the licensee in terms of this agreement. Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
2. The License: This License applies to any Open Game Content that contains a notice The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik
indicating that the Open Game Content may only be Used under and in terms of this Mona, Chris Pramas, Robert J. Schwalb.
License. You must affix such a notice to any Open Game Content that you Use. No terms Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com;
may be added to or subtracted from this License except as described by the License itself. Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming,
No other terms or conditions may be applied to any Open Game Content distributed using Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
this License. The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep- The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published
tance of the terms of this License. and distributed by Frog God Games; Author Scott Green.
4. Grant and Consideration: In consideration for agreeing to use this License, the Con- Aberrations, © 2003, Necromancer Games, Inc; Author Casey Christofferson.
tributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the Crystal Skull, © 2005, Necromancer Games, Inc; Author Dave Brohman.
exact terms of this License to Use, the Open Game Content. Morrick Mansion, © 2003, Necromancer Games, Inc; Author Patrick Lawinger.
360
Oliver Rathbone (Order #27405459)
LEgal Appendix
Chaos Rising, © 2003, Necromancer Games, Inc; Author James Collura. Scarred Lands Gazetteer: Termana Copyright 2002, White Wolf Publishing, Inc.
The Wizard’s Amulet Copyright 2000-2002, Necromancer Games, Inc. , Authors Clark The Serpend and the Scepter: Serpent Amphora Cycle, Book II, White Wolf
Peterson and Bill Webb.. Publishing, Inc.
The Crucible of Freya Copyright 2000 Clark Peterson and Bill Webb, Necromancer Hornsaw: Forest of Blood Copyright 2003, White Wolf Publishing, Inc.
Games, Inc. The Penumbral Dragon Copyright 2003, White Wolf Publishing, Inc.
Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson Shelzar: City of Sins Copyright 2003, White Wolf Publishing, Inc.
and Bill Webb. The Serpent Citadel: Serpent Amphora Cycle, Book III, White Wolf Publishing, Inc.
Pathfinder RPG Core Rulebook, © 2009, Paizo Publishing, LLC; Author: Jason Blood Bayou Copyright 2003, White Wolf Publishing, Inc.
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Player’s Guide to Wizards, Bards & Sorcerers Copyright 2003, White Wolf Publishing,
Pathfinder Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author Jason Inc.
Bulmahn. Player’s Guide to Fighters and Barbarians Copyright 2003, White Wolf Publishing,
Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, Inc.
based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Player’s Guide to Clerics and Druids Copyright 2003, White Wolf Publishing, Inc,
Pathfinder Roleplaying Game: Bonus Bestiary, © 2009, Paizo Publishing, LLC; Player’s Guide to Rangers and Rogues Copyright 2003, White Wolf Publishing
Author: Jason Bulmahn. Scarred Lands Campaign Setting: Termana Copyright 2003, White Wolf Publishing
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Vigil Watch: Secrets of the Asaatthi Copyright 2003, White Wolf Publishing
Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua The Faithful and the Forsaken Copyright 2003, White Wolf Publishing
J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Creature Collection III: Savage Bestiary Copyright 2003, White Wolf Publishing, Inc.
Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Advanced Bestiary Copyright 2004, Green Ronin Publishing, LLC; Author Matthew
Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, Sernett
and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip The Book of Taverns Copuright 2002, Necromancer Games, Inc; Author Chris Jones
Williams. Arms and Armor Copyright 2001, Bastion Press, Inc.
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Bard’s Gate Copyright 2006 Necromancer Games, Inc.; Authors Clark Peterson, Casey
Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob Christofferson and Shane Glodoski based on original material created by Clark Peterson
McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ and Bill Webb.
Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Wizard’s Amulet Copyright 2000-2002, Clark Peterson and Bill Webb
Pathfinder RPG GameMastery Guide, © 2010 Paizo Publishing, LLC; Authors Cam Necromancer Games, Inc.
Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, Graeme Davis, Adam Crucible of Freya Copyright 2000 Clark Peterson and Bill Webb, Necromancer Games,
Daigle, Jashua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Inc.
Leati, Rob McCreart, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Demons and Devils Copyright 2000 Clark Peterson and Bill Webb, Necromancer
Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Games, Inc.
Seacat, Mike Selinker, Lisa Stevens, James L Sutter, Russ Taylor, Penny Williams, Tomb of Abysthor Copyright 2001, Necromancer Games, Inc., Authors Clark Peterson
Teeuwynn Woodruff. and Bill Webb.
Pathfinder Adventure Path #55: The Wormwood Mutiny, © 2012, Paizo Publishing, Rappan Athuk Reloaded Copyright 2006 Necromancer Games, Inc.; Authors Bill
LLC; Author Richard Pett. Webb, Clark Peterson, WDB Kenower, Casey Christofferson, and Greg Raglund; based
Asgard Magazine #2, © 2001, ENWorld. on the original creation of Bill Webb.
City of Brass, © 2007, Necromancer Games, Inc.; Authors Casey Christofferson and Rappan Athuk—The Dungeon of Graves: The Upper Levels Copyright 2000 Clark
Scott Greene, with Clark Peterson. Peterson and Bill Webb, Necromancer Games, Inc.
Encyclopaedia Arcane: Necromancy Beyond the Grave, © 2001, Mongoose Rappan Athuk II—The Dungeon of Graves: The Middle Levels Copyright 2001 Bill
Publishing; Authors Matthew Sprange, Teresa Capsey, William J. Pennington, Erica Webb and Clark Peterson, Necromancer Games, Inc.
Balsley, Scott Greene. Rappan Athuk III—The Dungeon of Graves: The Lower Levels Copyright 2002
The Genius Guide To: Ice Magic, © 2010, Super Genius Games. Author Owen K.C. Necromancer Games, Inc., Authors Bill Webb, W.D.B. Kenower and Clark Peterson.
Stephens. Tome of Horrors II Copyright 2004 Necromancer Games, Inc.; Author: Scott Greene;
The Lost City of Barakus, © 2003 Necromancer Games, Inc; Authors W.D.B. Additional Authors: Erica Balsley, Kevin Baase, Casey Christofferson, Jim Collura,
Kenower, Bill Webb. Meghan Greene, Lance Hawvermale, Bill Kenower, Patrick Lawinger, Nathan Paul,
Seas of Blood: Fantasy on the High Seas, © 2001, Mongoose Publishing; Authors Clark Peterson, Bill Webb and Monte Cook.
Matthew Sprange, Theresa Capsey, Ian Barstow, Scott Greene (uncredited), Erica Wilderlands of High Fantasy Player’s Guide Copyright 2003, Necromancer Games,
Balsley (uncredited). Inc. and Judges Guild; Authors Bob Bledsaw and Clark Peterson based on original
The Eamonvale Incursion Copyright 2007 Necromancer Games, Inc.; Author Nathan material by Bob Bledsaw, Bill Owen and Bryan Hinnen.
Douglas Paul, with Jack Barger. Necropolis, Copyright 2002, Necromancer Games, Inc; Authors Gary Gygax, Scott
The Grey Citadel Copyright 2003, Necromancer Games, Inc.; Author Nathan Douglas Greene, Clark Peterson and Bill Webb; based on oiginal material by Gary Gygax.
Paul. The Slumbering Tsar Saga- Copyright 2012 Bill Webb and Greg Vaughan, Frog God
Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC- Games
named spells from the Player’s Handbook that were renamed in the System Reference The Black Monastery- Copyright 2011 Bill Webb and Mark R. Shipley, Frog God
Document. The Compendium can be found on the legal page of www.necromancergames. Games
com. Splinters of Faith, Copyright 2010, Author Gary Schotter & Jeff Harkness.
Tome of Horrors Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with The Fane of the Fallen, Copyright 2010, Author William Loran Christensen.
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, The Hollow Mountain, Copyright 2011, Author Uri Kurlianchik.
Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from The Northlands Saga: Vengeance of the Long Serpent, Copyright 2010, Frog God
TSR. Games, Author Kenneth Spencer.
Creature Collection Copynght 2000, Clark Peterson. The Northlands Saga: Beyond the Wailing Mountains, Copyright 2011, Frog God
Creature Collection Revised Copyright 2003, White Wolf Publishing, Inc. Games, Author Kenneth Spencer.
Relics & Rituals Copyright 2001, Clark Peterson The Northlands Saga: The Curse of Sven Oakenfist, Copyright 2011, Frog God
Creature Collection 2: Dark Menagerie Copyrght 2001, WhneWolf Publishing Games, Author Kenneth Spencer.
Mithril: City of the Golem Copyright 2001, White Wolf Publiching, Inc One Night Stands: Jungle Ruins of Madaro-Shanti, Copyright 2010, Frog God
Hollowfaust: City of the Necromancers Copyright 2001, White Wolf Publishing, Inc. Games, Author Scott Casper.
The Wise & the Wicked Copyright 2001, White Wolf Publishing, Inc. One Night Stands: Spire of Iron and Crystal, Copyright 2011, Frog God Games,
The Divine and the Defeated Copyright 2001, White Wolf Publishing, Inc. Author Scott Casper.
Burok Torn: City Under Siege Copyright 2002, White Wolf Publishing, Inc. One Night Stands: Dread Saecaroth, Copyright 2012, Frog God Games, Author James
Vigil Watch: Warrens of the Ratmen Copyright 2002, White Wolf Publishing, Inc. C. Boney
Secrets and Societies Copyright 2002, White Wolf Publishing, Inc. The Tome of Horrors IV, Copyright 2013, Frog God Games, LLC; Authors: Erica
Wilderness & Wasteland Copyright 2002, White Wolf Publishing, Inc. Balsley, Casey Christofferson, Jim Collura, Matthew J. Finch, Lance Hawvermale,
Scarred Lands Camapaign Setting: Ghelspad, Copyright 2002, White Wolf Publishing, Patrick Lawinger, Phillip Larwood, and Bill Webb.
Inc. The Lost Lands: Stoneheart Valley Copyright 2013 Frog God Games, LLC; Authors
Relics & Rituals 2: Lost Lore Copyright 2002, White Wolf Publishing, Inc. Clark Peterson and Bill Webb.
Serpent in the Fold: Serpent Amphora Cycle, Book I Copyright2002, White Wolf The Lost Lands: Cults of the Sundered Kingdoms © 2015, Frog God Games LLC,
Publishing, Inc. Authors: David Brohman, Casey W. Christofferson, Patrick Lawinger, and Greg
Calastia: Throne of the Black Dragon Copyright 2002, White Wolf Publishing, Inc. A. Vaughan
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Oliver Rathbone (Order #27405459)
Notes
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Oliver Rathbone (Order #27405459)
Oliver Rathbone (Order #27405459)