[go: up one dir, main page]

100% found this document useful (10 votes)
6K views37 pages

The Horrendous Hounds of Hendenburgh (Lowres) (OSE)

One-Shot Adventure

Uploaded by

mask2014
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (10 votes)
6K views37 pages

The Horrendous Hounds of Hendenburgh (Lowres) (OSE)

One-Shot Adventure

Uploaded by

mask2014
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 37

OOOOOOOOO

THE HORRENDOUS
HOUNDS OF
HENDENBURGH
They did tell you to stay out of the woods...

A spooky adventure for 2nd level adventurers. Should the party
decide to stick around, it will bring them to 3rd or 4th level.

By
Liam Pádraig Ó Cuilleanáin
Editing and development by
Eric Nieudan, Olivier “Nobboc” Revenu
Art by
Bruno Prosaiko
Layout by
Olivier Revenu
Maps
Nobboc & Rob Matthews
Proofreading
Ava Islam


Find other fine adventures and products by The Merry Mushmen
on our site: www.themerrymushmen.com
We're proud of them!

Published by The Merry Mushmen & Kamchatka Publishing
103 Chemin de Nin, 64240 Urt - FRANCE
www.themerrymushmen.com
• ISBN 978-2-487747-02-9 •
MADE BY Dépôt légal: juillet 2024 - Achevé d'imprimer en juillet 2024
HUMANS Printed by Damagraph, Avda. San Adrián, 44 - 6C 48003 Bilbao EUSKADI

•••••••••••••••••
Old School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School
Essentials logo are used with permission of Necrotic Gnome, under license.

WELCOME!
Sometimes the Mushmen fall in love with great OSR stuff they find on
the web; that's how KNOCK! came about after all. Hounds of Hendenburgh is
one of these adventures we thought could be given a new life, with additional
material and cool new art. Liam was nice enough to convert the existing
adventure from Cairn to OSE, develop some locations in the Kryptwood,
and extend the Tyrant's Tomb from 9 to 24 rooms.
It's a spooky adventure for referees and players who enjoy ghost stories.

NEW TO THE OSR?


Favored by gamers who sharpened their blades in the dungeons of the twentieth
century and younger RPG fans alike, games and adventures from the Old School
Renaissance movement work somewhat differently from newer fantasy
tabletop RPGs. Adventure games tend to feature:
Decision making as the core player experience:
solutions are in the world and not on the character sheet.
Open, dynamic environments leading to interesting situa-
tions (and no scripted stories).
The DM (nay: referee!) as a neutral interface between the
world and the players. (This is why we call them the referee
instead!)
Referee rulings over detailed rules for every single edge case.
Dice as oracles and generators of unexpected situations,
using tools such as random tables.
Absence of "game balance" to make the world more believ-
able and dangerous.
Quick character creation: beginning PCs are fragile but
easily replaced.

We advise you to be upfront with your players about the game style. It may take
some getting used to, especially if they only have experience with more heroic
roleplaying games. You can learn more about how to run (and play in)
adventure / old-school games by reading the following (free!) resources:
• Principia Apocrypha*
• Matt Finch's Primer*
* https://lithyscaphe.blogspot.com/p/principia-apocrypha.html - https://archive.org/details/a-quick-primer-for-old-school-

•••••••••••••••••
gaming/A%20Quick%20Primer%20for%20Old%20School%20Gaming/
2

INTRODUCTION For adventurers of levels 2-4
DEFEATING THE HOUNDS
Though no objective is assumed for the adventure, it is likely that most parties will wish
to rid the Kryptwood of the hounds. There are three ways of accomplishing this task.
Terror roams the dark and brambled paths of the Kryptwood! A pack of • The Priest (p. 10): Pastor Noonan can banished forever. She will only willingly
giant demonic hounds rule the night, savaging those foolish enough to conduct a ritual that re-binds the hounds part with this scroll if the party can bring
brave the forest. The villagers of Hendenburgh cower in the shadows of to the Tyrant’s Tomb. Conducting the her the head of Sly George and recover the
the ancient boughs as each sunset heralds new horrors. ritual requires the pastor to spend one cloak of many faces (E1, p. 24).
hour muttering incantations and drawing • Devil’s Bargain: The spirit of the
BACKGROUND FACTIONS glyphs in the heart chamber of the tomb Krpytwood Tyrant will offer to lead his
• 1 000 years ago: The area around • The Crones (B6, p. 22): An ancient witch coven (p. 62). hounds off to a distant land if the party
Hendenburgh is governed by the (Mother Blackcap, Wailing Winnifred, and the • The Crones (B6, p.22): The Matriarch break the wards on his sarcophagus.
Kryptwood Tyrant. This vile ruler Matriarch) makes its home within the Krpytwood. can give the party a scroll of banishment. The Tyrant will remain true to his word.
hunts his own peasants for sport The hags are treated with fear and veneration by If read aloud in the sarcophagus room He and his canine servants will leave
with a pack of bloodthirsty hounds the villagers of Hendenburgh. They provide simple of the Tyrant’s Tomb then the spirits of Hendenburgh to inflict pain and misery
raised on human flesh. spells, cures, and potions for those willing to risk the Tyrant and the hounds will both be elsewhere.
• 980 years ago: The Krpytwood their bargains. The coven is ancient and powerful.
Tyrant dies after decades of despotic Even the hounds know better than to enter their
rule. He and his fearsome hounds domain. Recently, the hags have begun feuding HOOKS
are buried in a sealed barrow (the with the highwaymen after Sly George reneged on The wounded bandit offered information in exchange for his freedom. He claimed that a
Tyrant’s Tomb) at the centre of the an agreement to marry Wailing Winnifred. 1 ruined manor within the Kryptwood holds the treasures of a long-dead tyrant (Hex D2,
Kryptwood. As the centuries pass, all • The Highwaymen (E1, p. 24): A gang of p. 24).
memory of the Tyrant fades. notorious highway robbers led by Sly George, As a child, one of the PCs would receive the occasional letter from their distant uncle
• Six weeks ago: Sly George and his a vainglorious coward whose reputation has Aelfwin, an eccentric bachelor and keen hunter from Hendenburgh. A few days ago, that
highwaymen (see Factions opposite) been grossly exaggerated through folk songs same party member received word that Mad Uncle Aelfwin had shuffled off this mortal coil
uncover the Tyrant’s tomb. Greedy of his own composition. The highwaymen use and that his adventurer niece/nephew had been named the sole beneficiary of his will.
for treasure, they break the wards the Kryptwood as a hideout between robberies. 2 Aelfwin’s estate consists of a well-appointed but dilapidated hunting lodge (Hex B4, p. 22).
that seals the horrors within. The Recently, Sly George agreed to marry Wailing Under normal circumstances it could be sold for a pretty penny (2,400 GP at least).
spirit of the Tyrant remains bound Winnifred in exchange for a cloak of many faces. Unfortunately, the deed is worthless while Hendenburgh remains under the threat of
to his sarcophagus, but his undead He has since broken the agreement and taken a the hounds.
hounds are now free to hunt the un- villager (Valeria Brockle) as his lover.
The Manorhampton Mineral Trust is convinced that valuable ores lie undiscovered
fortunate citizens of Hendenburgh. • Belynda’s Bastards (F3, p. 27): A group of beneath the fallen leaves of the Kryptwood. The Trust has promised a reward of 5,000 gold
• One month ago: Two villagers are mercenaries and adventurers (though they insist 3 pieces to any enterprising prospectors who can confirm the presence of gold or silver ore in
found ripped apart. on being referred to as “knights errant”). Each
the region.
• Two weeks ago: The townsmen of the titular bastards is the illegitimate child of a
of Hendenburgh, led by Ulvar the nobleman. They retain their aristocratic preten- Seers, augurs, and wise women across the land have been experiencing the same disturbing
poacher, mount an expedition to sions even as they struggle to earn a living hunting dream; an ancient prison, a primeval forest, and a ghostly lord leading a horde of revenant
exterminate the hounds. Three die in monsters and robbing tombs. Their leader, 4 hounds on a campaign of bloody conquest. Many of the seers have been driven mad by their
the attempt. Belynda the Bloody, is a battle-scarred veteran of nightly visions, reduced to shivering wrecks who whisper the same phrase endlessly: “The
• One week ago: Belynda’s Bas- a dozen wars. Kryptwood bleeds.”
tards (see factions opposite) arrive • Hendenburgh (p. 8): Hendenburgh is itself Wanted: ‘Sly’ George Tanner for the crimes of armed robbery, murder, adultery,
in Hendenburgh to put an end to a faction. If the party gets on the wrong side of
5 and the publication of lewd and bawdy songs. Reward: 2,500 gold pieces. Known to be
the canine threat. They have not the villagers, then a posse consisting of Ulvar
at large somewhere in the Krpytwood.
been seen since they set off into the the Poacher, the three Winstaple boys, Gregorin
Kryptwood, crowned with garlands the Blacksmith, and five Hendenburgh villagers Zaratazarat the Unsmiling Thaumaturge needs a wood wyvern liver for his next
by the grateful villagers. can be summoned to deal with ne’er do wells and experiment. His magic compass points him in the direction of Hendenburgh, a remote
6
troublemakers. village on the edge of a vast forest. He'll enchant one weapon for whomever brings him back
4 ••••••••••••••••• the organ in good condition. 5
NORTH

HENDENBURGH 5
4

Life in Hendenburgh is a constant struggle against the


encroachment of the Kryptwood. Ivy slowly creeps up the walls of 2
the whitewashed cottages while brambles choke the stately
Hendenburgh manor. Since the arrival of the hounds, a silence has 6

descended upon the village. Its citizens stay behind locked doors as
chickens and geese meander untended through the empty, muddy streets. 3

LAW ECONOMY
Minor crimes are prosecuted by Hendenburgh is a poor and isolated village
Lord and Lady Hendenburgh (p. 10) of some four hundred inhabitants (mostly
and normally punished with fines or farmers and loggers). It was a far more
a week in the stocks. Those charged prosperous place before the old silver mine
with more serious offences (murder, (C1, p. 24) shut down. Many abandoned
serious assault etc.) are sent to be houses can be spotted beyond the treeline,
tried in the ducal court at Manor- now reclaimed by the ravenous forest.
hampton (five days travel to the The Hendenburgh estate is heavily indebt-
west). A series of generous bribes ed to the Duke of Manorhampton, who is
(‘donations’) to Hendenburgh manor intentionally refusing requests for assistance 7
and an implicit understanding that with the hound problem since he hopes Lord
the highwaymen are not to disturb and Lady Hendenburgh will be forced to cede
the village or its inhabitants allow the Lordship of the Kryptwood (and the rich
Sly George and his men to operate mineral resources it is rumoured to possess)
with impunity. to him.

YOUR SETTING
Hendenburgh and the Kryptwood are setting-neutral. They can be logically placed
in any backwoods region of a fantasy kingdom, principality, or anarcho-syndicalist
8
commune. The nearest large population centre is the town of Manorhampton (some
five days journey to the west). Feel free to chop, change, and tear out as necessary to
suit your world. 1) The Mill (Morten Brockle, p. 11) - 2) Church (empty and boarded up – awaits a new pastor)
3) Old Parochial House (Pastor Noonan, p. 11) - 4) Galloping Goat Inn (Widow Winstaple, Winstaple Boys,

•••••••••••••••••
Doug the Bounty Hunter, Kathianne the Prospector, p. 12) - 5) Ulvar’s Cabin (Ulvar the Poacher, p. 10)
8 6) Smithy (Gregorin the Blacksmith, p. 12) - 7) Hendenburgh Manor (Lord and Lady Hendenburgh, p. 10)
8) Requisitioned barn (Lynabeth the Coroner, p. 12)
•••••••••••••••••••••••••••
RUMOURS
Information regarding the general situation in
the village can be gleaned from the villagers in

PEOPLE Ulvar the Poacher (5)


A war-veteran and unrivalled replaced by simple, honest clerics, the
their homes or the handful who still risk gather-
ing in the Galloping Goat Inn. Parties may also
encounter the following rumours (d12):
woodsman. Ulvar recently led a souls of the last generation are doomed to
large group of townsmen into the forest eternal hellfire. “If anyone knows how to stop those
Use the Hendenburgh villager statblock to put an end to the scourge of the hounds. 1 hounds, it’s the crones. I’ll pay any price
PASTOR NOONAN
below unless otherwise indicated. The expedition was a disaster. they ask!’’
AC 7 [12] (leather armour), HD 2 (5 hp),
HENDENBURGH VILLAGERS The hounds proved too much for the Att 1 × staff (1d4), THAC0 18 [+1], “I came across an old barrow in the
AC 10 [9] (unarmoured), HD 1-1 (3 hp), hastily armed villagers and three of MV 90' (30'), SV D11 W12 P14 B16 S15, ML 7, Kryptwood once. Could hear barking and
Att 1 × torch (1d4), THAC0 20 [-1], MV 120' (40'),
2
Ulvar’s companions were brutally AL Neutral, XP 20 howling from inside. I know better than to
SV D14 W15 P16 B17 S18, ML 5, AL Lawful, killed. ▸ Divine Magic: As 2nd-level cleric. disturb such things.’’
XP 5 • Offers: His services as a guide. ▸ Liquid courage: Never fails a loyalty check “Poor Morten hasn’t been himself since his
▸ Undisciplined: Always flee if outnumbered. • Dreams: Wiping out the wyvern's as long as he is sufficiently liquored up. 3 wife Valeria went missing. Mill’s been shut
nest (H6, p. 30). However, the zenith of • Special item: Four flasks of moonshine for five days. Damnit, I need bread!’’
his poaching career must wait while the (flammable, treat as flasks of oil).
Lord and Lady Hendenburgh (7) “This is the Gods’ punishment for turning
hounds stalk the forest.
Morten Brockle the Miller (1) a blind eye to Sly George and his gang. If
The current lord of Hendenburgh is over ULVAR THE POACHER 4
we turn them in, then those blasted dogs
eighty years of age and aggressively senile. AC 7 [12] (leather armour), HD 2 (7 hp), A heavy silence hangs over the mill as the
will go for good.’’
He spends most of his conscious hours Att 1 × shorbow (1d6+1) or by weapon, morose and taciturn Morten mourns his
demanding to be taken sledding (regard- missing wife. The skinny and bow-legged “You should talk to Ulvar. He’s fought those
THAC0 18 [+1], MV 90' (30'), SV D12 W13 P14 5
less of weather or his own physical frailty). miller has not opened his curtains since dogs and lived to tell the tale.’’
B15 S16, ML 8, AL Lawful, XP 20
Real power in Hendenburgh Manor is ex- ▸ Kryptwood poacher: Ulvar’s in-depth his spouse vanished five nights ago. “It’s sacrilege what that coroner is doing.
ercised by his inappropriately young wife; knowledge of the Kryptwood means that • Requests: Recover his wife 6 It’s been days and we still can’t bury
a student of the new learning who regards he is never surprised while within the Valeria’s body for burial (she was last our dead!’’
reports of the ghostly hounds as mere bounds of the forest. seen gathering firewood on the outskirts “I wish the Widow Winstaple would stop
peasant superstition. She attributes the • Special item: Master shortbow from the of the village). Also, check on his 7 torturing poor Gregorin. The man’s never
savaged bodies found in the woods to the Far East, +1 to hit and damage. brother Alasdair at his fishing cabin (E5, been anything but decent to her.’’
work of a particularly vindictive badger. p. 27) “The hounds? If anyone knows how
• Requests: Investigating the ancient Pastor Noonan (3) ▸ In truth: Valeria is not dead. She has to get rid of them it’s Pastor Noonan, but
villa (D2, p.24). Lady Hendenburgh is an Bitter ex-priest who has turned to alcohol grown bored of village life and ran off 8
he’s as likely to banish us as he is the
amateur antiquarian who will pay 10% since being defrocked for his heterodox with Sly George, leader of the highway- devildogs.’’
over market value for any treasure recov- beliefs. Harbours a grudge against the rest men. If Morten learns this then he will “Back in my grandpappy’s day, folk used to
ered from the site. of the village for reporting his heretical cut a deal with the witches and attempt work in the old silver mine north of the
LADY HENDENBURGH ideas to the bishop. Spends most of his to assassinate Sly George, using his ring 9
river. Village was a prosperous place in
AC 8 [11] (unarmoured, DEX), HD 1 (4 hp), time in the filthy old parochial house, of invisibility to infiltrate the old tower those days.’’
Att 1 × swordbreaker (1d4), THAC0 20 [-1], drinking potent homemade whiskey. (E1, see p. 24).
“Belynda and her mercenaries have been
MV 120' (40'), SV D12 W13 P14 B15 S16, • Knows: How to defeat the hounds MORTEN BROCKLE gone for a week now. If they can’t defeat
ML 8, AL Lawful, XP 10. (the pastor is a talented exorcist and AC 10 [9] (unarmoured), HD 1 (1 hp), 10
the hounds, then we might as well start
▸ Avid collector: Encyclopaedic ghost-hunter) but has little interest Att 1 × dagger (1d4), THAC0 19 [0], packing our bags.’’
knowledge of magical items and curios. in helping his ungrateful former MV 120' (40'), SV D14 W15 P16 B17 S18,
parishioners. “Lady Hendenburgh offered me one
Two hours studying a magical object and ML 6, AL Lawful, XP 10.
hundred gold pieces to survey some old
consulting textbooks allows her to iden- • Offers: To help the party in exchange • Special item: Ring of invisibility (found
tify the object and its properties (refuses for high-quality grain alcohol. clogging up the millwheel several years
11 villa across the river. Might have taken her
up on it if it weren’t for those demon
payment, knowledge is its own reward). • Heretical ideas: The world is going ago).
mutts.’’
. to end within the next decade. Unless
the corrupt ecclesiastical hierarchy is “There’s a ruined villa deep within the
12
Kryptwood. Folks say it’s haunted.’’
10 11
•••••••••••••••••
Hendenburgh Events and Encounters (d12)
Roll d12 in the morning, afternoon, and at night, or whenever the party is in the village and
Gregorin the Blacksmith (6) dangerous supernatural phenomena to nothing is happening. If you rolled an entry already, use the one below (this is how you get
An affable and warm-hearted giant. develop effective means of combatting entry 13 and following).
Gregorin spends much of his time staring it. Her real mission is to observe and Four local children toss rotten eggs at the wall of the Smithy before being chased away
longingly across the street at the Gallop- report the strange events transpiring in 1 by an irate Gregorin. If questioned, they reveal that they were each promised a copper
ing Goat inn. Recently, the blacksmith the Kryptwood. She will be watching the coin and an oatcake by the Widow Winstaple for carrying out the cruel prank.
has become the object of the seemingly party closely. If she is impressed by their A flying monkey (an agent of the crones, see p.20) swoops over the treetops and comes to
unjustified ire of the Widow Winstaple actions, she will report favourably back roost on the roof of the church. The creature dramatically announces that anyone who
and is banned from the tavern. to the Guild (who may have work to offer 2
delivers Sly George into the custody of the ‘ladies of the forest’ will be amply rewarded
▸ The full truth: The bachelor the characters in the future). (anyone caught harbouring him will be turned into a newt).
Gregorin has been enamoured with the
Widow Winstaple for some time and Widow Winstaple the Innkeeper (4) A naked, bruised, and exhausted merchant stumbles into the village (he was attacked by
3
recently bought a love potion from the The widowed mother of three strapping highwaymen on the road to Manorhampton).
crones in B6 (which he slipped into her sons and proprietress of the humble and A local family load their meagre belongings onto a rickety cart. They fear they will be the
4
tea). Unknown to Gregorin, the crones welcoming Galloping Goat Inn (which next victims of the hounds.
actually provided him with a loathe also functions as the town’s general store). A farmer bangs on the door of the mill: “C’mon Morten. I know you’re upset but we still
potion (they love screwing with people). The jovial Mrs. Winstaple is the heart of 5
need bread. I’ll sell you these oats half-price if you get the stone turning again.”
Ironically, the Widow reciprocated his the village, though her sons and custom-
A notice nailed to a cottage wall: Badger safety precautions: Do not travel alone at night.
feelings until he drugged her. ers alike are perplexed by her unprovoked
6 Keep doors barred after sunset. Report any badger sightings to the manor – Lord and
• Requests: Reason with the Widow feud with the blacksmith.
Lady Hendenburgh.
Winstaple on his behalf or to find a way of • Requests: Intimidate Gregorin into 7 A chorus of canines baying from the woods.
reversing the potion’s effects (the effects leaving town forever.
can be evened out with an actual love • Inn's services: Rich warming mead, 8
An enormous dog can be glimpsed stalking through the treeline. It quickly vanishes
potion or ameliorated with a potion of hearty stew, and comfortable rooms (1 GP into the shadows.
indifference — B6, p.22). per bed). A small group of desperate villagers gather outside the old parochial house begging
• Supplies: All standard adventuring 9 Pastor Noonan for his help in defeating the hounds. He responds with a series of slurred
Lynabeth the Coroner (8) gear (OSE player’s tome, p. 94). threats and invectives.
A recent arrival to the village, summoned • Muscle: The three Winstaple boys can Kathianne the prospector (p. 14), dishevelled walks into the village. She set out to verify
to investigate the bodies mauled by the be taken on as retainers.
10 the story about a bridge toll on the way to the abandoned silver mines, but she heard
hounds. Shifty, beady-eyed, and slightly YON AND SIMEON WINSTAPLE
hounds in the distance and ran back.
too enthusiastic in her duties. Lynabeth Identical twins (freckles and a mop of
is feared by the villagers, who avoid the ginger hair). Yon is shy and bookish. Simeon A hooded figure discreetly knocks at the back door of Widow Winspatle inn (p. 12).
barn she has requisitioned as a makeshift is an extrovert and fond of pranks. 11 Highwaywoman (p.20) in training Ivina has come to pick up Sly George’s monthly order of
morgue. AC 7 [12] (leather armour), HD 1-1 (3 hp), oatcakes, goat cheese, and blackberry relish. 3-in-6 chance that she’s spied on by Erdard
• The bodies: Bloody, missing entire Att 1 × club (1d4), THAC0 20 [-1], (entry below) who plans on stealing her basket as she leaves.
chunks of flesh. Covered in claw and bite MV 90' (30'), SV D14 W15 P16 B17 S18, A masked individual jumps out of the window of the old parochial house. Erdard, the youngest
marks. Belong to Aelfwin the hunter, Magda ML 6, AL Lawful, XP 5 recruit in Belynda’s Bastards (p. 27, bastards statblock p. 20) holds a sack containing 33 hosts
12
the midwife, Hiram the brewer, John the blessed by Pastor Noonan (p. 10) in exchange for a jug of moonshine. 3-in-6 chance he’s
LODEWYN ‘LONGSHANKS’ WINSTAPLE
farrier, and Margot the wheelwright. The being stalked by Ivina (see above), who really fancies him.
Tall, dark, and handsome. Served with
latter three were killed during Ulvar’s Two villagers carry a brutally mauled body (that of Tomlin the gong farmer, the latest victim
distinction during the Longspear
ill-fated expedition two weeks ago. 13 of the hounds) to the requisitioned barn. They nervously knock on the door of the barn before
Rebellion until he was discharged following
• Services: Lynabeth has undergone a dalliance with his commanding officer’s dashing away.
advanced medical training and is a dab
husband. A scream echoes through the village. A Kryptwood hound sprints towards the treeline
hand with leeches. Natural healing rate is 14
AC 6 [13] (leather armour + shield), carrying a small, terrified child in its maw.
doubled while under her care.
HD 1 (4 hp), Att 1 × war hammer (1d6),
▸ The full truth: Lynabeth is secretly a THAC0 19 [0] MV 90' (30'), SV D12 W13 P14
1d6 Kryptwood hounds (p. 19) lay siege to a house on the outskirts of the village (a terrified
member of the Watchers' Guild, a cabal 15 elderly couple, Mertha and Lilon, cower inside). Gregorin, Ulvar, and the three Winstaple
B15 S16, ML 7, AL Lawful, XP 10
of researchers and academics who study boys dash towards the source of the disturbance.
12
••••••••••

Doug the Bounty Hunter (4)


Clad in filthy road leathers. Blonde ponytail
(streaks of silvery grey). Wears an eyepatch
(boasts that he lost the eye in a duel with a hill gi-
ant – ‘you should have seen the other guy’). Doug
presents himself as a seasoned bounty hunter
come to collect the price on Sly George’s head.
• Requests: Help him kill or capture Sly
George.
▸ The full truth: Doug has only recently
become a manhunter (and has yet to collect
a single bounty). He lost his eye in a
woodworking accident.
DOUG THE BOUNTY HUNTER
AC 5 [14] (rusty chainmail), HD 1-1 (1 hp),
Att 1 × mace (1d6), THAC0 20 [-1], MV 90' (30'),
SV D14 W15 P16 B17 S18, ML 5, AL Neutral, XP 5
▸ Fast talker: Can bluff his way out of almost
anything. +1 to reaction rolls while Doug is in the
party.

Kathianne the Prospector (4)


Voice like smoked gravel. Face full of gold teeth.
Can knock back whiskey with the best of ‘em.
Kathianne has come to the Kryptwood in search
of silver.
• Request: Provide protection against
the hounds while she investigates rumours
of an old silver mine north of the river. (C1,
pp. 24, 31).
KATHIANNE THE PROSPECTOR
AC 7 [12] (leather armour), HD 1-1 (3 hp),
Att 1 × dagger (1d4), THAC0 20 [-1], MV 120' (40'),
SV D14 W15 P16 B17 S18, ML 7, AL Neutral,
XP 5.
▸ Miner: +2 to all rolls involving prospecting,
tunnelling, or competitive drinking.
• Special item: Pickaxe and 2x goblin boom-
sticks.

GOBLIN BOOMSTICKS - Rare and expensive ex-


plosives imported at great cost from the goblin
isles. Inflicts 3d6 damage in a 10’ radius. If placed,
go off after one turn. If thrown, 1-in-6 chance of
going off prematurely.

14 21
A2. The Pond - A4. Hendenburgh - A5. The Gallows - B1. Giant dolmen - B3. Reluctant Hermit - B4. Aelfwin’s

• Hunting Lodge - B6. Crones' cottage - C1. Infested silver mine - C3. Troll Toll - C5. Woodcutter’s Hut - D2. Ancient
Villa - D4. Ancient Statue - E1. The Old Tower - E3. Battle Site - E5. Fishing Cabin - E6. Ruined fortification

THE KRYPTWOOD
F1. Widow’s Grotto - F3. Bastard Encampment - F6. Hot Springs - G2. Cave - G4. Tyrant's Tomb - H1. The Thirsty
Sprite - H5. Strange Petroglyphs - H6. Wyvern’s Nest

C1
The Kryptwood is ancient and hungry,
seeking always to devour the works of man
A1
and return to its primeval state. Brambles B1 F1
G1

and sprawling roots trip the incautious. Light


struggles to breach the dense canopy. Here and D1 E1

there are white bricks of unknown antiquity, A2


choked with ivy and brittle with age. H1
C2

TRAVEL RIVER CROSSINGS D2


E2
G2
Here and there in the Two mighty rivers roar
Kryptwood, the party can see through the Kryptwood, B2 F2 H2
traces of old roads and trails the Hendenwater (from the E3
long overgrown. north) and the Kryptwash
• Each hex is three miles (from the south). Apart from
across. A3
the bridges marked on the C3 G3
• The locations described F3
map, parties can attempt a
in the following pages are crossing (4d6 under STR to
automatically found on 2-in-6 D3
avoid being washed away one
H3
when the group enters a hex. hex downriver and take 1d6
Otherwise, the party may damage – armour MUST be
spend 1d8 hours searching removed, or failure is auto- B3
(for a specific location or any- C4 G4
matic) or try to find a safe E4
B4
thing interesting). This time point to ford (d20 under WIS,
is halved if the party includes 1d4 hours of search, halved A4
an elf or ranger, or if they have with an elf, guide, or ranger). F4 H4
hired a local guide. C5 D4
• Crossing a hex takes 1d4+1 ENCOUNTERS E5
hours, halved if a ranger, elf, Every four hours or whenev-
G5
or local guide is present. er they are particularly noisy:
• Each time the group leaves 2-in-6 chance an encounter
a hex for another, there is a occurs (roll on p. 18). A5
2-in-6 chance of getting lost F5
D5
(1-in-6 with a guide, elf or HUNTING AND B5

ranger): randomly determine FORAGING E6

the hex entered without telling Foraging can be done as the H5


the players. C6
party travel (1-in-6 chance A6 G6
If the characters take care to of gathering enough food for
leave a trail or to draw a map B6
1d6 characters). Hunting re-
as they go along, they have no quires eight-hours effort with D6
trouble retracing their steps or a 2-in-6 chance of encounter-
crossing explored hexes. ing suitable game. H6

••••••••••••••
F6
16 17
••••••••••••••••••••••••••••••••••••
Encounters in Kryptwood
Every four hours or whenever the party is particularly noisy, there is 2-in-6 chance Dead highwayman. Killed by the hounds. The corpse seems to shiver and twitch
15
an encounter occurs. Roll 1d20 on the table below. (1d4 rot grubs infest the body). Treasure: 6d6 GP and two torches.
Note that you should roll for reaction even when the attitude of a monster is indicated, 1d6 flying monkeys accost the party and demand they assist in apprehending Sly
16
if only to determine how violent the encounter may get. George and delivering him into the custody of the crones.
1 A herd of 1d6 owlboars thunder through the undergrowth. A ghost (young, pierced by arrows, dressed in the fashion of a bygone era)
wanders through the forest crying out: ‘Vengeance! Vengeance! Vengeance
2 1d6 Kryptwood hounds lope towards Hendenburgh. 17
against the Kryptwood Tyrant! Vengeance against the huntsman and his bloody
3 1d4 highwaymen defend themselves from an attack by 1d6 Kryptwood hounds. hounds!’ Completely oblivious to anyone’s presence.
Scuttlebuck, a goblin tourist from the realm of Faerie, dressed in what he believes The stillness of the forest is shattered by the lonely blaring of a hunting
to be a convincing mortal disguise (a flowery dress, a butcher’s apron, open-toed 18
horn (echoes throughout the woods, its origin impossible to discern).
sandals, and a rather anachronisic helmet), asks for sightseeing recommendations in
4 Unnatural canine howls erupt throughout the forest. They seem to come
broken common. Introduces himself as ‘Mr Human Fellow, esq.’ and feigns offence at 19
from everywhere and nowhere.
any suggestion that he is not actually a ‘real, genuine, hobo sapiens.’ Recently
arrived through the armoire in the Thirsty Sprite (H1, p. 26) 20 A dense fog rolls across the Kryptwood. 3-in-6 chance the party becomes lost.
A deserter (as bastard, p. 20) from the bastard encampment (F3, p. 27)
5 KRYPTWOOD HOUND - Enormous, black demonic hounds. Red eyes. Foaming mouths. Old bones
sprints through the forest, pursued by 2d6 Kryptwood hounds.
protrude through filthy, matted fur.
A crab spider lurks in ambush amongst the branches (the rustling of leaves gives AC 7 [12], HD 2* (10 hp), Att 1x bite (1d6) or 1x howl, THAC0 18 [+1], MV 120’ (40’),
6
a clue to its presence). SV D12 W13 P14 B15 S16, ML 9, AL Chaotic, XP 25
The wyvern from H6 (p. 30) flies high above the treetops. The wyvern is a canny ▸ Howl: Retainers must succeed on a loyalty check or flee for 1d4 rounds. ▸ Turning: Count as
predator who normally subsists on livestock. It only attacks wounded or undead. ▸ Immortal: When killed, the hound immediately vanishes and reappears 1d4 days later
7 weakened foes. Retreats to her nest with dinner in her talons following a in room 11 of the Tyrant’s Tomb (the hound pit, p. 56).
successful kill.
OWLBOAR - Fearsome forest predators. 80 kg of tusk, feather, and fury.
An enormous weeping willow blocks the path forward. On closer inspection what AC 8 [11], HD 3 [13], Att 1x tusk (1d4) and 1x beak (1d4), THAC0 17 [+2], MV 150’ (50’),
initially appear to be red pendulous branchlets are in fact innumerable bloody SV D12 W13 P14 B15 S16, ML 9, AL Neutral, XP 35, NA 1d6
nooses. This is a hangwood tree, once makeshift gallows, now possessed by the ▸ Rich plumage: 4d10 gp worth of feathers can be harvested from each slain owlboar.
8 criminals who met their ends swinging from its branches. The spirits are angry
and easily become aggressive unless they can be released from their prison of sap CRAB SPIDER - 5’ long hunting spiders that can change their colour to match their surroundings.
and bark. Pastor Noonan (p. 10) can perform the necessary exorcism (three hours of AC 7 [12], HD 2* (9 hp), Att 1x bite (1d8 + poison), THAC0 18 [+1], MV 120’ (40’),
drunken chanting and a pint of holy oil). SV D12 W13 P14 B15 S16, ML 7, AL Neutral, XP 25
▸ Ambush: Attack by dropping on victims from above. ▸ Surprise: On a 1– 4, due to camouflage.
A leshy (primordial guardian spirits of the forest, appear as moss-bearded giants
9 ▸ Cling: Can walk on walls and ceilings. ▸ Poison: Causes death in 1d4 turns (save versus poison
with skin like tree bark) patrols the Kryptwood. Hostile to enemies of nature.
with a +2 bonus).
10 1d8 highwaymen forage for berries.
LESHY - Primordial guardian spirits of the forest. Appear as moss-bearded giants with skin-like tree
11 A black cat (the familiar of the crones in B6, p.22) observes the party from a tree branch. bark. Hostile to enemies of nature.
12 The cave bear (G2, p. 28) clambers up a tree trying to reach a beehive in the canopy. AC 2 [17], HD 4* (18 hp), Att 1x slam (2d4) or summon roots, THAC0 16 [+3], MV 150’ (50’),
A drunken pixie swerves to avoid an oak tree. Unsteady on her tiny wings. This is SV D8 W9 P10 B10 S12, ML 10, AL Neutral, XP 125
Hootenanny, a drinking buddy of the pixies in the Thirsty Sprite (H1, p. 28). She ▸ Summon roots: One target (range 20’). Save versus spell or entangled in twisting roots. Break
13 became lost after leaving the tavern to relieve herself. May ask to be reunited with free in 1d4 rounds. ▸ Summon roots frequency: Every 10 rounds. ▸ Speaks Druidic.
her companions. Unfortunately, Hootenanny is a surly drunk and far from CAVE BEAR
pleasant company. AC 5 [14], HD 7 (31 hp), Att 2x claw (1d8), 1x bite (2d6), THAC0 13 [+6], MV 120’ (40’), SV D12 W13
A dead highwayman (throat ripped out by canine fangs) lies face down in the P14 B15 S16, ML 9, AL Neutral, XP 450 ▸ Bear hug: If a victim is hit by both paws in the same
14 scrub. Carries a detailed map of the Kryptwood. The Tyrant’s Tomb (G4, pp. 28, 48) round, the bear hugs for an extra 2d8 automatic damage. ▸ Sense of smell: Poor eyesight, but
and theAncient Villa (D2, p. 24) are circled in red. keen sense of smell. When hungry, will follow a track of blood by scent.

18 19
••••••••••••••••••••••••••••••••••••

HANGWOOD TREE
AC No hit roll required, HD 6+6 (33 hp)
Att 1x branch (1d6) or noose, THAC0 13 [+6],
FLYING MONKEY - Fly my pretties! Fly! Fly!
AC 3 [16], HD 1 (4), Att 1x bite (1d4),
THAC0 19 [0], MV 120’ (40’) / 180’ (60’) flying,
◆ LOCATIONS A4. Hendenburgh
A village of four hundred inhabitants
nestled in the shadows of the Kryptwood.
MV none, SV D10 W11 P12 B13 S14, ML 12, SV D13 W14 P15 B16 S17, ML 6, AL Chaotic,
AL Chaotic, XP 350. XP 10
A2. The Pond See p. 8.
A murky pond, its surface thick with algae
▸ Noose: 15’ range. 1d4 damage immediately
and each subsequent round.
ROT GRUB - Tiny (2’’ long) maggots that and fallen leaves, lies in the middle of a A5. The Gallows
consume living flesh. Lurk in heaps of dung or clearing. Gold coins (67 GP) are scattered Gallows erected on a bare and desolate
▸ Flammable: Fire deals double damage,
rubble, waiting to be touched. near the dark pool. hillock that rises above the surround-
releases noosed characters.
AC 9 [10], HD 1-1* (1 hp), Att none, THAC0 n/a, • Murky pond.A Grindylow lurks within ing forest. A corpse sways gently in the
HIGHWAYMAN MV 10’ (3’), SV D14 W15 P16 B17 S18, the pond, grabbing, drowning, and eating breeze.
AC 5 [14] (chainmail), HD 1 (4), Att 1x short ML 12, AL Neutral, XP 6 any unfortunates who get too close. • Corpse. Male. Neck snapped cleanly.
sword (1d6) or crossbow (1d6), THAC0 19 [0], ▸ If touched: Burrow rapidly into flesh, seek- • At the bottom of the pool (eight feet Beginning to decompose. A highwayman
MV 90’ (30’), SV D12 W13 P14 B15 S16, ML 7, AL ing the heart. Cause death in 1d3 turns. deep) is an emerald necklace (300 GP), executed after an impromptu trial by
Any, XP 10 ▸ Ambushers: Surprise on a 3-in-6. ▸ Killing: Applying fire in the first 2 rounds two bronze bracelets (50 GP each), 60 Belynda’s Bastards. If approached, the
after contact kills the grubs. This inflicts 1d6 GP and dozens of bleached bones. corpse speaks (his mouth moves while the
BASTARD
damage on the victim. Cure disease is also GRINDYLOW - Stunted and diminutive pred- rest of the body remains motionless). The
AC 5 [14] (mismatched armour), HD 2-3 (9/13 hp),
effective. ators with scaly skin, hair-like dead seaweed deceased wishes to be interred in conse-
Att 1x spear (1d6), THAC0 17 [+2], MV 90’ (30’),
SV D12 W13 P14 B15 S16, ML 10, AL Any, and lengthy multi-jointed claws. Lurk in crated ground and offers the location of
XP 20/35 ▸ Shieldwall: +1 to AC when bogs and meres to ambush prey. his hidden treasure (G6, p. 28) in ex-
standing next to comrade. AC 7 [12], HD 2+2* (11 hp), Att 1x claw change for a proper burial.
(1d4) + drown, THAC0 17 [+2], MV 90’ (30’),
HOOTENANNY (PIXIE) - 1–2’ tall humanoids
SV D12 W13 P14 B15 S16, ML 7, AL Chaotic, B1. Giant Dolmen
with insectoid wings. Distant relatives of elves. Three enormous mossy stones form a
XP 35
AC 3 [16], HD 1* (4), Att 1x dagger (1d4), gargantuan dolmen. Flowers bloom in
▸ Drown: Drags victim underwater. Drown
THAC0 19 [0], MV 90’ (30’) / 180’ (60’) flying, SV a panoply of colours beneath the arch.
in 1d4+1 rounds.
D12 W13 P13 B15 S15, ML 7, AL Neutral, XP 13, The forest is strangely silent (birds and
▸ Amphibious: Can breathe underwater.
▸ Invisible: Naturally invisible, but may choose animals shun this place).
to reveal themselves. May remain invisible
• Dolmen. Characters passing beneath
when attacking: cannot be attacked in the the arch vanish. They reappear on the
first round; in subsequent rounds, may be at- other side after ten minutes aged fifteen
tacked at -2 to hit (locatable by faint shadows years, draped in robes of rich azure silk
and air movement). (600 GP) and carrying a playful baby
▸ Surprise: Always surprise, if invisible. seal. The vanished PC has no memory of
▸ Limited flight: Small wings only allow 3 what occurred in the intervening time but
turns of flight. Must rest 1 turn after flying. experiences a profound sense of dread
when asked about the incident. Adventur-
ers who have passed through the arch are
addressed reverently by fae characters as
“Lord/Lady Keeper of the Privy Seal” (+2
to reaction rolls). Should harm befall the
‘privy seal' then fae characters are disap-
pointed and hostile (-3 to reaction rolls).
••••••••••••••••••••••••••••••••••••

B3. Reluctant Hermit crowns of grass – in this form they • Flying monkeys (20): 1d12 of them are DEMON-TOOTH NECKLACE - Six huge teeth
A deep, artificial cave has been hewn introduce themselves as Esme (Wailing in the vicinity of the cottage at any one
from an exposed limestone outcropping. Winnifred), Tabitha (Mother Blackcap) time. Loyal but buffoonishly incompetent. hanging from a cat-gut cord. Smells faintly
A strange wild-haired man bathes in a and Yulieta (the Matriarch). By night they of brimstone. Detect evil (the teeth salivate
WAILING WINNIFRED - AC 3 [16],
shallow stream nearby. manifest in their true and hideous forms when within 40' of wickedness).
HD 5* (22 hp), Att 2x claw (1d4) + whine,
▸ Charges: 6d4
• Man. Ralph, a ‘hermit’ in the employ (remaining indoors to hide their true nature THAC0 15 [+4], MV 90’ (30’), SV D11 W12 P11
▸ Charges expended: A powerful demon (ridi-
of Lady Hendenburgh (no fashionable from the world) B14 S12, ML 10, AL Chaotic, XP 300
estate in the duchy is considered complete • Wailing Winnifred: Small and stunted culed by his peers for his enormous diaboli-
▸ Whine: Save versus spells or lose 1d4 STR.
without at least one picturesque hermit). old hag with three withered arms and enor- cal dentures) emerges from the smoky pits
If reduced to 0, immediately age one thou-
Ralph is halfway through his two-year mous owlish eyes. Weeps blood constant- of hell to reclaim his missing molars.
sand years and collapse into bone dust.
contract and desperate for company. He ly. Speaks in an incomprehensible and • LOOT! Shrunken kobold head (10 GP to a SEAWEED-SKIN ROBE - Stinks of brine and
is totally unaware of the threat posed by grating whine. collector of oddities). Demon-tooth neck- tannery waste. Wearer sprouts gills and
the hounds, but knows of the healing hot • Mother Blackcap: Eyeless crone who lace (see opposite). gains the ability to breathe underwater.
springs (F6, p. 28) and has heard rumours wears a tattered black leather cap and
MOTHER BLACKCAP - AC 3 [16], TALISMAN OF FLIES - An ornate ebony fly
of great treasure in the ancient villa (D2. robes sewn from seaweed and taut human
HD 5* (22 hp), Att 2x talon (1d8) or spell, suspended from a gold chain. The wearer
p. 24) flesh. Loves nothing better than leading
THAC0 15 [+4], MV 90’ (30’), SV D11 W12 P11 is surrounded by a cloud of protective flies
people to their doom with misleading
B14 S12, ML 10, AL Chaotic, XP 300 (+2 to AC bonus, intolerable buzzing means
B4. Aelfwin’s Hunting Lodge omens and prophecies.
enemies are only surprised on a 1).
▸ Spells: Clairvoyance, blindness/deafness,
A once-impressive hunting lodge, now • The Matriarch: The most ancient of
solid fog, stone to flesh (once per day each).
falling into disrepair. Major rodent prob- the crones. Stands 10’ tall. Naked apart
lem in the basement. from the cloud of flies that cling to her old • LOOT! Bag of black pearls (800 GP), scroll
of blindness/deafness, scroll of solid fog,
• Basement. Rats nibble a cob-web- leathery flesh. Speaks in a sonorous and
scroll of colour spray, scroll of wizard lock,
draped taxidermied owlboar (700 GP, booming voice that shakes the treetops.
seaweed-skin robe (see opposite)
weighs as 1,600 coins — rodents do 100 GP • Request: Recently Sly George (p. 26) .
of damage with each passing day). Twelve agreed to marry Weeping Winnifred THE MATRIARCH - AC 0 [19], HD 8* (36 hp),
dusty bottles of Dragonfire whiskey (30 (accepting the cloak of many faces as a Att 2x talon (1d8) or spell, THAC0 12 [+7],
GP each) lie in dusty crates. dowry) before breaking his promise and MV 90’ (30’), SV D11 W12 P11 B14 S12,
running off with Valeria Brockle. The AL Chaotic, XP 1,200
B6. Crones’ Cottage crones are willing to trade a scroll of ban- ▸ Spells: Levitate, fear, colour spray, illusory
Smoke rises from a cosy cottage sur- ishment, which can be used to annihilate terrain, paralysation, phantasmal killer (once
rounded by immaculate herb gardens and the Kryptwood hounds (p. 19) and the per day each).
vibrant rose bushes. A black cat dozes on Kryptwood Tyrant (p. 62), in exchange for • LOOT! Six large gold teeth (100 GP each,
a windowsill while flying monkeys nest in Sly George’s head and the cloak. The vain must be pried from the crone’s black
the nearby trees. crones would go themselves but fear being gums), talisman of flies (see opposite)
.
• Cottage. This dwelling is the home of seen in their true forms and rarely stray too FLYING MONKEYS - See p. 20
the crones. Inside are shelves filled with far from the cottage. Their incompetent
various oddities (a cat’s eye, a jar of pickled flying monkeys have repeatedly failed to
penises, a unicorn’s bladder, and an recover either head or cloak.
angel’s liver suspended in vinegar). THE POTIONS - Scentless and tasteless. When
Among the oddities are three loathe the recipient drinks one of these potions they
potions, a love potion, and a potion of regard the next person they see with unending
indifference. A scroll of banishment can contempt (loathe potion), all-consuming desire
be found in a drawer. (love potion), or complete neutrality (potion of
• The crones. By day, the hags appear as indifference). The effects are permanent.
beautiful young women, naked apart from

22
•••••••••••••••••

C1. Infested silver mine C5. Woodcutter’s Hut


Two long wooden buildings squat amidst Clouds of night-black ravens gather on the
blooming wildflowers in a quiet forest roof of a simple wooden cabin.
clearing (a disused silver mine, now • Cabin: Door swaying in the breeze
infested by brain-eating spiders from the (covered in dozens of heavy claw marks).
depths of the earth). See p. 31. Silence from within.
• Inside: A humble one-room dwelling.
C3. Troll Toll The woodcutter lies crumpled on the
The stone bridge between C3 and C2 is ground (throat ripped out, died within
maintained and guarded by a bridge-troll. the last four days). Ravens feast greedily
• Bridge-Troll. Pok, an earnest and on the corpse. The woodcutter’s life
hardworking troll who has maintained savings (130 GP) are kept in a small
the bridge for centuries in exchange for wooden box under a soiled straw
a modest toll (5 CP per crossing). Four mattress.
months ago, a pixie ran across the bridge
over Pok’s angry protests. The troll has D2. Ancient Villa
been in a sulk ever since and will refuse The ancestral home of the Kryptwood
passage to all until the fare-dodger comes Tyrant. See p. 40.
back and pays his debt in full.
• Suspects: That the fare-dodger is D4. Ancient Statue
off drinking in the Thirsty Sprite (H1, Gargantuan. Marble coated with moss.
p.28). Can give directions. An oak-crowned hunter (twisted smile,
• Remembers: The good old days when pitiless eyes) surrounded by enormous
miners crossed the bridge every day. hounds.
Thinks the mine was abandoned after • Climbing: The fishing cabin (E5,
some kind of infestation. p. 27), woodcutter’s hut (C5, p. 24),
POK - Bridge-trolls are 8-foot tall humanoids ruined fortification (E6, p. 27), ancient
who maintain bridges and ferry crossings villa (D2, p. 40), and bastard encamp-
in exchange for a toll. Infuriated when their ment (F3, p. 27) can be sighted from the
work isn’t appreciated. statue’s apex.
AC 4 [15], HD 6+3* (30), Att 2x club (1d6),
THAC0 13 [+6], MV 120’ (40’), SV D10 W11 E1. The Old Tower
P12 B13 S14, ML 10 (8 fear of fire), AL Neu- A partially ruined tower atop a grassy
tral, XP 650 hillock offers commanding views of the
▸ Regeneration: 3 rounds after being surrounding forest. Figures are visible
damaged, start regaining 3 hp per round. atop the battlements. The tower serves
Severed limbs reattach. as a redoubt for Sly George and his ac-
▸ Return from death: If killed (0 hp), will complices. In addition to George and his
regenerate and fight again in 2d6 rounds. lover Valeria Brockle, an additional 3d6
▸ Fire and acid: Cannot regenerate dam- highwaymen are always present, either
age from these sources. on guard or patrolling nearby (Sly George
▸ Fear of fire: Morale 8 when attacked with commands 40 men).
fire or acid. • Tower. Four stories tall (the second and
▸ Smarter than your average troll: Pok throws third floors have rotten away). The battle-
himself into the river if he catches fire. ments are accessed from the ground floor
• LOOT! Mason’s tools, 320 cp
24 31
••••••••••••••••••••••••••••••••••••

by means of a ladder (Sly George pulls VALERIA BROCKLE - Cunning, cheeky, E3. Battle Site F1. Widow’s Grotto
the ladder up if he senses danger). Under always with a pout of boredom, quick to Bloody leaves and dozens of loose arrows A humble grotto of piled mossy stones.
a loose flagstone on the bottom floor is mock. litter the ground. This is where Ulvar unsuc- A small wooden statue is surrounded by
a lockbox containing the gang’s stash: AC 8 [11] (unarmoured), HD 1 (4hp), cessfully fought the hounds two weeks ago. offerings.
1,800 GP, a golden wedding ring (500 GP) Att 1 × sling(1d3), THAC0 20 [-1], Tracks can be discerned on the ground. • Statue. A kind but mournful maternal
and an ornate gem-encrusted jewellery box MV 120' (40'), SV D14 W15 P16 B17 S18, • Tracks: Made by paws the size of din- figure in simple peasant clothes, head
(900 GP) ML 9, AL Neutral, XP 10 ner plates. Can be followed to the Tyrant’s bowed in humility. Depicts the Good
• Figures. Sly George and Valeria survey ▸ Adventurous: May want to join the group Tomb (G4, pp. 28, 48). Widow, a local saint thought to bring
the forest from the safety of the battle- if it proves advantageous comfort to the recently bereaved.
ments. • LOOT! A gold wedding band at the end E5. Fishing Cabin • Offerings. A seashell bracelet (worth-
• Sly George. Long golden locks and of a fine silver chain, the inside is engraved Water roars through a crude fishing weir less), a porcelain dinner plate decorated
an immaculately sculpted moustache. "Morten" (15 GP) (choked with salmon). A humble cabin with simple floral motifs (20 GP), a brass
Wears a colourful patchwork cloak stands close to the river (door ripped off chalice (50 GP), a pressed flower, and an
(cloak of many faces). Carries a lute on HYGHWAYMEN - See p.20 and discarded on the wet ground). exquisite pearl necklace (440 GP).
his back and a blade at his side. Cowardly CLOAK OF MANY FACES - A motley Ravens drink ravenously from a pool of • If an offering is stolen: Angry thunder
braggadocio who has started to believe patchwork cloak. When the wearer pulls congealing blood at its threshold. Muddy shatters the sky. The statue’s kind visage
in his own myth. Knows his days are the hood over their head, they acquire a pawprints (enormous) lead eastwards seems to change to one of disappointment.
numbered and wants to be smuggled distinctive (and random) new face. Can be into the forest. The thief is afflicted by the effects of the
out of the Kryptwood and to start a new life used three times a day. • Pawprints. At least a dozen hounds blight spell for a day.
beyond the reach of the crones crones (p. 22); came this way. Can be tracked to the • If an offering is given: A warm breeze
parties who assist him will earn the ire of Tyrant’s Tomb (G4, pp. 28, 48). rustles the treetops. The supplicant re-
the coven). He keeps his intentions from • Cabin. Inside, a bloody massacre. ceives the benefits of the bless spell for a day.
his men (who would skin their leader Young couple (Willow and Alasdair Brock-
alive if they knew). George shares an le, dead, partially devoured). Rats chew F3. Bastard Encampment
appreciation for old towers with his sec- on what little remains. Scratching from A dozen tents (protected by a hastily
ond cousin Fergus, also a bandit leader beneath the floor. erected palisade) cluster tightly around
nearby a town called Ragged Hollow. • Floor. A ten-year old girl (thin, filthy, a smoky campfire. Four nervous-look-
• Valeria Brockle. Attractive young numb with fear) hides beneath the floor- ing mules are hobbled nearby. Three of
woman with long auburn hair, wears boards. This is Karrely, the fisherman’s Belynda’s Bastards (one cooking a skinny
riding trousers and a leather jerkin. only daughter. Mistrustful. Traumatised. rabbit, the others anxiously watching the
Starting to realise life as an outlaw is not Fears the hounds will return. May men- treeline) man the camp.
as romantic as she thought it would be. tion her uncle in Hendenburgh (Morten • Bastards. Gordon, Sally, and Lionel
• Highwaymen (p. 20). Resentful of Brockle, p. 11 – willing to take her in with- (the cook). Scared, accomplished noblefolk
Sly George for initiating a feud with the out hesitation). but inexperienced monster hunters, and
crones. frankly on the verge of mutiny.
SLY GEORGE - Notorious lothario, balladeer, E6. Ruined Fortification • Knows: The expedition tracked the
and bandit leader. Crumbled walls are all that remains of an hounds to the Tyrant’s Tomb (pp. 28,
AC 7 [12] (leather armour), HD 2 (7hp), ancient fortress. A boar head aquila can 48) five days ago. Belynda instructed
Att 1 × dagger (1d4), THAC0 19 [0], be discovered amidst the broken bricks. Gordon, Sally, and Lionel to establish a
MV 90' (30'), SV D13 W14 P13 B16 S15, • Aquila. Worth 300 GP to Lady camp while she took the bulk of her men
ML 5, AL Neutral, XP 20 Hendenburgh. Alternatively, the to investigate the barrow. They were
▸ Craven: Flees or begs for mercy boar-knights in the Tyrant’s Tomb supposed to return within two days at
if not surrounded by armed (pp. 28, 48) will be well-disposed to the latest. The camp guards have fought
bodyguards. anyone who returns their lost standard off several attacks by the hounds but are
• LOOT! Cloak of many faces, (+3 to reaction rolls). convinced they will soon be overrun.
220 gp
26 27
••••••••••••••••••••••••••••••••••••

• Tents. Contain: five pints of sub- H1. The Thirsty Sprite - The crones (“Those charming maidens”) 4. Devil’s mark (permanent). A disgust-
standard wine, a grappling hook, 400 GP Amidst the trackless undergrowth and possess a scroll of banishment that can ing patch of greenish warts appears on
(unpaid wages), 100’ of rope, a lantern, 6 stinging nettles is an unexpected sight; a destroy the Kryptwood Tyrant and his the PC’s face. -2 to CHA.
torches, four flasks of oil, 21 days of rations whitewashed one-storey building roofed hounds forever. 5. Underground eyes (permanent). The
(pheasant jerky and dried apricots), twelve with fresh thatch. Peaty smoke rises from - The barrow is the prison-crypt of the character’s pupils turn crimson red.
iron spikes, two crowbars, a rock-crystal its chimney while its windows glow with former ruler of the Kryptwood (“I believe Gain infravision to 60ft (no effect if the
ewer (250 GP), 150 arrows, and the brutal warm, welcoming light. A sign (depicts his name was Superbus Tarwinius or character already possesses this trait).
blade. a sprite drinking a pint of stout nearly as something to that effect. Mortals had such 6. Thinner (permanent)? The adven-
RETURNING:Every time the PCs return to the encampment large as itself, above the words 'Food & poetic-sounding names in those days.”) turer immediately becomes skinny and
after their initial visit there is a 2-in-6 chance that the Drink') hangs out front. - The hounds, left to their own devic- emaciated (-1 to STR and CON).
bivouac has been overrun and its defenders killed. • Building. A small, cosy taproom. A es, will eventually consume the entire 7. Speaking in tongues (permanent).
BASTARDS - as 2HD bastard (see p. 20). visibly bored ogre half-heartedly polishes region (“Such a shame, then I won’t have The character immediately compre-
an already gleaming bar. Three drunken anyone to play cards with.”) hends one language of their choosing.
BRUTAL BLADE - Enormous two-handed pixies share a pint of nut-brown ale. In the - The old silver mine is still productive 8. Fairy knowledge (permanent).

* Time to bust out another adventure !


sword (polished mahogany hilt carved to corner, a thin, pale elf shuffles a deck of (“A pity they dug just a teenchy bit too far, Characters enter a fit as they are assailed
resemble a roaring lion). Whenever the cards. On the far side of the room stands a there are things beneath the earth that by hallucinatory visions of the strange
wielder rolls maximum damage, add an shabby antique armoire. mortals ought best to avoid.”) and undying lands of Faerie. +2 to WIS
extra 1d4 to the damage roll. Attack rolls • Bored Ogre. Grulk the innkeeper. Polite - Fruppy is a fare-dodger (“Pixies are (when they regain consciousness).
at -1 (due to its massive size). but taciturn. A denizen of the fae realm such amoral little rascals. I always pay my • Armoire. Dripping with icicles. Leads
who serves drinks to those fae-folk who dues.”) to the land of Faerie*.
F6. Hot Springs (out of curiosity or boredom) decide to - Powerful magicks can be learned from RING OF THE HIGH-ROLLER - Gold ring
A stand of crooked hawthorn trees partial- visit the land of mortals. the strange petrogylphs (H5, p. 30) (“I inscribed with etched diamonds, spades,
ly obscures a pool of cerulean blue water. • Drunken pixies. In the midst of a prefer ink and paper myself but limestone clubs, and hearts.
Sulphurous steam rises from the spring to months-long binge. Obnoxious, mocking, will serve if all else fails.”) The wearer wins
caress the treetops. and loud. One of them (‘Fruppy’, though • Food and drink: Grulk will wordlessly any hand of
• Pool. Natural healing qualities. he may potentially introduce himself as serve up lembas dumplings, hot acorn cards they play.
Recover 1d6 hit points for every hour “Sir Gregory of the Galloping Maggots”, pie, forest vegetable stew, and frothing
spent bathing here. “Lord Lovelylumps the Lustful”, or any pints of the house ale. Consuming fae food
number of spurious appellations) is the has strange effects on mortals though.
G2. Bear Cave toll-dodger who so upset Pok the bridge- Anyone who imbibes food or drink served
Four bear cubs cavort in a shallow cave. troll (C3. Troll Toll, p. 24) in the Thirsty Sprite should roll on the
• Cubs: 3-in-6 chance their mother is also • Pale elf. Delicate features. Alabaster following table (d8):
present (see stat block p. 19). skin and white silken hair (reaches to her 1. Magical flatulence (4d6 hours). En-
waist). Known only as the gambler (never emies can never be surprised while the
G4. Tyrant’s Tomb loses). Has lived for centuries and knows effect lingers.
A subterranean prison-crypt housing the much of the Kryptwood, the hounds, and 2. Temporary gigantism (6d6 hours).
twisted ghost of the Kryptwood Tyrant the tyrant. Has little interest in conversa- Character swells to the size of a hill giant.
and his demon hounds. See p. 48 tion but will reveal nuggets of information +4 to STR while the effect lasts.
every time an unfortunate mark agrees 3. Ageless (permanent). The adventurer
G6. Hidden Treasure to play a hand with her (minimum bet of assumes a youthful appearance (about
Buried under a bent willow tree lies 3,000 10 GP). The gambler carries 250 GP and a 16-17 years old for a human). The effect
SP in a leather bag, a pearl-handled hunt- ring of the high-roller (see opposite) is purely visual (the character will still
ing knife (1d3+1 damage, 550 GP), and a • Knows (these are examples, the age and die as a mortal, though will
large uncut lapis lazuli (850 GP), the stash gambler knows a great deal and referees never appear to be older than a
of the corpse at the gallows (A5, p. 21) should use their discretion): young adult). +1 to CHA.

28 29
•••••••••••••••••
Hex. C1

H5. Strange Petroglyphs H6. Wyvern’s Nest •

THE INFESTED
The endless green of the forest is bro- A huge nest (reeks of unwashed hair and
ken by a patch of grey limestone karst. old manure) perches on a high secluded
Inscriptions of deep antiquity have been cliff. 4-in-6 chance the wyvern is present.
hewn into the exposed rock. • Nest. Contains four large eggs (pinkish

SILVER MINE
• Inscriptions. Petroglyphs of whirling colouration, dappled with red blotches).
spirals and strange geometric patterns. • Eggs. Worth 850 GP each (wyvern
Magic-users etching or copying the in- omelettes are a coveted delicacy amongst
scriptions can learn the spells Leaden load the aristocracy).
and Fae vessel. Three hours to study and WYVERN - Winged, two-legged, dragon-like
decipher the petroglyphs.
Fifty years ago, the miners hacked their way into a large natural
monsters with a long tail tipped with a
LEADEN LOAD venomous stinger. Dwell in any terrain, but
cavern connected to the underworld. Having discovered a rich vein
1st level magic-user spell favour cliffs and forests. of silver, the mining company was too focused on potential profits
Duration: 12 turns AC 3 [16], HD 7* [31], Att 1x bite (2d8), 1x to notice the threats that lay hidden in the deep places of the world.
Range: Touch sting (1d6 + poison), THAC0 13 [+6], MV 90’
The entire workforce was massacred when a pack of brain-spiders
The caster selects an object or creature and (30’), 240’ (80’) flying SV D10 W11 P12 B13
doubles its weight (creatures can resist on a S14, ML 9, AL Chaotic, XP 850 emerged from the depths and killed or infected the unfortunate
save versus spells). ▸ Poison: Causes death (save versus miners. The mine is now a colony for these patient, intelligent,
Reversed: Lighten load poison). and hungry creatures.
The weight of the targeted creature or
object is halved.

FAE VESSEL
5th level magic-user spell
◆ THE CLEARING 1. Mineshaft
Pierces the ground vertically. 60’ deep. A
Duration: 1 day per caster level Random encounters:
Every second turn there is a 1-in-6 broken hoist overlooks the pit (snapped
Range: 60’ in half as if overloaded by a great burden).
The caster creates a medium-sized vessel chance that 1d6 Kryptwood hounds
(p. 19) emerge howling from the treeline. During daylight the bottom of the shaft
bedecked with vines and flowers (equiv- can be discerned.
alent to a longship – see OSE Advanced
Fantasy Player’s Tome, p.106).
Two long wooden buildings squat amidst • Shaft. The shattered remnants of a
blooming wildflowers in a quiet forest crude elevator.
clearing. Here and there, equipment lies • Climbing down: Leads to elevator
abandoned in the tall grass. A darkened (6, p. 34)
mineshaft (1) scars the earth.
• Buildings. Long abandoned. Wooden 2. Refinery
walls fragile and rotten. Faded white paint Dominated by a single long, wooden table.
spells out the purpose of each building; Metal buckets dot the room. A rusty iron
‘Living Quarters’ (eastern structure), cabinet stands in the northeast corner.
‘Office and Refinery’ (western structure). One wooden shelf still clings stubbornly
• Equipment: Discarded mining irons. A to the wall.
broken-down mule cart. All useless. • Table. Tiny flakes of silver and small,
• Searching: A thorough search of the uncut gems (worth 160 GP if gathered).
clearing reveals a narrow ventilation • Metal buckets. Encrusted with dirty
shaft (5, p. 32) partially obscured by metallic deposits. Faint chemical smell.
trees and overgrown shrubbery. • Iron cabinet. Rusted shut. Can be
opened with a crowbar or by a thief.

••••••••••••••••• 31
•••••••••••••••••
REPORT. Regarding the chamber recently
Contains four silver samples marked with uncovered by our demolition team:
red ink (each worth 100 GP). A set of thick Large and apparently natural. Mineral deposits
black leather-gloves (inscribed with Dwar- indicate rich seams of silver to the west.
ven runes) hang from a hook on the inside The presence of the unusual structure has
5
of the door (Dwarven mittens). unnerved the men (mostly from Hendenburgh, 3
• Shelf. Six glass vials of colourless liquid superstitious lot). Nevertheless, good sense
(acid) sit in a wooden rack. A handwritten indicates that we leave the building alone until
note is attached: ‘Please handle with care – we can hire some professionals to investigate
Osha the Geologist’. (plenty of unemployed adventurers to be
DWARVEN MITTENS. Made from oliph- found in Manorhampton). 2
ant-leather reinforced with Dwarven More worrying is the pit (depth unknown). 4
forge-magic. Protects the hands from heat While I disagree with some of the wilder
and acid. Nothing short of lava or dragon- rumours floating amongst the men, there is
fire can penetrate the hard (yet strangely a danger of cave vermin interrupting works
1
supple) material. while it remains open. My proposal would be
to cover the passage with an iron barrier for
3. Office the moment. Shift supervisor’s suggestion
Wooden furniture rots in the dusty gloom of sealing it up with goblin firesticks seems
(though a large oakwood desk has resisted foolish to me as we are running very low.
the worst effects of disuse). Two tall
bookcases hold mouldy missives, account 4. Living Quarters
books, and folders. Spartan barracks. Cobwebs drape ten
• Desk. Inside the drawers are an iron rusty metal bedframes, one of which is
lockbox marked ‘payroll’ (contains 350 GP), occupied by a skeleton. 11
a large iron key (opens door in safe room, • Skeleton. Skull burst open as if it
p. 36), and a lengthy contract. exploded from within. Mouth agape (as
• Contract. A lease agreement between though still screaming in agony). 13
the Krytpwood Silver Company, signed
and sealed by Lord Hendenburgh (the 5. Ventilation Shaft
incumbent lord’s late father). The terms Narrow. Tangled with roots.
of the agreement grant the company • Narrow. 60’ and a tight squeeze for 12 16
mining rights in the Krpytwood as long anyone larger than a halfling. Leads to
as 5% of the profits are remitted to the the strange fossil (p. 36)
Hendenburgh estate. The lease has now
lapsed. Enterprising parties who present
14
the agreement to Lord and Lady Henden- 9
burgh can become mine-owners, citing 7
the past profitability of the arrangement.
• Bookcases. Most of the documents 18
are ruined or of little interest (unless your
15
party have a fascination with 50-year-old
invoices). However, a thorough search 10
reveals a report signed by Osha the
Geologist.

6 17
32 8 39
••••••••••••••••••••••••••••••••••••
Random encounters in the mine. BRAIN SPIDER - Eight long hairy legs and a pair ECOLOGY OF BRAIN-SPIDERS
◆ THE MINE Roll 1d10 every other turn. of glistening fangs emerge from a mass of pul-
sating brain matter the size of a springer spaniel.
▸ Introduction: The brain-spider (cerebrum gulo-
sus) is among the most dangerous of the abyssal
Note: Pre-modern mines are not Carls- 1d6 brain spiders skitter through the
1 AC 7 [12], HD 2 (9 hp), Att 1x bite (1d6), arachnids, feared even by the death-hungry
bad Caverns. They consist of cramped, tunnels in search of food (brains).
THAC0 18 [+1], MV 90’ (30’), SV D12 W13 P14 crusaders of the Chtonic Papacy.
claustrophobic, coffin-like tunnels which 2 1d4 hosts shamble towards the party. B15 S16, ML 9, AL Chaotic, XP 20 ▸ Culture: Brain-spiders are at least as intelligent
rarely offer sufficient room to turn around
Falling pebbles and the sounds of wood ▸ Sapiophile: Always attacks the character with as humans, though their utterly alien minds mean
or to stretch weary limbs. Characters tall-
creaking as the damp and rotting mine the highest Intelligence (where possible). that coherent communication is impossible (and
er than 6’ must hunch to avoid scraping 3
props struggle to hold back the terrain likely undesirable). At least one cathedral-sized
their heads on the ceiling. In connecting HOST - Decomposing miner, now a thrall of the brain
overhead. web has been discovered whose intricate and
tunnels, explorers may only move in spiderlings that are actively consuming his mind.
Pocket of stinkdamp. Reeks of rotten chaotic designs are suggestive of art.
single file and must use an entire round of AC 8 [11], HD 1 (4 hp), Att 1x pickaxe (1d6),
eggs. Extinguish torches and move ▸ Habitat: The deepest depths of the earth,
movement to turn around. It goes without 4 THAC0 19 [0], MV 30’ (10’), SV D12 W13 P14 B15 S16,
on quickly or the gas ignites (save though colonies have sometimes been identified
saying that the mines are completely light- ML 12, AL Chaotic, XP 10
versus breath or 2d6 fire damage). living relatively close to the surface.
less (unless otherwise indicated). ▸ Grisly end: When reduced to 0 hp a swarm of
▸ Diet: Brain matter exclusively.
A single brain spider lurks behind a brain spiderlings bursts from the host’s crani-
▸ Reproduction: Brain-spider queens (a misnomer
6. Elevator 5 corner, preparing to ambush unwary um (or stream out through their nostrils).
since the species is hermaphroditic) lay their
A shaft of light from above (60’) illumi- prey.
BRAIN SPIDERLING SWARM eggs in the frontal lobe of an intelligent victim
nates the remnants of a crude wooden lift A swarm of brain spiderlings emerges
6 AC 7 [12], HD 2* (9 hp), Att 1x swarm (see by means of a syringe-like appendage. The host
(smashed to pieces; an explosion of wood- from the darkness. below), THAC0 18 [+1], MV 60’ (20’), SV D12 W13 P14 enters a deep coma as vital functions slow to
en planks, wire mesh, and human bones).
Discomfort. Characters experience B15 S16, ML 11, AL Chaotic, XP 20 a glacial rhythm. To all appearances, the host
Dozens of inscriptions line the walls of
7 mild headaches and itching on the ▸ Immunities: Only harmed by fire, extreme appears to be dead.
the chamber. Passage northwest blocked
inside of their skulls. cold, water (natural aversion), sleep spells A few months later, the eggs hatch and minus-
by a dense wall of skeletons.
(affect the whole swarm), smoke (drives off), cule brain spiderlings begin to consume the host
• Lift. Unsalvageable. Pocket of choking whitedamp.
or other attacks as the referee wishes. brain. In environments rich in intelligent prey the
• Inscriptions. Names (Louis, Veronica, Adventurers experience dizziness and
▸ Swarm attack: Automatically damage charac- brain is consumed within months. Where food
Thomas . . .) each in a different handwrit- 8 coughing. Save versus poison or 2d4
damage from bleeding lungs (covering ters within swarm area. After a successful hit, is limited, consumption occurs with geological
ing. Carved with daggers and chisels.
characters lose 1 Intelligence point per round patience (the feeding process has been known
• Wall of skeletons. Too many people. mouth adds +6 to the roll).
as the swarm devours their intellect. to last for up to a century). Scholars are divided
Too little space. They died gasping for A host stands motionless, staring at
as to how much consciousness the host retains
breath. Two turns to clear the passage. the party. In one turn, its head explodes
9 during this process. While infected, the host
as a brain spider leaps from the bloody
body can be used as a zombie-like puppet to
7. Survivor mess.
protect the colony.
Walls glitter with gypsum in the torch- Hallucinations. Characters experience Once consumption is complete, the infesting
light. A partially decomposed miner lies visions of a bottomless black abyss spiderlings turn on each other in a Darwinian
slumped over a heavy wooden crate. 10 and the sense that they are being orgy of violence. The victor consumes its siblings
• Miner. A host (see opposite). Still indifferently observed by intellects and bursts forth from the skull of the host as a
possesses some faint sliver of sentience. vast and cool and unsympathetic. fully-formed brain spider.
Strange fleshy lumps pulsate and move
across his rotting scalp. Grabs the first PC
who approaches and begs for death: “I can
feel them! They’re eating my thoughts! They
ate my mother’s face! They ate my wedding
day! They ate my name!”. If spared, the
infesting spiderlings retake control and
attack in 1d3 turns.
• Crate. Contains 750 gp worth of unre-
fined silver ore. Weighs as 1,000 coins.

34
8. Powder Room 10. Safe Room 12. Feast passage can be sealed with explosives
Three skeletons are embedded in sticky Beyond a heavy (locked) steel door lies Ceiling coated with sticky pink brainsilk. (goblin boomsticks or fire ball spell).
pink webbing (veined, occasionally illu- a large chamber with comfortably high 2d4 brain spiders (p. 35) feast on the brains • Structure. Windowless. Ancient steps
minated by electric sparks) that coats the ceilings (8’) supported by wooden rafters. of a giant bat (suspended in a cocoon, on the southern side of the structure lead
walls and ceilings. Barrels lie scattered A skeleton dangles from a makeshift thrashing uselessly against its attackers). to an enormous (12’) arched door of
and broken on the floor (emit a chemical noose. Six bunk beds, several large crates, An iron cart lies abandoned on its side. yellowed enamel.
smell vaguely reminiscent of almonds). a wooden keg, and a burlap sack fill the • Brainsilk. Touching the webbing • Door. 3’ thick. On closer inspection,
A dusty chest sits on the far side of the rest of the musty space. sends a telepathic warning to nearby the door appears to be made from
room. A thorough search reveals a narrow • Steel door. 1’ thick. Reinforced. Covered brain-spiders (1d6 brain-spiders arrive thousands of teeth (humanoid and
fissure in the western wall. in dozens of desperate, futile, scratch marks. in 1 turn) animal, some species familiar, most
• Skeletons. Back of their skulls cracked Can be opened with the key from the office • Iron cart. Filled with 500 GP worth of unrecognisable). Eerie blue light spills
open like eggs. One carries two goblin (p. 32). If locked from within, the room is silver ore. out from beneath the lintel. Crowbar
boomsticks (p. 68) in a utility belt. Another secure, and parties can rest here safely. or 4d6 under STR to open.
(in adventuring attire) wears a gleaming • Noose. 18’ of rope. 13. Corpses • Searching the cavern. Reveals a narrow
gold chain around his neck (400 GP). • Skeleton. Clutches a crumpled dry Ten dead miners (barely decomposed) fissure. Leads to powder room (p. 36).
• Webbing. Brainsilk. Touching the note: ‘Gods forgive me. I left them to lie in a tangled pile. One clutches an
webbing sends a telepathic warning to their fate. I heard the scratching, then the enormous chunk of silver the size of an 15. Blind King’s Throne
nearby brain-spiders. Roll under screaming, and now only the silence. Noone adolescent child. Illuminated by a single sphere of blue
DEX to retrieve gold chain and boomsticks is coming. I’m sorry.’ • Dead miners. Ten hosts (p. 35). light suspended in the air just below the
without disturbing the sticky silk. On a • Crates. Filled with hardtack (spoilt). Animate if a character comes within 5’. high ceiling. At the northern end of the
failure, 1d6 brain-spiders arrive in 1 turn. • Keg. Empty. Aroma of cheap bitter. • Chunk of silver. Worth 1,500 GP. room, an enormous mummy (13’) sits
• Barrels. Four in total. Full of highly • Sack. Contains a heavy iron key (locks/ Weighs 3,400 coins. upon a gargantuan throne carved from
unstable liquid nitro-glycerine (known as unlocks the door to this chamber), a goblin gleaming white selenite. Alcoves (six in
‘liquid boom’). Explodes on ignition. 2-in-6 boomstick (p. 68), and a silver diviner. 14. Natural cavern total) on the eastern and western sides of
chance of explosion in case of shock or 1-in-4 chance that 1d6 brain spiders the hall contain dusty glass tanks filled
SILVER DIVINER - A pendulous bronze
hit. Effects as 6d6 fireball, also collapses emerge from the pit every time the party with briny orange liquid. The walls of the
sphere suspended on electrum filigree
entire chamber. enter this chamber. room are covered in crude elven writing.
from a 2’ steel pole. The pendulum sways
• Chest. Contains a dirty brass canary towards nearby sources of silver in refined The claustrophobic tunnels give way to a In the centre of the room is a 10’ radius
(clockwork canary, see below) or ore form (range: 120’). The tug becomes large natural chamber (40’ high). Torchlight impression on the floor, an inch lower
• Fissure. Leads to the natural cavern stronger as the silver gets nearer. is reflected and refracted by gleaming white than ground level.
(p. 37) selenite crystals which protrude from the • Sphere of blue light. Suspended
CLOCKWORK CANARY - Mechanical canary 11. Strange Fossil ground and ceiling. On the northern edge magically. Tingles when touched.
that clips easily into a belt. Chirps in the Fresh air descends from a narrow shaft of the cavern is a deep, perfectly circular Cannot be moved.
presence (60’ radius) of poisonous or explo- above. Protruding from one of the walls is pit. The southern portion of the cavern is • Mummy. Vaguely elven in appearance.
sive gases. the half-extracted fossil of an enormous dominated by a grim and brutalist structure Eyeless. Thin, disproportionately long
(3’ tall 3’ wide) ammonite. (30’ high) made from cyclopean concrete limbs support a small, delicate torso. In one
9. Intersection • Narrow shaft. 60’ and tight. Leads to 5 blocks linked together with mathematical desiccated hand he holds a perfectly
A wooden sign hangs from a rusty nail. A (ventilation shaft, p. 32). precision rather than mortar. spherical black sapphire (1,500 GP). In
strong draught of cold air flows from the • Fossil. A previously unknown species. • Selenite crystals. 1’ wide. Range in the other he clutches a 3’ obsidian sceptre
western tunnel. The air from the southeast- Worth 1,100 GP to a person of learning. length from 5’ to 20’. Eerily beautiful but tipped with an enormous sharp tooth of
ern and northeastern tunnels is noticeably Three rounds of loud hacking to extract. of little monetary value. unknown provenance (Sceptre of the
fresher (suggests a passage to the surface). Weighs 2,000 coins. • Pit. Walls perfectly smooth. Descends Blind King Beneath the Earth). If the
• Sign. “Use your nose. Extinguish flames over a mile into the earth. Listening sceptre is removed the mummy smiles and
around explosive stinkdamp – Osha the closely reveals the distant sounds of whispers word 'cith-lir' ('chosen' in high
Geologist.” tormented, inhuman screams. The elvish).

36 •••••••••••••••••••••••••••••••••••• 37
••••••••••••••••••••••••••••••••••••

‘Clearing’ the mine


• Glass tanks. Six in total. Wiping away SCEPTRE OF THE BLIND KING BENEATH DEX to gingerly avoid it and pass by Killing the brain-spider queen and collapsing the
the dust reveals strange creatures sus- THE EARTH - Cursed staff +3. Once taken it without raising the alarm. pit in the natural cavern (p. 37) ‘clears’ the mine
pended in the liquid (4’ tall, milk-blind eyes, adheres to the bearer’s hand. • Giant bat. Trapped and terrified. Its (cease rolling for random encounters). The mine is
oversized heads on small, stunted bodies). ▸ Effects: Creatures struck by the staff simple mind recognises the imminence of now safe to work.
• Elven writing. A strange and must save versus wands. On a failure, sev- a painful death.
antiquated dialect of elvish. Appear to eral teeth leap painfully out of the targets
be the ravings of a lunatic: mouth, causing 1d6 damage and silencing 18. Queen’s Lair
‘Saw the SUN. Knew that it was BAD. them (no effect on toothless foes). A brain-spider the size of a pony
Knew that DARK is good. ▸ Curse: Bearer becomes blind in 1d4 days squats amidst curtains of hardened pink
Knew that LIGHT is burning, and experiences visions of a savage subter- brainsilk in a meditative revery.
horrible POISON. ranean coronation whenever they sleep. • Brain spider. The queen. Lost in the
There was a KING who knew that eyes The bearer is the promised Cith-lir (messiah) memories of a thousand victims.
told LIES. of the blind elves who dwell in the lowest • Brainsilk. A corpse is tangled in the
There was a KING who remade us and layers of the lithosphere, doomed to webbing (wears a silver locket worth 100 GP)
made us PERFECT. become their king. If the curse isn’t lifted BRAIN SPIDER QUEEN
There were words of PROPHECY. in 30 days, then the bearer succumbs to AC 5 [14], HD 4* (19 hp), Att 1x bite (1d8) or
There was to be another who would their strange fate and wanders into the telepathic torture or web, THAC0 16 [+3],
be CHOSEN. bowels of the earth, never to be seen again MV 90’ (30’), SV D12 W13 P14 B15 S16,
There was to be another who would wield (unless you fancy writing an underworld ML 10, AL Chaotic, XP 125
the SCEPTRE and bring a second, adventure). ▸ Telepathic torture: 20’ radius. Save
golden, lightless AGE.’ ▸ Dispelling: Can only be removed by magic versus spells or 1d4 damage from cluster
The passage repeats over a hundred times. (remove curse) or by praying at the Purga- headaches. -1 (cumulative) to attack rolls
• Impression. Pressure plate. Stepping tory of Saint Patricios (lies one hundred and saving throws. ▸ Web: One target. Save
on it causes it to descend an inch deeper miles south of the Kryptwood). versus paralysis or suspended in a cocoon
into the floor (can be circumvented by of brainsilk (paralysed – two rounds to
jamming the mechanism with a pole or 16. Silver Vein free oneself, one if someone helps).
something similar). On activating this The walls glitter with rich deposits of ▸ Incubation: On a natural roll of 20, the
trap, the glass tanks drain, and the crea- silver. Untold wealth lies waiting within target is infested with brain spiderlings
tures therein (Perfect Ones) begin ham- the silent rock. (enters a deep coma immediately). If not
mering on the glass (breaking free in 1d2 • Deposits. One miner can excavate removed within a week the target rises
rounds). If a PC is carrying the Sceptre of 50 GP worth of silver in a single day (a again as a host. Lynabeth the coroner will
the Blind King Beneath the Earth, then skilled miner in the region usually charges be weirdly enthusiastic to perform the
the creatures will serve the sceptre’s bear- 10 GP per day for their services). necessary experimental surgery on an
er unswervingly and without question. 80,000 GP worth of silver can be extract- infested victim.
Otherwise, they attack immediately. ed from the vein before it is exhausted. No
PERFECT ONE - Hideous mutants. Wait for experience gain for silver acquired in this
the return of their promised liege. manner.
AC 7 [12], HD 1 (4 hp), Att 1x claw (1d4) or
turn invisible, THAC0 19 [0], MV 60’ (20’), SV 17. Webbing
D12 W13 P14 B15 S16, ML 10, The walls, floor, and ceilings are coated in
AL Chaotic, XP 13 sticky pink webbing. A giant bat squeals
▸ Turn invisible: Prepare for an opportune and struggles to break free from the brain-
moment to strike (+4 to hit and AC once silk cocoon that imprisons it.
engaged). • Webbing. Touching it alerts the
brain-spider queen (p. 39). Roll a d20 under

38
Hex. D2

THE ANCIENT
GIANT BAT - Carnivorous bats that may attack FERAL LAR - Household gods of the Tarquinii,
adventurers, if hungry enough. turned shrivelled and wild after being denied
AC 6 [13], HD 2 (9 hp), Att 1x bite (1d4), sacrifice for nearly a millennium. Appear as

VILLA
THAC0 18 [+1], MV 30’(10’) / 180’(60’) flying, fanged cherubs in tattered togas.
SV D12 W13 P14 B15 S16, ML 8, AL Neutral, AC 6 [13], HD 1/2 (2 hp), Att 1x pugio (1d4),
XP 20 THAC0 20 [-1], MV 90' (30'), SV D8 W9 P10 B10 S12,
▸ Echolocation: Unaffected by effects that ML 9, AL Chaotic, XP 5
impair, modify, or rely on sight. Blinded by ▸ Faith-starved godling: Can be placated with
White marble breaks the green monotony of the magical silence. minor sacrifices and nominal worship.
Kryptwood, revealing an ancient villa partially consumed
VENGEFUL APPARITION - The anger-filled MOURNFUL APPARITION - Bound to the plane
by the relentless growth of the forest.
souls of the Kryptwood tyrant’s unfortunate of the living by the horrors they experienced
Once the seat of the Tarquinius family, a storied dynasty victims. Appear as scarred peasants wield- at the hands of the tyrant. Desire only to tell
who ruled the Kryptwood for generations. Abandoned when the last scion ing the instruments of lower-class rebellion the world of their suffering (possessing others
of the line (Lucius Tarquinius, the Kryptwood Tyrant) (pitchforks and torches). Apoplectic with for this purpose). If comforted, they can be
rage at the injustices they suffered in life. In convinced to cross the veil and leave this fallen
was overthrown and executed.. their righteous insanity, they seek vengeance world behind.
against all who eat, sleep, and breathe. ▸ Appears as (1d6):
Random encounters AC 3 [16], HD 3* (13 hp), Att 1x pitchfork (d6) 1. Weeping child clutching a wooden horse.
Roll 1d10 every other turn or 1x touch (life drain), THAC0 19 [+0], 2. Gaunt churl trying to hold in his own
1 1d6 feral lares investigate signs of intrusion. MV 90' (30'), SV D12 W13 P14 B15 S16, ML 9, intestines.
2 2d4 roosting giant bats are disturbed by the party’s light/noise. AL Chaotic, XP 50 3. Old woman with a broken neck.
▸ Undead: Immune to effects that affect 4. Callow youth carrying his own severed arm.
3 1d2 vengeful apparitions hunt the living. Appear as peasants wielding torches living creatures (e.g. poison). Immune to 5. Sturdy young man. Hale and hearty apart from
and pitchforks. mind-affecting or mind-reading spells (e.g. the gaping hole in his chest.
4 A pack of 2d10 rats scarper through the villa in search of food. charm, hold person, sleep). 6. Young woman carrying bloody swaddling
5 A dark procession of 1d4 mournful apparitions weeping and wailing. ▸ Mundane damage immunity: Only harmed (empty).
by silver weapons or magic. AC 6 [13], HD 2* (9 hp), Att 1x touch (life drain)
6 2d4 highwaymen arrive to loot the villa and rescue Elora (Collapsed room, p. 42).
▸ Ghostly torch: Emits green spectral light or possess, THAC0 18 [+1], MV 90' (30'),
7 1d6 flying monkeys arrive to finish off Elora (Collapsed room, p. 42). in a 30’ radius. Causes exhaustion in living SV D12 W13 P14 B15 S16, ML 7, AL Neutral, XP 25
8 Ghostly screams (‘Mercy! Mercy!) emanate from the basement (Torture room, p. 46). creatures (-1 to attack rolls). ▸ Undead: Immune to effects that affect living
9 The ground shakes as the eaglebear (Trophy room, p. 47) emits a ▸ Life drain: Save versus spells or permanently creatures (e.g. poison). Immune to mind-af-
series of especially vigorous snores. lose 1d4 CON. If reduced to 0 the victim dies. fecting or mind-reading spells (e.g. charm, hold
person, sleep).
10 A discarded, rusted, and dented boarshead helmet (remnants of the battle
▸ Mundane damage immunity: Only harmed by
which overthrew the Kryptwood Tyrant) rolls and clangs as if kicked by an invisible foot (p. 18).
silver weapons or magic.
▸ Life drain: Save versus spells or permanently
lose 1d2 CON. If reduced to 0 the victim dies.
▸ Possession: A victim within 30’ must save
versus spells or become possessed. The ghost
gains full control over the victim’s body but
is not able to make the victim cast spells. It is
expelled from a victim by dispel evil or if the
victim dies.

40 41
◆ GROUND LEVEL
General features: GREEN SLIME - Dripping, green slime that
Walls of discoloured marble (cracked clings to walls and ceilings.
5 4
in places, showing the dirty grey stone AC No hit roll required, HD 2* (9 hp), 6 3
beneath). Colonies of yellowy lichen and Att 1 × touch (consume flesh), THAC0 18 [+1],
sprawling ivy. Ceilings 8’. Smells of pine MV 3’ (1’), SV D12 W13 P14 B15 S16 (1), ML 12,
needles and composting leaves. Dim light AL Neutral, XP 25. 2
(strained through the emerald canopy of ▸ Acid: When in contact with a victim, sticks
the Kryptwood) creeps into each interior on and exudes acid. The acid destroys wood
room through narrow windows and miss- or metal (including armor) in 6 rounds, but
ing roof tiles. cannot affect stone.
▸ Consume flesh: Once in contact with flesh
1. Courtyard 1
for 6 rounds, the victim is turned into green
Ancient flagstones beneath a layer of slime in a further 1d4 rounds. ?
dead leaves (gradually turning to slippery ▸ Removing: Once stuck on a victim, can only
mulch). Green humanoid shapes stand be removed by fire. This inflicts half damage to
stonestill in the shade of the once- the victim and half to the slime.
magnificent villa. A chipped marble ▸ Immunity: Unharmed by all attacks except
fountain (filled with stagnant water) cold or fire.
and an old well are visible.
• Humanoid shapes. Stone coated 2. Portico
with flocculence. Removing the moss Decaying frescoes hint at former splen- lares will slink off in satisfaction if 4. Baths
reveals the macabre sculptures beneath dour. A trail of blood leads to 3. offered copper coins or insect sacrifices Dust and fallen masonry litter the floor.
(wounded and dying humans, hands • Frescoes. Enormous black hounds lope (“Unpleasant little freaks, they come by Invading branches protrude through
raised in futile defensive gestures). Clearly through a dense forest (bloody pawprints every few hours”). the northern wall. Six rusty pipes point
made by the hand of a master artisan. follow in their wake). A heavy stone door ▸ Wants: To get out of this gods-damned downwards into an empty pool. A brass
• Villa. Faced with expensive imported leads into the scriptorium (p. 44). 4d6 mess. Harbours ambitions of leading valve is mounted on the southern wall.
marble. Badly dilapidated. Part of the build- under STR to open (loud). No check the highwaymen. If healed, Elora feigns The unstable ceiling (visibly cracked) is
ing has been devoured by the forest (the required with crowbar. gratitude and accompanies the party decorated with a peeling fresco.
southwestern portion has collapsed com- until she finds an opportune movement • Turning the brass valve. Two of the
pletely). A young oak tree protrudes from 3. Collapsed room to sneak away (pinching one valuable pipes half-heartedly belch a litre of dirty
the broken red tiles of the roof (in 6, p. 44). The northern and eastern walls of the item of treasure before departing). Only black water into the pool.
• Fountain. Brackish water, covered in room have partially collapsed. A fear- sticks around if she thinks the party will • Peeling fresco. Depicts three bathing
a skin of sickly green algae. A golden torc some-looking woman (pale and dripping help her to usurp Sly George. mermaids with emeralds for eyes.
(appears as two intertwined snakes, 300 GP) with cold sweat) struggles to aim a cross- ELORA - Ambitious and amoral highwaywoman • Emeralds. 6 gems worth 150 GP each.
lies at the bottom. bow with one hand (the other clutches at a AC 6 [13] (leather, DEX), HD 2 (1 hp out of 4), Can be prised out. d20 under DEX or the
• Algae. Strangely cohesive, subtle bloody wound in her side). Att 1 × crossbow (1d6), THAC0 19 [0], whole ceiling collapses (2d6 damage to ev-
twitches. A green slime. Attacks if • Fearsome-looking woman. Elora, a MV 90' (30'), SV D13 W14 P13 B16 S15, eryone in the room – after that, one of the
disturbed. merciless, foul-mouthed cutthroat in the AL Chaotic, ML 8, XP 15 (5 while wounded) remaining emeralds can be found every
• Old well. Smells of putrescine rot. 20’ employ of Sly George. Crawled to the villa ▸ Wound: Infected and dripping with black turn of sifting through the rubble).
deep. Leads to the cistern (p. 45). after being ambushed by flying monkeys. pus. Can only be cured with magic (lay on
Suffering from a hideous, weeping wound. hands or a healing spell – a second casting
▸ Knows: That there is something is needed to restore lost hit points). Elora is
massive sleeping beneath the villa (“The already too weak to move unassisted.
damn snores are enough to rumble the .
flagstones sometimes”) and that feral

42 •••••••••••••••••••••••••••••••••••• 43
THE DEATH MASKS
1 Male. Strong chin. 15
Vision: A grizzled centurion joyfully leads a unit of
5. Scriptorium cavalry into battle against a much larger force of
Stone shelves line the room. Most of their tattooed, bearskin-clad elves.
contents have long since rotted away to Belief: ‘Overwhelming odds? Death a certainty?
nothing. A crest hangs proudly on the Perfect! INTO THE FRAY!’ S 12 13 14
northern wall. 1 Male. Round cheeks. Jovial expression.
• Stone shelves. A thorough search Vision: A rotund nobleman outdrinks every single
reveals a scroll of water breathing and a guest at a wild bacchanale.
scroll of shield as well as fragments of an Belief: ‘Good food and wine are the greatest of life’s 11
incomplete Tarquinian genealogy (Lady pleasures. I will lead a life of hedonic excess for as S
Hendenburgh will pay 400 GP for a find 9 16 10
long as my body allows me.’
of such historical importance).
1 Androgynous. Nose partially fallen off (as if by
• Crest. Depicts a roaring brown bear frostbite).
S
wearing an oak crown on a field of blue
Vision: A centurion leads a long line of infantry on 7
(Lady Hendenburgh can identify this item
a brutal forced march through a snowy mountain
as being the family crest of the Tarquinii).
◆ BASEMENT
pass.
Worth 200 GP.
Belief: ‘I do not tolerate weakness or cowardice in
my allies.’
6. Tablinum General Features:
An oak tree emerges from broken flag- 1 Female . Gaunt, sunken cheeks. Walls of worked limestone. Doors of
stones and rises through the cracked Vision: A sickly young noblewoman shivers in bed half-rotten oak (unless otherwise indicat-
ceiling (dirty water piles in a hollow near- as she is racked by yet another fever. ed). Ceilings 6’. Pitch black darkness. Cold, 8
by). Six alabaster death masks (gently Belief: ‘I am definitely, one hundred percent ill and damp, and generally unpleasant. Beware
glowing) float face down in the leafy water. that tummy ache is probably going to be terminal’ of the hibernating eagle bear.
Flecked remnants of once-vibrant fres- 1 Female. Prominent nose. Confident expression
coes decorate the walls. Slippery, worn Vision: Two philosophers engage in a spirited 7. Macabre fresco
steps lead downwards into darkness. debate over the nature of matter. The elderly sage Cold, damp air fills the small chamber.
• Steps. Leads 20’ down to the macabre is forced to concede defeat to the audacious young Faded frescoes line the wall. Telltale
fresco (p. 45). woman who dared to challenge him. feathers litter the ground. • Dirty black water. A school of 1d6
• Death masks. Each depicts an Belief: ‘Knowledge is power. I must study until I am • Frescoes. Mournful figures, each of corpsefish swim in the shallow pool.
honoured ancestor of the Tarquinii. the most learned of sages.’ whom bear a unique mutilation (gouged CORPSEFISH - Pallid omnivorous lungfish.
Touching one gives the sentiment that it is 1 Male. Handsome. Lips twisted in a mock- eye, amputated arm, missing nose), stare Survive on rotting vegetation, flesh, detritus,
alive somehow. The death masks are ing smile. Wears a crown of oak. (Depicts the silently from the walls. and whatever else they can get their stubby
infused with a personality fragment of Kryptwood Tyrant) • Listening: Water sloshing from south- fins on. Stink to high heaven.
those whose likeness they bear. Vision: A crowned huntsman leads a pack of blood- ern passage. AC 5 [14], HD 1 (4 hp), Att 1x bite (1d6) and
Characters who place a mask on their face thirsty hounds on a pursuit through a dense forest. • Secret Door: In northern wall. Can disease, THAC0 19 [0], MV 90' (30') swimming,
experience a brief vision (1 turn) of the A terrified peasant begs for mercy. The huntsman only be opened by switch in the trophy 45’ (15’) on land, SV D12 W13 P15 B15 S16, ML 7,
ancestor’s life and must save versus spells merely laughs as the unfortunate serf is ripped room, p. 47. AL Neutral, XP 10
or permanently absorb an associated apart. • Feathers. Long, dirty, discoloured. An ▸ Disease: A corpsefish’s dirty maw is a
belief. Worth 100 GP each to an Belief: ‘To inflict pain is greatest joy a mortal can eaglebear has passed through here. breeding ground for bacteria. Anyone bitten
antiquarian. experience'. must save versus death or contract mud
+2 to all rolls involving torture, hunting, or intimi- 8. Cistern plague (-4 to Constitution, recover one point
dation. A shaft of bright light illuminates a pool of for each day of bed rest)
dirty black water. Suffocating smell of rot. ▸ Air-breathers: Can survive for brief periods
• Shaft of bright light. From well in on land
courtyard (p. 42).

44 •••••••••••••••••••••••••••••••••••• 45
••••••••••••••••••••••••••••••••••••

9. Torture room If the Tyrant becomes angered then the their memory and sanity has faded. They 14. Shrine
Dust-covered implements of pain lie mirror shatters (save versus breath or now try to amuse themselves with riddles Visible burn marks dot the floor. A simple
upon a bloodstained iron table. An iron 1d6 damage, 4-in-6 chance of waking the and word-games to pass the endless night. stone altar stands on the eastern side of
maiden stands against the western wall. eaglebear in 13). The unbroken mirror can They will reveal the location of a secret the room.
Noticeable draught. Snoring can be heard be sold for 1,000 GP. door (behind a pile of loose skulls, leads to • Burn marks. A grey ooze lurks on the
from the north. the dead man room, p. 47) in exchange for ceiling.
• Implements of pain. Pliers, knives, 11. Dead man room transportation out of the dungeon. • Altar. Holds a bronze statuette depicting
tongs, whips, and thumbscrews. Promi- Cockroaches skitter across the dusty the Tarquinian genius (a bearded and mus-
nent amongst them is a scalpel (blade of bones of an ancient skeleton (one of the 13. Trophy room cular man of advanced age adorned with
shiny black obsidian, sharp enough to cut late Tyrant’s evil retainers). The dead man Loud avian snoring emits from the centre of laurel wreath and toga). Worth 250 GP.
through bone) that appears unaffected by is dressed in ornate lamellar armour and the room where an eaglebear hibernates in GREY OOZE - Slimy horrors that lurk on stone
the ravages of time (Agoniser). still clings tightly to a shield that glimmers a makeshift bed of moulted feathers, caked surfaces or among boulders.
• Draught. Removing the iron maiden in the reflected torchlight. mud, and dead leaves. Hunting trophies AC 8 [11], HD 3* (13 hp), Att 1x touch (2d8),
(loud scraping, 1-in-6 chance of waking • Shield. Vanity of Steel. are mounted on the walls. A set of heavy THAC0 17 [+2], MV 10’ (3’), SV D12 W13 P14 B15
the eaglebear in the trophy room, p. 47) • Skeleton. Attempting to take the shield iron doors lie at the northern end of the hall. S16, ML 12, AL Neutral, XP 50.
reveals a secret passageway. from the skeleton causes it to spring to life Barely audible chatter can be heard from ▸ Blend in with stone: Difficult to tell apart
AGONISER - Dagger +1. On a natural attack and attack. Otherwise, it remains dor- the west. from wet stone.
roll of 19-20, inflicts such excruciating pain as mant. • Eaglebear. Aggressive if woken. ▸ Acid: After a successful attack, sticks to the
to leave the target paralysed for 1d4 rounds. VANITY OF STEEL - Shield +1. Made from • Trophies. Six in total; the mounted victim and exudes acid. The acid destroys
polished mirror-like steel. The shield exhib- and stuffed heads of an elderly Dwarven normal armour immediately and inflicts
10. Mirror room its an idealised and flattering reflection of man, a halfling child, an emaciated human 2d8 damage per round (magic armour is
Glass litters the floor. The northern and whomever looks upon it. woman, a griffon (400 GP), a giant weasel dissolved in one turn).
southern walls are adorned with eight (100 GP) and a bear (200 GP). The bear ▸ Energy immunity: Unharmed by cold or fire.
empty porphyry frames. One still intact SKELETON head is hung slightly crookedly. Straight-
mirror hangs from the eastern wall. Snor- AC 7 [12], HD 1 (4 hp), Att 1 × weapon (1d6 or ening it results in an audible click and the 15. Armoury
ing can be heard from the north. by weapon), THAC0 19 [0], MV 60’ (20’), SV D12 strained whirring of ancient machinery: Rusted javelins hang from hooks on
• Glass. 4d6 under DEX or loud crunch- W13 P14 B15 S16, ML 12, AL Chaotic, XP 10 opens the secret door in the macabre the northern wall. Dust piles on a heavy
ing (2-in-6 chance the eaglebear in the ▸ Undead: Make no noise, until they attack. fresco (p. 45), 2-in-6 chance of waking the wooden chest.
trophy room, p. 47, awakens). Covering Immune to effects that affect living creatures eaglebear. • Javelins. Barbed. Jagged. Designed to
the glass with a cloak or carpet will remove (e.g. poison). Immune to mind-affecting or
• Iron doors. Squeaky and rusted. Loud maximise pain.
the hazard. mind-reading spells (e.g. charm, hold, sleep). creaking when opened (5-in-6 chance of • Chest. Contains a jet-black hunting
• Porphyry frames. Each worth 50 GP waking the eaglebear). Oil the hinges to horn
(they weigh 500 coins though). 12. Ossuary pass silently. HORN OF HORRORS - When sounded, every
• Intact mirror. Enchanted. Upon Shelves covered in hundreds of dusty EAGLEBEAR - Rare and storied cousins of the creature within 200’ must save versus spells or
approaching the mirror, the ghostly figure skulls. Two of the skulls are engaged in a owlbears. The face of an eagle with the enor- flee for 1d6 turns. Can be used once per day.
of the Kryptwood Tyrant (handsome, lips tedious game of ‘I posit with my little orbit’ mous body (8’ tall, 2,000 lbs) of a grizzly bear.
curled in a twisted smile, wearing a crown (the answer is always door, ceiling, floor, Solitary hunters. If anything, more foul-tem- 16. Treasure Room
of oak) appears in the reflection (“Guests or skull). The rest are inanimate. Loud pered and dangerous than their nocturnal Dark space glittering with valuables.
in my home, such a pity I can’t be there to snoring can be heard from the east. relatives. • Valuables. 1350 loose gold coins, an
welcome you!”). If the Tyrant has already • Skulls: The still-sentient skulls are AC 5 [14], HD 8 (36 hp), Att 2x claw (1d8),
ivory drinking horn (500 GP), a silver
been banished or released, then the mirror Cassander and Severus, once hunting com- 1x bite (2d6), THAC0 12 [+7], MV 120’ (40’),
pepper-pot carved to resemble the head of
displays nothing but grey mists. panions of the Kryptwood tyrant, who SV D8 W8 P10 B10 S12, ML 9, AL Neutral, XP 650
a handsome and imperious noblewoman
•KryptwoodTyrant. Charming, cunning, were punished for their support of the des- ▸ Blood frenzy: +2 to attack and damage
(700 GP), a porphyry chess set (1,500
and infinitely patient. He attempts to pot by being cursed with eternal disem- rolls once the creature draws blood (after a
GP), a whalebone girdle (500 GP), and six
convince the party to free him from his sar- bodied life. After centuries of confinement successful bite attack).
small rubies (250 GP each).
cophagus in the Tyrant’s Tomb (G4 , p. 48).
46 47
Hex. G4

THE TYRANT'S
TOMB
Hundreds of years ago, the Kryptwood Tyrant
was overthrown by peasant rebels led by the boar-knights
and the hawk-sisters. The despot was executed. His body, his
loathsome hounds, and his blackened soul
were imprisoned deep within a prison-crypt.
The boar-knights and hawk-sisters who had spearheaded the
Kryptwood’s liberation entombed themselves within
the same dark sepulchre, ready to rise again should the
Tyrant’s spirit ever escape its bonds.
A few days ago, Belynda the Bloody led her forces into
the Tyrant’s Tomb (unsealed earlier by treasure-hungry
highwaymen). The looting mercenaries accidentally
awakened the boar-knights and took heavy losses before
retreating to the secret room to recuperate from their
wounds. Belynda has since succumbed to the psychic will of
the Tyrant and now seeks to release his twisted spirit.

Outside
Sickly, limp vegetation rots in a silent clearing.
Ancient brickwork has been partially consumed
by an enormous dead oak tree (ravens nest in
its brittle grey branches). Between the sprawl-
ing roots, a huge rock has been shattered into
pieces. Behind it, worn stone steps descend into
darkness.
easily,
• Oak Tree. Papery bark disintegrates
revealing red cambium the colour of dried blood.
g glyphs.
• Rock. Covered in faded chalk wardinmoss.
• Steps. Slippery, coated with ancient
Leads to entrance (p. 52).

48 ••••••••••••••••• 55
••••••••••••••••••••••••••••••••••••

Encounters in the Tyrant's tomb FIRE BEETLE - 2½’ long. Commonly found underground.
Roll 1d6 every turn, or when the party is particularly noisy. On 1, roll 1d12 for a AC 4 [15], HD 1+2 (6 hp), Att 1x bite (2d4), THAC0 18 [+1], MV 120’ (40’),
random encounter. SV D12 W13 P14 B15 S16, ML 7, AL Neutral, XP 15
1 Heavy footfalls (the tomb guardian will arrive in 1 turn). ▸ Glowing nodules: Three glowing glands (two above the eyes, one on the abdomen) cast
light in a 10’ radius. If removed, keep glowing for 1d6 days.
2-3 1d6 Kryptwood hounds lope towards the surface.
An alabaster golem struggles to wrestle an escaping Kryptwood hound OCHRE JELLY - Giant, ochre amoeboids.
4
to the floor. AC 8 [11], HD 5* (22 hp), Att 1x touch (2d6), THAC0 15 [+4], MV 30’ (10’),
5 Lights appear in the darkness (1d8 fire beetles approach). SV D12 W13 P14 B15 S16, ML 12, AL Neutral, XP 300
▸ Immunity: Unharmed by all attacks except cold or fire.
6 1d4 alabaster golems shamble through the darkness. ▸ Division: Lightning or attacks with weapons cause the jelly to divide into 1d4+1 2HD
7 An ochre jelly squeezes its way through cracks in the broken flagstones. jellies that do half damage.
▸ Acid: After a successful attack, sticks to the victim and exudes acid. The acid inflicts 2d6
A scout (3HD bastard) creeps carefully through the empty halls (her orders
8 damage per round to flesh and destroys cloth, leather, or wood in one round. (Stone and
are not to engage but to report any unusual activity to Belynda in 18.
metal are unaffected.)
A deserter (2HD bastard) abandoning his post: ▸ Seep: Can squeeze through small holes and cracks.
9
“Belynda’s gone mad. This is suicide!”
10 A chorus of canine barking echoes throughout the tomb. TOMB GUARDIAN - 8’ tall automaton hewn from mossy limestone. Most powerful of the
tomb’s automated defences. Has four faces etched onto its cubic head, one sad, one angry,
The psychic will of the Kryptwood Tyrant resonates within the heads of
one frightened, and one triumphant. The head rotates to communicate warning (angry), no
the party. If they appear close to success, he promises them gold, power,
11-12 threats detected (sad), that the guardian has lost more than half its hp (frightened), or that
and glory in exchange for release. If they are struggling, he mocks the futility
it has recently slain an intruder (triumphant).
of their cause.
AC 3 [16], HD 10 (45 hp), Att 4x fist (1d8), THAC0 11 [+8], MV 80’ (20’), SV D10 W11 P12 B13 S14,
ML 12, AL Neutral, XP 1,600
KRYPTWOOD HOUND - Enormous, black demonic hounds. Red eyes. Foaming mouths. Old ▸ Immunities: Unharmed by gas; unaffected by charm, hold, and sleep spells.
bones protrude through filthy, matted fur. ▸ Loud: Audible from 90’.
AC 5 [14], HD 2* (10 hp), Att 1x bite (1d6) or 1x howl, THAC0 18 [+1], MV 120’ (40’), ▸ Clumsy: Easily tripped. Struggles with doorways
SV D12 W13 P14 B15 S16, ML 9, AL Chaotic, XP 25, NA 1d6 (one full turn to navigate).
▸ Howl: Retainers must succeed on a loyalty check or flee for 1d4 rounds.
▸ Turning: Count as undead.
▸ Immortal: When killed, the hound immediately vanishes and reappears 1d4 days later in
the hound pit (p. 56)

ALABASTER GOLEM - Chipped, 6’ tall alabaster warriors. Automated defence system for the
tomb. Hostile to all except the boar-knights and hawk-sisters.
AC 6 [13], HD 3+3 (15 hp), Att 1x fist (1d8), THAC0 16 [+3], MV 90’ (30’), SV D10 W11 P12 B13 S14,
ML 12, AL Neutral, XP 50
▸ Immunities: Unharmed by gas; unaffected by charm, hold, and sleep spells.

BASTARD
AC 5 [14] (mismatched armour), HD 2-3 (9/13 hp), Att 1x spear (1d6), THAC0 17 [+2], MV 90’ (30’), SV
D12 W13 P14 B15 S16, ML 10, AL Any, XP 20/35
▸ Shieldwall: +1 to AC when standing next to comrade.

50 51
••••••••••••••••••••••••••••

◆ FACTIONS AND NPCS ◆ THE TOMB


General features: Sprawling roots dan-
3. Mosaic room
Recently disturbed dust (the room 4
Boar-Knights
gle from 10’ high earthen ceilings. Walls of has been thoroughly looted). A grand
Paladins in the service of the Sounderlord
worked stone (moist to the touch). mosaic depicts a sylvan scene of grazing
(boar-headed god of chivalry, bravery, and
Soil-strewn flagstones underfoot. Doors elk, blooming flowers, and fruit-laden
noblesse oblige). Six continue to serve in
of thick (2’) granite. Pitch-black darkness. trees. One figure appears out of place.
undeath (of which three have been slain
Smell of rich, loamy soil. He wears modern adventuring garb and 5
by Belynda’s Bastards).
an expression of pure horror (his hands
Hawk-Sisters 1. Entrance are raised as if in warning).
2
Warrior-nuns sworn to the Hawkmother Smell of deep earth and old bones. • Grand mosaic. If touched, the 3
Superior (hawk-headed goddess of vir- Bas-reliefs (worn almost smooth by adventurer’s world changes instantly.
tue, moderation, and good manners). Four cascading beads of moisture) decorate the The character’s flesh is now composed of
mummified hawk-sisters still slumber walls. stained glass, coloured stone, and ceramic
within the tomb. 1
• Bas-reliefs. Hunters on horseback (led tesserae. Reality has one less dimension
Belynda the Bloody by a large, crowned figure) hunt with than they recall. The PC’s only company
Eldest of the Count of Vildemere’s seven- enormous black hounds. Their prey is that of Nigel, a member of Belynda’s
ty-two illegitimate children. She carved (humans in unfamiliar garb) huddle in Bastards who made the same mistake (the
out a reputation as a fearsome soldier and fear behind trees and bushes. rest of the party see their comrade appear
adventurer while her legitimate half- in the mosaic).
siblings squandered the family fortune on 2. Severed arm • Rescue: Mosaiced adventurers can be • Bas-reliefs. The Kryptwood Tyrant
gambling and debauchery. Stewing A severed human arm marinates in liberated with careful carving (roll a d20 smirks despites being bound by heavy
resentment bubbles behind her stoic a pool of blood (belongs to a now eviscer- under DEX) and a stone to flesh spell. iron chains. A boar-knight and a hawk-
facade. The Kryptwood Tyrant has ated bastard). Bas-reliefs cover each wall. sister guard the dethroned but
promised her lordship over her ancestral Canine growling can be heard from the 4. Hungry hounds unhumbled prisoner.
estates (which lie three days south of the north. Two Kryptwood hounds snarl and • Stairs. Lead to plinths (p. 54).
Kryptwood and once formed part of • Arm. Each bloody finger bears a glitter- slather as they fight over a slab of human
the Tyrant’s blood-soaked domain) in ing ruby ring (300 GP) flesh at the top of stairs descending into 5. Looted room
exchange for betraying her original • Bas-reliefs. A procession of pitch- the depths. Bas-reliefs on the walls are Scrape marks and disturbed dust (two
mission and securing his release. fork-wielding peasants led by knights in spattered with blood and miscellaneous large heavy objects – the golden statues
boars head helmets (boar-knights) and gore (the remains of a recently eviscerated held by Belynda and her men in 18 have
nuns whose faces are concealed behind bastard). been dragged elsewhere). Stairs descend
beaked masks (hawk-sisters). • Kryptwood hounds. Attack if dis- into the darkness.
turbed. • Stairs. Lead to stone stairs (p. 54).

53
16
release him (‘My husband is a man of his LUCRETIA’S LYRE - A turtle-shell lyre strung
word and rewards his allies well. She will with delicate strands of electrum. Three songs
prove herself an able lieutenant in the days (each of which can be played once per day).
to come.’) ▸ Song of Seduction: Casts charm person.
• Fears: The hawk-sisters and the ▸ Delicate lullaby: Casts sleep.
17
18 S boar-knights (‘Blind zealots, they cannot ▸ Discordant melody: Casts confusion.
appreciate that a true leader must rule
6 through fear!’)
15 14
• Jewellery. Mother of pearl earrings
(two x, 400 GP each), a ring mounted with
a garnet the size of a duck egg (500 GP),
12 10 9 a silver fibula carved to resemble a
roaring hound (500 GP), and a gold
8 choker (600 GP).
13 7 • Lyre. Lucretia’s Lyre.
• Sarcophagus. Contains an exquisite
dark satin mourning veil studded with
black diamonds (1,000 GP)
• Chalk Circle. Drawn by the hawk-
11 sisters. While unbroken, spirits, objects
and magical effects cannot pass through.
• Breaking the circle: Lucretia seeks
out Belynda and offer her aid.
6. Plinths 9. Lucretia’s tomb LUCRETIA - Ghostly beauty. Loyal wife of
Six waist-high plinths surround The scent of rich perfume mingles the Kryptwood Tyrant.
a set of stone stairs leading up- with that of graveyard clay. A ghostly AC 4 [15], HD 5* (22 hp), Att 1x touch (1d6 +
wards. figure (bedecked with jewellery Charisma drain) or lyre, THACO 17 [+2],
• Plinths. Empty (contained silver and wearing a tattered purple stola) MV 90’ (30’), SV D10 W11 P12 B13 S14, ML 10,
chalices, now in the possession of the reclines on a mahogany couch, plucking AL Chaotic, XP 300
bastards in 18 — see p. 58). at the strings of a lyre. A sarcophagus (lid ▸ Charisma drain: Victims become uglier
• Stairs. Lead to hungry hounds (p. 53). open) sits in one corner of the room. A with each touch (-1 Charisma) while Lucre-
perfect chalk circle surrounds both spirit tia’s unearthly beauty intensifies (recovers
7. Malfunctioning golem and sarcophagus. after 8 turns). If reduced to 0 the victim is
Dull, rhythmic thuds; a malfunctioning ala- • Ghostly figure. Lucretia, the wife of reduced to an undead slave (stats as ghoul).
baster golem repeatedly (and vainly) the Kryptwood Tyrant and a willing par- ▸ Lyre: Use one effect of Lucretia’s Lyre.
attempts to walk through the southern wall. ticipant in his atrocities. Beautiful, ▸ Undead immunities: Immune to effects that
• Golem. Head badly cracked from its seductive, and imperious. Like her affect living creatures (e.g. poison). Immune
repeated encounters with the masonry. If husband, she was condemned to eternal to mind-affecting or mind-reading spells,
gently guided and prodded, then the golem imprisonment. She remains loyal to her ▸ Ghostly: Immune to non-magical weapons.
can be redirected to move in simple straight husband and longs to restore his reign of Can walk through walls.
lines. The golem can carry up to 3,200 coins terror. With purring condescension, she
worth of weight but will never attack. will try to flatter and cajole the party into
breaking the circle that binds her.
8. Stone stairs • Knows: That Belynda has fallen under
Lead to looted room (p. 53). the Tyrant’s thrall and now seeks to

54 •••••••••••••••••
••••••••••••••••••••••••••••••••••••

10. Armoury 11. Hound pit • Font (hawk in flight). Drinking from 13. Beetle tunnel
Above the door to this room is a bas-relief Choking odour of wet fur and ancient rot. this font gives the adventurer the ability to Stone stairs descend into the darkness. A
of a serpentine eye (directly beneath is a A narrow (2’) walkway circumnavigates a levitate (as the spell) for 2d6+4 turns. gaping hole mars the southern side of the
pile of ashes). Inside are six stone manne- deep (10’) pit filled with a viscous soup of • Font (boar-head). The drinker’s skin room.
quins bearing dusty coats-of-plates (in- blood and viscera (tufts of canine fur and thickens until it has the consistency of • Stone stairs. Lead to Chapel of the
cluding sallets adorned with boar-tusks). A the occasional bone rise to the surface). boar-leather (+2 to AC for 2d6+4 turns, +1 Hawk Goddess (p. 60).
dozen longswords hang from hooks in the Dirty murals decorate the wall. if wearing plate). • Gaping hole. Ingress point of the bee-
wall. A magnificent bow (its steel string se- • Deep pit. Every turn there is a 3-in-6 • Font (defaced). Noxious stagnant tles infesting the tomb. A narrow, unstable
cured with golden clasps) rests on a marble chance that part of the viscera configures water (2d4 damage to drinker). tunnel can be followed for 120’ before a
plinth at the northern end of the room. itself into a Kryptwood hound and leaps • Uses: Can only be used twice before collapse prevents further exploration.
• Serpentine eye. A trap. Glows bright from the pit. the water loses its magical energy (24
red and fires a crimson ray at adventurers • Dirty murals. Caged hounds howling hours to recharge). 14. Golems
attempting to cross the threshold (save with impotent fury. OIL BEETLE - 3’ long, burrowing beetles Six alabaster golems form a silent guard.
versus wands or instantly incinerated). sometimes encountered below ground. • Golems. Remain motionless unless
Can be circumvented by blinding the eye 12. Fonts AC 4 [15], HD 2* (9 hp), Att 1x bite (1d6) and
adventurers attempt to enter 15 or attack.
with paint or fabric. 1d8 oil beetles feast on discarded rations 1x oil spray (blistering), THAC0 18 [+1],
They will not leave the room to pursue.
• Coats of plates. Impeccable workman- (dropped by one of Belynda’s warriors). MV 120’ (40’), SV D12 W13 P14 B15 S16,
ship means each suit is worth 200 GP. Clear water flows through three fonts on ML 8, AL Neutral, XP 25 15. Golem Control
Potential disguise. Protect as chainmail. the southern side of this chamber (gath- ▸ Oil spray: Use when attacked. Targets Room strewn with discarded golem
• Longswords. Coated with silver. ering in a leaky stone basin). Above each one opponent within 5’. A hit causes painful
parts (legs, heads, arms, one torso). A
40 GP each. font is an elaborate bas-relief. blistering: -2 to attack rolls for 24 hours.
steel workbench sits in a corner while the
• Magnificent bow. The Ederwood bow. • Oil beetles. Ignore interlopers until the Cure light wounds can be used to cure this,
western wall is dominated by a strange
ELDERWOOD BOW - Composite +1 bow rations are consumed (one turn). instead of restoring hit points.
contraption (a confusion of bronze levers,
of elven manufacture (+2 when fired from • Bas-relief. From left to right: a hawk steel chains, and glowing glass diodes).
horseback). On a successful hit, the arrow in flight; a boar-head in profile; the last • Discarded golem parts. Worth 400 GP
turns to lead (magically halving the speed of has been chipped away and defaced to to a wizard.
the target until removed). the point where the original carving is no • Steel workbench. Contains delicate
longer recognisable. tools of exotic design (can be repurposed
as thieves’ tools).
• Strange Contraption. Golem control
mechanism. Two turns and a 4d6 roll
under INT check to figure out how the
mechanism works. If successful, the
adventurer can disable all golems (includ-
ing the Tomb Guardian) in the facility.

56 57
16. Library
Rows of stone shelves contain fired clay • Knows: Belynda’s location and (on a • Bastards. Benyamin (tallest dwarf in FLORIAN OF THE ROSES - Experienced magic-user.
tablets. Faded murals decorate the walls. positive reaction roll) can inform the party his hometown, boasts often of this fact), Mercenary magician and staunch loyalist of Belyn-
Four heavily armed figures anxiously stand of the events that have transpired since Shankly (literary ambitions, writes bloody da the Bloody.
guard over a stairway leading deeper into they entered the complex. awful poetry), Elten (animal lover, dotes on a AC 8 [11] (unarmoured), HD 4* (6 hp),
the complex. • Stairway: Leads to the chapel of the pet field mouse he keeps in a coat pocket) and Att 1 × dagger (1d4) or 1 × spell, THAC0 19 [0],
• Tablets. Witness testimonies from the trial Boar-God (p. 61). Alibeth (fashionista, accentuates armour with MV 120' (40'), SV D13 W14 P13 B16 S15, ML 7, AL Neutral,
of the Kryptwood Tyrant. Each records the stylish accessories). XP 125
statement of a peasant testifying to the evils 17. Illusory wall • Confused: By their leader’s strange ▸ Spells: magic missile, detect magic, mirror image,
inflicted by the late despot (examples below): Footprints visible in the ancient dust. The behaviour. wizard lock • LOOT! Magnificent floral robe (200
• Arcturus the fletcher. “When I pleaded that westernmost wall seems cheerily unaffected • Unhappy: With the heavy losses they GP), scrolls (one each) of fireball, web, and detect
I could not afford his tithe I was summoned by decay, its masonry unblemished by age. have sustained. invisible, spellbook, ring of protection +1, 35 GP.
to the master’s villa where I was tortured for • Footprints: Made by heavy spurred • If allowed to take their loot: Will depart
hours. I was released to find my home burnt boots. Lead west. in peace. Belynda will treat any attempt BASTARDS (Benyamin, Shankly, Elton and Alibeth)
to the ground. My wife and children I buried • Westernmost wall: Illusory. Adventurers by her followers to abandon her as mutiny Wounded half-noble warriors.
beneath the ashes.” can pass through without impediment. (and immediately pronounce a sentence of AC 4 [15] (dented plate), HD 3 (6,4, 5, 4 out of 13), Att
•Priscilla the baker. “When the hunt came, death). 1x spear (1d6), THAC0 17 [+2], MV 120’ (40’), SV D12
I ran into the depths of the forest and hid un- 18. Secret Room • Heavy sacks. Bursting with loot taken W13 P14 B15 S16, ML 10, AL Neutral, Chaotic, Lawful,
til night fell. My husband was old and could Safe: Don’t roll for random encounters. from the tomb; six silver chalices (250 GP Neutral, XP 35 ▸ Shieldwall: +1 to AC when standing
not flee so quickly as could I. I recognised The coppery smell of blood mingles with the each), two waist-high golden statues – one next to comrade. • LOOT! Colin, an experienced
his body only by the wedding band on his left stench of crowded bodies. A tall woman of depicting a boar-knight raising his sword in adventurer and fieldmouse (Elten's pet), 122 GP.
hand, so thoroughly had he been savaged by proud bearing (Belynda) sits with her back defiance, the other depicting a hawk-sister
the tyrant’s hounds.” to the wall sharpening an enormous axe. A in cross-legged meditation (1,500 GP each,
• Faded murals. The chained Kryptwood stooped old man in magnificent floral robes weigh 1,000 Coins), an emerald-studded
Tyrant hangs from a noose. Four hawk- carefully tends to the wounds of four bas- reliquary (800 GP) containing a single
sisters stand in silent judgement. tards (lying on the floor, slumbering under golden feather (500 GP), eight turquoise gems
• Heavily armed figures. Trentin (loves scratchy wool blankets). Four heavy sacks (50 GP each), and a silken altar-cloth sewn
naps, currently dozing while standing), lean against the far wall. with golden thread (500 GP).
Sidric (excessively chivalrous after reading • Belynda the Bloody. Seems distracted BELYNDA THE BLOODY - Experienced fighter.
too many knightly romances), Marcella (mutters to herself occasionally). She and Long dark hair twisted into an unkempt ponytail.
(diligent cartographer, in the midst of her fighters are recovering from their Her face is an intricate map of scars. Illegitimate
eagerly mapping the room) and Umbrel earlier battle with the boar-knights. daughter of the nobility, now an accomplished
(slight drinking problem, sneaks tipples of Belynda is growing impatient and wishes to warrior of great renown.
whiskey when the others aren’t looking). resume the assault so her deal with the AC 3 [16] (plate mail), HD 5* (hp 25),
Under orders to guard the stairway in case Tyrant can be fulfilled. Suspicious of the Att 1 × silent slasher (1d8+1) or war cry,
the reawakened boar-knights attempt a party but willing to make an alliance against THAC0 14 [+5], MV 60' (20'), SV D10 W11 P12 B13
counterattack. the boar-knights. May even offer to join S14, ML 9, AL Chaotic, XP 300
BASTARDS (Trentin, Sidric, Marcella, and
forces in order to reach the Kryptwood • LOOT! 150 GP and silent slasher.
Umbrel)
Tyrant’s chamber (but won’t reveal her true ▸ War cry: Stiffens the resolve of allied combat-
AC 2 [17] (plate + shield), HD 2 (7, 9 , 6, 11 hp), Att
intentions). She will sabotage any attempt ants (+2 to morale checks).
1x spear (1d6), THAC0 18 [+1], MV 120’ (40’), SV
to bind or destroy the Tyrant and will
SILENT SLASHER - Battleaxe +1. Head made of
D12 W13 P14 B15 S16, ML 10, AL Neutral, Lawful,
immediately break the chalk circle binding
an exotic thin red metal. When used, no sound
Neutral, Chaotic, XP 20.
him (The Kryptwood Tyrant, p. 62) if given the
is produced regardless of the material struck.
▸ Shieldwall: +1 to AC when standing next to
opportunity.
Glass hit by the axe shatters without noise and
comrade. • Enormous axe: The silent slasher• cascades silently to the ground. A bell struck
• LOOT! A detailed map of the current floor • Old man. Florian of the Roses. A talented vibrates and cracks without emitting a chime.
of the dungeon (Marcella), half-empty flask of
wizard and a surrogate father to Belynda.
whiskey (Umbrel), 73 GP (all).
Would follow her to the gates of Tartarus
itself.
58 •••••••••••••••••••••••••••• 59
HAWK-SISTER - Starched cornette habits. BOAR-KNIGHT - Ancient bones rattle within
22 21 23 Beaked bronze masks. Desiccated flesh rusty coats-of-plate. Decorative boar-tusks
beneath loose robes of pale amber. Their protrude from their dusty sallets. Speak in
delicate toes barely touch the ground as they jarringly human voices peppered with archaic
levitate through the silent halls. paleologisms (‘forsooth!’, ‘hail!’, ‘verily!').
AC 6 [13], HD 3+3* (13 hp), Att 2x punch (1d4 AC 3 [16], HD 4* (18 hp), Att 1x sword (1d6) or
and paralysis), THAC0 16 [+3], MV 120’ (40’) longbow (1d6), THAC0 15 [+4], MV 90’ (30’),
flying, SV D11 W12 P14 B16 S15, ML 11, SV D10 W11 P12 B13 S14, ML 11, AL Lawful,
24
AL Lawful, XP 75 XP 125
▸ Damage immunities: Only harmed by fire ▸ Undead: Immune to effects that affect
or magic. All damage reduced by half. living creatures (e.g. poison). Immune to
▸ Paralysing punch: Save versus paralysis or mind-affecting or mind-reading spells
paralysed for 1d4 turns. ▸ Lay on hands: Heal up to 8 hit points per day.
19 20 ▸ Undead: Make no noise, until they attack.
Immune to effects that affect living crea-
tures (e.g. poison). Immune to mind-affect-
ing or mind-reading spells.

21. Chapel of the Boar-God


Stone pews have been piled atop each
other to create a makeshift barricade (one
full round to clamber over), behind which
19. Chapel of the Hawk Goddess 20. Hawk-sister sarcophagi three skeletal warriors in boarshead
Stone pews face a circular red marble altar Four black stone sarcophagi (decorated helmets (boar-knights) stand armed and
at the centre of the room. Walls decorated with goldleaf hawks) stand upright against ready. The southern end of the room is
with frescoes (thousands of hawks in flight) the northern and southern walls of a stuffy, dominated by an enormous marble statue
A large oil painting hangs from the south- unadorned chamber. of a boar-headed deity (delicate golden
ern wall. There are scrape marks on the • Sarcophagi. Opening or otherwise chains hang from his muscular neck
floor directly in front of the eastern door. disturbing the sarcophagi awakens the while dozens of flickering candles cluster
• Altar. Six unlit candles surround mummified hawk-sisters within. around his cloven feet).
a beautiful, illuminated manuscript • The four Hawk-sisters. Speak in a • Golden chains. Five in total, each
containing hymns in praise of the croaky death-rattle but with the tone of worth 300 GP.
Hawkmother Superior (600 GP). disappointed schoolteachers. Become • Boar-knights. Ser Percival, Ser
• Painting. Oil on canvas. Depicts a aggressive if they suspect the PCs have any Gaherys, and Ser Clodrus. Will assume
hawk-headed woman illuminated by purpose other than preventing the Tyrant’s any heavily armed strangers are allied
sunbeams (500 GP). Removing the spirit from escaping the complex. Other- with Belynda’s Bastards (-2 to reaction
painting reveals a hidden niche containing wise willing to assist but will still chastise rolls). Even on a positive reaction, the
a golden thurible (smells of rich incense) adventurers relentlessly for foolishly open- boar-knights remain suspicious,
worth 700 GP. ing random sarcophagi (‘Do you want to get insisting that the party prove their
• Eastern door. Opening the door tetanus?’), for disturbing ancient crypts honesty by reawakening the hawk-sisters
activates a (5’ diameter) pit trap imme- (‘Just because a fellow is dead doesn’t mean or by driving Belynda and her forces out of
diately in front of the door, plunging the you can barge into his home’) and for the the dungeon.
unwary into 10’ deep spiked pit (3d6 adventuring lifestyle more generally (‘Why
damage). Put that 10’ pole to use! don’t you all get yourselves an honest trade?’)

60 •••••••••••••••••••••••••••• 61
22. Crypt of the boar-knights 24. The Kryptwood Tyrant
The remnants of a hard-fought battle. Six A ghostly crowned figure (spectral lips
smashed stone sarcophagi, three inani- curled into a twisted smile) sits upon a
mate boar-knights (two deprived of their huge stone sarcophagus. The sarcopha-
heads) and four dead bastards litter the gus is enclosed within a chalk circle.
bloodstained floor. • Ghostly crowned figure. The spirit
• Sarcophagi. Each bears a copper is that of the Kryptwood Tyrant. Cold,
plaque; ‘Ser Percival’, ‘Ser Gaherys’, ‘Ser calculating, and cunning. He will do
Clodrus’, ‘Ser Gladios’, ‘Ser Tynaval’, ‘Ser anything to escape his bonds. He may
Volorious’. even offer to take his hounds far from the
• Boar-knights. One wears a silver locket Kryptwood in exchange for his freedom
etched with an engraving of an elderly (and uphold the promise).
woman (150 GP) • If fought: Killing the ghostly tyrant
• Dead bastards. Carry four days of through traditional combat will destroy
rations, 20’ of rope, and 51 GP. the spirit and the hounds (but that fight
might end up as a TPK).
23. Heart chamber • Sarcophagus: Made of limestone and
A shrivelled black heart (beating in an sealed with hardened silver. Engraved
irregular rhythm and exuding an aura with a brown bear adorned with an oak
of pure evil) is suspended on iron chains crown (the family crest of the Tarquinii).
hanging from the ceiling. A heavy rein- Contains the mummified corpse of the
forced door bars progress to the south (an Kryptwood Tyrant, a crown of lacquered
inscription is carved into the lintel). Two oak (1,000 GP), and a golden hunting
heavy cogwheels flank the door. horn (2,000 GP).
If Pastor Noonan is present, he announces • Chalk circle: Drawn by the hawk-
sisters. While unbroken, spirits, objects,
that the source of the tomb’s evil is close
and magical effects cannot pass through.
and offers to begin performing the rebind-
Breaking the circle releases the Tyrant.
ing ritual (1 hour).
The scroll of banishment, when read aloud
• Shrivelled black heart. Ceases to beat in this room, banishes both the Tyrant and
when the rebinding ritual is completed.
Turns to dust if the Tyrant is banished or his hounds forever.
killed. If destroyed by ordinary means the
heart will eventually reform itself. If eaten,
the consumer of the heart gains +2 to
STR, INT and CHA (and their alignment
changes to Chaotic).
• Inscription. ‘Beyond these doors lies the
corpse of Lucius Tarquinius, the tyrant of KRYPTWOOD TYRANT - Dark spirit of an ancient despot. Holds his spectral form with solid aristocratic compo-
the hunt. May his bones turn to dust. May sure. Speaks in a baritone drawl which echoes a thousandfold through the dark chamber. Smiles with the unfet-
his flesh moulder. May he never rise again to tered confidence of a man who knows his destiny is to rule and that even death is simply an inconvenience.
trouble the living.’ AC 0 [19], HD 11** (49 hp), Att 3x touch (2d6 and fear) or spell, THAC0 11 [+8], MV 120’ (40’), SV D6 W7 P8 B8 S10,
• Cogwheels. If turned in unison, the ML 11, AL Chaotic, XP 2,700
door creakily rises into the ceiling (2 ▸ Spells (at will) charm person, charm monster, confusion ▸ Fear: Save versus spells or age 20 years and flee for
turns). 2d6 turns. ▸ Ghostly: Can walk through walls. ▸ Undead: Immune to effects that affect living creatures (e.g.
poison). Immune to mind-affecting or mind-reading spells ▸ Magic resistance: +4 bonus to all saving throws
62 ••••••••••••••••• against magic. ▸ Mundane damage immunity: Can only be harmed by magical attacks and silver weapons.

ENDING THE
ADVENTURE
If the party does nothing...
The hounds continue to wreak havoc on Hendenburgh and
its environs. Eventually the villagers abandon their homes to
seek refuge in the surrounding regions. Hendenburgh is slowly
swallowed by the Kryptwood, now a haunted wilderness where
mortals never tread.

If Pastor Noonan binds the hounds


to the tyrant’s tomb...
The grateful people of Hendenburgh reinstate him as village
priest. Eventually word reaches the capital of the heretical pastor
spreading his false gospel. Inquisitors arrive in Hendenburgh to
root out the sacrilege that has taken root there.

If the Kryptwood Tyrant is released...


The tyrant and his hounds migrate east and establish new
hunting grounds. A traumatised population either flees the
ghostly despot or worship him as a god. The new hunting
grounds become an independent barony, then a blood-soaked
kingdom. If Belynda is responsible for his release, the Tyrant
installs her as ruler of her ancestral estates in exchange for an
annual flesh-tribute.

If Sly George survives...


His luck eventually runs out and he is quietly strangled by
bounty-hunters. By then a frightened Valeria Brockle will have
returned to her husband.

If the party takes control of the silver mine...


They will have to contend with their cutthroat and monopolistic
rivals, the Manorhampton Mineral Trust, who will not hesitate
to resort to sabotage and intimidation to maintain their control of
the region’s silver trade.

64 ••••••••••••••••• 71
OOOOOOOOOOOOOOOOO
• • LORD AND LADY HENDENBURGH (Henden- • SLY GEORGE (The Old Tower)
Appendix 1 • GAMBLER (Thirsty Sprite)
Mysterious ancient elf. Possesses knowledge burgh) Bandit chief with excellent PR. Leader of the

NPC Cheat Sheet of the Kryptwood, the hounds, and many other
things besides.
Senile lord and his young wife (an intellectual).
Rulers of Hendenburgh. Indebted to the distant
highwaymen. Lover of Valeria Brockle. Cuckold-
ing Morten Brockle. Enemy of the crones (jilted
Duke of Manorhampton. Lady Hendenburgh is Wailing Winifred and took the cloak of many
• BELYNDA THE BLOODY (Tyrant’s Tomb) • GREGORIN THE BLACKSMITH (Hendenburgh) curious about the history of the ancient villa. colours under false pretences). Position coveted
Friendly village blacksmith. In love with the by Elora. Bounty on his head (Doug the Bounty
Illegitimate daughter of the nobility turned
Widow Winstaple (who now detests him after • MORTEN BROCKLE (Hendenburgh) Hunter hopes to collect it). Desperate to flee
mercenary-adventurer. Leader of Belynda’s Morose miller. Husband of Valeria Brockle.
he fed her a loathe potion provided by the mis- the Kryptwood.
Bastards. Agreed to help liberate Hendenburgh Believes her to have been killed by the hounds
chievous crones).
from the threat posed by the hounds. Under the (in fact, she has taken up with her lover, Sly • ULVAR THE POACHER (Hendenburgh)
psychic influence of the Kryptwood tyrant she • GRULK (H1, Thirsty Sprite) George). Uncle of Karrely Brockle. War veteran and skilled poacher. Led a failed
has decided to betray the people of Henden- Ogre-proprietor of the Thirsty Sprite. Serves up expedition against the Kryptwood hounds.
burgh and release the bound spirit of the des- beer and provisions to tourists from the realm • PASTOR NOONAN (Hendenburgh) Possible ally to the party. Protector of Henden-
pot in exchange for rulership over her biological of Faerie. Defrocked, heretical priest with a fondness for
burgh. Dreams of slaying the wyvern (H6, p.30)
father’s vast estates. hard liquor. Resents the people of Hendenburgh.
• HAWK-SISTERS (Tyrant’s Tomb) Possible ally to the party (can bind the hounds • VALERIA BROCKLE (The Old Tower)
• BOAR-KNIGHTS (Tyrant’s Tomb) Undead warrior-nuns. Overthrew the Kryptwood to the Tyrant’s Tomb and end the killings). Attractive young woman bored with village life.
Undead paladins. Overthrew the Kryptwood tyrant a millennium ago. Remain in undead Wife of Morten Brockle (who believes her to be
tyrant a millennium ago. Remain in undead slumber in case the ghostly despot should ever • POK THE BRIDGE-TROLL (Troll Toll) dead). Lover of Sly George.
slumber in case the ghostly despot should ever rise again. Hardworking bridge-troll. Infuriated that Fruppy
rise again. the pixie crossed his bridge without paying • WIDOW WINSTAPLE (Hendenburgh)
• HOOTENANNY (Encounter in Kryptwood) the toll. Bars entry to all until the toll-dodger Jovial proprietor of the Galloping Goat Inn.
• CASSANDER AND SEVERUS (Ancient villa) Obnoxious drunken pixie. Got lost in the woods. coughs up the outstanding fee. Reviles Gregorin (whom she previously fancied)
Talking skulls (gone mad from a thousand years Wishes to find her way back to her drinking because of the magical effects of a loathe
of disembodied boredom). Former servants of buddies in the Thirsty Sprite. • RALPH (Reluctant hermit) potion. Mother of Nye, Simeon and Lodewyn
the Kryptwood Tyrant. Cursed to eternal life for Picturesque hermit. Employed by Lady
• KARRELY BROCKLE (Fishing Cabin) Hendenburgh.
Winstaple (possible retainers).
their crimes. Traumatised child. Survivor of a bloody mas-
• CRONES (Crones’ Cottage) sacre. Niece of Morten Brockle. Daughter of
Coven of evil, mischievous witches (Wailing Willow and Alasdair Brockle (deceased).
Winnifred, Mother Blackcap, and the Matriarch)
• KATHIANNE THE PROSPECTOR (Hendenburgh)
Employ incompetent flying monkeys as agents. Prospector with a hankering for silver. Wants to
Seek revenge against Sly George for jilting investigate the silver mine. Needs muscle.
Wailing Winnifred and stealing the cloak of
many colours. Provided Gregorin the Blacksmith • KRYPTWOOD TYRANT (Tyrant’s Tomb)
with a loathe potion that turned the object of Former despot of the Kryptwood slain in a
his affections (Widow Winstaple) into his mortal peasant revolt. His spirit remains bound to
enemy. Possess a scroll of banishment that can the lower level of the Tyrant’s Tomb. Master of
destroy the Kryptwood Tyrant and his horrible the Kryptwood hounds. Seeks release from his
hounds. prison-crypt (has persuaded Belynda the Bloody
to break the wards that bind him).
• DOUG THE BOUNTY HUNTER (Hendenburgh)
Inexperienced bounty-hunter. Hopes to collect • LUCRETIA (Tyrant’s Tomb)
the bounty on Sly George’s head. Scheming spirit. Late wife of the Kryptwood
Tyrant. Bound to her sarcophagus. Wishes to
• ELORA (Ancient villa) escape and help restore her late husband to
Wounded highwaywoman. Wants to usurp Sly power.
George as leader of the highwaymen.
• LYNABETH THE CORONER (Hendenburgh)
• FRUPPY (Thirsty Sprite) Strange coroner (outsider feared by the
Obnoxious drunken pixie. Wanted by Pok the villagers). Secretly an agent of the Watcher’s
bridge troll for fare-dodging. Guild (academics and intellectuals who study
supernatural threats to humanity) sent to study
the Kryptwood hounds.

66 •••••••••••••••••• 67
75
OOOOOOOOOOOOOOOOO
• • SILENT SLASHER (Tyrant’s Tomb) • SEAWEED-SKIN ROBE (Crones’ Cottage)
Appendix 2 • HORN OF HORRORS (Ancient Villa)
When sounded, every creature within 200’ must Battleaxe +1. Head made of an exotic thin red Stinks of brine and tannery waste. Wearer

New Magic Items save versus spells or flee for 1d6 turns. Can be
used once per day.
metal. When used, no sound is produced regard-
less of the material struck. Glass hit by the axe
sprouts gills and gains the ability to breathe
underwater.
• AGONISER (Ancient Villa) • LUCRETIA’S LYRE (Tyrant’s Tomb) shatters without noise and cascades silently to • TALISMAN OF FLIES (Crones’ Cottage)
Dagger +1. On a natural attack roll of 19-20, the ground. A bell struck vibrates and cracks An ornate ebony fly suspended from a gold
A turtle-shell lyre strung with delicate strands
inflicts such excruciating pain as to leave the without emitting a chime. chain. The wearer is surrounded by a cloud of
of electrum. Three songs (each of which can be
target paralysed for 1d4 rounds. played once per day). • SILVER DIVINER (Infested Silver Mine) protective flies (+2 to AC, intolerable buzzing
• BRUTAL BLADE (Bastard Encampment) Song of Seduction: Casts charm person. A pendulous bronze sphere suspended on elec- means enemies are only surprised on a 1).
Enormous two-handed sword (polished ma- Delicate lullaby: Casts sleep. trum filigree from a 2’ steel pole. The pendulum • VANITY OF STEEL (Ancient Villa)
hogany hilt carved to resemble a roaring lion). sways towards nearby sources of silver in re- Shield +1. Made from polished mirror-like steel.
Discordant melody: Casts confusion.
Whenever the wielder rolls maximum damage, fined or ore form (range: 120’). The tug becomes The shield exhibits an idealised and flattering
• POTIONS – Loathe potion, love potion, po- reflection of whomever looks upon it.
add an extra 1d4 to the damage roll. -1 to attack tion of indifference (Crones’ cottage) stronger as the silver gets nearer.
rolls (due to its massive size). Scentless and tasteless. When the recipient
• CLOAK OF MANY FACES (The Old Tower) drinks one of these potions they regard the
A motley patchwork cloak. When the wearer next person they see with unending contempt
pulls the hood over their head, they acquire a (loathe potion), all-consuming desire (love
distinctive (and random) new face. Can be used potion), or complete neutrality (potion of indif-
three times a day. ference). The effects are permanent.
• CLOCKWORK CANARY (Infested Silver Mine) • RING OF THE HIGH-ROLLER (The Thirsty
Mechanical canary that clips easily into a belt. Sprite)
Chirps in the presence (60’ radius) of poisonous Gold ring inscribed with etched diamonds,
or explosive gases. spades, clubs, and hearts. The wearer wins any
• DEMON-TOOTH NECKLACE (Crones’ Cottage) hand of cards they play.
Six huge fangs teeth hanging from a cat-gut
• SCEPTRE OF THE BLIND KING BENEATH
cord. Smells faintly of brimstone. THE EARTH (Infested Silver Mine)
Effect: Detect evil (the teeth salivate when Cursed staff +3. Once taken it adheres to the
within 40' of wickedness). bearer’s hand.
Charges: 6d4. Effects: Creatures struck by the staff must save
Charges expended: A powerful demon (ridiculed versus wands. On a failure, several teeth leap
by his peers for his enormous diabolical den- painfully out of the targets mouth, causing
tures) emerges from the smoky pits of hell to 1d6 damage and silencing them (no effect on
reclaim his missing molars. toothless foes).
• DWARVEN MITTENS (Infested Silver Mine) Curse: Bearer becomes blind in 1d4 days and
Made from oliphant-leather reinforced with experiences visions of a savage subterranean cor-
Dwarven forge-magic. Protect the hands from onation whenever they sleep. The bearer is the
heat and acid. Nothing short of lava or drag- promised Cith-lir (messiah) of of the blind elves
onfire can penetrate the hard (yet strangely who dwell in the lowest layers of the lithosphere,
supple) material. doomed to become their king. If the curse isn’t
• ELDERWOOD BOW (Tyrant’s Tomb) lifted in 30 days, then the bearer succumbs to
Composite +1 bow of elven manufacture (+2 their strange fate and wanders into the bowels
when fired from horseback). On a successful hit, of the earth, never to be seen again (unless you
the arrow turns to lead (magically halving the fancy writing an underworld adventure).
speed of the target until removed). Dispelling: Can only be removed by magic
• GOBLIN BOOMSTICK (Hendenburgh, (remove curse) or by praying at the Purgatory of
Infested Silver Mine) Saint Patricios (lies one hundred miles south of
Rare and expensive explosives imported at the Kryptwood).
great cost from the Goblin Isles. Inflicts 3d6
• SCROLL OF BANISHMENT (Crones’ Cottage)
damage in a 10’ radius. If placed, go off after When read aloud in room 24 of the Tyrant’s
one turn. If thrown, 1-in-6 chance of going off Tomb, banishes the Kryptwood Tyrant and his
prematurely. hounds forever.

68 •••••••••••••••••••••••••••••••••••• 69
OOOOOOOOOOOOOOOOO

Appendix 3
Gargarus- A large, bald, peaceful-looking Sister Solène - A runaway teenager, Solène
Potential Retainers or replacement characters priest who is actually a cultist of the Black was taken in by an old hermit who had spent
Sun of the Deep (one of the many cults wor- their life studying the few tablets left by the
Roll on page 43 of KNOCK! #3 so each character has one piece
shipping Dagon, demon-god of the Abyss). Order of the Hawk-Sisters. After burying
of interesting equipment. her master, Solène wanders in search of
His pious and debonair looks conceal a
devious, hateful man anxious to dedicate his purpose. As the last representative of a lost
Plunck - Recently kicked out of Faerie. Rolbur - White beard down to his feet, monastic tradition, she has yet to decide if
life to the rise of Chaos.
Frightened by the “real world” but eager purple and black striped hood, nearsighted, the world deserves the Sisters’ return.
1st level Cleric
to accomplish his high deeds to reclaim his curious, overly polite. Seeks Rika, his mule 1st level Paladin (see Advanced Fantasy OSE)
STR 13, INT 8, WIS 13, DEX 9, CON 14, CHA 11
place. Compulsive liar. who ran off into the woods. STR 11, INT 11, WIS 13, DEX 8, CON 12, CHA 17
HP 6, AL C
1st level Bad brownie (see Knock! #3) 1st level Dwarf
› Equipment: Leather armour, staff, war- HP 5, AL L
STR 6, INT 9, WIS 10, DEX 16, CON 10, CHA 14 STR 9, INT 10, WIS 14, DEX 9, CON 14, CHA 11
hammer, torches (6), flint and steel, silver holy › Equipment: Bronze plate, ancient shield,
HP 3, AL C HP 6, AL L
symbol (hidden—a black eye surrounded by pilum (as spear), mace, torches (6), 3 SP.
› Equipment: Chainmail, dagger (2), darts (6), › Equipment: Leather armour, crossbow, quar-
tentacles), wooden holy symbol (fake—a smil- › Special: Can levitate (as per the spell) once
unholy water (1 vial), rations (7), 137 CP. rels (30), hand axe, small hammer, tinderbox,
ing fish), waterskin, wine. per day and per level.
lantern, oil (3 flasks), iron wire (9’), 22 GP.
Croom - Placid, stoic force of nature. Likes Volglarius - Tall, lanky and gangly, with
Gob-eye the Sailor - Born a mostly human
nice people and animals. Former strongman Arexia - The last memory of her former knobby knees and wiry blond hair. He travels
looking baby among a litter of goblins,
of a now bankrupt traveling circus. Not sure life is the voice of a two-headed leprechaun from village to village as an itinerant tooth
Gob-reached the age of 11 despite constant
what to do with his life. cursing her. She now wanders in this puller. Narcissist, sophisict, sceptical.
bullying and humiliations. One particularly
1st level Fighter half-human, half-beast body. Driven out of 1st level Thief
bad day, she was about to be killed by her
STR 18, INT 7, WIS 8, DEX 9, CON 16, CHA 8 Hendenbrurgh by a frightened populace, she STR 9, INT 10, WIS 10, DEX 17, CON 8, CHA 11
siblings when a band of adventurers burst in
HP 9, AL N has taken refuge in the Kryptwood, which HP 3, AL N
and massacred the whole clan. Mistaken for
› Equipment: Chainmail, two-handed mace she travels as an elf or ranger (see p. 16).
a prisoner, she was 'freed' and quickly left to › Equipment: Leather armour, short sword,
(1d10), hand axe, crowbar, rations (7), torches 1st level Cynocephala (see Knock! # 4)
survive on her own. She dreams of becoming short bow, arrows (40), dagger, lute, candles (6),
(6), rope (50’), 8 GP. STR 12, INT 10, WIS 8, DEX 16, CON 10, CHA 9
a pirate, yet she has never set foot on a boat. thieves’ tools, crowbar, 17 GP.
HP 6, AL N
1st level Beggar (see Knock! #2)
Zlogo - Fell from the moon during a solar › Equipment: Leather armour, sword, long Kaldak the Mutant - Cursed for relieving
STR 13, INT 14, WIS 13, DEX 12, CON 13, CHA 4
storm. Searching for a way back home. bow, arrows (20), torches (6), flint and themselves on a witch’s grave. Tentacles
HP 6, AL C
Vindictive, angry, disgusted by this strange steel, rope (50'), waterskin, wolfsbane. instead of arms, globular fish eyes, smell
› Equipment: Leather armour and tricorn,
new world. cutlass (1d8), candles (2), fake peg leg, paint- like seafood. Sad and ashamed, but willing
1st level Skyapod (see Knock! #4) Gentlemaster Ghoargh - Ghoargh was to turn their misfortune into an asset for an
ed pigeon "Skully the Parrot", 2 CP.
STR 14, INT 9, WIS 8, DEX 17, CON 11, CHA 7 much too nice to be born an ogre. When he adventurer.
› Special: Speaks fluent Goblin, and 1-in-6
HP 5, AL C raised the question of vegetarianism, the 1st level Fighter
chance of understanding the basics of any
› Equipment: Heavy club (1d6), dagger (2), matriarch of his clan cursed him and sent
demihuman language. STR 16, INT 9, WIS 8, DEX 12, CON 16, CHA 8
torches (6), flint and steel, rope (50'), grappling him to the nearest halfling village to live with
those diminutive, soft-bellied wimps. Now HP 9, AL L
hook.
Willald the Yellow Knight - Shy, metic- › Equipment: Armless platemail (AC 4[15]),
used to his new body, he dreams of opening a
ulous, overly cautious. All his equipment shield, battle axe, torches (6), flint and steel,
Zibel - A plump, charming, hyperactive ball trendy tearoom in a cosmopolitan city.
is painted bright yellow. A knight errant holy water (1 vial), 12 GP.
of energy. Apprentice to an old magician who 1st level Halfling
wannabe. › Special:
sent her to fetch giant bat guano for a potion. STR 15, INT 8, WIS 11, DEX 16, CON 11, CHA 11
1st level Fighter - At level 2 – Slashing barbs: Unarmed melee
1st level Magic-user HP 2, AL N
STR 10, INT 10, WIS 16, DEX 10, CON 10, CHA 9 attacks deal 1d6 damage.
STR 9, INT 16, WIS 7, DEX 15, CON 9, CHA 13 › Equipment: Silvered chainmail, fancy
HP 5, AL L - At level 4 - Constriction: Tentacles grab and
HP 4, AL L clothes, oversized butcher’s cleaver (2-handed,
› Equipment: Chainmail, shield, broadsword, constrict after a hit. Each constricting tentacle
› Equipment: Quarterstaff, darts (6), lantern, 1d6+1), short bow, arrows (12), lantern, oil (2
lance, torches (6), iron spikes (12), flint and inflicts 1d3 automatic damage per round, and a
oil (3 flasks), matches (20), scissors, incense flasks), rations (21), 6 GP.
steel, holy water (1 vial), 2 GP. –1 penalty to attacks. Target must check STR as
sticks (12), spellbook (charm person, floating › Special: Loses one point of STR each day if he
an action to escape.
disc, read languages), 17 GP. doesn't eat a pound of fresh meat.

70 •••••••••••••••••••••••••••••••••••• 71
Name Al.

Class/Level XP /

STR INT WIS DEX CON CHA


Armor Class Health
Armor HD
Shield +/- CON
Encounters +/- DEX HP
+/- CHA mod. +/- STR mod. to
THAC0 AC [ ] MAX
to reaction rolls melee att./damage
Unarmoured [ ]
+/- DEX mod. +/- DEX mod. to +[ ] Movement '( ')
to initiative ranged attacks Saving
Throws
Skills, Spells & Abilities D
Death,
Poison

P
Paralysis
Petrification

W
Magic
Equipment Wands

B
Breath
Attacks

S
Spells, Magic,
Rods & Staves

+/- WIS
vs. Magic
CP: SP: GP: EP: PP: Gems:

This character sheet belongs to:: I survived the Krypwood! I died in the Kryptwood!

You might also like