Pursuit of A Renegade Prince Remaster
Pursuit of A Renegade Prince Remaster
Crazy Geordie
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Credits
Tharador Created by: Glenn Greyling
Additional Contributions: Shay Bowden, Christian Huic, Rod Oliver, Wesley Oliver,
Rihards Rubulis, Connor Skarott
Special Thanks: Jackson Clarke, The Official Podcast, Justin Lane (AKA Critical Paint)
And many thanks of course to the DM Stash community and our backers for all their
help and support during this project!
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Contents
Introduction to Belfrie & Tharador 4
I. Story Overview 5
II. Historical Overview 7
III. Nobility 10
House of Belfrie 10
House of Elstein 11
House of Dracaurum 11
IV. The Golden Griffins 13
Talon Company 14
Fang Squadron 14
V. The Cities 16
Velandria 16
Tradver 24
VI. Contracts & More 31
Contracts 31
Jobs 33
Happenings 35
VII. Quest: The Renegade Prince 38
Act A: Assembly At Velandria 38
Act B: Sacking of Velandria’s Chapter 42
Act C: The Search for Ash of Goltia 46
Appendix A: Monsters & Enemies 54
Appendix B: Fang Squadron NPCs 58
Appendix C: Talon Company NPCs 63
Appendix D: Mundane & Magical Items 70
Appendix E: Dungeons & Locations 74
Tradver Catacombs – The Crypts 75
Tradver Catacombs – Hidden Cathedral 77
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Full Size Map Available in DM Stash Pack 1 (Apr ’21) The Melting Pot of Tharador as it is known. Its capital of Jochenia is
unsung compared to the vast wealth and power held by the cities of Tradver and Velandria. These two trade giants are
connected by the large and winding Tradver River, though inns dot the highway between for those that prefer to walk.
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3E55
It was made a full fledged reality as
Draksborne attempts to reconquer
others united to their cause, declaring
Belfrie after the passing of Jochen.
independence from the Draksborne
Though successful in their first invasion
Empire, allying with the Elves of Nan
and able to besiege Jochenia, Karkanoth
Thalias that Draksborne warred with and
and Formen respond with invasions of
inflicting defeat after defeat against the
their own against Draksborne to honour
Imperial Crown. Now it is a melting pot
the defensive pact made between the
and land of opportunity for all, though
three liberated states. Nan Thalias
not all travellers’ dreams are made
provides reinforcements in Belfrie
reality.
directly. Draksborne forced to withdraw
from Belfrie and abandon their siege of
[NOTE ON DATES]: Dating conventions are
Jochenia.
done in eras on the Tharadori Calendar. E.g.
2E123 = 2nd Era, 123rd Year. The Tharadori
Scholarly Association can retrospectively 3E62
mark Era’s ends based on events considered In thanks to Nan Thalian assistance
extremely significant to Tharador. during the failed First Draksbornian
Reconquest, Belfrie rebuilds an
2E750/3E1 abandoned Elven town in Calanel Forest
near the Nan Thalian border, restoring
Draksborne officially declares defeat
it and allocating it as a haven for Elves
in the Belfrian War of Liberation after
trapped in Draksborne or who wish
agents force the Emperor’s signing of the
to move to Belfrie from elsewhere.
treaty at knife point in his bedchamber.
City is named Aluvitar and is mostly
Jochen Belfrie is crowned as the self-
autonomous from Belfrie’s own laws and
appointed king and renames his home
customs.
city of Mistrath (named after the twelth
emperor of Draksborne) to Jochenia,
after himself. Conceitedly names the 3E141
liberated and newly formed kingdom The Belfrian cities of Tradver and Velandria
Belfrie Sovereignty. This marks the end of become huge sources of international
The Second Era at its 750th year, starting trade in the Grey Sea region, forming
the Third Era: The Age of Liberty. the Belfrian Merchant League (BML) to
ensure fair trade between the two cities
with the rest of Tharador.
3E2-3E5
Jochen sends aid in secret to Karkanoth
and Formen, two other Draksborne
regions vying for independence, inspired
by Belfrie. These both succeed in gaining
their own independence as Draksborne’s
military
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3E307
Ceasefire of the war declared on the
first day of the new year, allowing the
contenders of the conflict to lick their
wounds and bolster their forces and
defenses. The Golden Griffins who were
originally fighting onside of Leacianus
have fought for Belfrie and Formen
for the last year and have lost much of
their own forces, needing to desperately
recruit new blood as well. It is in this time
that the campaign is set.
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iii. Nobility
Belfrie has quite a standard noble circle that reflects its feudal society. At its top is King
Trendium: the current ruler of Belfrie, having just succeeded his father Silus who died
of illness a year into the Liturium war. Beneath him are his Dukes, Counts, Lords and
Barons. For the purposes of this campaign Trenon and his family will have little baring
on the story or character interactions, but context is needed for a story that revolves
around the political intrigue of three kingdoms. The most common noble interactions
will deal with: The House of Elstein that rules over Tradver and is one of the large
shareholders of the Belfrie Merchant League & The House of Dracaurum that rules over
Velandria, also owning much of the Belfrie Merchant League. The houses have a natural
rivalry against each other, constantly vying for control of the Merchant League.
HOUSE OF BELFRIE
The descendants of Jochen Belfrie still hold the crown over their
ancestor’s liberated lands. Founded as a lesser house in 2E602 by
Sherwick, a newly anointed knight of Draksborne, The Belfrie’s have
always been regarded as fair and just rulers. Such was the case
that saw the Belfrie’s draw so much support in their initial uprising
against Draksborne. Trenon’s father Silus was the one who sought to
give share of Liturium to Leacianus as a peace offering to ensure the
Duskweave Campaign would not be to their detriment. However not
all families are without their dark side.
HOUSE OF ELSTEIN
The newest noble house in Belfrie, The House of Elstein gained the
Dukedom of Tradver after the prior Duke, Wilman of House Midrun
who was betrothed to Silus’ sister Sylana mysteriously disappeared
along with the rest of his family when travelling from Jochenia to
Tradver in 3E248. None were ever found, and the search was forfeited
by Silus’ father after six months. Conrad Elstein, a Half-Elf, was
appointed his successor for no heirs remained in the previous Duke’s
family. This caused much uproar, for Conrad was no noble. Rumours
passed that the opulent merchant simply bribed his way into power
for his own benefit. Splinter factions begun forming within the Belfrian
Merchant League to remove Conrad from the Duke’s Chair. As each
faction emerged, quickly did the members all fall to unfortunate
circumstances, food poisoning in one, drowning in the canal the other.
Quickly did Conrad earn a reputation that he was not one to be trifled
with, though with this reputation more rumours grew. Rumours such
that he was the orchestrator of the disappearance of Wilman and
his family, and that his pockets were lined with the blood-gold of the
Rossa Cartel who had begun their rapid expansion into Tradver the
same time that Conrad took power. Still, Conrad rules over Tradver
to this day, and his insurance policy is plentiful children, with four
daughters and five sons.
HOUSE OF DRACAURUM
The one house of Belfrie that has stood for more years than The
House of Belfrie itself. The Dracaurum’s have ruled over Velandria
since 2E522, and were given the land by Draksborne in thanks for the
family’s contribution to the expansion efforts against Nan Thalias.
What started as a small fort quickly blossomed to a bustling trade port
and city for its strategic location within The Grey Sea and mouth of
the Tradver River. The Dracaurum’s were the most avid supporters of
the Belfrie’s during the war for independence, providing much of the
Belfrie’s naval and levy power. As such the houses of Dracaurum and
Crazy Geordie Belfrie have always been close, often inter-marrying their children;
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course. Otherwise they can create their heavy hitter of Talon Company. A Colossal
own original characters and have the knight in self-exile who now fights only
pre-made characters act as NPCs (DM in vengeance for a peaceful life stripped
discretion for which remain as NPCs in from him. Gold is no consequence to him.
the squad). The antagonist squad should
still retain all pre-assigned members and FANG SQUADRON
leaders, and I advise against swapping
The Squad of the Golden Griffins used for
characters between squads. This will
special assignments that no one else will
affect pre-written encounters, though if
take. Ready to complete whatever work is
you are happy to adapt these to match
ahead of them regardless of their losses.
the composition you’ve organised for the
That is the purpose of Fang squad, at
antagonists then feel free.
least since Champion Pride was assigned
as its Commanding Officer. Now to be
assigned to Fang Squadron is an almost
TALON COMPANY
sure death sentence, or the path to an
Originally one of the most fearsome early retirement at best.
vanguard forces of the Golden Griffins,
the entire company was wiped out in an For full character descriptions and stat
ambush several months before the cease blocks, please refer to Appendix A and B.
fire, with Sergeant Silus as its sole survivor.
The company has now been reassigned to Champion Of The Claw - Pride: The
freelance work and special operations while ruthless Champion of Fang Squadron.
Silus rebuilds his shattered unit from the Able to take on entire platoons of
ground up. Recently several other veterans enemies by himself, after he has thrown
have been reassigned to Talon Company so his own squad through the meat grinder
that it can resume operations. of the enemy.
For full character descriptions and stat Grand Trailblazer – Swifty: The Grand
blocks, please refer to Appendix A and B. Trailblazer of Fang Squadron. The
longest living member of Fang Squadron
Sergeant Silus: The hardened sergeant so far (which isn’t very long). Escaped
of Talon Company. A man with a a previous life of crime after a failed
haunting past. attempt on his life and now works for his
ex-employers greatest hindrance. A sharp
Commando Henry: The artificer of Talon shot and even sharper escape artist.
Company with humble beginnings as
a meagre teen and adventurer. He has Footsoldier – Rybeck: A common
hardened into a veteran commando footsoldier of Fang Squadron who
using his own mind as a weapon and tool believes his newfound faith in the gods
against the enemy. has somehow kept him alive through
Pride’s suicidal orders.
Knight Of The Eagle – Sycamore: The
quiet but skilful duelist of Talon Company Vanguard – Trenon: The vanguard of
with no memory of his previous life. Fang Squadron. A good-willed Orc freed
Unparalleled with a polearm. from bondage aiming to repay his life-
debt to the country that brought him in
Knight of The Lion – Runs on Wind: The
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v. The Cities
T his section’s purpose is to describe the cities of Tradver and Velandria and the
happenings in each city. It is to allow you to break your players into the world with
small side quests or contracts until the main story unfolds. You may also jump straight
into the main story if you wish, but this section can still aid you in fleshing out the world
for your players.
Full Size Map Available in DM Stash Pack 1 (Apr ’21) Velandria is made up of several districts and has little in way of
slums. It is very much a city of the wealthy class as most of its working class reside on the opposite end of the river’s
mouth, having to ferry to work in the main city each day. Districts are mostly divided into mercantile/production/
residential.
Deadkept Gate
The closest thing that Velandria has to
a ghetto. Houses and abandoned shops
curtaining the main road that once led
through to the eastern road itself. The
gate was destroyed, crumbling during
the Siege of Velandria in 2E747. Once
Belfrie had secured its independence,
Jochen opted to instead construct a new,
grander, and more royal gate at the
city’s western wall than rebuild the old
gate from scratch. Thus it has always
remained as a pile of reinforced rubble.
In this district sits most of the places of
ill repute, beyond the wall. Though still
within dwells shadier places of service,
including brothels, gambling parlours
and loan sharks. There is district has the
highest concentration of Nosmeni in the
city.
Places of Interest
• The Bed of Ced: An upmarket brothel
themed like a temple of Cedhelieth.
This place is divisive among followers
of Cedhelieth: where some see it as a
mockery of her and of love, others see
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walking. Passage upstream starts from the level above. Rooms here are 1 gold
about 10gp. The Coryn Plaza Boardwalk per night.
that runs perpendicular to the marina is
filled on weekend nights with markets Delta Docks
and fairs, providing entertainment to Mostly filled with warehouses and work
many locals and visitors. The buildings yards, the Delta Docks act as the port
in the district are also welcome sights to of call for most of Belfrie’s main work
new visitors to the city from the docks, and cargo ships. Scattered in it are
with lavish taverns, eateries and inns fisheries and shady sailor inns such as
lining the waterside. This is the part of The Swamper’s Sleep. The average citizen
Velandria that most travellers picture might opt to avoid the docks at night,
when the city is mentioned. but for the most part it is safe save from
a few back alleys that locals know not to
Places of Interest tread in.
• Coryn Plaza: A bustling hub of
culture, entertainment and other Places of Interest
delights. Coryn Plaza is well renowned • The Swamper’s Sleep: A shady
across the Grey Sea as a place of sailor’s inn run by a Water Elemi
exuberance that even commonfolk woman named Serena. Her watery
can enjoy. Routine live shows and nature has left much of the wood in
performances are paid for by the the inn warped and broken. A bed
Duke, and many other performers here is incredibly cheap, at 1 copper
simply do so for pleasure, taking per night.
payments from any who might care • Goldbrick Grotto: A grotto built into
to spare them a few coins afterwards. the side of the docks that is used as
Many of these performances are also a gambling den and bar by sailors.
magical in nature, with students from A variety of games are played here,
the University of Ardris testing their mostly dice and card games. One has
illusory and evocation magic to the to show 50 gold on their person to
delight of audiences. be able to enter the establishment.
• The Flightless Drake: A well Minimum buy ins are 10 gold at any
established hotel and tavern that can table.
trace its lineage back to the Second
Era. This reputable establishment
is the port of call for any wealthy
merchants staying in Velandria or
stopping over on their way to Tradver.
The top three floors are dedicated
to lavish rooms where no expense
has been spared in bedding and
furniture, each room also containing
a bottle of “Drake’s Breath” whiskey
to welcome its guests. The bottom
two floors include reception and a
large tavern floor with seating for a
hundred guests at ground, and a large
entrainment hall for performances on
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Full Size Map Available in DM Stash Pack 1 (Apr ’21) Tradver is the northern counterpart to Velandria, though much
higher in its population density and crime rates. Within its walls the city is relatively safe, divided into four quarters
for living, praying, commerce and production. Outside the walls is a free for all, and the Duke does little to try tame
it.
Copper Fields
Rows upon rows of copper roofed houses
line this district, mostly lower class but not
yet squalor. The copper fields comprises
mostly of residential districts, with small
fishing companies and warehouses lined
against the riverside. Due to it being out
the walls, gangs do operate within Copper
Fields, using the lack of complete squalor as
a cover for some of their more underhanded
schemes, such as narcotic and illegal potion
brews.
Dream’s Doorway
The flashiest part of Tradver that sits
beyond the walls. This mostly touristic
and commercial district is the highlight of
Tradver by the most depraved individuals.
A handful of blocks between the canal
and
Crazy wall that hold the greatest amount of
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wall.
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Contracts
Contracts are available within the Velandrian Headquarters from the game’s start and
can be engaged at any time. They should be introduced through either a bulletin board
or an administration officer within the entrance of either the Velandrian or Tradveri
chapter of the Golden Griffins. The completed contracts require sign off by the contract
requestor and are handed in at the Golden Griffins chapter clerks/reception for the
reward.
Corresponding Full Page Contracts Available in DM Stash Pack 1 (Apr ’21)
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[DM Notes]: This is a very combat heavy [DM Notes]: Rumours seem to randomly
operation, with potential for many civilian change based on each person asked.
casualties. Players should be careful with Players should be presented with 2-3 of
their planning for execution. Bashing the rumours from Table A: Rumours.
down the door may be effective, but You as a DM can come up with which
spilling a fight out into the streets would of the rumours are the real reasoning
cause a full blown bloody neighbourhood and run with it from there! Or maybe
skirmish. The trafficking operation takes come up with a completely different
place in a small group of riverside houses reason from what any of the village folk
on a busy slum street. The diverse-raced or travellers say. Whatever the reason,
captives are in various states of health, the lead up to the encounter should
ranging in age from children all the way be long, drawn out and suspenseful.
to elderly. Reward = Split contracted GP Reward = Party splits contracted GP, 2
and bonuses per captive saved (total magical items from the source of the
is fifteen alive before start of combat). disappearances (Refer to Magic Item
Bonus may be forfeit if less than seven Table F in Dungeon Master’s Guide pg.
captives survive. 146).
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Jobs
The Golden Griffins always require work
to be completed, even if its not always
signed off with a pen and paper. As such
in the Velandrian Headquarters the party
can find work with quite a few different
folk that need it.
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Act A: Assembly At Velandria your squad and theirs, until finally the
The first scene takes place in the war silence is broken.
room in Velandria with both squads
present. You should tailor the description At this point the silence is broken by what
of surrounding NPCs based on what the squads perceive to be (Perception
squad your players are, and their own DC 12) shouting and arguing coming
characters and history to each other. from the common area beyond the
assembly hall’s closed door. A man lets
[Read to the party]: For two months loose an tirade of elvish curses before
now an unsteady ceasefire has stood storming through the assembly room
like a knife balanced on its edge. door. It is an elf or half elf with heavy
Within the Golden Griffins your squad burn marks and scars on his face’s right
(SQUAD NAME) has ceased its special side. This is Ash of Goltia, a renowned
operations within the borders of Formen veteran who singlehandedly tamed a
and their Leacianan enemies and been near-extinct Northern Moon Griffin to be
recalled to Headquarters in Velandria used as his mount, and with only himself
for redeployment. You have all been and this griffin wiped out the elite royal
fighting together for some time in convoy of Valius Hanar, the Arch Marshall
your small contingent, seeing lives of of Leacianus, allegedly killing him. (DC 13
your comrades snuffed out before you, History check if players want to know his
though often extinguishing the flames of identity).
the ancient elves that killed them soon
after. Its finally your first day returned He quickly turns to each party, speaks
from assignment, taking just under a no more and marches to the lectern
month itself to walk back from the front at room’s front. From the lectern he
line. Your first order was to be briefed grabs an item wrapped in cloth, (DC
in the large, spacious timber-floored 14 Perception Check) which to those
assembly hall that is occupied only by with sharp eyes can be seen as a bladed
yourselves and another small squad that polearm of sorts. Without word he leaves,
you recognise to be (OPPOSITE SQUAD: though more shouting begins in the
FANG SQUADRON/TALON COMPANY). You room beyond, that can more clearly be
had a few brush ins with them in border heard to be regarding withheld pay for
operations but never anything joint. They deployment due to the ceasefire. You
seem to be as tired and irritable as your hear a loud crash and a few footsteps
own squad, claiming their own corner rushing down the hallway outside. One
of the near-empty room. No words are of the party members of the opposing
muttered, nor looks exchanged between
Crazy Geordie squads looks to stand up, but is pulled
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Turning away, the rival squad heads The squad leader may grow offended
inside to the building. Inside you can hear that the rival squad was called before
the clambering of tools and shouting of the party squad. Regardless the petty
construction workers, masons walk about squabble is settled and Gaius informs
with tools lugged over their shoulders the party that the enormous hole outside
and the energy seems electric to how it was caused by Ash of Goltia. It seems as
was on the party’s first visit. though the ceasefire took its toll on his
sanity, or severely on his gold stores.
Gaius is found in his office on the top
floor, buried beneath a mountain of
paperwork. He acknowledges and thanks
[Gaius spoken to party]: “Only a day
the party for coming.
prior to when you would have received
my letter, Ash of Golita returned to our
[Read to party]: Gaius beckons for you chapter, flying in like a raging storm,
all to take a seat, though every chair in his moving straight to the vault without word
office is currently buried in tomes upon or reason. None tried to stop him for it
tomes of paperwork. (space for party to was as if his mind were taken by beast,
decide how they want to proceed with and soon after we saw he was. His right
seating arrangements, if no decision is arm was giant and grotesque, scales and
made he will continue anyway). He begins spikes covered it, his plate and scale armour
talking, before any further pleasantries was shattered like glass right off him. Two
can be exchanged, “I thank the Tharameni tonnes, that is how much the steel door
that you came. I’ve heard naught of (rival leading to the vault weighs. Ash ripped it off
squad), and they were called several days like it was paperbark. He pushed past, then
before you.” turned and sealed the broken door back
where it was ripped from, shutting us out.
Before we could even half-pry off the damn
thing, Ash had punched through the floor
in the middle of the square in the streets
outside, launched himself out and was
carried off by that Griffin of his, heading
north.”
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Gaius explains that the entire vault was Party’s promised reward is a flat
stolen, down to the last artifact and 10,000GP for return of all the gold, plus a
gold coin. An Arcana check (DC 13) magical relic (using Magic Item tables F
to determine this would comprehend to I in Dungeon Master’s Guild).
that Ash must have had several Bags of
Holding (Dungeon Master’s Guide, pg.
153) or something similar to lug away
the vast wealth contained inside. Gaius
is unsure of what Ash’s intention is with
the gold, but is afraid that his flight north
may spell an early end to the ceasefire
before either side has really had any
chance to recover.
Table B: Rumours about the Griffin Asking the wrong people about The
Griffin may result in a hostile encounter,
d100 Rumour as the Rossa Cartel will want to know
what the party has learnt. Though they
00-09 It’s an ill omen, a sign that the war claim they aren’t holding the Griffin
is going to be upon us again. But
this time Formen will fall and we’ll themselves, they are insistent on wanting
be fighting in our front yard. to learn what the party knows about it
10-29 It’s been seen with an Elven rider. so far. A successful intimidation check
This particular citizen is convinced (DC 14) will send the thugs packing,
it’s a Leacianan spy come to feed however if that fails the party can also
information back for a surprise
invasion of Tradver. attempt to deceive (DC 12) the thugs and
claim ignorance or just outright tell them
30-49 It’s the latest pet of Skilet, and he
has been taking it for a spin every what they know. If the thugs are told this
couple of days or so. Probably puts them on high alert, and if they’re
to stretch its wings after being told the fact about the Griffin being in
cramped in his casino.
the catacomb, dozens of Rossa Cartel
50-69 The Griffin is a watcher of
members are thrown into the catacombs
Namneri, eyes of the lord of the to find the Griffin and its rider. This can
dead sent to watch over the lost, bring serious complications to the quest
uncaptured spirits in Tradver. later.
70-89 It’s hunting for food. It’s often Once the party has eventually found the
seen up river and never ventures grotto the Griffin enters and exits from,
over the city itself.
they can chose to have this be the entry
point to find Ash and Thyralmir, or enter
from Cedhelieth’s Temple again if they
90-99 Apparently it gives the folk in
Beggar’s Landing a huge scare as completed Happening C: Calls at Your
it comes crashing in during the Feet. The location of Ash and Thyralmir is
middle of the night. Maybe ask about half-way between the grotto and
around there.
Cedhelieth’s Temple. If the Rossa Cartel
was informed that the Griffin was likely
in the Catacomb this section is incredibly
difficult, with the catacombs filled with
Some of the rumours do hold true, cartel members (9x thugs, 1x bandit
for the Griffin is trying to spread its captain – Monster Manual pg. 350, 344),
wings every day as it is living within the and Ash hiding the room he is in with a
catacombs. Its only access for its size to Hallucinatory Terrain Scroll.
this part of the catacombs is a hidden Additionally the party will encounter the
grotto on the northern side of Beggar’s rival squad in the catacombs as well,
Landing. Party can discover this either regardless of the Rossa Cartel presence.
with a high investigation roll (DC17), Use the Crypts map from prior, or an
knowing that it takes flight from Beggar’s original map if necessary and party
Landing every day, or sitting and waiting enters from another area.
until they see the Griffin take off from
Beggar’s Landing (Perception DC 15) The rival squad halts the player party
and land again (Perception DC 10). on seeing them in a long hallway, their
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leader points their sword toward the
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Full Size Map Available in DM Stash Pack 1 (Apr ’21) Tradver Catacombs deepest tunnels leads here, to an ancient Colossal
tomb from the First Era.
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Ash’s entire plan resides on funding He may also drop objects on enemies
a Baldurian insurrection to overthrow such as bits of rubble during his turn.
its monarchy, instilling a democratic
government and using that government If the whole party wipes, Ash mercilessly
to acknowledge its still technically tears into them as the demon overtakes
legal alliance with Goltia, and order him, tearing the party limb from limb and
a Reconquista of Greater Abune, to ultimately killing them all.
reinstate Goltia as a major human/
elven kingdom and drive the Edradorian If the party is successful in slaying Ash
invaders from their lands. He mentions and Thyralmir, in his dying breath Abyssal
that the Elemi of Abune are currently pre- words pour forth from his mouth, cursing
disposed with their own campaign and the party with pain and suffering until
now is the time to strike. He believes if their dying days.
left unattended, the Elemi will turn their
focus to all of Tharador for conquest, On Ash’s person he holds nothing of
regardless of success or failure in their note, though the party may find two bags
own Reconquista across the Tharadori of holding stored beneath the ancient
Ocean. Ash is the crown prince of Goltia Colossal corpse on the altar. In these
who has been saving his coronary title for bags is a total sum of near a million gold,
the day of its reclamation. plus dozens of magical items (Magic
Item Tables F-I from Dungeon Master’s
Fighting Ash is completely optional, he Guide).
comes off as very reasonable and even
offers the party five thousand gold from The party may declaw (125gp/claw),
the stock pile to simply go their way and defang (120gp/fang) or defeather
lie about Ash’s whereabouts. If they take (80gp/feather) Thyralmir as well with
him up on the offer, the party simply a successful survival check (DC 17),
returns to Velandria and must complete For every point rolled above the DC,
a deception roll (DC 15) to lie about an additional item may be gathered.
Ash’s whereabouts or status. On a failed Due to the incredible rarity of Northern
roll the party is caught out in their lie, Moon Griffins, all of these items fetch an
expelled from the Golden Griffins or incredibly high value.
executed if they reveal they met with Ash
and let him go, or killed the rival squad. From here the party may travel back to
Otherwise if the party rejects his offer Velandria with the bags of holding, and
and engages in combat, a fight ensues are rewarded as per originally agreed.
between himself, Thyralmir and the party. This is the end of the main quest of
the campaign, though players can
The fight is long and gruelling, Ash and continue to complete any unfinished or
Thyralmir are very difficult contenders undiscovered side quests, provided they
who deal huge amounts of damage per were not time sensitive. (I.e Happening
turn. It is likely some party members may C – Calls at your Feet was time sensitive,
die in this fight. The fight may erupt and suggest that if the party heard Elanor but
move into separate rooms from where did not save her, they find her corpse in
it began. The Cathedral has a 60ft tall the catacombs when looking for Ash).
ceiling so Thyralmir is able to somewhat
fly and manoeuvre around thanks to this.
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[Ending A - Ash is Alive and You [Ending C - Ash is killed]: So, you
Lied Successfully to Gaius]: So, you are at the end of your quest. The
are at the end of your quest. The Renegade Prince was found and slain
Renegade Prince was found and, along with his near-extinct griffin
against your better judgement you companion. You can’t help but feel
let him walk free, or perhaps he let something ancient and beautiful may
you walk free. Though the Golden have been lost, and that maybe the
Griffins headquarters now lie without world will have changed for the better
a coin to back them, severely harming if Ash had survived. But now you can
the mercenary corp and the Belfrie/ never know, though what you do
Formen coalition. Perhaps it will be know is that your party will be forever
worth it, and Ash will one day re- wealthier and more respected in the
surface with a great plan of unification Golden Griffins than prior. Each of you
for the kingdoms of men as he received promotions to Champion
spoke. You have a feeling that the ranks of differing variants. The Griffins
consequences of your actions will be have their main deposited savings
made evident soon, and next Ash is returned and will be ready and waiting
spotted, his bounty will be higher than to re-join the fray when the ceasefire
an assassin of kings. finally reaches its end in Leacianus.
[Ending B - Ash is Alive and You [Ending D - Ash kills the party]:
Failed to Deceive to Gaius]: So, you So, you are at the end of your quest.
are at the end of your quest. The The Renegade Prince was found and
Renegade Prince was found and, your party bade to stand against him.
against your better judgement you let Unfortunately you were unmatched
him walk free, or perhaps he let you for a warrior such as Ash, driven by
walk free. Whichever it was is now of a demon from within him. Not to
no consequence for your employer mention the power of Thyralmir as
has seen through your deceit and now well, it is a wonder you lasted as long
the punishment you have earned is to as you did. As you lie drawing your
be dealt upon you. The Golden Griffins last breaths you wonder if perhaps
are in financial ruin, and so too is their taking his offer may have been the
contribution to the war effort. Perhaps best way forward. Now no one shall
you are deserving of this punishment, find the gold, the Golden Griffins will
as you come to realise that you have no funds to keep their army by
may have turned the tide of the war the ceasefire’s end and will face mass
against Belfrie and Formen. You can desertion from unpaid soldiers.
only take solace hoping that what Ash
spoke was true, and a higher cause
than the Liturium War will be fulfilled
by Ash. Though unless the afterlife is The End.
as omnipresent as you’ve been told,
you will never know.
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THYRALMIR THE GILDED
TALON
Large Monstrosity, Lawful Neutral
Proficiency Bonus +3
Skills Perception +4, Athletics +8
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Elvish, Draconic, Celestial
Challenge 6 (2,300 XP)
ACTIONS
Multiattack. Thyralmir makes two attacks: one bite and
one with its claws.
T
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
hyralmir is one of the last of his kind: A
target. Hit: 11 (2d6 + 5) slashing damage.
Northern Moon Griffin. Shocked are most
Swoop (Recharge 5-6). Thyralmir can use an action to who see him (though often he will be the last
swoop in a 30 ft. long, 10 ft. wide straight line. Each thing they see) as his appearance greatly
creature in that line must make a DC 13 Dexterity saving deviates from the common depiction of the
throw, taking 11 (2d6 + 5) slashing damage on a failed Griffin, with a head more like a falcon or eagle
save, or half as much damage on a successful one. If than the drake-like appearance of Thyralmir
they fail by 5 or more, they are knocked prone. and his kin.
Raining Rubble (Recharge 5-6). As an action, Thyralmir
This is for the common Griffin of the current
can pick up and throw rubble up to a range of 20 feet.
All creatures within a 10 ft. radius must make a DC 13 time in Tharador is seen to be the Southern
Dexterity saving throw or take 8 (2d8) bludgeoning Sun Griffin, which resides mostly around the
damage, or half as much on a success. coast of The Grey Sea. The Moon Griffin’s
however are mostly found near the northern
coast of the Katarn Sea, in the bounds of
Mayreth and Alimroth with rumours that
some migrate even into the northern wastes
of Oldavor. It is said Ash of Goltia tamed
Thyralmir with his bare hands in a bout of
strength in one of his deployments in the
north, returning from his contract between the
wings of the vicious beast. Thryalmir’s loyalty
is thus placed within Ash entirely, and when
Ash were to die or depart the Golden Griffins,
Crazy Geordie Thyralmir would leave with him.
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the harsh savannah of Sudd Tohst. Ash and his family
were welcomed with open arms, though less could be said
ASH OF GOLTIA of his human half-brethren. Though the city-state held an
Medium Fiend (Demon), Chaotic Neutral alliance with Goltia, its gilded streets now were crowded
with makeshift ghettos of the humans that had fled there.
The ruling elven merchant class had brought as many into
Armor Class: 17 their palace’s guest quarters as they could, but it was only
a candle to the swathes of refugees that littered the city.
Hit Points: 100 (5d10+50)
Speed: 30 ft., fly 80 ft. Ash’ father had assured the elves that their stay was only
temporary however, as they aimed to reclaim the land
from the invaders across the Tharadori Sea. Though
STR DEX CON INT WIS CHA Hinatal held much wealth, it could not raise a sword to
the might of the Elemi war machine. Instead their wealth
20 (+5) 16 (+3) 18 (+4) 10 (+0) 14 (+2) 10 (+0) went toward funding the Baldurian army to come to
their aid. Ten thousand troops marched through the vast
plains of Sudd Tohst and ten thousand more wrapped
Proficiency Bonus +3 around Tharador’s southern coast with aim to stage a
Saving Throws Str +9, Con +7 pincer assault against the Elemi forces. Ash and his father
Skills Perception +6, Athletics +9, Acrobatics +7, marched with Baldur’s land forces to retake their capital
city of Golt, though the invaders had already constructed
Insight +6
magnificent fortresses and defences in the few years
Damage Resistances Slashing that the Goltian’s had been planning their retaliation.
Condition Immunities Charmed The fleets that aimed to take the Elemi by surprise were
Senses Darkvision 60 ft., Passive Perception 16 sunk entirely by rogue waves said to be conjured up by
Languages Common, Elvish, Celestial fortresses perched upon the shoreline. Thousands of men
perished, and those that survived were taken by the Elemi
Challenge 5 (1,800 XP)
as slaves.
A renegade princeling of a forgotten kingdom. The half-elf There they built a home together, the humans acting as
Ash was forced to forgo his rights to rule upon Goltia’s the working class of the elven merchants, who would
defeat to the invading Elemi nigh 450 years prior. The once supply them with food, water from the springs below
proud and prosperous melting pot kingdom of the east and housing. Over several generations the caverns were
was reduced to little more than slaves and refugees, fleeing carved into their own city and Hinatal lost contact with
westward to their allies within the city states of Sudd Tohst the outside world, leaving only a legacy of rumours: of its
and the Kingdom of Baldur. It was then that Ash, his father disappearance and if it truly ever existed at all.
and mother fled with most Goltian nobles to his mother’s clan
in the Sun Elven City-State of Hinatal, known to be a jewel in So the rumour passed from camp fires and inns alike that
Crazy Geordie any which found the city in search of treasures would
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never return from it. Ash however in all this time did not snapped and a civil war broke lose between men and elves.
forget which was robbed from him. He was looked up to as Hearing of this Ash could only fast track his efforts. Cut off
the ruler of the Men, and mediator between both men and from his income supply, joining the Golden Griffins was his only
elves for his heritage, though forever in his heart did a bitter option, and hate had grown within him like a cancer. He was a
hatred grow. Its true corrupted extent was first seen only one man squad, a single operator who could take on contracts
years after the city was awash in sand. For pilferers came reserved for whole companies by himself. Thus in only months he
in hordes, and Ash of Goltia was their greeter to Hinatal. arose to the second highest rank within the company after single
Without recourse or repent did he slay each scavenger like a handily wiping out the noble hierarch guard of the Leacianans
dog, and he defended the pride of his maternal family. The and killing Valius Hanar, their military commander single-
more Ash slew, the more grotesque and decayed did the arm handedly. Now he has gone completely rogue since collecting
he felled his enemies with grow. the reward, sacking the treasury of the Velandrian chapter and
fleeing atop Thyralmir, his self-tamed Moon Griffin.
Hush whispers would bounce through the caverns that a
demon lived within Ash, and was the philtre of his lust for
revenge. The rumour was closer to the truth than many
would think, for Ash had accepted a gift from a Baldurian
ambassador shortly after their defeat: A staff that could
harness unimaginable power at great cost. Ash had held this
staff within his bedchamber in the palace, though never used
it. Unbeknown to him, at all times was the staff within use,
for it constantly was honed to him. Slowly did the cauldron
of hatred boil within him. Several decades after Hinatal was
lost to the sands of time and Sudd Tohst did he exact his first
revenge. A scouting party of Elemi that had stumbled upon
Hinatal’s ruins. On sight of them Ash no longer was himself.
Through his armour his arm burst, shattering chainmail and
plate alike, as his sword arm drew him along like a hound on
a leash, and like dogs did he cut down the invaders that had
stolen his homeland from him. And such did this occur each
time trespassers would venture to Hinatal, until ill rumours
reached even the furthest peaks of Tharador of the cursed
city.
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CHAMPION OF THE CLAW -
PRIDE
Medium Humanoid (Human), Lawful Evil
Proficiency Bonus +3
Saving Throws Str +7, Con +6
Skills Athletics +7, Intimidation +4, Perception +5
Senses Passive Perception 15
Languages Common, Elvish
Challenge 5 (1,800 XP)
ACTIONS
Multiattack. Pride makes two attacks with his
greatsword or his handcannon.
Proficiency Bonus +2
Saving Throws Str +4, Dex +4
Skills Athletics +4, Religion +2, Survival +4
Senses Passive Perception 10
Languages Common
Challenge 3 (700 XP)
ACTIONS
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage.
When Rybeck’s previous company was re-assigned to glaives of the Leacianans. Though about a quarter of
Fang Squadron he knew that he was not long for the his comrades survived the encounter, he thanked his
world, and quickly made peace with the gods. On their own survival to the divine above from then on, and
first mission they were assigned to ambush a convoy spent many hours of his spare time devoted to prayer.
of one of the highest ranking Leacianan officials, and Though still unsure of his own significance in surviving
already Rybeck had seen his death before him. Thus that encounter, it seems as though his prayers have
the night before he said a prayer to any divine that kept him alive for the last three assignments he has
would hear him. The next day as his squad toppled the had under the command of Champion Pride. Now
arcane-drawn carriage of the official they were met Rybeck is uncertain if his luck will run out before his
with a spray of glaives. Dozens of his comrades fell contract with the Griffins. Though if it does he at least
beside him, though his only scar was the shattering of knows he will be at peace and spend his eternity with
his sword, blade cleaved in half clean by the arcane his ancestors.
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SWIFTY - THE GRAND
TRAILBLAZER
Medium Humanoid (Halfling), Lawful Evil
Proficiency Bonus +2
Saving Throws Dex +6, Int +3
Skills Acrobatics +6, Deception +4, Sleight of Hand +6,
Stealth +6
Senses Darkvision 60 ft., Passive Perception 11
Languages Common, Elvish, Halfling
Challenge 3 (700 XP)
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TRENON - VANGUARD
Medium Humanoid (Orc), Chaotic Good
Proficiency Bonus +2
T renon was the liberated name this Orc chose to take
upon himself. To name himself after the king of Belfrie
that chose to welcome Orcs with open arms, rather than
Saving Throws Str +4, Con +6 the aristocrats of Baldur who would see him enveloped
Skills Athletics +4, Intimidation +3 in chains. Rescued by a smuggler in his fourth year of
Senses Darkvision 60 ft., Passive Perception 11 slavery, Trenon spent much of his recent years on the
Languages Common, Orcish coastal isle of Mastania: an orc refuge funded by the
Challenge 3 (700 XP) Belfrian crown that still maintained its own autonomy.
At the dawn of his maturity, Trenon ventured to the
mainland with a small contingent of his kin. Though
Orcish Lineage. Trenon counts as one size larger when stares would often accompany them where they walked,
determining his carrying capacity and the weight he can it was a welcome change to the visible recoil or outright
push, pull, drag, and lift. Additionally, once per day when disgust he was subjected to in Baldur. On the road to
he is reduced to 0 hit points but not killed outright, he Belfrie’s capital of Jochenia, the orcs stumbled upon a
can drop to 1 hit point instead. group of highwaymen ransacking a carriage.
Shield Master. Trenon uses shields not just for
protection, but for offense as well. He gains the Using the lid of a broken, discarded chest as a shield,
following benefits: Trenon led the charge against the bandits. Absorbing
• When he takes the attack action on his turn, he can the bolts from the crossbows, he catapulted toward
use a bonus action to shove a creature within 5 ft. of the men, knocking down several on his own. Those
him with his shield. he didn’t incapacitate himself loosed their bolts and
• While he isn’t incapacitated, he can add his shield’s arrows into his kin, killing those he departed Mastania
AC bonus (+2) to his Dexterity saving throws against with. Lost and aloft, Trenon was beside himself at the
spells or other harmful effects that target only him. deaths of his brothers, though those in the carriage
• If he is subjected to an effect that allows him to
revealed themselves finally. Nobles from the nearby
make a Dexterity saving throw to only take half
damage, he can use his reaction to take no damage port town of Volosvio. A mayor and his gnome butler.
if he succeeds on the saving throw. They ushered the orc aboard and took off, thanking him
for his service. Once in Volosvio the mayor held a town
memorial for the fallen orcs, and with the proceedings
ACTIONS received from the service gave half to Trenon,
encouraging him to purchasing his own suit of armour
Tower Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., and shield and building a legacy of saving innocents as
one target. Hit: 5 (1d6 + 2) bludgeoning damage. he had saved the mayor. Thus Trenon obliged, patrolling
the highways himself and collecting the bountys of many
Adrenaline Rush (2/Day). As a bonus action, Trenon can wanted criminals unintentionally as he did so.
take the Dash action. Whenever he uses the Dash action
in this way, he gains 2 temporary hit points.
After several months, the bandits no longer prayed on
the weary travellers of south-west Belfrie, and bored
REACTIONS with his lack of challenge, Trenon enlisted within The
Golden Griffins in the nearby city of Velandria. There
Interception. When a creature Trenon can see hits a he was assigned to Fang Squadron for his hulking and
target, other than himself, within 5 feet of him with an fearsome form, though his personality was oft closer to
attack, he can use your reaction to reduce the damage a cloistered monk than the barbarian that his comrades
the target takes by 1d10 + 2. Trenon must be wielding a took him for. Though his first mission with Fang squad
shield or a simple or martial weapon to use this reaction. ron was shared with Rybeck’s first mission, he quickly
climbed the ranks; proving himself to Pride time and
time again with his infallible will and righteous anger
Crazy Geordie
that he would use as fuel when spearheading toward
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like a raging enormous armadillo.
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HENRY - COMMANDO
Medium Humanoid (Human), Lawful Good
Proficiency Bonus +2
Saving Throws Con +4, Int +6
Skills Arcana +6, Investigation +6, Persuasion +4
Senses Passive Perception 11
Languages Common
Challenge 3 (700 XP)
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SYCAMORE - KNIGHT OF
THE TALON
Medium Humanoid (Human), Neutral Good
Proficiency Bonus +2
Saving Throws Str +6, Dex +5
Skills Athletics +6, Acrobatics +5, Perception +3
Senses Passive Perception 13
Languages Common, Elvish
Challenge 3 (700 XP)
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SILUS - SERGEANT
Medium Humanoid (Human), Lawful Neutral
Proficiency Bonus +3
Saving Throws Str +7, Cha +6
Skills Athletics +6, Intimidation +2, Perception +4
Senses Passive Perception 14
Languages Common, Elvish
Challenge 5 (1,800 XP)
ACTIONS
Multiattack. Silus attempts a shield bash, and then
makes one attack with his longsword.
T hough Sergeant hasn’t been his rank for long, Silus has seen
more action than any others of his station. Being thrown
into Talon Company: the Vanguard of The Golden Griffins was
a death sentence for all any new recruit, especially in the midst
of The Liturium War. Dozens of times did Silus watch on as his
comrades were torn apart by Arcane Mortars or disembowelled
by Breathing Glaives. Somehow through all of it did he survive,
though changed forever. Life before war was a bliss ignorance to
which he could never return. Now as the leader of Talon Company
himself, he leads the first charge against the enemies of the
highest bidder.
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Dagger of The Undying
Simple Weapon (dagger)
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Skullsplitter
Martial Weapon (battleaxe)
Watch of Returning
Wondrous Item
The watch begins each day with 4d6 charges. As a free action
the watch’s dial can be turned clockwise, making a faint
click when turned. This sets the watch teleport position.
Anytime later, also with a free action the watch’s dial can
be turned anti-clockwise using 1 charge and teleporting the
user to the last place they set the teleport location. The same
teleportation location can be used as many times as the user
wants, and the location remains saved until a new location is
set. If all charges on the watch are used it shatters, and can
only be repaired by a master enchanter.
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Formeni Moose Steak
Food & Drink
Value: 2gp
A delicious, tender steak seasoned in perfected spices and mushroom
sauce. A single one of these steaks is enough to feed a grown man for
three days after they’ve eaten it.
Liturium Nugget
Wondrous Item
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1. Main entrance to the Crypts from 6a. A tiny closet with a chest inside.
Cedhelieth’s Temple. Just an empty Inside the chest is 4d4x10 GP and a
room with one empty brazier and single magical item from Magic Item
one with burnt out coals. The whole Table G (Dungeon Master’s Guide, pg.
dungeon is in complete darkness so 147)
up to party to generate light. There is
an old corpse next to the entrance to 7. A room with a disturbed coffin and a
2a. grave robbed skeleton inside. Skeleton
appears to have its lower jaw ripped
2. a. Empty room with naught but a off. There is no markings on the coffin
sarcophagus, the name on it has to point to their identity.
eroded with time and there are no
discernible features on it. 8. What appears to be some sort of jailor
room. There is another older corpse
b. Empty room with a sarcophagus here that matches the age of the one
baring the name “Elwyn Wister”, found in the first room. There is also
players may roll a history check a cage with a skeleton that looks just
(DC 12) to know that was a Duke of as old as the other corpse. Inside
Tradver some four hundred years go. the room is a prison cell door with a
clear window opening near its top.
3. A long, wide hallway with a single There is a lever in front of the door.
dead human adventurer, a successful On pulling the lever the door to room
medicine check (DC 10) reveals he 9 opens and all corpses in the rooms
looks somewhat recently deceased, are resurrected. Corpses in rooms 3
no more than a day or two. In front and 6 are resurrected as 2x Zombies
of him is a longsword (1d8, versatile). (Monster Manual, pg. 316) and will
This is where the party will run into retain the weapons that are in front
the rival squadron when entering the of them (unless players took them).
catacombs to find Ash. Corpses in rooms 1, 2a, 2b, 7, 8 and
10 are resurrected as 7x Skeletons
4. An empty hallway with a large drain at (Monster Manual, pg. 316). All
its end. To the right is a heavy stone resurrected enemies will immediately
door. To the left is two rooms with run to Room 8 where the party is and
open archways to enter. combat begins.
5. A hall with a T intersection. To the left 9. An empty prison cell. Elanor and Elven
is a stone door, to the right is a slightly sorceress has trapped herself in here
ajar stone door. using Dimension Door. If the party
does not undertake her quest after
6. A small room with a broken barrel originally being called they will find
and a dead dwarf adventurer, also her bloody corpse here with the door
looking as recently slain as the open, suggesting the undead opened
human adventurer if determined by the room and killed her.
a medicine check (DC8). A battleaxe
sits on the ground before him (1d8, 10. A strange altar room with an old
versatile). corpse, a pile of pones and an altar
Crazy Geordie
to a dark looking deity. A religion
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Myrothlir, the father of the undead.
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