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Magi of The Misty Isle

The Magi of the Misty Isle is an adventure module for the Heroes of Adventure role-playing game, set on the Isle of Cadaris Mon, which is home to the remnants of the Order of Magi. Players can engage in a guided adventure to help an aspiring mage join the Order by completing 'The Choosing' ceremony, while also exploring various locations and interacting with different factions. The adventure includes side quests and challenges, with the potential for players to modify the content freely under a Creative Commons license.

Uploaded by

Ernest Probaton
Copyright
© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
96 views124 pages

Magi of The Misty Isle

The Magi of the Misty Isle is an adventure module for the Heroes of Adventure role-playing game, set on the Isle of Cadaris Mon, which is home to the remnants of the Order of Magi. Players can engage in a guided adventure to help an aspiring mage join the Order by completing 'The Choosing' ceremony, while also exploring various locations and interacting with different factions. The adventure includes side quests and challenges, with the potential for players to modify the content freely under a Creative Commons license.

Uploaded by

Ernest Probaton
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
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ADVENTURE MODULE

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THE NAMELESS DESIGNER 1


CONTENTS
Magi of the Misty Isle Contents Magi of the Misty Isle
Introduction…………………………….………….04 The Magi of the Misty Isle is an adventure
The Adventure………………………….………….06 scenario for the Heroes of Adventure role-playing
Side Quests…….……………………….………….08 game.
The Isle of Cadaris Mon…………………….……10 This book details the Isle of Cadaris Mon, a small
Fisher Town Faction…………….…….…..……….14 island located within the Misty Isles, a quiet
forgotten place which is the home to the
Fisher Town NPCs…………………….…..……….16
remnants of the Order of Magi.
Order of the Magi Faction….…………….………18
The proposed adventure path sees one of the
Order of the Magi NPCs………….……….………20
players or a key NPC aiming to become a
Empire Faction Faction…….………….………….22 member of the Order of Magi by successfully
Frog People Faction………………..….………….24 completing ‘The Choosing’ ceremony which can
A: Fisher Town…………….…..……….………….26 be followed as a pre-prepared plot.
B: Acropolis…………………….……….………….30 This book includes a number of different
C: Tally Point….….………….……….…..….…….34 locations (settlements, adventure locations and
D: Greggs Watch…….………….……..………….38 other landmarks) along with non-player
E: Locke’s Point….….…………….…..…….…….42 characters and factions. The referee can also use
this book as a sandbox setting with the players
F: Long Tooth Isle…….….….…..…..…………….46
driving their own objectives.
F: Long Tooth Caves……………….….………….50
G: Old Groch Tower…………………..…….…….54
G: Old Groch Caves……………………………….60 Heroes of Adventure
H: Smugglers Cove……….………….….…….….64 Heroes of Adventure is an adventure game
I: Abandoned Fort………………….….………….68 inspired by classic role-playing games of
yesteryear.
I: Abandoned Fort Dungeon……….……..…….72
J: Morgen’s Lair………………………..………….76 This game is a passion project and was designed
to enable a group of role-playing game
K: The Meiners……………...………….………….80
enthusiasts to once again undertake heroic
L: Black Dog Forest………………..….………….84 adventures, explore creepy dungeons and fight
M: The Citadel……………………….…………….88 monstrous creatures after a long absence from
M: The Citadel Lower Level…….……….……….90 the tabletop role-playing game scene.
M: The Citadel West Level..………….….……….94 The game is not intended for sale and has been
M: The Citadel Central Level………….………….98 published for the community to download and
M: The Citadel East Level…………….….………102 use for free. The creative commons licence allows
M: The Citadel Upper Level………….….…….106 you to modify, hack, build upon and release
Heroes of Adventure material with credit to the
Ending the Adventure………………….……….110
author.
New Monsters……………………………….……112
Monster Stats………….………………….………116
Named NPCs…….………………………….……118 Licence
NPC Stats…………………………………….……121 The Magi of the Misty Isle adventure text © 2025
Isle Map…………………….…..……..….………122 by The Nameless Designer is licensed under CC
BY 4.0.
This licence allows you to distribute, remix,
adapt, and build upon the material in any
medium or format, even for commercial purposes
with credit to the author.
All art has been generated by Midjourney with
text inputs from the Nameless Designer.

2
MAGI OF THE
MISTY ISLE
ADVENTURE MODULE
March 2025

DESIGN & LAYOUT: The Nameless Designer


ART: Created using Midjourney AI

The Magi of the Misty Isle is an adventure for the Heroes of Adventure
role-playing game system.

Other Heroes of Adventure content, including the Players Handbook,


Referee’s Guide, Monster Compendium and adventures can be found
online at the link below:
https://nameless-designer.itch.io

Please feel free to visit our small, friendly Heroes of Adventure


community on the discord server at the link below.
https://discord.gg/cQj5nrFr9A

Thank you to all the playtesters and community members for helping to
continually develop and evolve this game.

The Nameless Designer

3
INTRODUCTION

How to use this Book Sandbox Adventure. The Isle of Cadaris Mon
can simply be used as an adventure location for
Magi of the Misty Isle is an adventure scenario
the players to explore the adventure sites on the
for the Heroes of Adventure system.
island, interact with the different factions and
This book provides a background setting for the drive their own story.
Isle of Cadaris Mon, a island located within the
Use the contents of this book as you see fit,
Misty Isles, home to the remnants of the Order of
adding, deleting or amending elements to create
Magi.
a story you and your players will enjoy. There is
This adventure can be used in a number of no right or wrong way to use this book.
different ways.
One Shot Adventures. This book includes
several adventure locations which can be used as
individual one shot sessions.
Guided Adventure. The proposed adventure
path sees one of the players or an associate NPC
aiming to become a member of the Order of the
Magi by successfully completing ‘The Choosing’
ceremony which can be followed as a pre-
prepared plot.
The guided adventure will lead the players
through a number of different adventure
locations. Whilst the story follows a linear path,
the actions of the heroes should have
consequences in the game.

4
THE ADVENTURE
An overview of the guided adventure is detailed
below covering the proposed storyline and
advice for running this adventure. However,
players should be given the opportunity and
flexibility to interact with the setting as they wish
and the story can develop in different ways for
each individual group.

Background
Objective. The goal of the adventure is to
provide an opportunity for an aspiring mage to
join the mysterious Order of the Magi. TOMEN
The Order of the Magi were once renowned as APPRENTICE (UNALIGNED)
key advisers to rulers of the Fallen Lands but are Description. A tall young human man from the
now a forgotten force in the world. However, Farlands with raven hair.
they are the only known cabal of wizards and Demeanour. Curious, questioning, determined
sorcerers in the Fallen Lands and can provide a but impatient.
useful network of contacts for those skilled in the Speech. Clipped speech, fast with few words.
Desires. Learn the secrets of the mystic arts.
art of magic. Believes he is destined for a greater purpose.
The adventure will work best if one of the players Possessions: Robe, Dagger, Journal.
has a spell casting hero with an interest in joining
the Order of Magi and expanding their
knowledge of the magical arts and their contacts.
RELATIONSHIP TABLE
d6 Result
Alternatively, the players can accompany a non-
player character (Tomen - see right) who is
1 Family. Tomen is the brother of one of the
party.
intending to join the order. The players should
have some investment in his success and it is 2 Debt of Gratitude. Tomen helped one of
suggested that Tomen have some close the party previously.
relationship with the players. 3 Chosen One. Someone believes he is
Some contact should have taken place where an destined for greater things.
invite was given to travel to the isle. The invite 4 Shared History. A party member has a
will also include a single-use magical compass history with Tomen.
which is required to navigate through the mists
to find the island. 5 Guardian. A party member is being
rewarded to protect Tomen.
6 Common Interest. Interest in meeting
Arrival at the Isle (Introduction) with Order of Magi.
Isle of Cadaris Mon. This is a living breathing
place where settlements and factions will go Tally Point: The players may stop to investigate
about their daily business reacting to other the wreckage of a mid-sized sloop. This will
events that occur on the island. The main reveal that this vessel originated from outside the
occupants of the island are the residents of island and there will be sufficient clues to show
Fisher Town a self-reliant community who survive that it was damaged in combat which
through their fishing trade. foreshadows the existence of other forces.
The group will arrive at the Island from from the Fisher Town. This should be established as the
north-west of the map sail past the Meiners (pg. players’ base of operations for the campaign,
80), Tally Point (pg. 34) and eventually arrive at where players can meet one of the major NPCs
Fisher Town (pg. 26) which will act as the base of (Gethin the Mayor, Pryce the Tavern Owner or
operations for the adventure. Ceriden the Merchant see pg. 16).
Meiners. The players may stop to investigate the It should be established that the town’s residents
wreckage of a fishing boat which is linked to the co-exist with and tolerate the Order of Magi who
disappearance of Mart the Fisherman and the reside in the Acropolis, but they are considered
statues provide a clue to the existence of a remote and isolated from the townsfolk and
forgotten deity, the Queen of Dreams. This does rarely interact with them aside for necessary
not directly impact the adventure but links to trade.
some additional side-quests.
5
The Order of Magi (Plot Reveal) Apprentices are permitted to be accompanied by
an equal number of party members each (i.e.
The Acropolis. This is the home of the Order of
ensure all parties are of an equal size based upon
Magi and is a strange archaic building situated
the number of players).
high on the hills overlooking the bay and Fisher
Town. Opposition. Unbeknownst to the players, a small
military force of soldiers and witch hunters known
Several apprentices will present themselves at
as the Empire Black Cloak Soldiers who operate
the Acropolis and will meet High Mage Saoirse
on behalf of the Sentran Empire have travelled to
where details of ‘The Choosing’ ceremony will be
the island and seek to retrieve element stones
explained although the timing of this is not
and artefacts as well as disrupting the activities
imminent and three days’ notice will be given
of the Order of Magi. The players may encounter
when the grand bells ring. At this point, the
and learn of the Empire’s Black Cloaks.
apprentices should return to the Acropolis for a
final briefing.
The Choosing. Once every ten years a strange The Citadel
event occurs with the magical appearance of the A mysterious place appears in a nearby island
Citadel, an ancient structure on a small island once every ten years for just 12 hours. Fishing
which appears at first light and disappears into vessels have been hired from the townsfolk and
the mist at dusk. Aspiring apprentices from the players will leave from Fisher Town in the early
Order of Magi are sent by boat to visit the island hours to arrive as the Citadel appears.
and the one who returns with the most element
The Citadel. The nature of the building changes
stones, artefacts or knowledge will be accepted
each time. This time a Citadel will appear which
to the order and mentored by a High Mage. Each
was once a place of experimentation and science
apprentice may be accompanied by a small team
for a race of humanoid beings known as the
of people for this quest.
Ancients. Each level of the Citadel represents a
Apprentices. The players should learn that there different area of learning (loosely themed to
are other apprentices seeking the opportunity to chemistry, physics, biology and magic) with a
become accepted. Whilst apprentices will not lower level of caves a place where some of their
directly oppose each other there will likely be failed experiments reside. A powerful magic aura
some competition between groups. surrounds the Citadel which is the antithesis to
those with magic talents preventing more
powerful magic users from exploring the island,
Build Up (Side Quests) the greater a persons power the worse the
This section can be skipped if you wish to effect. Apprentices who are less skilled in the
proceed with the main quest. powers are less susceptible (and more
Side Quests. 2-4 weeks of time will elapse before expendable).
the arrival of the Citadel giving the players an Element Stones & Artefacts. Each level of the
opportunity to explore the island and undertake Citadel will contain some element stones and
various side quests (see pg. 8). The apprentices’ retrievable artefacts. The objective is to both
actions will form part of a ‘character assessment’ retrieve these artefacts and try and gain some
to see if their actions are aligned with the virtues understanding on their nature and use.
and principles of the Order of Magi. The referee
Rivalry. There may be some competition
can use this as an opportunity to introduce or
amongst apprentices. The one who returns with
encounter other apprentices and their groups.
the most items and knowledge will be offered
The Bells. At an appropriate point (i.e. when a the apprenticeship. Previous interactions
couple of side quests have been completed or between apprentices and their groups may affect
the players are ready to move on to the main their reaction.
adventure) the bells will ring giving three days’
Empire’s Black Cloaks. The Empire’s forces will
notice of the arrival of the Citadel.
mount an expedition to the Citadel. Their
The Briefing. This is a ceremonial event where objective will be to retrieve element stones or
the apprentices are given instructions and artefacts and kill or capture apprentices. This is
dreamsleep powder which may grant some the one opportunity where they will risk direct
visions and clues of upcoming events. confrontation. They will be aware of the Citadel’s
Apprentices are told the Citadel only appears appearance and disappearance at night based on
during daylight hours (7am - 7pm) and they must intelligence from a spy (Pryce pg. 17) and will
depart the island before darkness otherwise risk depart before darkness burning any remaining
being left stranded. boats lefts on the island to strand survivors there.

6
The Citadel is the main part of the adventure and The criteria for judging a successful candidate will
will contain a mixture of challenges including; be linked to; element stones or artefacts
exploration of the Citadel; retrieval of element recovered; knowledge gained of the artefacts
stones or artefacts; overcoming dangers of the use; knowledge gained of the citadels purpose;
Citadel; rivalry from other apprentices and challenges overcome; performance of side quests
opposition from the Empire’s Black Cloaks. and reputation amongst the locals based.
Accepted. The most successful candidate will be
Ending the Adventure offered the role of apprentice to a High Mage.
Given the declining number of mages, this offer
Stranded. If the players are left stranded on the might also be extended to a second person.
island then the Citadel will disappear and not
return to the same place for another ten years. Rejected. Unsuccessful candidates will be offered
The referee and players have a choice over the roles as apprentices at the Order of the Magi and
next course of action from the following options: invited to try again in ten years time or they may
be asked to leave the island and a spell will be
• The Citadel will move to another location used to wipe their memories of the visit to the
before the players escape. This can be the island.
start of a new adventure.
• The players wait ten years in the Citadel and
return to the Misty Isle after this period.
Allow the players to have acquired all of the
element stones, artefacts and knowledge
from their time spent at the Citadel.
Return. Surviving apprentices will return to
Fisher Town and be summoned to the Acropolis
the next day and interviewed by a High Mage to
share their findings before a period of
consultation take places prior to decisions being
made.
7
SIDE QUESTS
Exploration Opportunities Morgen’s Lair. An underground lair home to the
mysterious Morgens, three bewitching sisters of
This section provides an overview of exploration
a fey nature. The Morgens prey on victims and
and side quest opportunities on the Isle of
drain their life energies to preserve their magic,
Cadaris Mon and the consequences it may have
charms and beauty. Starving the Morgens of
on the setting or main plot line.
victims will lead to the realisation that the
Abandoned Fort. An old abandoned fort and Morgens are old witches living in squalor and
prison currently occupied by the Empire’s Black their resplendent home is naught but an illusion.
Cloaks and used as their base of operations. The isle will become a safer place. Mart the
Beneath the fort lies a deep dungeon and prison Fisherman is being held captive by the Morgens
which was used by the Ancients to contain here. A fourth Morgen (Old Nell pg. 16) lives in
unwanted creatures which arrived through the disguise in Fisher Town occasionally directing
rifts from Old Groch. Interaction with the Empire victims to her sisters.
Black Cloak soldiers here will impact the size and
Old Groch Tower. A small tower structure which
strength of any force they send to the Citadel.
stands on the upper part of the island
Black Dog Forest. A forest which covers nearly a overlooking the bay. The tower was used by the
third of the island and is home to roaming groups Ancients as a portal to travel to other realms and
of Barghests and a wandering Trul. Exploration of dimensions. Beneath the tower is a series of
this place and engagement with Barghests may caves and a lair for the fearsome Trul, a hideous
reduce their number and make Black Dog Forest primitive mutated creature.
a safer place for the Fisher Town residents to
Smugglers Cove. A small series of hidden caves
travel and explore.
and shallow coves, a good place for small sailing
Greggs Watch. A small logging camp to the vessels and unwelcome guests to hide their
south of Black Dog Forest. Exploration of this presence. This place is being used by the
place and engagement with Barghests may Empire’s Black Cloaks as a hiding place for their
reduce their number and make Black Dog Forest sailboats which they use to roam and spy around
a safer place for the Fisher Town residents to the island.
travel and explore.
Tally Point. A small lookout point on the south
Locke’s Point. A set of caves on the eastern coast which can spot vessels approaching Fisher
coastal area of the island. This is home to its sole Town from the west. Investigation of this place
resident Old Locke, a giant grizzly bear who has will reveal the wreckage of a sloop vessel and
lived here as long as the island residents can may lead to observation of interaction between
remember. Old Locke is a former shape-changing Pryce the Barman/Spy from Fisher Town (pg. 17)
druid stuck in this form. Now in the later years of the Empire’s Black Cloaks.
his life. If the party can reverse this curse then
You can design and add more adventure site
Locke can impart some lore about the island.
locations to the map if you wish.
Locke is likely to remain a hermit due to his
extended time away from people.
Long Tooth Isle. Three small rocky islands which Side Quest Opportunities
extend from the isle and resemble a large tooth. Defeat the Black Cloaks. A small military force
The largest island contains several cave known as the Empire’s Black Cloaks has been
structures above and below sea level. A Wyvern sent to infiltrate the Isle of Cadaris Mon, home of
has recently taken residence within these cave the Order of the Magi. Their primary mission to
structures and has driven away the small is seek out and retrieve element stones and
population of Frog People who are seeking a artefacts of power and their secondary mission is
home on the isle. If the Wyvern is defeated then to curtail the activities of the Order of the Magi
the Frog People will return to their former which is a perceived threat to the Empire.
homes.
The Empire’s Black Cloaks are a small military
Meiners. A set of imposing stone statues which force of 30 soldiers and witch-hunters. They are
stand on a cliff edge on the western coast and using the Abandoned Fort as a base of
gaze imperiously out to the western sea. These operations and have hidden their sailing ships at
represent the pantheon of Gods (Suunos, Reeva, Smugglers Cove.
Morraine and Kadmos) and a lost forgotten fifth
They are using the services of a spy (Pryce at
God (Melandrus, the Queen of Dreams). This can
Fisher Town pg.17) for news of events and are
open up potential plot hooks concerning the fifth
aware of the arrival of apprentices and the
God and why she disappeared.
upcoming arrival of the Citadel.

8
The Empire will attempt to thwart the arrival of Exploration of Long Tooth caves will reveal the
apprentices and then upon arrival of the Citadel remaining survivors of the Frog Peoples
lead an expedition to retrieve artefacts. community.
They will try and avoid direct confrontation Exploration of the beachfront near Long Tooth
fearing the mystical talents of the Magi but they will reveal makeshift rafts and floats and several
have some tools and weapons at their disposal if groups of tracks leading in different directions.
the need arises. Scouting parties will land on the eastern coast
The players may encounter the Black Cloaks north of Fisher Town and then expand outwards
through random encounters when travelling in each direction and the Frog People may be
across the island. randomly encountered on the island.
Interactations with the Empire’s Black Cloaks may • (West) Lockes Point. Caves may be a suitable
weaken the forces on the isle at best and at location for a home but the presence of Old
worst give knowledge of the Order of Magi’s Locke will drive them back.
location and operations to the Empire leading to • (Far North) Smugglers Cove. Caves may be a
greater imperial presence. suitable location for a home but they will be
Missing Mart. Mart the Fisherman disappeared ruthlessly attacked by the Empire’s Black
whilst out fishing a week or two ago and hasn’t Cloaks and likely defeated.
been seen since then, the townsfolk are • (North) Old Groch. An inland expedition has
concerned over this safety. been sent to Old Groch and the caves
Mart is being held captive by the Morgens in beneath which may be a suitable home.
their lair and his life energies are being drained However, the Trul lurks within this place and
to feed the Morgens, this means that Mart is they are likely to be defeated.
aging quickly. If the Wyvern is defeated at Long Tooth then the
The longer it takes to find him, the more he ages. Frog People can return to their former residence.
Assume he starts at 25 years old and is now 35 The Morgens. They live in a small dungeon lair in
years of age. the middle of western Blackdog Forest.
Making enquiries at Fisher Town with his friends The Morgen’s lair will give the impression of
and family provides information that Mart wanted being opulent but this is just an illusory facade.
to find some rye seeds (an ingredient for Old
Nell’s blackened bread) some crops were said to They will seek out and lure fishermen and
grow near the Meiners. travellers to feed on their life force, which will
help replenish their youthfulness and illusory
A wrecked fishing vessel can be seen at the powers.
Meiners. Investigation reveals this to be Mart’s.
The Morgens lure the occasional vessel to the
Footprints can be tracked southeast from the Meiners with their enchanting songs, where they
Meiners which can lead to the Morgen’s Lair in will seek to capture a victim for feeding and take
the western Black Dog Forest where Mart will be them to their lair.
found.
Old Nell (pg. 16) is another Morgen who lives in
The Frog Peoples Expedition. A small disguise under the pretence of an old wise
indigenous community of Frog People live in a woman. She may subtly influence her victims to
settlement on Long Tooth island. This community approach the Meiners, but she does this
of passive creatures has been driven out by the sparingly to avoid suspicion, especially when her
arrival of a Wyvern who has taken residence in sisters urgently require sustenance
the area. The Frog People have escaped to the
isle and are looking for a new home. Due to the infrequent travellers and isolated
location, the Morgens will soon have to venture
There is an opportunity to help the Frog People further south to Greggs Watch to lure a victim.
find a new home. Without support, this
community is likely to die out.
The Frog People are passive and will seek to
avoid conflict where necessary. Their sole motive
is to seek a new safe haven for their community.
The residents of Fisher Town may be cautious
towards the arrival of another strange species on
the island and the dynamic between the groups
will need to be managed.

9
THE ISLE OF CADARIS MON
“Nestled within the archipelago of the Misty Isles lies the Isle of Cadaris Mon, a
forgotten place which emerges from the haunting mists upon approach from the
sea.”
The Isle of Cadaris Mon Locke’s Point. A set of caves on the eastern
coastal area of the island. This is home to its sole
The isle has an ancient history forgotten by the
resident Old Locke, a giant grizzly bear who has
current inhabitants with evidence of ruined
lived there as long as residents can remember.
structures from the weathered granite statues
known as the Meiners, stoically gazing upon the Long Tooth. The largest of three small rocky
vast expanse of the ocean, to the ruined islands which extend from the isle and resemble a
lighthouse known as Old Groch. large tooth. The largest island contains several
cave structures above and below sea level.
The main population centre is Fisher Town, a
small fishing town located within the mouth of Meiners. A set of imposing stone statues which
the islands bay. Here, the resilient community of stand on a cliff edge on the western coast and
fishermen and farmers ply their trade. There are gaze out to the western sea.
whispers amongst the townsfolk of creatures Morgen’s Lair. An underground lair. Home to the
which roam Black Dog Forest and other untamed mysterious Morgens, three bewitching sisters of
parts of the island and few venture beyond their a fey nature.
known boundaries.
Old Groch Tower. A small ancient tower
Overlooking Fisher Town stands the formidable structure which stands on the upper part of the
Acropolis, an imposing building which is home to island overlooking the bay.
the remnants of the Order of Magi. The Order of
Smugglers Cove. A series of hidden caves and a
Magi are few in number and reclusive in nature
good place for small vessels and unwelcome
interacting with the town for matters of trade
guests to hide their presence.
and little else. Uncertainty and caution exist
between both factions. Tally Point. A small lookout point on the south
coast which can spot vessels approaching Fisher
Town from the west.
Settlements
Fisher Town. A medium-sized fishing town on the
coast and home to the general population of the
Factions
island. The people of Fisher Town generally keep Fisher Town. The general population of the
their distance from the Magi in the Acropolis. island live in Fisher Town and ply their trade
fishing the seas. A largely self-sufficient
Acropolis. An ancient structure which stands on
community that maintains limited trade with
the highest point of the island overlooking Fisher
other local islands.
Town in the coastal bay. The Acropolis is home to
the remnants of the Order of Magi, a once Order of Magi. Remnants of a once powerful
powerful faction that has now fallen in number order of sorcerers and wizards, their numbers,
and are all but forgotten outside the isle. power and influence are dwindling. The Order of
the Magi seek to defend humanity from evil and
chaos. They are secretly trying to build a cache of
Adventure Sites magical Element Stones.
Abandoned Fort. An old abandoned fort and Empire Black Cloaks. A military unit operating
prison which lies ruined and covered in on behalf of the Sentran Empire. Their mission is
vegetation within the boundaries of Black Dog to retrieve Element Stones and artefacts for a
Forest. greater purpose at the City of Lanatus home of
Black Dog Forest. Covering nearly a third of the the empire, far to the west. They also wish to
island, Black Dog Forest sits on the upper part of curtail the activities of the Order of the Magi
the island and is a largely unexplored area. The whom they consider to be a potential threat but
place is so named after rumours of fearsome possess useful knowledge of magics they wish to
beasts which are said to roam the area. control.
Greggs Watch. A small logging camp to the Frog People. A small reclusive community of
south of Black Dog Forest. Frog People who lived in and around the caves
on Long Tooth. Recent events have forced the
community to look for a new home on the island.

10
Key Non-Player Characters Wilderness Travel
Non-player character (NPC) descriptions are Travel around the island can be achieved on foot
presented in the book at the location where they or by using boats to sail around the coast.
are most likely to be found. Their statistics (for Navigation is not considered difficult due to the
the Heroes of Adventure system) are detailed at proximity of obvious landmarks (the sea, hills,
the back of the book (pg. 121). forest) to aid navigation.
Black Dog Forest is considered challenging
Key Monsters terrain with slow movement (decrease distance
travelled by 50%). In addition, there is a risk of
Old Locke. An old grizzly bear and former shape- becoming lost within the forest due to its dense
changing druid stuck in this form. Now in the nature (i.e. navigation checks required).
later years of his life.
Trul. A large hideous primitive beast pained by
mutations. Random Encounters
Wyvern. A winged snake which has taken Use the table below to determine the nature of a
residence within Long Tooth Island and driven random encounter by rolling a d20 to determine
away the Frog People. who or what is encountered and then a further
roll d6 to determine the nature of the encounter.
Any checks made at night should be made at
disadvantage.

ENCOUNTER TABLE
d20 Who High Threat (1-2) Medium Threat (3-4) Low Threat (5-6)
01 Trul Caught scent of the Scavenging for food nearby. Evidence of tracks, asleep.
heroes.
02 Barghest (d6) Caught scent of the Scavenging for food nearby. Evidence of tracks, asleep.
heroes.
03 Empire Black Cloaks (d6) Hunting the heroes. Nearby patrol/camps. Spotted their sailing vessel.
04 Old Locke Enraged and agitated, Hunting for food. Asleep and or weakened.
dangerous.
05 Sea Spiders (d6) Targeted by a swarm. Swarm attacking another Evidence of webs, trails.
creature.
06 Morgens (d3) Laying traps to ensnare Singing their enchanting Evidence of a previous
the heroes. song. victim.
07 Old Nell (NPC) Speaking to a Morgen. Acting suspiciously. Gone on a long walk.
08 Frog People (d6) Large group exploring Small expedition setting up A small family has fled their
the island. camp. home.
09 Giant Spiders (d6) Targeted by a swarm. Swarm attacking another Evidence of webs, trails.
creature.
10 Magi Apprentice & Party Involved in some Exploring an adventure site. On a peaceful hike.
confrontation.
11 Wolves (d6) Ambushed by a pack of Being pursued by a pack. Howls can be heard in the
wolves. distance.
12 Giant Frogs (d6) Ambushed by a group of Being pursued by a group of Found signs of them passing-
Frogs. frogs. by.
13 Octasquid Swarming around fishing Have washed ashore, Visible in the distance.
vessels.
14 Wyvern Caught your scent and Circling above where you are. Flying high in the distance.
pursuing.
15 Random Traveller Shipwrecked on island, Landed on island, cautious. Landed on island, looking to
defensive. trade.
16 Fishermen (d6) Conflict with a creature. Stranded, boat damaged. Sailing home in the distance.
17 Fisher Town Residents (d4) Being pursued by a Thinks the party are Going about their daily
creature. intruders. business.
18 Fisher Town Hunters (d2) Being pursued by a Thinks the party are
creature. intruders.
19 Fisher Town Named NPC Check NPC description and motivation (d4 1 - Gethin, 2 - Pryce, 3 - Cedric, 4 - Ceriden).
20 Mage Skandaras On a side quest here. Heading to a side quest. Returning from a side quest.

11
THE ISLE OF CADARIS MON SMUGGLERS COVE (PAGE 62)
1 HEX = 6 MILES H

ABANDONED FORT (PAGE 68) &


ABANDONED FORT DUNGEON (PAGE 72)
THE MEINERS (PAGE 80)
I
K
J
MORGENS LAIR (PAGE 76)
BLACK DOG FOREST (PAGE 84)
L

LO

GREGGS WATCH (PAGE 34)


D

FISHER TOWN (PAGE 18


A
THE ACROPOLIS (PAGE 26)
B

TALLY POINT (PAGE 30)


C

12
OLD GROCH TOWER (PAGE 52) &
OLD GROCH CAVES (PAGE 58)
G

LONG TOOTH ISLE (PAGE 44) &


LOCKE’S POINT (PAGE 38) LONG TOOTH CAVES (PAGE 48)
E F

8)

THE CITADEL (PAGE 88)


M

13
FISHER TOWN FACTION
“A community of people who live and work in Fisher Town and its surrounding
areas”

Faction Information Religion


In the quiet corners of Fisher Town, religion holds
Name. Fisher Town a subtle presence, with scattered shrines paying
Type. Townsfolk (circa. 200) homage to the elemental forces, a humble echo
Description. Residents of Fisher Town, a close- of the pagan reverence for Reeva, the Earth
knit community of families who live of the Isle Goddess.
of Cadaris Mon.
Leadership. Elected Mayor, the role is Trade
currently held by Gethin. The lifeblood of this fishing town is the relentless
Philosophy. Community pursuit of the sea's bounty, as skilled fishermen
Reputation. Peaceful. cast their nets and lines into the sea’s depths.
Beyond the town's borders, humble farms and a
Resources. distant logging camp sustain the town with their
• People of Fisher Town. essential contributions.
• Fishing trade.
• Lumber operation (Greggs Watch). Currency
Goals. A lively barter and trade system thrives, where
• Survive and prosper (increase their winter coins remain strangers, and instead, sea shells
supplies) exchange hands as a token form of currency.
Coins can be exchanged at the Tavern or Traders
• Build some additional fishing vessels Place.
(increase trade with nearby isles).

Equipment Availability
Townsfolk Basic equipment can be acquired at Fisher Town.
The inhabitants of Fisher Town share a resilient, Some basic weapons (i.e. daggers, knives, spears,
close-knit bond. Each person has a role to play in axes) can be forged by the Blacksmith but he
their fishing community, where determination and does not possess the skill to forge more
camaraderie runs as deep as the nearby ocean. sophisticated armour or equipment.

Leadership Hirelings
Gethin. The boat crafter turned elected mayor of Adventurers seeking hirelings may find some
Fisher Town, stands as a symbol of unwavering interest from people within the village who are
honour and devotion to his people. A well-liked, looking for something beyond the confines of the
practical man, his weathered hands a testament village. However, with a close-knit community,
to years spent crafting both vessels and unity any injury or death will be hard felt and will affect
among the island’s inhabitants. the party’s reputation within Fisher Town.

Law Enforcement The Choosing


The concept of law enforcement is a communal Once every ten years, as the mystic cycle weaves
responsibility, where vigilant neighbours willingly its pattern, a small island materialises in the sea,
step forward to address any concerns. The creating a superstitious atmosphere for the
elected mayor Gethin will presides over any townsfolk. Trade and fishing are halted and the
hearings. For the gravest matters, a council of town closes down for the day leaving only a
revered community leaders will be assembled. handful of curious souls to bear witness to the
apprentice’s expedition to this mysterious place.

14
Relationship with the Order of the Magi Missing Fisherman
A tacit understanding defines the relationship A palpable sense of unease has gripped the town
between the residents of Fisher Town and the in recent days.
mysterious mages and apprentices who dwell in Mart the fisherman ventured out to the sea in
the Acropolis overlooking the town. solitude and has not returned. This has prompted
Some trade exists between the factions with concerned villagers to brave the waves in search
servants acting as intermediaries with the of their missing comrade, their anxious hearts
townsfolk whilst the Mages keep to themselves heavy with the weight of uncertainty.
and are rarely seen.
The Mage, Skandaras is an exception, he is a
regular visitor to Fisher Town and has recently
spent days exploring the island.

NPC HIRE
d6 Name Age (yrs) Occupation Appearance (d6) Personality (d6)
01 Jurd 15 +d6 Layabout 1-3 Athletic. 4-6 In-active. 1-3 Loyal. 4-6 Selfish.
02 Julia 20 +d10 Fisherman 1-3 Lean. 4-6 Stocky. 1-3 Brave. 4-6 Cowardly.
03 Malik 30 +d10 Dockworker 1-3 Thin. 4-6 Fat. 1-3 Courteous. 4-6 Blunt.
04 Mel 40 +d10 Baker, Butcher 1-3 Clean. 4-6 Rugged. 1-3 Talkative. 4-6 Quiet.
05 Lan 50 +d10 Craftsmen 1-3 Tall. 4-6 Short. 1-3 Funny. 4-6 Cranky.
06 Lyssa 60 +d10 Skilled Role 1-3 Comely. 4-6 Ugly. 1-3 Hard-working. 4-6 Lazy.
Roll d6, 5 times and merge results.

RUMOUR TABLE
d12 Rumour Status
01 Be wary of the Meiners, they send a dreamy whistle during the clear days. True

02 The Meiners tell the fortune of man. False

03 Smoke and thunder roams Black Dog Forest, hunters beware. True

04 The Isle of Cadaris Mon is inhabited by others. True

05 Black Dog Forest is home to a community of Elves, banished by the Magi and fearful False
of outsiders.
06 The Statues of the Gods sing to the winds during the clearest days but foretell of a False
terrible doom.
07 Rowboats have been spotted circling the island. True

08 Mart the Fisherman went missing a few days ago whilst out fishing by himself. True

09 Fishermen haven’t seen much of Old Locke (a bear) on the beaches these days, Partially
maybe he’s died of old age. True
10 A hunter once found some rare flowers near Greggs Watch which were used to cure True
sickness within the hamlet a couple of years back.
11 Something monstrous lurks within Black Dog Forest, if you see it flee. True

12 Ranuf the Fisherman saw a Dragon flying over Longtooth Isle a few weeks back. Partially
True
15
FISHER TOWN NPCS

OLD NELL GETHIN


WISE WOMAN (MORGEN) MAYOR (FISHER TOWN)
Description. Her frail frame belies her Description. A dark-haired, bearded man in his
boundless spirit and vigour, known for going mid-thirties. Elected Mayor of Fisher Town in
on long walks for days. addition to his role as a boat craftsman.
Demeanour. Curious and persistent wants to Demeanour. An open, loyal individual who acts
know about people’s business. in a fair and honourable manner.
Speech. Meandering, wittering. Speech. Plain-speaking, open, questioning.
Secret. Sister to the Morgens who reside on Desires. Tirelessly works to safeguard the
the island, she lives amongst the townsfolk in welfare of the townsfolk.
disguise subtly directing the occasional Knowledge. Well aware of Ceriden’s influence
traveller to the Morgens for feeding. amongst Fisher Town.
Knowledge. Knows the family history of the
townsfolk and a useful source of information if
you can bear her meandering mutterings.
Blackened Bread. Well known for her
nutritious blackened bread (heals 1 health, one
use per day).

CEDRIC CERIDEN
PRIEST OF SUUNOS (MISSIONARY) MERCHANT (FISHER TOWN)
Description. An overweight, middle-aged man Description. A woman in her early forties.
garbed in the manner of a Priest of Sunnos. sharp intellect is concealed beneath a humble
Demeanour. Open, honest, chatty, nervous. facade. She is the main exporter of goods
Speech. Stutters when nervous. outside of Fisher Town and is always
Desires. To spread the word of Sunnos in these
pagan lands and convert others to the one true accompanied by her ever-watchful assistant.
God. Demeanour. Unassuming demeanour belays
History. A former scribe who worked in the her true status as the town's wealthiest and
Holy Temple of Sunnos in the City of Lanatus in most influential figure.
Sentra. Sent out as a missionary to spread the Speech. Plain-speaking, avoids fancy terms.
good word and after months of travel, found Desires. Protect her own and Fisher Town’s
his way to the Misty Isle. interests.
Knowledge. Has no ties to and is completely Knowledge. Local islands and settlements.
unaware of the presence of the Empire’s Black Man-Servant. Accompanied by her man-
Cloaks. servant (Huthor) who acts as her bodyguard.

16
GREYBEARD PRYCE
FISHERMAN (FISHER TOWN) TAVERN OWNER (EMPIRE SPY)
Description. An unkempt-looking fisherman Description. He is in his late forties, stocky but
with wild hair. possesses a robust strength.
Demeanour. Boisterous, energetic, eccentric. Demeanour. Exudes a warm, welcoming
Speech. Booming, hearty, hale. demeanour inviting new patrons into the
Desires. To fish the seas and one day hook the convivial heart of his establishment.
ultimate catch. ‘Sea and salt! brothers and Speech. Hearty, hale, loud, friendly.
sisters’. Desires. To see the downfall of the Order of
History. A fisherman who has lived in the town Magi and the rise of the Sentran Empire. He
for many years. Considered the premier lost his family to the practice of magic years
fisherman in the town for his many wild ago.
experiences on the seas. Secret. Unbeknownst to the townsfolk, he is in
Knowledge. Suspects some form of a creature the employ of the Sentran Empire and acts as a
has inhabited Long Tooth isle due to changes spy relaying intelligence to the covert Black
to other creatures’ movements in this area. Cloaks by leaving coded messages at the
isolated Tally Point.

FISHER TOWNSFOLK GENERATOR


d10 Name Appearance Attitude Occupation
01 Branoc Weathered Resigned Fisherman
02 Harle Tired Superstitious Farmer
03 Owen Drab Cautious Labourer
04 Gorl Muddy Content Craftsman
05 Murk Threadbare Fearful Shepherd
06 Seren Plain Trusting Unemployed
07 Elowen Well Dressed Reverent Parent
08 Nerys Athletic Reclusive Weaver, Cobbler
09 Eleri Old Proud Butcher or Baker
10 Gwen Youthful Generous Logger, Hunter

Roll d10 4 times and merge the results.

17
ORDER OF THE MAGI FACTION
“Descendants of the seven Magi who once descended from the heavens to guide
and protect the people of the lands.”

Faction Information Mages


High Mages. There are only ever seven High
Name. Order of the Magi Mages who form the council of mages with each
Type. Circle of Mages mage aligning to a different colour which reflects
Description. A cadre of Mages, Witches and the nature of their power and outlook. The
Sorcerers who operate in secret across the current council of Mages are:
Fallen Lands to protect humanity from evil and Saoirse the White. Magi Prime and leader of the
choas. Once boasted a grand reputation and council of mages. A cool dispassionate ruler.
position of authority, now all but forgotten. Trefaryn the Red. Cantankerous and rebellious.
Leadership. Elected Magi Prime who runs the Eschews traditional rules preferring to travel the
council of seven. lands under the guise of a wandering hedge
Reputation. Forgotten mage.
Resources. Magnus the Blue. Bold and forthright individual
with piercing eyes, master of the seas.
• Mages.
Chamotaage the Black. A fearsome sorceress
• The Acropolis base. who commands the powers of darkness and
• Contact network. shadow.
Goals. Baylon the Green. Commands the power of
• Protect humanity from evil, chaos and nature and earth with close ties to the ancient
supernatural threats. Druidic order. Has not been seen for the last
decade.
• Grow their number and influence.
Mentzala the Yellow. Eldest and longest serving
• Reman hidden from the Empire. High Mage who now lives a secluded life away
from the council.
Gulfor the Purple. Historian and traditionalist
Order of the Magi who seeks to return the Magi to their former
Supposed descendants of the seven Magi who status.
arrived from the heavens to guide and protect
Mages. Those who have completed their
the people of the lands. Centuries ago, they
mentorship with a High Mage which number 11
boasted positions of authority as advisors to
people in total although only the intimidating
rulers but sadly their power and reputation has
Skandaras present at the Acropolis at this time.
been forgotten over the years.
Accepted. People who are accomplished in the
magic arts and have been accepted into the
Motivation order under the tutelage of a High Mage. There
The Order of Magi aims to protect the people of are 8 accepted at the present time.
the lands against evil, chaos and supernatural Apprentices. People who have some talent in the
threats. However, with a decline from authority magic arts but have not yet completed the trials
and power alongside a gradual decline of magic to become accepted. The current group of
in the world, their influence is limited and they apprentices who are seeking to complete The
are all but forgotten. The Order of Magi seeks to Choosing ceremony include:
recruit those with talents in the magic arts and
Gorthilmis. Brooding shaman originating from
then send them out into the world to fulfil their
the Skard Territories, accompanied by a few
purpose. The rise of New Sentra and the Empire
Tribal Warriors.
and their distrust of magic is a threat to the Magi.
The Empire has reportedly undertaken a Lan Voselin. Elitist noble from New Sentra,
campaign to retrieve lost artefacts of power and accompanied by well-provisioned house guards.
hunt down witches. Usa Thorp. Young village wise with a talent for
magic originating from the Farlands,
accompanied by hunters from her home
settlement.

18
Currently, Trefaryn the Red and Magnus the Blue Secret Knowledge
are without mentees and two positions are The High Mages possess knowledge of the
available. Elemental Gates, gigantic structures buried deep
Servants. A number of servants reside in the within the earth from the dawn of time.
Acropolis managing the day-to-day duties of the The Elemental Stones (pg. 88) collected during
place. ‘The Choosing’ ceremony will be used to create a
powerful ritual which will identify ‘ley lines’
Recruitment showing the source of magic energies within the
world.
The High Mages travel the Fallen Lands
identifying those with ‘the talent’ who are It is believed that these are the locations of
encouraged to join the Order of Magi. Elemental Gates which have a powerful magical
connection with the planet.
A single use magical compass may be given to
those who approach adulthood which helps Location and investigation of these may
navigate the misty seas to the Isle of Cadaris determine why magic is fading in the world.
Mon and eventually to the Acropolis.

MAGICAL COMPASS
Relationships Rare Artefact
A cool relationship exists between the Order of Features (Single Use). Will direct the user
Magi and the residents of Fisher Town. The through the foggy seas to the Isle of Cadaris
residents of the Acropolis are somewhat aloof Mon.
from the day-to-day affairs of Fisher Town aside
Description. A circular brass object marked
from necessary matters of trade which is handled
with the cardinal directions holding with a
by the servants.
magnetised iron needle in the centre.
The townsfolk are somewhat afraid of what History. Created by the Order of the Magi to
occurs within the Acropolis. direct chosen people to the Isle.

RUMOUR TABLE
d12 Rumour
1 Saoirse is in conflict with Magnus who seeks to become Magi Prime. False
2 Trefaryn has incurred the wrath of Saoirse for his continued wandering absences. False
3 Magnus wishes to travel beyond the known seas to establish a new Acropolis away True
from the reach of the Empire.
4 Chamotaage has not been seen for months. Tales of dark magics have been laid upon Maybe
her feet.
5 Baylon the Green is rumoured to be deceased. The council is contemplating electing False
a new High Mage in his absence.
6 Mentzala is well respected but should now retire as an inactive member of the Partial
council. Truth
7 Gulfor has been recruiting new apprentices but his methods have attracted the True
notice of the Empire.
8 Visala the Mage, mentee to Chamotaage was rumoured to have gone insane. False
9 Gorthilmis the apprentice from the Skard Territories practices dark magic. True
10 The servants have been asked to stockpile more food and equipment supplies at the True
Acropolis.
11 Fisher Town residents have reported sightings of unknown vessels around the isle. True
12 There is a strange feeling in the air, a vibration in the magnetic magic forces. False

19
ORDER OF MAGI NPCS

SAOIRSE THE WHITE MAGNUS THE BLUE


MAGI PRIME (ORDER OF MAGI) HIGH MAGE (ORDER OF MAGI)
Description. Leader of the Order of Magi. A Description. Bold and forthright individual with
cool, dispassionate individual. Appears in her piercing eyes, master of the seas.
40’s but is over 100 years. Phrase. “State your business with the Magi”
Phrase. “We observe, we guide, we protect.” Demeanour: Intimidating, direct.
Demeanour. Cool, calm, and in control of her Speech. Deep-booming voice, few words,
emotions. heavy impact.
Speech. Well-spoken, considered. Desires. Protect the remnants of the Order of
Desires. Protect the remnants of the Order of Magi.
the Magi. Secret. Has found an unexplored land in the
Knowledge. Knows the Empire is hunting the seas. Proposing to rebuild a new Magi order
Magi. away from threats.
Secret. Planning to move the order to another Special Equipment. Ring of the High Magi (+3
location. defence).
Special Equipment. Ring of the High Magi (+3
defence).

TREFARYN THE RED SKANDARAS


HIGH MAGE (ORDER OF MAGI) MAGE (ORDER OF MAGI)
Description. A flamboyant travelling peddler, Description. Despite his aged appearance,
pyromancer and charlatan. A cover for his role acts with a youthful vigour.
of High Mage of the Magi. Phrase. “We must act on this!”
Phrase. “I am the master of mighty magics. Demeanour. Forthright, brooding, a man of
Come and see my show.”
Demeanour. Friendly, talkative, charming, action.
trickster. Speech. Plain speaking, bold.
Speech. Engaging, confident, quick-witted. Desires. To earn his rightful place as High
Desires. Explore the world, recruit more Mage.
apprentices. Knowledge. Knows the High Mages are
Contacts. His travelling mage facade has planning something but not sure what (finding
allowed him to build a network of spies and the Elemental Gates).
messengers. Special Equipment. Flaming Longsword (d8 +
Special Equipment. Ring of the High Magi (+3 d4 fire damage)
defence).

20
GORTHILMIS LAN VOSELIN
MAGE APPRENTICE MAGE APPRENTICE (ORDER OF MAGI)
Description. Wandering shaman originating Description. Son of a minor noble from New
from the Skard territories. A short unkempt Sentra. Tall, youthful, pious and with his talent
man marked with face-paint and tattoos. for magic considers himself the chosen one.
Phrase. “Let the spirits of our ancestors fly Worshipper of Suunos.
free.” Phrase. “I am the chosen one”
Demeanour. Unapproachable, quirky Demeanour. Arrogant, condescending but
Speech. Grunts occasionally as he speaks. honourable.
Desires. To gain more power in the magic arts. Speech. Well spoken.
His outlook may not be aligned with that of the Desires. To become the chosen one.
Order of Magi. Accompanied. Well-armed houseguards in his
Accompanied. Tribal warriors from his family’s employment, they bear no love for him
homeland, honour bound to serve the shaman. but are well paid.

USA THORPE CORMAC


MAGE APPRENTICE (ORDER OF MAGI) ACCEPTED (ORDER OF MAGI)
Description. Seer from a small village in the Description. A tall, distinguished looking man.
Farlands, believes her powers can be used to Demeanour. Calm, composed.
help the people of the land. Possesses a keen Speech. Pauses and reflects before speaking.
intelligence. Desires. Complete his training and earn ‘Magi’
Phrase. “Do you require assistance stranger”
Demeanour. Honest, kind. status.
Speech. Plain, country. History. Mentored to High Mage Saiorse and
Desires. Help people. acts with her authority. Returned from ‘The
Accompanied. Hunters from her home village Choosing’ ten years ago with no memories of
who look after her safety. the events.

21
EMPIRE FACTION
“A small primitive community of Frog People who are being driven away from
their ancestral home on Long Tooth Isle.”

The group encountered a rowboat with a novice


Faction Information mage at Tally Point (pg. 34) and killed the
Name. Empire Black Cloaks occupants but tried to make it look like an
Type. Military Force (30). accident.
Description. A small elite military force A spy (Pryce pg. 17) in Fisher Town leaves
specialising in witch hunting and artefact intelligence (messages in a scroll case at Tally
retrieval. Point). They ate aware of the forthcoming ‘The
Choosing’ event and the rumoured appearance
Leadership. Military Leader (Jan Kalus) of The Citadel.
Philosophy. Follow imperial orders. They have lost a soldier in Black Dog Forest
Reputation. Feared. (Morgen’s Lair).
Resources.
• Small Military force (30 people). Current Plans
• Sail Boats (Smugglers Cove). To their current immediate goals are as follows:
• Base of operations (Abandoned Fort). • Prevent new apprentices from joining the
Order of the Magi. Specifically during ‘The
Goals. Choosing’ event they will follow and destroy
• Collect artefacts and elemental stones (pg. the rowboats stranding the apprentices.
88). • Retrieve any artefacts from the Citadel or the
• Impair operations of the Order of the Magi. Acropolis.
• Kill or capture mages and return them to • Engage or capture apprentices and
the City of Lanatus, New Sentra. indoctrinate them within the Empire.
• Escape with any intelligence gained.
Black Cloak Organisation
Amidst the shadows of the Sentran Empire, the
Empire Black Cloaks are a clandestine order of
soldiers and assassins.
Their sinister mandate is to scour the realms,
seeking out and eliminating elusive mages and
retrieving coveted arcane relics.They are often
clad in obsidian garb and wield the power of
fear as keenly as their blades, enforcing the
Empire's iron will upon those who dare to wield
the forbidden arts.
FEL KATARA
Military Operation WITCH HUNTER (SENTRAN EMPIRE)
Description. A lean wiry individual.
This force of 30 soldiers has been instructed by Background. Recognised as having a talent
the Sentran Empire to spy upon and keep with the magic arts. Fel was indoctrinated into
control of the activities of the Order of the the Empire’s system at an early age.
Magi who are known to the upper echelons of Demeanour. Quick to speak and often displays
the Sentran High Command. a contemptuous smile.
Speech. Acidic and bitter tone.
Desires. To hunt down mages and witches in
Current Events service of the Empire and gain any knowledge
The military task force acquired one of the and artefacts for his own betterment.
magic compasses (pg. 19) and found the Isle of History. Fought Skandaras in the past who
Cadaris Mon. They have stowed the rowboats escaped his attempts at capture.
Knowledge. Aware the Empire is collecting
at Smugglers Cove (pg. 64) and have artefacts and elemental stones (pg.88) for
established a base of operations at the some large magical construction but unaware
Abandoned Fort (pg. 68). of the exact nature of this.
22
EMPIRE SOLDIER GENERATOR

d10 Name Appearance Attitude Named Weapon


01 Marcus Chiseled Calculating Shadowblade

02 Gaius Lithe Relentless Whisperdart

03 Julien Weathered Disciplined Silent Venom

04 Artur Sinister Cunning Silver Scimitar

05 Galad Athletic Ruthless Mirage Dagger

06 Elena Piercing eyes Adaptable Sentinels Glaive

07 Livia Raven-haired Focussed Nightshade Crossbow

08 Valeria Scarred Fearless Serpentcoil Whip

09 Camila Imposing Patient Moonshadow Shuriken

10 Davina Agile Loyal Wolf Claw

JAN HALUS FENRIC SHARP


CAPTAIN (SENTRAN EMPIRE) ASSASSIN (SENTRAN EMPIRE)
Description. A tall athletic-looking man in the Description. An unassuming man who dresses
prime of his life. Carries an air of confidence commonly to blend in with others.
about himself. Background. A cunning hunter, spy, assassin
Demeanour. Cool, calm and practical. and skilled swordsman.
Speech. Hard, abrasive style of speech. Demeanour. Unassuming manner to others but
Desires. Complete the mission for the Empire. inwardly calculating and cautious.
Retrieve element stones and artefacts and Speech. Direct with his words.
curtail the activities and dark magic practices Knowledge. Acted as a messenger between
of the witches known as the Order of the Magi. the Empire High Command and High Magi
Command. Jan Halus has direct command of Chamotaage the Black.
the Empire’s Black Cloaks, but the expedition Equipment. Wields the Elemental Lightning
is under joint command with Fenric Sharp and Blade (Longsword d8 damage, fortitude 10
Fel Katara. save or stunned and miss a turn).
Equipment. Anti-Magic manacles. History. With Fel Katara, fought Skandaras in
Disadvantage to magic checks when worn, the past who escaped his attempts at capture.

23
FROG PEOPLE FACTION
“A small primitive community of Frog People who are being driven away from
their ancestral home on Long Tooth Isle.”

Faction Information
Name. Frog People
Type. Community (circa. 100)
Description. A small primitive community of
Frog People living in isolation on Long Tooth
Isle.
Leadership. People rule with decisions made
by the most outspoken or formidable of the
Frog People.
Philosophy. Community
Reputation. Passive.
Resources.
• Frog People community.
• Small equipment and rafts.
Goals.
• Survive and prosper (flee Long Tooth Isle
and seek a new home).

Description
These humanoid frog people are known for their
passive and tranquil nature. They live in harmony
with their natural surroundings, relying on the
abundance of aquatic life and wetland vegetation
for sustenance. These creatures are skilled
fishermen and caretakers of their environment,
displaying a deep respect for the balance of
nature.

Communication
They communicate through a series of ‘croaks’,
‘ribbits’ and ‘chortles’ that mimic the sounds of
the areas they inhabit. They also employ simple QUIGLY
body language, such as gentle head nods, to FROG PERSON
convey emotions and intent. Description. Quigley is a clever and
perceptive member of the community and she
has been a voice for decisive action and
Recent Events change amongst an intransigent community.
Small expeditions of Frog People are exploring
various locations including Locke’s Point (pg. 42),
Old Groch Caves (pg. 60) and Old Groch Tower
(pg. 54). These locations contain many denizens
and the Frog People have suffered injuries
through these encounters. There is a very real
risk the Frog People community may not survive
this migration.

24
FROGPERSON CREATION TABLE
d6 Name Appearance Mannerism Equipment
01 Hopper Skinny Legs Inquisitive Broken Spear

02 Croaky Warty bumps Stoic Fishing Net

03 Lily Splotchy Skin Excitable Blowgun & Darts

04 Warty Large feet Frightened Hand carved flute

05 Bolly Huge Eyes Observant Pouch of herbs

06 Sprig Rotund physique Aggressive Clay pot of


something

07 Tad Tall and skinny Protective Sea shell trinket

08 Pud Very long tongue Unhurried Fishing hooks &


lines

09 Gilly Muscular Oblivious Sling and stones

10 Marshy Powerful legs Worried Stone knife

SPLISH WARTOG
FROG PERSON FROG PERSON
Description. A prominent leader among the Description. Amongst the Frog People,
frog people who possesses an air of Wartog, is a formidable presence. His athletic
inquisitiveness that sets him apart from the physique and powerful limbs built for action
introverted nature of the community at large. set him apart from his brethren. Wartog is a
person of action.

25
A: FISHER TOWN
“A small bustling fishing town on the Isle of Cadaris Mon which sits beneath the
watchful eye of the Acropolis, home to the Order of the Magi.”

Referee Notes 3. Traders Place


“A trading place for locals and visitors, where
Description. Nestled on the shores of a equipment and news are exchanged.
remote island. This small industrious fishing
town of around 200 people is situated beneath The large wooden building is designed like an
the watchful gaze of the overlooking Acropolis. open warehouse. It contains many storage
shelves, racks for equipment and a number of
It is a working town where the salty sea breeze tables and chairs where conversations are had.”
mingles with the bustling sounds of fishermen
launching and returning with their bountiful > Menu. A few coppers will cover the cost of
catches each day. flavoured sweet hot drinks made of shrubs or
stronger hot drinks made from beans.
There is a community spirit amongst the town
who enjoy their independence and self- > Ceriden (Owner). The place is owned and run
sufficiency with little trade with the outside by Ceriden the Merchant and there is a 50%
world. chance she will be here during the day. One of
her assistants will always be present.
> Equipment Availability. Simple weapons (i.e.
Area Descriptions club, dagger, axes) 75% availability, Basic
equipment (i.e. tools, ropes) 75% availability,
1. Blacksmith Martial weapons (i.e. swords, bows) 25%
availability, Armour (i.e. armour, shields) 10%
“Located outside of the town, the Smith's forge availability.
is a busy place, its interior adorned with a roaring
forge, a sturdy kiln, and a well-worn workbench.”
> Durdin. The stoic blacksmith toils diligently, A4. Wyverns Maw Tavern
tending to mundane repairs and forging essential “A large wooden building which was named after
metal parts for the townsfolk. His skilled hands the cove which resembles the mouth of a
are willing to mend weapons and armour, yet the wyvern’s jaw. A weathered wooden sign depicts
shop remains devoid of weaponry or equipment the head and open mouth of a grey dragon-like
for sale, with Durdin directing eager traders to creature.”
Ceriden for their martial needs. > Pryce (Owner). The place is run by the inn-
keeper Pryce a balding stocky man who is
2. Chapel welcoming and inquisitive of his guests. He will
be here most days and employs a handful of
“A simple wooden tower in honour of Reeva, locals to help with running the place.
Mother Earth. Inside it holds a shrine constructed
of a large cut tree trunk.” > Common Joke. The tavern is a regular meeting
point for locals and a place where visitors can
> Old Nell. A lady of advancing years attends the find a warm bed and a warm ale. Fish is a
chapel on a semi-regular basis as well as common item on the menu, a fact often joked
attending the medical needs of the townsfolk. about by the regulars who often ask Pryce,
> Donations. Visitors to the chapel are welcome ‘What’s on the menu?’
but a donation bowl is left in an obvious place > Tavern Services. Bed per night (shared) 1sp,
(currency is shells). Room per night (private, modest) 3sp, Meal (fish
based) 2sp, Fine Meal (sea-food) 5sp, Common
Drink (ale) 1sp, Quality Drink (strong ale, wine)
2sp.

26
5. Bell Tower 7. Boatyard
“The large bell tower stands three storeys high “The place is a mooring facility where the fishing
and is a beacon for the community. Inside the boats are built or repaired. Above the main
interior is adorned with rustic furnishings and a workshop is an upper residence.”
wooden crate stocked with essentials.” > Gethin (Owner). Gethin is also a skilled
> Bell Tower Use. The large bronze bell would shipwright although he has more experience with
often be rung to signal a time of celebration or building and repairing smaller vessels and lives
danger. Townsfolk will often congregate here for and works here (50% chance of being here) and
meetings and social gatherings, its doors always employs a number of assistants who work under
open to weary travellers seeking refuge. his direction.
> Visitor. Gethin, the mayor occasionally visits > Workers (d2). Gethin employs a couple of local
(50% chance) during evenings, lending a listening workers who will be present here during the day.
ear to those seeking solace. > Boats. Players may be able to purchase a small
sloop (small sailboat) here but the price is
6. Warehouse expensive (1000 sp, x2 normal cost) as boats are
made to order and purchase costs will need to
“A large, wooden building formed of several compensate the person awaiting an order. Gethin
former properties merged into one which may negotiate on this price if the heroes
contains many materials and goods ready for undertake some tasks to safeguard the town.
transport and trade.“
> Door. Securely locked (target 15 to open)
> Ceriden (Owner). The place is owned and run
by Ceriden the merchant who is often (50%
chance) here during the day.
> Workers (d2). Ceriden employs a couple of
locals to act as both security, inventory and
goods handlers who will be present here during
the day.

RANDOM ENCOUNTER (DAY) TABLE


d6 Encounter
01 Fisherman. Out of luck and bemoaning the lack of a good catch.
02 Curious Townsfolk. Questioning the visitors about their intentions.
03 Worried Resident. Asking whether the party have any news of the missing fisherman Mart?
04 Priest of Suunos (Cedric). Preaching to an uninterested crowd of people.
05 Magi Servant. Running some discreet errands but curious about an outsider’s visit.
06 Named NPC (d6, 1. Pryce, 2.Gethin, 3-4. Nell, 5. Ceriden, 6. Greybeard), see NPC description
for motive.

RANDOM ENCOUNTER (NIGHT) TABLE


d6 Encounter
01 Townsfolk. Nosy neighbour. Will question the party hard about their intentions.
02 Youngster. Local grifter, looking for opportunities to make some coin.
03 Boisterous Fisherman. With a tall tale of a sea creature. Visiting Greybeard about it.
04 Worried Fisherman. Spotted a sloop with a black sail of unknown origin around the isle.
05 Magi Accepted (Cormac). Looking to do some quiet business with Ceriden for supplies.
06 Named NPC (d6, 1. Pryce, 2. Gethin, 3. Old Nell, 4. Ceriden, 5-6. Greybeard) on the way to
visit another NPC on urgent business. See NPC description for motive.

27
FISHER TOWN
MAP KEY

1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP

S SECRET DOOR

T TREASURE

O OBJECT
GETHIN
DOWN 18 LEVEL UP/DOWN
5

TO GREGG’S WATCH

BEACH

2
OLD NELL

28
SEA

WORKERS
DOCK
GETHIN
7

DOCK WORKERS
CERIDEN
6
CERIDEN
3

PRYCE

AREA NAMES
1. Blacksmith
2. Chapel (Old Nell)
3. Traders Place (Ceriden)
4. Wyverns Maw Tavern (Pryce)
5. Bell Tower
6. Warehouse (Ceriden)
7. Boatyard (Gethin)

29
B: THE ACROPOLIS
“An ancient building with a strange architectural design, the Acropolis sits at the
highest point of the Isle of Cadaris Mon surveying the vast seas in the distance.”

Referee Notes 4. Rest Area


“The room is adorned with spartan chairs and
Description. Perched atop a lofty hill, loungers surrounded by ornate tables bearing
shrouded in mist and mystery, the Acropolis water, wines and platters of fresh bread and
overlooks the jagged cliffs and restless seas of fruit.”
this secluded island. Its strange architecture,
weathered by time suggests this is an ancient
place. 5. Lavatory
Inside, the Acropolis is showing its age with “The room contains several wooden cubicles with
the decorations and tapestries looking faded faded velvet drapes, each supported by an
and worn mirroring the current decline of the intricate plumbing system that channels water
Order of Magi. through gilded pipes.”

Visitor Access 6. Grand Chamber


Apprentices will have access to the Acropolis “Beneath the expanse of an ornate glass domed
although the eastern tower containing the High ceiling lies the grand chamber. The focal point is
Mage’s quarters and scrying room is considered a raised dais crowned by seven intricately carved
out of bounds. chairs arranged in a semi-circle.
Party members who accompany the apprentice Faded tapestries, once vibrant with scenes of
will not be permitted access to the Acropolis, and magical prowess, adorn the stone walls, while
are expected to rent rooms in Fisher Town. wooden tables and chairs populate the spacious
expanse.”
1. Entrance > High Mages (d3). There is 50% chance that
“Stone walls are adorned with worn tapestries one of the resident High Mages (Saoirse, Trefaryn
depicting celestial constellations welcome visitors or Magnus) will be present here.
into this mysterious building.”
7. Kitchen
2. Storage Room “The working kitchen is a busy place during the
“Nestled adjacent to the hall is a storage day and evening. A handful of servants are
chamber, its stone walls lined with rows of sturdy cooking and preparing food interacting with
wooden shelves, each laden with neatly arranged bubbling cauldrons, hanging herbs, and gleaming
cloaks and travellers' gear.” copper pots.
> Servants (d4). Will be here during the day and
evening. Meals will be served to guests and
3. Guest Library visitors.
“The air carries a soothing scent of aged
parchment and hints of long-burning candles.
Mahogany bookcases are laden with dusty 8. Bathing Halls
grimoires and loose scrolls.” “The once opulent bathing hall boasts intricate
> Scrolls. Searching will reveal d4 random spell mosaic floors that lead to sunken marble pools,
scrolls. adorned with gilded faucets that channel warm
water through an ingenious plumbing system.”
> Books. Covers a range of subjects from art,
poetry, history, culture or magic. If a book is
taken and read, allow advantage on the next lore
check from a chosen subject or provide some
background knowledge to the party.

30
9. Study 14. Library
“The study and lecture room exudes an air of “Ancient oak bookshelves are laden with a
intellectual mystique, its walls adorned with diverse array of tomes, maps, and grimoires in
ancient scrolls and starlit charts, while a towering languages both known and arcane, while the air
obsidian lectern stands as a focal point for carries the faint scent of aged parchment.”
incantations and scholarly discourse.” > Scrolls. Can find d4 random spells.
> Scrolls. Can find d4 random spells. > Books. Covers a range of subjects from art,
> Books. Covers a range of subjects from art, poetry, history, culture or magic. If a book is
poetry, history, culture or magic. If a book is taken and read, allow advantage on the next
taken and read, allow advantage on the next lore lore check from a chosen subject or provide
check from a chosen subject or provide some some background knowledge to the party.
background knowledge to the party.
> Apprentices. One of the current apprentices 15. Shared Living Quarters
may be found here (i.e. Gorthilmis, Lan or Usa).
“A number of living quarters of adequate
comfort for its inhabitants.”
10. Feasting Hall > Servants (d6). Will be here during the day
“An intimate feasting hall beckons with oak and evening.
tables adorned in tatty embroidered tapestries,
set with dull silverware.”
16. Bell Tower
“The 100-foot tall bell tower stands silent, its
11. Food Stores stone walls adorned with intricate runes and
“The small provisioning room exudes a cool and mystical sigils, while inside a colossal bell is
earthy air, its stone shelves laden with rows of suspended from its frame.”
clay jars filled with pickled vegetables, sacks of > Crates. The lower level is used for storage of
hearty grains, and cured meats hanging from the mundane items. Exploring these crates will
rafters. reveal tools, implements, clothing, cloth,
Wooden barrels contain preserved fruits and materials all used for the maintenance and
fragrant herbs, creating a sense of sustenance upkeep of the Acropolis.
and preparation for the inhabitants.”
> Door. Locked target 15 to open or iron key 17. High Mage Quarters
(held by Cormac).
“Seven distinct living quarters are accessible at
> Servants (d4). Will be here during the day and different levels from a spiralling central
evening. staircase; each room is draped in fine tapestries
and hung with starlit crystals.”
12. Equipment Storage > Door. Each door has been wizard locked and
“The rugged stone walls of this room are lined an activate magic spell (level 1) required to
with racks of well-worn tools, barrels of oil and open. Opening the door will alert a High Mage
tinctures, and stacks of neatly coiled ropes.” if they are with proximity of the Acropolis.

13. Meeting Room 18. Lounge Area


“Adjoining the grand chamber a private meeting “A plush room containing two long loungers.”
room is adorned with velvet curtains that mask its
entrance, revealing an interior furnished with 19. Scrying Room
comfortable seats arranged around an intricately
carved ebony table.” “Perched at the pinnacle of the tower, this
chamber contains a large glass orb embedded
upon a large table encircled by cushioned
seats.”
> Orb of Scrying. Activate magic spell (level 1)
required to scry a known location on the island,
can be used once a day for up to an hour.

31
THE ACROPOLIS
1 SQUARE = 5 FEET

MAP KEY
SERVANTS
1 AREA REFERENCE 12 11
13 HIGH MAGES
NAME MONSTER / NPC

6
H HAZARD OR TRAP

S SECRET DOOR
10

T TREASURE

O OBJECT
SERVANTS
DOWN 18 LEVEL UP/DOWN
7 8

T
3

1
16 2

RANDOM ENCOUNTER TABLE


d6 Encounter
1 Servant. Quietly going about their business.
2 Usa Thorpe. Exploring the Acropolis. Will seek to engage other apprentices in conversation.
3 Gorthlimis. Exploring the Acropolis. Will ignore the party and keep to himself unless cornered.
4 Lan. Exploring the Acropolis. Will try and learn more about his competition.
5 Cormac. Going about his business on behalf of Saoirse.
6 High Magi (d6, 1-2 Saoirse, 3-4 Trefaryn, 5-6 Magnus) making their way to the scrying room.

32
T
15 15
14

15 15

15
APPRENTICES
SERVANTS
9 15
T
15

4
17 18
17 17
5
17 UP 19 17
17 17

O DOWN 18
19

AREA NAMES AREA NAMES


1. Entrance 11. Food Stores
2. Storage Room 12. Equipment Storage
3. Guest Library 13. Meeting Room
4. Rest Area 14. Library
5. Lavatory 15. Shared Living Quarters
6. Grand Chamber 16. Bell Tower
7. Kitchen 17. High Mage Quarters
8. Bathing Hall 18. Lounge Area
9. Study 19. Scrying Room
10. Feasting Hall

33
C: TALLY POINT
“A coastal landmark point with a view of the vast ocean expanse.”

Referee Notes 3. Rocky Beach


“Upon the rugged shores of the island's rocky
Description. Perched upon the rugged beach, remnants and fragmented debris of the
southern cliffs of the Isle of Cadaris Mon, Tally crashed sloop have washed ashore.”
Point looks out towards the misty sea beyond.
> Scroll. Searching the rocks and debris from the
Eager youths and curious locals from Fisher sloop will reveal a scroll case. Inside is an
Town occasionally trek to this point to glimpse invitation to attend the Acropolis for ‘The
the first silhouettes of sailing vessels as they Choosing’ ceremony (a further clue someone is
emerge from around the west, heralding news trying to prevent the boats arriving).
from the outside world.
Secret. Tally Point is visited by Pryce (Fisher
Town) every 2 weeks to leave messages for the
Empire Black Cloaks who will periodically visit
to collect them.

Area Descriptions

1. Outcrop
“Atop a grassy lookout nestled upon a rocky
coastal outcrop, the sea stretches before you
covered by a veiled mist.”
> Camp Fire. Evidence of a recent camp (within
the last week). Hidden between a pile of large
rocks is a sack containing a lantern, oils (6), water
flask and blankets.
> Hidden Message. Further searching amongst
the rocks will reveal a small scroll case with a note
written in Sentran giving an intelligence report
(use current plot details to add a comment here
i.e. strangers arrived in Fisher Town).

2. Crashed Sloop
“A sloop sailing vessel, lies embedded upon a
jutting rock, its shattered hull a poignant
reminder of the ocean’s might.”
> Octasquid. Lurks within the water between the
coast and the crashed sloop, its shadowy form
can be viewed from the outcrop. It will be alerted
to anyone entering the water.
> Crashed Sloop. Examining the sloop will reveal
the following clues; there are no bodies aboard;
there is a breach in the hull; there is evidence of
grappling hook marks on the edge of the boat;
some scattered possessions may be found (clues
should suggest the crashed sloop wasn’t an
accident but an assault).

34
35
TALLY POINT
1 SQUARE = 30 FEET
MAP KEY

1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP

S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN

OCTASQUID

SEA

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Fisher Town Youths (d4). Spotting sailing vessels.
02 Pryce the Inn-Keeper. Out for a walk (leaving messages).
03 Wolves (d6). Hunting for food.
04 Octasquid. Viewable in the water lurking in the sea for food.
05 Sailing Vessel. A vessel approaches heading to the town.
06 Empire Black Cloaks (d4). Lurking (retrieving messages).
36
HILLS

BEACH

AREA NAMES
1. Tally Point
2. Crashed Sloop
3. Rocky Beach

37
D: GREGG’S WATCH
“A small logging camp located to the south of Black Dog Forest.”

Referee Notes 3. Pit of Bones


“A small clearing in the forest opens in front of
Description. Greggs Watch is a logging camp visitors. At its centre, a yawning pit descends into
used to secure timber for onward the earth, revealing a grim collection of countless
transportation to Fisher Town. A semi- bones of small animals.
permanent group of men and women work
here (Lumberjacks, Hunters & Wagon Drivers). A hushed stillness envelops the clearing, broken
There is a mix of communal lodges and private only by the occasional rustling of leaves and
houses for permanent workers. distant calls of creatures.”
Rumours. The working crews will warn visitors > Barghest (d4). May be found here feeding on
of the Black Dogs which can be heard roaming small game (50% chance). If not encountered,
the forests at night and that bear traps have tracks will lead to the northwest (wilderness
been laid out to warn them away. target 10 check).
Travel. The forest consists of thick foliage,
misty ground, distant howls, and a heavy 4. Hangman’s Perch
atmosphere. Movement outside the marked “An oppressive stillness envelops the clearing
trails is at half speed due to the challenging with the normal woodland sounds feeling more
environment. hushed and remote.
Barghest Lair. Activity can be spotted from 5 At the centre of the clearing lies a gnarled oak
(Lookout) or triangulated from investigating known as "Hangman's Perch”. Its grotesque
tracks from 3, 4 or 5 (Pit of Bones, Hangman’s twisted branches bear the worn tattered
Perch & Lookout). Clearing out the lair will earn remnants of dangling ropes.”
the gratitude of the camp and reduce Barghest
activity in the forest. > Animal Tracks. Can be found here leading to
the east (wilderness target 10 check).

Area Descriptions 5. The Lookout


“Nestled atop a hill, the small forest clearing
1. Narrow Trail offers a commanding vantage point, where the
“A narrow forest trail winds its way deeper into dense trees part to unveil a view of the
the heart of the dense woodland.” surrounding area.”
> Bear Trap. A hidden trap lies camouflaged > Lookout. A clearing can be seen to the
amidst the fallen leaves, its menacing jaws southwest (Barghest’s lair).
waiting for an unsuspecting traveller (d4 damage,
senses target 10 to spot). 6. Barghest Lair
“At the centre of the clearing lies a huge
2. Clearing upturned tree which has fallen to the ground. A
“In the heart of the heavily forested wilderness, a foggy mist coils around the exposed roots.”
small clearing emerges. Vibrant green grass and > Barghest’s Lair. This mist obscures a cavernous
wildflowers provide a contrast to the surrounding hollow which leads to the lair underneath.
shadowed canopy.” Searching the area will reveal an opening in the
> Bear Trap. A hidden trap lies camouflaged thicket which leads to a den. Inside, are d8
amidst the fallen leaves, its menacing jaws Barghest. There is a 50% they are sleeping lazily
waiting for an unsuspecting traveller (d4 damage, unless the party’s actions have alerted them.
senses target 10 to spot). > Secret Trail. Hidden amongst the thicket is a
small track path leading north to the Hidden
Glade (area 7).

38
7. Hidden Glade
“The forest clearing is a tranquil oasis bathed in
dappled sunlight, where a gentle breeze carries
the soothing scent of blooming wildflowers and
the sweet, earthy aroma of moss-covered
stones.”
> Healing Herbs (d6). Nestled among the lush
foliage are clusters of rare healing herbs. These
can be used to make a healing potion d6 or
disease cure (alchemy 10 check). Replenishes
once a week.

8. Equipment Yard
“Inside, the dim interior houses an array of well-
maintained tools, implements and equipment.”
> Locked Door. The door to the building
contains a heavy-duty lock (target 15 to break
open or pick lock).

OLD MAN HARKIN


9. Lumber Mill LUMBERJACK (GREGGS WATCH)
“The lumber mill lies at the heart of the camp. Description. A burly old man with a weathered
During the day it echoes with the sound of face, a thick grey beard, and arms still strong
mighty saws that slice through towering logs.” despite his age, clad in a patched wool tunic
and a fur-lined cloak.
> Lumberjacks (d6). Will be working here during Demeanour. Though his axe now rests by the
the day. hearth, his sharp eyes still carry the quiet
vigilance of a man who once braved the wild
forests alone.
10. The Lodge Speech. Deep, slow, measured words.
“The sturdy lodge exudes an air of rustic warmth, History. Once a renowned woodcutter who
while the aroma of hearty, home-cooked meals supplied timber to Fisher Town. He lost a
wafts from the bustling kitchen. finger to a wolf attack and outlived the
comrades who once shared his trade.
Within the common area, hunters gather around Motivation. Permanently resides in Greggs
rough-hewn tables, sharing stories of their toils in Watch advising others.
the forest and exchanging hearty laughter.
Simple sleeping quarters containing rows of well-
worn bunks provide beds for the working crews.”
> Lumberjacks & Old Man Harkin. The
proprietor, Old Man Harkin and d6 Lumberjacks
will be present here.

11. Stables
“The stables are a bustling hub of activity, where
wagons, heavy with felled timber, rest under the
shelter of the wooden roof, ready to transport
the precious cargo back to the camp as the
horses await their next task in this vital
operation.”
> Horses & Equipment. Horses, wagons and
transport equipment can be found here.

39
GREGG’S WATCH
1 HEX = 100 YARDS
MAP KEY
7
1 AREA REFERENCE

NAME MONSTER / NPC BARGHEST


6
H HAZARD OR TRAP 4

S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN

H
1

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Hunters (d2). Patrolling. 50% chance they have recently spotted a pack of dog-like creatures.
02 Barghest. Separated from and now seeking to return to its hunting pack.
03 Giant Spiders (d4). Spinning their webs to capture small animals.
04 Barghest (d4). A hunting pack returning from a feed. Currently satiated.
05 Barghest (d6). A hunting pack searching for food. Hungry and aggressive.
06 Trul. Wandering the forest looking for food. Aggressive and ferocious.
40
5

BARGHEST
3 BLACK DOG FOREST

H
2

LUMBERJACKS
HARKIN
10
LUMBERJACKS
11
9
GREGG’S WATCH
8

TO FISHER TOWN

AREA NAMES AREA NAMES


1. Narrow Trail 8. Equipment Yard (Gregg’s Watch)
2. Clearing 9. Lumber Mill (Gregg’s Watch)
3. Pit of Bones 10. The Lodge (Gregg’s Watch)
4. Hangman’s Perch 11. Stables (Gregg’s Watch)
5. The Lookout
6. Barghest Lair
7. Hidden Glade

41
E: LOCKE’S POINT
“A small cave network situated amongst the coastline. Home to Old Locke a
venerable great bear and local legend.”

Referee Notes 4. Inner Cave


“The cave area is a moss-covered haven where
Description. Nestled along the coastline lies a sunlight enters and water filters in from the rising
rocky outcrop (known as Locke’s Point) which tide.
partially obscures a small bay and sandy shore.
A cave entrance leads into the surrounding Fallen boulders occupy the ground around which
cliffs which serves as home to Old Locke, a lie piles of brushwood, vegetation and bones
venerable bear of remarkable age. Old Locke is which have been picked clean.”
a well-known creature amongst locals, having > Obvious Sounds. Ominous groans can be
shared this coastal haven for as long as people heard from the passageway to the north (Old
can remember. Locke resides in Area 6).
Old Locke. A venerable great bear is actually a
former druid who was trapped in the shape- 5. Cave Area
changed form of a great bear. Over the
ensuing decades, his humanity has been “The cave area is an intimate space, where dim
forgotten and he now lives permanently in light filters from outside.
bestial form. Old Locke is vulnerable and The floor is littered with a handful of worn and
wounded from encounters with the Sea Spiders tattered items of clothing and equipment.”
(Area 7). > Objects. Closer examination of these reveals
them to be druidic in nature (staff, clothing, druid
Area Descriptions symbol).
> Druid Symbol. An item of magic power. Gives
1. Cave Entrance advantage when casting earth and nature spells.
Enchantment is linked to Old Locke and fades
“The imposing cave entrance looms like a jagged
upon his passing.
mouth carved into the rocky cliffs.
Claw marks etched deep into the stone walls
serve as a stark warning, evidence of the 6. Lair
fearsome bear that calls this cavern home.” “Light from the outside cannot penetrate the
cave leaving the place in darkness. Those
approaching the area can hear the groans and
2. Locke’s Point rumblings of a beast in torment. The cave's walls
“Jutting defiantly from the sea stands a small are adorned with very crudely drawn faded
rocky outcrop known as Locke's Point in markings.”
reference to the great bear that resides in this
> Old Locke. Within the cave lies a great old
area. The place is a landmark for fishermen who
bear. Its once-powerful form now weakened and
sail nearby.”
venerable from the weight of years, its fur
covered in matted blood and sweat. It may react
3. Beachfront to aggressive behaviour.
“The sandy shore of the small bay is a tranquil > Markings. These depict a bear, magic and a
place, kissed by the gentle lap of the sea. man. This was an effort to communicate its plight
Mounds of sand lie sporadically on the when he was changing states.
beachfront.”
> Giant Crabs (d8). Lie in wait beneath the
mounds of sand. They will tremble and react to
people passing close to them.

42
7. Large Cave
“Fallen boulders lie on the ground whilst the
cavern ceiling contains more seaweed-like vines
and webs which hang from various man-sized
nooks and crannies.”
> Seaweed Web. The entrance to this large wet
cave is obscured by a sticky seaweed-like web
which blocks the entrance from the west (Area 4)
which darkens the area (Strength 10 save to
break or 6 health damage).
> Sea Spiders (d6). Lurk menacingly from the
hidden crevices in the ceiling waiting to pounce
on unsuspecting victims.

8. Flooded Cave
“A twisting passageway leads to a flooded cave
that beckons with a whispering echo of the sea.
The water is neck deep if anyone enters.”
> Old Shrine. Beneath the water line lies an old
stone shrine dedicated to a forgotten sea
creature. A small statue of a sea creature covered
in lichen and barnacles is stuck to the stone but
can be broken free.
> Sea Creature Statue (single use). Praying or
paying homage to the sea creature and throwing
it into the sea will earn an advantage or re-roll to
the next water/sailing-related check. A successful
religion 10 check can determine its nature.
OLD LOCKE
GREAT BEAR (FORMER DRUID)
Description. A venerable great bear with an
DRUID SYMBOL imposing presence. Streaks of silver and grey
Epic Artefact in its shaggy fur are a testament to its age.
Condition. Old Locke is venerable and has
Features (Passive). Gain advantage when sustained a number of wounds from
casting earth and nature spells. encounters with the Sea Spiders and is in a
Description. A fine wood carved amulet weakened state.
depicting three spirals interwoven with an oak History. A former member of the Druid order
tree. who undertook ‘The Choosing’ ceremony
History. Created by Old Locke decades ago to decades ago but became trapped in the shape-
aid his spell casting abilities. changed form of a great bear.
Over the ensuing decades, his humanity has
Secret. Item loses its power when Old Locke been forgotten and he now lives solely in the
dies. bestial form.

43
LOCKE’S POINT
1 SQUARE = 5 FEET

MAP KEY

1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP

S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN

GIANT CRABS

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Fisherman. Landed his boat to explore the beach.
02 Small Crabs (d20). Harmless.
2
03 Frogmen (d4). Patrolling for supplies.
04 Black Cloak Soldier. Spying and will flee.
05 Giant Crabs (d6). Looking for prey.
06 Old Locke (Great Bear). Looking for food
44
OLD LOCKE

5 T

H
SEA SPIDERS
H
7
4

T
CAVES
1 8

BEACH

AREA NAMES
1. Cave Entrance
2. Locke’s Point
3. Beachfront
4. Inner Cave
5. Cave Area
SEA 6. Lair
7. Large Cave
8. Flooded Cave

45
F: LONG TOOTH ISLE
“A circular island that lies close to the Isle of Cadaris Mon. It is home to the
indigenous primitive Frog People.”

Referee Notes 2. Wyvern’s Lair


“A large cave entrance is visible on approach,
Description. This circular island hides the flanked by jagged ancient rock formations which
remains of a primitive settlement from the yawn open like a foreboding maw.
outside world. Surrounding this central
enclave, a ring of hills and cliffs forms an Within the cave a long sinuous tunnel winds
imposing barrier that isolates the settlement of through the and gradually widens into a vast
the Frog People from the outside world. chamber, where a collection of bones and broken
Hidden beneath the island lies a series of cave wood lie scattered.”
structures. > Treasure. There may be (25% chance, d4 items)
Frog People. The settlements (Areas 3 & 6) some items of treasure here and a good (75%
were recently populated by a community of chance, d6 items) of loot.
Frog People who lived in peace by themselves. > Wyvern. This lair is home to a Wyvern who
The arrival of a Wyvern saw the Frog People may be here (50% chance with a 50% chance it
flee their homes in terror from this dangerous will be asleep). Those approaching the creature
beast. Some of the Frog People have launched will hear the haunting sound of its reptilian breath
an expedition to the Isle of Cadaris Mon to find in the darkness.
a new home. However, the majority of the
population have fled to and are hidden in
Longtooth Caves (pg. 50). 3. Abandoned Settlement
Wyvern. Attracted to this place by the strange “A primitive settlement containing a score of
wild magics of ‘The Choosing’ event. The crudely constructed wattle and daub houses with
Wyvern has made its home within the hidden low ceilings which lie under the shadows of a
caves (Area 2) but can often be seen flying nearby wood.
around Long Tooth Island. The place appears abandoned with no one
present and no signs of life. Investigation of the
buildings reveals the place has been left in a
Area Descriptions hurry with a ransacked appearance.”
> Tracks. A wilderness target 10 check can reveal
multiple tracks leading towards a rocky structure
1. Shrine of the Dead (The Frog People escaped to the underground
“A few hundred yards from a ruined structure caves accessible from Area 4).
stands a collection of patchwork flags, fluttering
in the breeze.
4. Rocky Outcrop
Beyond lies the remains of an ancient, crumbling
tower which stands on the precipice of collapse.” “On approach to the rocky outcrop lies the
savaged remains of a human-frog like creature, its
> Flags. These are warning signs from the Frog body torn to shreds by seemingly sharp objects.”
People.
> Cave Entrance. Searching the rocky outcrop
> Cairns. A sombre congregation of ten cairns will reveal a small man-sized cave entrance is
formed of stacked rocks surround the tower. tucked within the rocky outcrop which opens up
Each cairn may contain (50% chance) some form to a hidden world beneath the earth, its shadowy
of equipment or loot (low value) and may contain recesses hinting at the sprawling network of
(20% chance) some treasure. underground caves that await exploration (leads
> Skeletons (d10). Will animate and rise from to Long Tooth Caves, Area 1, pg.50).
within the cairns if these are disturbed.

46
5. The Bog 6. Ravaged Settlement
“Nestled within the heart of the forest lies an “A primitive village has been ravaged and
immense swamp-like area, a sprawling expanse destroyed, its reed-thatched huts and communal
of tangled, moss-draped trees and thick muddy spaces reduced to ruins and the settlement's
murky waters.” atmosphere is heavy with a sense of loss and
> History. This place was used by the Frog devastation.
People as a place of refuge and source of Amidst the wreckage, corpses of human frog-like
sustenance utilising their knowledge of the bog's creatures lie torn and shredded and personal
flora and fauna to gather food, reeds for shelter, possessions lay strewn and forgotten, testifying
and other resources that are integral to their way to the sudden and brutal end that befell the
of life. village.”
> Gestalt. This large humanoid swamp creature
lies in a slumber deep within the bog. If
awakened, it will seek to feed on the life of
others.

47
LONG TOOTH ISLE
1 HEX = ¼ MILE
MAP KEY

1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP
1
S SECRET DOOR SKELETONS

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN

CLIFFS

SEA

GESTALT
5

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Frog People (d6). Fleeing from their home due to the threat of the Wyvern.
02 Fisherman (d4). Exploring the island curious about sightings of a great winged creature.
03 Frog People (d10). A war party leading a doomed expedition to drive the Wyvern away.
04 Giant Sea Spiders (d4). Disturbed from their underground caves by the presence of a Wyvern.
05 Skeletons (d6). Awakened from the Shrine of the Dead and wandering aimlessly
06 Wyvern. Circling above aggressively, looking for food.
48
WYVERN
2

DOWN TO
LONG TOOTH
CAVES (1)

3
4

PLAINS 6

AREA NAMES
1. Shrine of the Dead
2. Wyvern’s Lair
3. Abandoned Settlement
4. Rocky Outcrop
5. The Bog
6. Ravaged Settlement

49
F: LONG TOOTH CAVES
“A network of underground caves beneath Long Tooth Island. Home to a cast of
Giant Crabs and currently being used as a refuge for the Frog People.”

Referee Notes 3. Long Cave


“The cave is a labyrinth of awe-inspiring natural
Description. A small network of wet caves that architecture, where stalactites and stalagmites
lie beneath Long Tooth Island. It is home to a rise and fall creating a cathedral-like ambiance.”
cast of Giant Crabs and is currently being used
as a refuge for the Frog People from the terror > Seaweed Web. A thick sticky seaweed web
of the Wyvern. blocks the exit from the north (Area 1). This was
constructed by the Frog People to keep away
Frog People. The remaining members of the intruders. (Strength 10 save or 5 health damage
community occupy some of the caves (Areas 1 to break)
& 2). They have encountered some of the Giant
Crabs and have constructed traps and > Jagged Floor. The cave floor is dotted with
blockades to protect the remaining members jagged slopes and treacherous edges and
of their community. They are tired, weakened presents a challenging terrain to cross. (Athletics
and fearful as a group. or Acrobatics 10 check or slip and fall causing d4
damage).
Giant Crabs. A cast of crabs occupy some of
the caves (Areas 5 & 8). The pool room in area
5 can be used to escape to the water level 4. Pool Area
outside to Long Tooth Island. “At the heart of the cave, lies a circular pool of
water which reflect the majestic formations of the
stalactites above in a play of rippling light.”
Area Descriptions
> Seaweed Web. A thick sticky seaweed web
blocks the exit from the north (Area 1). This was
1. Cave Entrance constructed by the Frog People to keep away
“A winding narrow tunnel descends from the intruders. (Strength 10 save or 5 health damage
outside to reveal a small cave area with several to break)
moss-covered boulders obscuring the passage to > Frog Person. Sitting and transfixed by the
the north. shimmering pool. He has been eating a fungal
You can hear the gentle echo of dripping water plant from Area 7.
creating an atmosphere of solitude.”
> Frog Person. Lurking in the shadows and 5. Pool Area
standing guard. They will immediately flee north “The cave area contains obstacles of columns,
(Area 2) to warn their community of any boulders, and rocks. At the centre is a pool of
intruders. water which shimmers and glistens like a liquid
gem, casting reflections upon the surrounding
2. Large Cave stone.
“This large underground cave area is adorned Surrounding the pool lies a scattered collection
with an intricate network of large stalactites and of seawood, coral, rocks and small animal
stalagmites that stand and hang in silent vigil.” remains.”
> Frog People (3d20). Scattered amongst these > Giant Crabs (d6). Lurk within this area. They
obstructions are the remnants of a community of can enter and exit the cave structure by using the
Frog People who lie in nervous wait to see when pool area to swim to the outside (a person
it is safe to return home. They will be anxious and attempting this can swim part way but must then
wary of outsiders but will defend themselves if make 3x fortitude 10 checks to hold their breath
necessary. or choke for d4 damage on a failure).

50
6. Trapped Cave 9. Hidden Cave
“This cave bears the marks of time and upheaval, “Within the cave, the sandy floor is strewn with
with a series of broken and collapsed stalactites numerous eggs and larvae of giant crabs in
and stalagmites lying in disarray, like fallen pillars various states of gestation.”
of a forgotten civilisation.” > Entrance. The hidden underground cave is only
> Terrain Hazard. The shattered remnants of accessible from an underground crawl space from
these formations have created a rugged terrain, the west (Area 8).
with jagged stone formations and debris making
passage both treacherous and challenging
(Athletics or Acrobatics 10 check or slip and fall
causing d4 damage).

7. Moss Cave
“This moss-covered cave contains velvety layers
of vibrant green moss which seem to have
claimed every surface. The air is most with an
earthy damp fragrance.
Within this sanctuary, a variety of fungal plants
and growths have taken root, their unique forms
and colours adding a surreal touch to the cave's
natural beauty.“
> Fungal Plants (d8). These are hard to digest
but can be eaten. There is a risk (50% chance) of
a hallucinogenic reaction (Fortitude 10 save or
spaced out for 1hr, acting at disadvantage).

8. Giant Crab’s Lair


“Small traces of light from cracks in the ceiling
faintly illuminate this area.
The undulating ground is covered in a mixture of
boulders, rocks and large burrows within the
sandy earth. The walls and ceiling contain a web
of cracks and crevasses where sandy earth has
fallen suggesting some instability in this area.”
> Giant Crabs (d8). Lurking within the moist
burrows. They may be alerted by the significant
noise of intruders.
> Hidden Exit. One of the burrows contains an
underground passageway to a room in the east
(Area 9).

51
LONG TOOTH CAVES
1 SQUARE = 5 FEET
MAP KEY

1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP

S SECRET DOOR

T TREASURE
6 H
O OBJECT

DOWN 18 LEVEL UP/DOWN


FUNGAL PLANTS
7

S
GIANT CRABS S

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Frog People (d6). Fleeing from their home due to the threat of the Wyvern.
02 Fisherman (d4). Exploring the island curious about sightings of a great winged creature.
03 Frog People (d10). A war party leading a doomed expedition to drive the Wyvern away.
04 Giant Sea Spiders (d4). Disturbed from their underground caves by the presence of a Wyvern.
05 Giant Crabs (d6). Laying passively on the ground. Will only react if disturbed.
06 Giant Crabs (d6). Numerous and aggressive.
52
FROG PEOPLE

FROG PERSON
1
UP TO LONG
TOOTH ISLE (4)

H
H

H
GIANT CRABS
3

AREA NAMES AREA NAMES


1. Cave Entrance 7. Moss Cave
2. Cave 8. Giant Crab’s Lair
3. Long Cave 9. Hidden Cave
4. Pool Area
5. Pool Area
6. Trapped Cave

53
G: OLD GROCH TOWER
“An ancient abandoned lighthouse which sits atop a cliff overlooking the vast sea
to the east.”

Referee Notes Area Descriptions


Description. The tower looks ancient with a
strange architecture and design. The tower of 1. Hallway
the light house holds a strange shield-like “A broken wooden door hangs off its hinges and
device which points inwards towards a cave on leads inside.
the hill (investigation of the cave a short walk
A large cupboard on the south wall holds a dusty,
away reveals this to be empty).
faded and worn collection of cloaks and
Rumours. The people of Fisher Town have garments of rich design.”
never travelled here but Fisherman have
recently witnessed some faint light and
potential intruders (these are the Frog People 2. Lounge
investigating the area). When investigating, “The room appears to be a lounge area although
there is sufficient light from gaps and cracks in the chairs and loungers feature an unusual look
the structure to let in natural light. and are designed for very tall people.”
History. The Lighthouse was a ‘House of > The Ancients. Were a tall race of humanoid
Travel’ used by the ‘Ancients’ to travel to beings.
different realms and contains both transport
and rest facilities. A portal is beamed into the
cave from which people use to travel 3. Study
elsewhere. “The room exudes an air of scholarly solitude,
Frog People. An expedition of Frog People are with a sturdy desk, chair, and a bookcase holding
investigating the tower as a possible new rows of mouldy and faded books and scrolls.”
home. A small group have breached and are > Books. Written in Ancient. Languages 15 check
exploring the Lighthouse. Another group can to read a few scraps of diary entries names;
be found exploring the caves below. The Frog dates; details.
People are anxious and nervous.
> Secret Door. The bookcase on the west wall
Malevolent Spirit. A spirit from ancient times slides open (evidence of marks on the floor)
haunts the building seeking to possess an revealing a slide door leading to Area 15.
intelligent creature to re-activate the portal
and escape to its spiritual realm. It is only met
through a random encounter due to its 4. Kitchen
constant wanderings and will attempt to “A derelict kitchen area with a broken central
separate the party and possess a single victim. fireplace, upturned tables and chairs and a large
Portal. This can be activated by setting the bin filled with bones.”
navigation to a realm (Area 8), powering the > Large Skeleton. A grotesque semi-humanoid
device (Area 10) and activating the device to skeleton has been stuffed into a large bin and will
create a portal (Area 14) which appears at the re-animate if disturbed.
cave outside.

5. Stairwell
“Derelict room with broken walls and rickety
staircase leading up.”

54
6. Tower Entrance 9. Guest Area
“A set of stairs, weathered by years of use, leads “A lounge area adorned with faded paintings of
upward the bannister marked with some form of tall humanoids with an almost alien appearance,
sticky substance and the dusty floor is marked by their watchful eyes seemingly tracking the
animal prints.” movements within the room.
> Door. Entrance to this room is barred by a A collection of old, long sedan-like loungers rests
heavy oaken door covered with sticky seaweed on a dusty rug. Scratches on the floor near
on the inside (left by Frog People, Strength 10 cupboards hint at intruders.”
save or 5 health damage to break). > Cupboards. Contain a variety of glasses, wines
> Sticky Substance. Ghost slime and evidence of and crystal decanters (d10 items valued at 100sp
the ghosts presence. in total).
> Animal Prints. Evidence of the Frog People. > Hole in Wall. Lets in cool air from the outside
> Ancient Markings. Sweeping away the dust and is the entry and exit for a colony of Giant
will reveal some strange ancient markings. Rats (d6) (50% chance of encounter).
Languages 15 check to decipher the words
‘House of Travel’ in the language of the Ancients. 10. Device Room
“A curious metallic device is placed in the centre
7. Circular Staircase of the room on top of which lie a number of small
“A winding circular staircase which leads from the grooves.:
ground to the top level and downwards.” > Metallic Pipes. Connects the device to Areas
> Stairs. Leads to Old Groch Caves (Area 9, pg. 14 & 8.
60).” > Grooves. Used to hold elemental stones
(pg.88) to power the device. The device requires
1 elemental stone per use.”
8. Orb Room
“The grand centrepiece of the room takes the
form of a large orb, encircled by numerous 11. Device Room
smaller orbs that orbit it, creating a “This room hosts an unusual device which
representation of planets and is constructed of appears to be a circular platform with four
intricate metalwork. pedestals the top of which has a large hand-sized
Lever mechanisms lock the pieces in place whilst groove.”
corroded metal pipes snake into and through the > Communication Device. A telepathic
ceiling of the west wall.” connection is enabled when two or more people
> Levers. These are used to set the navigation of gather around the table and place their hands in
the portal device to different realms. the groove. An activate magic spell (level 1) is
required to power the device.

12. Guest Quarters


“The room appears to be guest quarters
containing two long beds, chest and drawers.
The place appears to have been ransacked.
A creeper vine has grown through the window
into the room.”
> Vine. Natural vegetation.

55
13. Art Room 17. Secret Room
“Stacked around the room, are a series of old “The room appears to be a study containing a
canvases and paintings of strange colourful desk and shelves full of loose pages dried quill
landscapes in various conditions. and inks, vials small tools and instruments
A number of humanoid frog like creatures lie in (torture/operating tools).”
this room looking nervous.” > Secret Door. Sliding secret door leads outside
> Door. Barred by furniture (target 10) to open. to this room.
> Frog People. Lie wounded inside having > Pages. Anatomy diagrams and drawings.
recently encountered the group of Giant Rats > Vials. Contain old dried blood samples,
from Area 9. samples of flesh and bone fragments. Amongst
> Paintings. d8 could be restored, value d100sp these can be found three potions.
each. > Potions. Three potions can be found (green =
growth, violet = shrinking and creamy white =
phasing).
14. Lighthouse
> Instruments. Small tools used for operations
“The tower contains a shiny metallic large shield- and dissecting corpses.
like device with a spear-like object pointing. A
series of metallic pipes connects to a lever and
down to a room below (Area 10).” 18. Storage Room
> Beam of Light. When activated a beam of light “Room contains wooden crates (blankets,
creates a portal in the cave for a couple of medical garments, gloves, face mask) and barrels
minutes leading to another realm. (putrid liquid substance).”

15. Stairwell 19. Fire Pit


“A small narrow stairwell leads to an “Goggles, breathing masks and long iron pokers
underground area.” hang on the wall.
Inside lies a metallic hatch leading to a deep pit
16. Operating Theatre full of old ash. An extractor and vent system
pumps fumes outside.”
This ransacked room contains a large table with
manacles and chains connected to a battery-type > Door. A heavy iron door is closed but not
device housing a small blood crystal and a large locked.
iron cage (human-sized) in the corner of the > Pit. Used for disposing of corpses.
room.”
> Device. Was used to drain life force to create 20. Holding Cells
blood crystals acting as an alternative form of
power source for the portal). “Faded runes are inscribed on bars (spent wards
of protection) and chains and manacles are
> Cage. A key rests on top of the cage. This is attached to the wall inside. The cells appear to
used to open the holding cells (area 20). be empty.”
> Cupboards/Shelves. Contain various small > Doors. Locked and barred from outside. Can
implements, tools, vials and d6 clear crystals lie be opened with a target 15 check or by using the
scattered about. holding cell key from area 16.
> Giant Rats (d6). 50% chance of encounter and
likely to be scavenging for food. They appear
from a tunnel which leads outside.

56
57
OLD GROCH TOWER
1 SQUARE = 5 FEET

MAP KEY
O
GIANT RATS SKELETON
1 AREA REFERENCE 2
9 4
NAME MONSTER / NPC 8
7
H HAZARD OR TRAP
DOWN 15 3
S SECRET DOOR 6 5 S

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN 7

AREA NAMES
1. Hallway
2. Lounge
3. Study
4. Kitchen
5. Stairwell
6. Tower Entrance
7. Circular Staircase
8. Orb Room
9. Guest Area
10. Device Room
11. Device Room
12. Guest Quarters
13. Art Room
14. Lighthouse
15. Stairwell
16. Operating Theatre
17. Secret Room
18. Storage Room
19. Fire Pit
20. Holding Cells

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Frog People (d4). Exploring the tower. Nervous and anxious.
02 Giant Rats (d4). Scavenging.
03 Malevolent Spirit. Hidden but creating tension.
04 Giant Spiders (d4). Weaving a web to capture some food.
05 Empires Black Cloaks (d4). Investigating the tower.
06 Malevolent Spirit. Looking to possess a victim.
58
O O
10
O
11
1
FROG PEOPLE

12 13 14
T

17

S
O 20 20

15
16

GIANT RATS

20 20

UP 5

18 19

59
G: OLD GROCH CAVES
“A network of caves that lie beneath Old Groch Tower, it is home to a fearsome
monster.”

Referee Notes 3. Blocked Cave


“A cave area with a large boulder blocking the
Description. ‘Old Groch’, is an ancient entrance.“
crumbling lighthouse which exudes an eerie
atmosphere. Beneath this structure lies a > Boulder. Strength 20 check to roll to one side.
network of caves. Within these subterranean > Inside. Inside lay d6 dead Sand Worms,
depths is the home to the monstrous Trul. The creating an eerie and ominous atmosphere (The
caves are dark and wet with lots of loose earth, Trul uses this area as a larder).
boulders holes and rubble. Torches are
required to light the way when investigating
the caves. 4. Worm Pit
Trul. A monstrous, grotesque troll-like creature “This underground cave contains a steep pit area
driven mad by chaotic mutations. It is quick to at its centre which harbours several large holes at
anger and will consume human flesh. It will try the bottom.
to catch and eat Sand Worms, but these are At the base of a pit is a garden of pulsing
often too quick for the Trul resulting in him bioluminescent blue flora thrives, faintly
venturing outside for food. illuminating the base of the pit.”
Sand Worms. The caves are also home to a > Holes. Tunnels for the Sand Worms.
clew of Sand Worms which tunnel and burrow > Mutagenic Flowers (d10). Heals d6 health but
beneath the surface. These creatures are requires a fortitude 10 save or a mutation occurs.
attracted by ground pressure and noise. The Roll d20 for significance, 1 is a significant
sound and vibration of a tunnelling worm can permanent mutation, 20 is a temporary mutation.
be heard on approach.
> Sand Worms (d6). 50% chance they may be
Frog People. A small expedition of Frog spotted stealthily feeding on the flowers drawn
People are exploring the caves as a potential by their strange energies.
home. They are presently unaware of the other
denizens of this place. > Pit. A pit to the west drops 20 feet into a pool
of water below (Area 7).

Area Descriptions
5. Cave
“This rocky cavernous area is dominated by a
1. Cave Entrance low-level ceiling forcing humans to slouch (act at
“A small cave entrance is partially obscured by disadvantage).”
lush fir plants which wave gently in the air.” > Low Ceiling. Medium sized must slouch and
> Fir Needler. Guards the entrance (too small for act at disadvantage. Large creatures may have to
the Trul). crawl.
> Blood. Splotches of green blood can be seen > Seaweed Web. A sticky seaweed curtain
on the floor (injuries sustained by the Frog drapes the east entrance (Strength 10 save or 5
People inside from the Fir Needler). health damage to break).
> Sand Worms (d4). 25% chance of appearance.
2. Partially Blocked Cave The ground is riddled with several holes from
where Sand Worms may appear.
“The entrance to this cave area is partially
blocked with rocks and boulders.” > Larvae Eggs (d10). Lie on the ground (Sand
Worm eggs).
> Entrance. A human can squeeze through.
> Frog People (4). Exploring the passageway
> Frog People (4). Listening carefully (Senses 10 ahead leading to Areas 7 & 8. They have paused
check) one can hear soft croaking sounds due to the skittering sounds of Sand Worms
emanating from the darkness in the caves.4 Frog ahead (Area 6). Listening carefully (Senses 10
People, lie here wounded and hurt from an check) one can hear soft croaking sounds
encounter with Sand Worms. emanating from the western part of the caves.

60
6. Worm Cave 10. Large Cave Entrance
“A rocky cavernous area is dominated by a low- “A large, wide cave entrance leading down some
level ceiling forcing humans to slouch.” worn steps to the caves. At the bottom of the
> Low Ceiling. Medium sized must slouch and steps are some large prints on earthy ground
act at disadvantage. Large creatures may have to which lead inside.”
crawl. > Footprints. These are the Trul’s footprints.
> Sand Worms (d6). Slithering on the ground
around the larvae eggs which they will be 11. Pool Cave
protective off.
“The large cavernous area unfolds which houses
> Larvae eggs (d20). Lie on the ground (Sand several large congealed muddy pools with sticky
Worm eggs). weeds and reeds growing from within and
covering the floor.”
7. Flooded Cave > Sticky Weed. This hazard will need to be
“A large flooded cave with the rippling water's avoided (Athletics 10 check) or become slowed
surface reflecting distorted shadows from (disadvantage) and then stuck (unable to move)
beneath. (Strength 10 save or 5 health damage to break).
> Water. Someone examining the water (Senses > Sand Worms (d6). Lurk within the pools and
15 check) will spot a faint sparkle in the water. will bite intruders.
> Ring. Searching the water will reveal the form > Trul. There is a 25% chance he will be
of a skeletal body wearing a sparkling ring with attempting to capture a Sea Worm for food.
an aura of magic (Ring of Invisibility, 3 uses).
> Sea Worms (d4). Mutated Sand Worms swim 12. Trul’s Lair
and lurk in this area, ready to attack any “Within the large cave, a substantial pile of
intruders. brushwood and foliage stands as a testament to
> Hole. A hole in the ceiling to the east leads to past habitation or the ongoing presence of
a cave above (Area 4). something or someone.
The floor is littered with small bones and
8. Small Cave discarded dead worm skins.”
“This cave reveals a set of smooth steps that > Trul. Will be present here if not encountered in
wind upwards (leads to Area 9), their polished Area 11. There is a 50% chance it will be asleep.
stone surface showing centuries of wear and tear.
Embedded in the stone wall is a rotten humanoid 13. Cave Junction
arm, its tattered gloved hand still clutching a “A medium-sized cave with several exits. The
ring.” sound of running water can be heard from the
> Ring. Ring of Water Breathing, lasts 10 mins, 3 northwest.”
uses.

9. Staircase Cave
“A cave area with a staircase and sturdy handrail
leading up to a hatch. Adjacent to the staircase
stands a small stone shrine marked with ancient
runes that read "vision, sleep, memories"
suggesting a place of contemplation and mystic
power.”
> Hatch. Barred from above, Strength 10 check
to break open.

61
OLD GROCH CAVES
1 SQUARE = 5 FEET
MAP KEY

1 AREA REFERENCE

EXIT
NAME MONSTER / NPC
10
H HAZARD OR TRAP

S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN

SEA WORMS

7 WAT

T
8

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Frog People (d4). Exploring the cave as a possible home. Anxious and worried.
02 Sand Worms (d2). Attracted by vibrations of movement and noise. Will attack intruders.
03 Sand Worms (d4). Attracted by vibrations of movement and noise. Will attack intruders.
04 Sand Worms (d6). Attracted by vibrations of movement and noise. Will attack intruders.
05 Sand Worms (d8). Attracted by vibrations of movement and noise. Will attack intruders.
06 Trul. Chasing Sand Worms for its next meal.
62
TRUL
12

13

H
11

SAND WORMS
4

FROG PEOPLE
HOLE
2
TER

EXIT
1
H
FIR NEEDLER

SAND WORMS
SAND WORMS
5 H
6 H
FROG PEOPLE

AREA NAMES AREA NAMES


1. Cave Entrance 8. Small Cave
2. Partially Blocked Cave 9. Staircase Cave
3. Blocked Cave 10. Large Cave Entrance
4. Worm Pit 11. Pool Cave
5. Cave 12. Trul’s Lair
6. Worm Cave 13. Cave Junction
7. Flooded Cave

63
H: SMUGGLERS COVE
“A sandy beach area so named for its potential to hide people and vessels within
the hidden caves.”

Referee Notes 4. Hidden Cave


“A series of boulders and rocks forces the tunnel
Description. A sandy beach area with a to narrow ahead. However, these rocks conceal a
number of hidden caves. A dangerous cliff cave area that remains shielded by this natural
surrounds the cove reaching 100ft in height fortress of rocks and boulders which can be
and is a challenging climb (requires 3x athletics found easily by searching. A faint scent of
15 check to climb). woodsmoke can be detected (from Area 5).”
Empire Black Cloaks. The place is currently > Guard. A solitary Empire Black Cloak soldier
used by the Empire’s Black Cloaks to hide their stands guard, ever-vigilant with a whistle in hand,
sailboats and vessels whilst they perform their ready to sound the alarm at the slightest hint of
military operation against the Order of the intruders (this will alert the soldiers in Area 5).
Magi. A small number of guards will be present
here, vigilant to prying eyes and external
threats. 5. Large Cave
“This expansive cave area serves as a makeshift
campsite for a group of Empire Black Cloaks with
Area Descriptions evidence of bedding rolls, a flickering campfire,
and a rough-hewn wooden table and stools
forming the heart of their base.
1. Boat Cave Entrance
Faint traces of light illuminate the area from
“The entrance to the sea cave leads visitors into a cracks in the high ceiling and the scent of
larger cave structure that widens to a size woodsmoke mingles with the earthy cave air.”
substantial enough to welcome a couple of large
sailboats.” > Empire Black Cloaks soldiers (d6). Are located
here, resting.
> Sailboats. Two are anchored here. They are
guarded by Empire Black Cloak Soldiers (d4).
6. Supply Cave
2. Cave Entrance “The cave area has been repurposed into a
storage facility for a stockpile of supplies,
“The cave entrance leads to a network of caves primarily timber, wood, and various materials.”
inside shifting the atmosphere from the bright
expanse of the beach to a dark narrow tunnel. > Equipment. Some basic tools (hammers, nails,
Loose rocks and stones litter the floor.” pick-axes and spades) can be found here.

3. Cave Entrance 7. Web Cave


“The cave entrance on the sandy beach leads to “The entire floor of the chamber is blanketed
another network of caves. with a large, sticky seaweed-like web that
glistens with moisture. Some large arachnid
The air in these caverns is cool and damp. The creatures lurk within the cave edges.”
floor is covered with a sticky seaweed-like
substance.” > Giant Sea Spiders (d4). They are hungry and
weakened having been trapped in the cave (act
> Seaweed. From the Sea Spiders but cut down disadvantage).
by the Black Cloaks.
> Sea Weed Hazard. This has been spun by the
> Barrier. A wooden barrier has been Sea Spiders as a method of trapping victims.
constructed from cut-down trees to block the Agility 10 check to avoid or movement is slow.
passage to the east. A strength 15 check or 10
damage required to break down. This was placed
by Black Cloaks to trap the Sea Spiders from
Area 8.

64
8. Sea Spiders Cave
“This cave area boasts a towering ceiling whilst
the floor is covered in large rocks and boulders.
The chamber’s entire expanse is cloaked in a
dense, sticky seaweed-like web with an unsettling
rustle and the sensation of stickiness underfoot.”
> Sea Weed Hazard. This has been spun by the
Sea Spiders as a method of trapping victims.
Agility 10 check to avoid or movement is slow.
> Giant Sea Spiders (d6). Lie hidden within
recesses in the north and west wall. They are
weakened from entrapment (act disadvantage)
but aggressive and hungry.

65
SMUGGLERS COVE
1 SQUARE = 5 FEET
MAP KEY SOLDIERS

1 AREA REFERENCE SEA SPIDERS 5

NAME MONSTER / NPC


8

H HAZARD OR TRAP
CAVES
S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN 3


SEA SPIDERS

CAVES

BEACH

CLIFFS

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Fishermen (d4). Sailing around for pleasure. Stopped to investigate Smugglers Cove.
02 Empire Black Cloak. Patrolling the area. Vigilant and alert, carries a whistle to raise an alarm.
03 Giant Crab. Wandered into the area from the beach outside, looking for food.
04 Sea Spiders (d4). Have broken free of their entrapment and hunting for food.
05 Empire Black Cloaks (d4). Heading towards the sailboats to prepare them for a mission.
06 Giant Sea Spiders (d10). Broken free of their entrapment and heading to hunt the intruders.
66
4
SOLDIER

SOLDIERS

CAVES

CLIFFS

AREA NAMES
1. Boat Cave Entrance
2. Cave Entrance
3. Cave Entrance
4. Hidden Cave
5. Large Cave SEA
6. Supply Cave
7. Web Cave
8. Sea Spiders Cave
9. Beach
67
I: ABANDONED FORT
“Amidst the tangled embrace of a wild, overgrown forest, stands an ancient
crumbling fortress.”

3. Barracks
Referee Notes
“Rows of rotting cots and tattered bedding, once
Description. An ancient crumbling fortress occupied by soldiers are now home to cobwebs
with weathered stones is barely visible beneath and rodents.
the lush foliage, yet the flickering campfires
and faint smell of smoke suggest the place is The crumbling walls are decorated with crude
occupied. markings and faded etchings from long-gone
comrades.”
History. The fort was a prison for a diverse
collection of bizarre, ancient creatures who > Chest. Searching the room reveals a chest
were accidentally transported to the island tucked away in the corner containing personal
through the use of a portal in Old Groch mementos and faded letters from loved ones.
Tower and subsequently imprisoned. The chest is locked (target 10 to open)
Empire Black Cloaks. A small but determined
task force of twenty or so soldiers occupy the 4. Courtyard
fort led by their captain Jan Halus. Sentries “A moss-covered fountain in the centre, its
maintain watch, with a small patrol pacing day waters stagnant and green, surrounded by
and night checking the camps boundaries for crumbling statues of soldiers.
intruders. Two pairs of Empire Black Cloaks will
be patrolling the perimeter. Fel Karata and A training dummy, battered and worn, with an
Fenric Sharp may also be present here. array of discarded training weapons strewn
about.”
Traps. Tripwires and alarm bells have been set
up at points where the wall is breached. This > Empire Black Cloaks (d6). Patrolling this area.
has been partially disguised by plants but can
be found upon casual search. 5. Library
“A disheveled room with a long oak table. The
walls contains shelves full of dusty tomes and
Area Descriptions scrolls.”
> Tomes/Scrolls. Written in Ancient language
target 15 to decipher, subjects include biology
1. Main Hall and anatomy.
“A large room with a collapsed ceiling, letting in
> Hidden Compartment. Contains valuable
beams of pale moonlight. Broken stone columns
manuscripts (references captured creatures from
rise like sentinels, draped with tattered banners
portal and records of their incarceration) is
of a forgotten lord.
concealed behind a bookshelf.
A makeshift war council table, strewn with a large
map and candles, stands surrounded by battered
armour and odd equipment.” 6. Guard Tower
> Empire Black Cloaks (d6). Guarding this area. “A spiralling staircase leads to an upper level
which contains narrow windows which offer a
> Map. Shows the Isle of Cadaris Mon.
panoramic view of the surrounding forest.
Telescope, a rickety ladder leads to a rooftop
2. Armoury watch post, where a telescope remains trained
“Dilapidated weapon racks groan under the east on distant horizons.
weight of rusted swords, pikes, and battered The distant sound of a hornet’s nest provides an
shields. A few blacksmith tools hint at a futile eerie soundtrack to the otherwise desolate
attempt to maintain the armoury.” tower.”
> Door. Recently barred from outside but not > Telescope. Can see east to Old Groch Tower
locked. and the sea.
> Weapons. All in poor condition, reduce
damage die by one (i.e. d6 > d4).

68
7. Kitchen 11. Throne Room
“A decrepit hearth has been recently repaired “A shattered throne, once grand, now lies in ruins
and used with a small chopped wood stacked at the end of a worn red carpet.
neatly near the fireplace. Tattered tapestries, frayed and moth-eaten hang
There is a door on the east wall leading to a from the walls displaying the emblem of a lord or
recently tidied storeroom where some food noble.”
provisions and barrels of water have been neatly > Jan Halus & Empire Black Cloaks (d6). Present
arranged (10d20 days food provisions).” here having some discussion.
> Secret Passage. On the east wall in the
storeroom leads outside the fortress walls.
12. Watch Tower
“A staircase leads upwards to a tall open tower
8. Chapel room at the top which reveals a panoramic view
“A dimly lit stained glass window depicts of the overgrown forest.
forgotten tall humanoid figures of worship, their An object which looks like a large lantern
colours muted by time. surrounded by a smashed mirror lies rusted and
Rows of pews, their cushions torn and stuffing tangled with vines (an old light beacon device).
spilling out, face a crumbling stone altar.” Sealed casks of a thick tar-like oil can be found
> Altar. The lid can be removed to reveal some here.”
religious artefacts of treasure (Golden Candles
holder, Golden Sceptre and a Religious Symbol
each valued at 5d20gp).

9. Infirmary
“Inside, the room is full of various beds and items
of furniture around which torn curtains separate
each area.
Temporary repairs have been made to the walls
and ceiling to prevent cool air from entering the
room.”
> Door. Closed but not locked.
> Empire Black Cloaks (d8). Using this area for
rest and will likely be asleep at night.

10. Upper Lift Chamber


“A massive mechanical lift groans with the weight
of centuries, its rusted pulley system showing
signs of strain and wear. The lift could be
operated if greased or oiled but will be noisy.”
> Empire Black Cloaks (d6). Guarding this area.
> Lift. If activated leads down to the Abandoned
Fort Dungeon (Area 1).

69
THE ABANDONED FORT TRIPWIRE
1 SQUARE = 5 FEET SOLDIERS 6 H

MAP KEY UP TO 6
10
1 AREA REFERENCE
DOWN
NAME MONSTER / NPC

LIFT DOWN TO
H HAZARD OR TRAP
ABANDONED FORT
DUNGEON AREA 1
S SECRET DOOR

T TREASURE

O OBJECT 3

DOWN 18 LEVEL UP/DOWN

O
12

H
TRIPW

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Empire Black Cloak Soldier. Tired from long guard duty.
02 Empire Black Cloak Soldiers (d4). Small group patrolling the perimeter.
03 Wolves (d4). Wandered into the camp in search of food.
04 Giant Rats (d4). Wandered into the camp to scavenge for food.
05 Empire Black Cloak Soldiers (d4). Escorting a prisoner to the cell chamber.
06 Trul. Wandering close to the camp. Black Cloaks are on high alert.
70
JAN HALUS
SOLDIERS
SOLDIERS
1 11 5

SOLDIERS
T

4 9
SOLDIERS

H TRIPWIRE

H
WIRE

AREA NAMES AREA NAMES


1. Watch Tower 8. Dining Room
2. Armoury 9. Throne Room
3. Barracks 10. Meeting Room
4. Baths/Rest Area 11. Entrance Room
5. Upper Lift Chamber 12. Chapel
6. Courtyard 13. Infirmary
7. Entry Room 14. Kitchen

71
I: ABANDONED FORT DUNGEON
“A large lift shaft that leads 200ft down to a series of prison cells. Once used to
hold creatures that slipped through the portal near Old Groch Tower.”

Referee Notes 3. Interrogation Chamber


“The room is dominated by a bloodstained
Description. The standout area is a large lift wooden table, where sinister implements of
chamber leads a shaft which descends down persuasion, including iron pincers and weighted
into the earth for 200 feet down to a series of chains, are ominously laid out.”
prison cells at the base. The air feels colder as
the lift descends and the intruders will feel an > Entrance Door. Locked (target 15 to open or
eerie unsettling ambiance. iron key).
History. This dungeon was a prison cell for 4. Monstrous Lair
creatures and entities that may have slipped “The walls are made of thick, weathered stone
through the portal near Old Groch Tower. which bears the scars of past attempts to contain
Here they were imprisoned and studied. a monstrous creature, with deep gouges and
Malevolent Spirit. Resides in Area 9 and is claw marks etched into the surface.
seeking escape. It can control a fungal In the centre of the chamber lies a massive pile of
substances which can animate corpses. This enormous, otherworldly bones, forming a
fungal substance is spreadin through the macabre mosaic of alien anatomy, their size and
dungeon. shape defying the norms of this world.”
> Entrance Door. Locked (target 15 to open or
iron key).
Area Descriptions
> Eggs. Searching the bones will reveal d4 eggs
from this monstrous alien creature, heat is
1. Lift Chamber (Lower Level 1 & 2) required to hatch them.
“A large chamber carved into the earth tunnels
down into the dark depths below. There are three 5. Chamber of the Beast
levels; upper level at the fort, lower level 1 (100ft
below) and lower level 2 (200ft below). The wall “A large cavernous chamber which echoes with a
contains old torch brackets.” haunting emptiness. In the centre of the cavern
lies the bony remains of a massive misshapen
> Lift Platform. A massive mechanical lift groans creature”
with the weight of centuries, its rusted pulley
system showing signs of strain and wear. The lift > Entrance Door. Locked (target 15 to open or
could be operated if greased or oiled but will be iron key).
noisy. > Monstrous Remains. Dead of natural causes.
> Chains. Various rusted iron hooks and chains The bones reveal it to be some alien entity.
are attached to the lift platform. They were used > Fungal Infestation. Shimmering luminescent
to keep prisoners secure as they were fungi and lichens seem to have grown on the
transported to the cells below. remains of the creature. If left unchecked, the
> Keys. 12 dull heavy iron keys with a runic fungi will re-animate the creature (burning the
symbol are hooked on the wall which can be infestation will eliminate it).
found on a casual search. Each key opens a
chamber below. 6. Chamber of Skeletons
“A dark circular chamber with walls of stone
2. Empty Cell bearing the etchings and markings of former
“A heavy, iron-bound wooden door stands prisoners in a variety of unknown languages.
slightly ajar. Inside the cells cold, damp stone Rows of skeletal bodies, still bound by the
walls are marred with scratch marks and etchings. corroded chains, line the floor, their empty eye
A silent testimony to the countless souls who sockets and twisted postures a testament to the
have endured its isolation.” harrowing fate that befell them.”
> Entrance Door. Locked (target 15 to open or
iron key).

72
7. Chamber of Infected Skeletons 10. Vault of Artefacts
“The chamber cell is adorned with macabre “Inside the vault is a mesmerising collection of
skeletal remains that glisten with an eerie, alien-looking statues, relics and artefacts ranging
luminescent fungal substance. from weapons, jewellery, scrolls, mystical crystals
The fungal substance's faint, rhythmic pulsation and artefacts.“
fills the air, serving as a haunting reminder of the > Entrance Door. A formidable vault door (target
unnatural force that has taken root within this 20 to open) is warded by magic (magic 10) to
prison.” detect. Opening it without nullifying the magic
> Entrance Door. Locked (target 15 to open or will create a loud piercing alarm which triggers a
iron key). random encounter.
> Skeletons (d12). Have been animated by this > Treasure. There are over 100 items each worth
malevolent fungal substance which is spreading d20 gp each due to their unusual nature. There
from the level below (Room 9). They will rise and are three enchanted items; a Dagger of Striking
engage if approached. (d4, advantage to attack), an Amulet of
Protection (+2 to defence) and an Amulet of Life
Preservation (Heals d20 overnight reducing in
8. Warded Chamber power each time it’s used, to d12, d10 etc).
“The circular chamber cell is marked with arcane
symbols etched into the floor, ceiling, and walls 11. Chamber of the Lost Souls
which pulsate with a faint, ethereal glow.
“A faint murmuring can be heard from inside. An
Iron bars, devoid of rust and engraved with eerie chorus of low, mournful moans escapes the
intricate runes, seal the entrance.” mouths of some creatures.”
> Door. Closed but not locked. > Entrance Door. Locked (target 15 to open or
> Arcane Runes. The room is protected by a iron key).
magic dampening field which constrains magic > Zombie Beasts. Within the shadows of the cell
use. Make a magic 20 save to resist or be lurks three zombified beasts, their forms twisted
prevented from using magic. A save means magic by dark magic and infected by the malevolent
can be cast but at disadvantage. fungus.

9. Fungal Shrine 11. Chamber of the Lost Souls


“The stone walls of this chamber are enveloped “The chamber cell plunges into absolute
by a fungal growth with the grotesque tendrils darkness. The remnants of thick black drapes lie
which converge upon a shrine at the centre. hanging around the room.
A malevolent, crimson-hued spirit hovers above At the centre of the chamber lies a circular stone
the shrine, its sinister visage manifesting as a door built into the ground. If opened, this leads
twisted, faceless spectre which casts an eerie to a deep pit (50ft) at the bottom lies the
crimson glow.” comatose form of a light-devouring creature.”
> Entrance Door. Locked (target 15 to open or > Entrance Door. Locked (target 20 to open or
iron key). iron key).
> Malevolent Spirit. Bound to the shrine and > Luxvorax. A creature from another realm which
seeking a living subject to transfer its essence. It gains its energy from light. It will seek to grow
can control the fungal growth and can cause and shape its form with an incessant hunger.
dead objects to re-animate.

13. Unoccupied Cell


“The silence within the cell is broken only by the
occasional drip of moisture from the damp
ceiling.”
> Entrance Door. Unlocked.

73
ABANDONED FORT DUNGEON - LOWER LEVEL 1
1 SQUARE = 5 FEET
MAP KEY

1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP 3

S SECRET DOOR

2 4
T TREASURE

O OBJECT
UP EXIT
DOWN 18 LEVEL UP/DOWN 1

7
SKELETONS
5

6 FUNGAL INFESTATION

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Empire Black Cloaks (d4). Exploring the dungeon depths.
02 Swarm of Bats. Currently sleeping and undisturbed.
03 Giant Spiders (d6). Spinning their webs.
04 Skeletons (d6). Animated by the fungal infection and seeking an escape from the prison.
05 Zombified Beasts (d4). Tormented from their confinement.
06 Fungal Growth. Slowly assimilating former creatures. Fire will eliminate the fungal growth.
74
ABANDONED FORT DUNGEON - LOWER LEVEL 2

MALEVOLENT SPIRIT
13 9
UP EXIT
1

LUXVORAX T

12 10

11

AREA NAMES AREA NAMES


1. Lift Chamber 8. Warded Chamber
2. Empty Cell 9. Fungal Shrine
3. Interrogation Chamber 10. Vault of the Artefacts
4. Monstrous Lair 11. Chamber of the Lost Souls
5. Chamber of the Beast 12. Pit of Darkness
6. Chamber of Skeletons 13. Unoccupied Cell
7. Chamber of Infected Skeletons

75
J: MORGEN’S LAIR
“A small dungeon hidden within the outskirts of Black Dog Forest, home to the
Morgens, enchanting sea witches.”

Referee Notes 2. Junction


“(Illusion) A gleaming stone junction room, its
Description. An ancient dungeon hidden polished surfaces reflecting radiant light, with
within the Forest which is home to the several exits.”
Morgens.
“(Reality) Within the square room, stone walls
Morgens. Old sea witches who resemble bear the weight of history, their rugged surface
beautiful young princesses. Beneath their telling tales of ages past. Patches of dark, dried
facade of beauty lies dark malevolent spirits earth create a mosaic on the floor. Some tattered
which feed on the life force of men to preserve cloaks and hats hang from weathered hooks.”
their magic. These three old sea witches have
lived hidden on the island for decades preying > Tripwire. On the floor by the west door, causes
upon unsuspecting travellers and visitors but powdered bags to drop from ceiling with
careful not to venture too far to attract the sleeping powder (Will 15 or fall asleep for 1d6
attention of people. They are careful and hrs).
subtle, using the powers of charm and illusion > Exits. Door north (locked 10), east (unlocked)
and will avoid direct confrontation. They desire and south (unlocked, powerful aroma from this
magic power to preserve their life and looks. direction).
Illusion. The lair is an illusion maintained by the > Tattered Cloaks. 3 cloaks and hats hang on
Morgens, those exploring will see luxurious hooks on the wall.
rooms full of colour and splendour. In reality, > Earth. Patches of dark dried earth cover the
the conditions are muddy, murky, faded and floor (from the garden room south).
old, mirroring the nature of the Morgens
themselves. If a Morgen is killed or the magical
pool (Area 6) is emptied then the power of the 3. Sleeping Quarters
illusion fades, revealing the true nature of the “(Illusion) A fabulously expensive, rich, and
place. luxurious shared bedroom fit for three medieval
Old Nell. A fourth sister lives in disguise in princesses, adorned with opulent decor and regal
Fisher Town and maintains some contact with opulence.”
her sisters. “(Reality) A large chamber separated by make-
shift wooden dividing screens (made from old
rowboats) into three areas.”
Area Descriptions > South Door. Locked (target 10 to open).
> Contents. Each area contains a bed and chest
1. Entrance with primitive belongings (i.e. tatty clothes, bone
(Illusion). “A narrow entrance beckons below, comb, dried flowers, animal-skin clothing items).
aglow with an ethereal light and adorned with > Trinkets. A successful search 10 check for each
cascading vines.” area may find d10 small trinkets worth d20 sp
(Reality). “An obscured narrow entrance emerges each.
between two towering jutting rocks, inviting the > Morgens. There is a 50% chance that all three
curious to venture down its mysterious passage Morgens will be here resting. They will avoid
into the hidden depths below.” direct confrontation and use their charms to
beguile any intruders.
> Secret Door. A false wall panel slides open and
leads to the Cell (Area 5).

76
4. Garden 7. Hall of Dancing
“(Illusion) A wonderful, lavish indoor garden “(Illusion) A large room brimming with luxurious
containing an oasis of vibrant plants and flowers cloths and drapes in a vibrant array of colours,
in a hundred enchanting colours, evoking a evoking the spirit of an indoor festival of
sensory symphony of life and beauty.” merriment and opulence. Some natural light from
“(Reality) The room contains four long lines of a mesh-like covering illuminates the room which
tables containing a variety of potted plants smells of smoke from the fire-pit.
alongside various gardening tools.” “(Reality) The room resembles an outdoor festival
> Sleeping Powder. Searching the room will with a patchwork of cloth, banners and garments
reveal many different plants, herbs and spices. 3 draped from the ceilings.”
pouches of a powerful sleeping powder (will 15 > Morgens. There is a 50% chance that all three
check or sleep d6 hours, single use each) can be Morgens will be here resting. They will avoid
found amongst the objects. direct confrontation and use their charms to
beguile any intruders.
5. Cell > Drapes. Closer examination reveals these to be
many pieces of dyed clothing and boat sails.
“(Illusion) A well-maintained, comfortable prison
cell adorned with plush furnishings and a touch of
restrained elegance. A human man is chained to 8. Storage
the wall, dehydrated and looking malnourished. “(Illusion) A well-maintained and well-provisioned
(Reality) A small dirty cell. A human man is storage area, exuding an air of order and
chained to the wall, dehydrated and looking abundance, with neatly arranged supplies.”
malnourished.” “(Reality) A storage room contains old boxes,
> Secret Door. A sliding panel on the east wall chests and crates.”
leads to a small room with manacles and chairs > Equipment. Boxes and crated contain random
on the wall. items from lost travellers and fishing boats.
> Mart the Fisherman. The malnourished man is
Mart. The Morgens have kept him prisoner. He
recalls having crashed his rowboat and being
dragged here. He believes there are a couple of
young female prisoners here as well (actually the
Morgens) who have been visiting and talking to
him. If rescued, he cannot walk. Heroes can earn
experience points for returning him to Fisher
Town.

6. Pool Room
“(Illusion) A fantastic magical pool room, aglow
with shimmering colours and ethereal light, an
enchanting and mystical haven.”
“(Reality) A bright blue pool with a sparkling
surface is surrounded by three chairs.”
> Magic Pool. The pool is the source of the
Morgen’s power. Bathing in water each day does
not age you that day. If this is emptied then the
Morgens will act as impaired (i.e. act at
disadvantage). Assume the pool contains 3000
litres/10 bathtubs. A bucket can remove 10 litres.

77
MORGEN’S LAIR
1 SQUARE = 5 FEET
PRISONER
MAP KEY 5 S

1 AREA REFERENCE
3
NAME MONSTER / NPC
MORGENS
50% CHANCE
H HAZARD OR TRAP

S SECRET DOOR

T TREASURE H
1 TRIPWIRE 2
O OBJECT UP EXIT

DOWN 18 LEVEL UP/DOWN

SOLDIERS

SOLDIERS

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Mart the Fisherman. Has escaped his cell and wandering the lair, dazed and confused.
02 Empire Black Cloak soldiers (d4). Have stumbled across the lair and are investigating.
03 Giant Spiders (d4). Have crept in from a crevasse above. Curious about the lair.
04 Morgen. Checking on their prisoner. Will flee if encountered.
05 Giant Rats (d4). Have infiltrated the lair scavenging for food.
06 3 Morgens. Aware intruders have infiltrated their place and seek to thwart them.

78
MORGENS
50% CHANCE

AREA NAMES
1. Entrance
2. Junction
3. Rest Quarters
4. Garden
5. Cell
6. Pool Room
7. Hall of Dancing
8. Storage

79
K: THE MEINERS
“An imposing set of ancient stone statues known which overlook the western
sea.”

Referee Notes 2. Rocky Beach


“Foamy waves meet jagged rocks at this rugged
Description. Perched on the cliff's edge, the beach-front where the shattered remains of boat
imposing stone statues known as the Meiners wreckage lies scattered.
stand as solemn sentinels overlooking the
western seas. Unbeknownst to passing sailors A cliff face rises steeply, some 150 feet high and
and fishermen, the sinister Morgens lurk near is a difficult climb.”
these revered figures. They use their beguiling > Climb. 3x Athletics 10 checks required to climb
magics to tempt unsuspecting vessels toward a third of the cliff each time.
the treacherous shores hoping to entrap their > Wreckage. Searching the boat wreckage
victims after which they will descend and feed suggests a small fishing vessel from the remains
upon the bodies to replenish their magics. (i.e. nets, barrels).
Sea Vessels. Vessels passing near the Meiners
may hear an enchanting song (Morgens Magic
d4 vs. Will check or be drawn towards the 3. Forest Entrance
coast). Vessels approaching the coast risk “Between the trees lies an entrance into the
crashing into the rocks (Strength 10 check to deep dark forest canopy which beckons like an
avoid). ominous portal.”
Black Dog Forest. A dark dense foreboding
forest with a labyrinth of small trails which 4. Obstructed Trail
snake their way through the tangled
vegetation. “The narrow forest trail is obstructed by
intricately spun, thick cobwebs that are sticky.”
Travel. Movement is at half speed through the
forest due to the challenging environment. > Cob Webs. Can be burnt or cut away in each
Travellers should make a periodic wilderness 15 direction to reveal another path. 25% chance of
navigation check or risk losing direction. attracting d4 Giant Spiders.
Familiarity with the wood may eventually > Secret Path. A hard-to-spot path leads to the
overcome this. Morgen’s Lair (Area 11).

Area Descriptions 5. Blossoming Tree


“A small enchanting clearing reveals a
magnificent tree adorned with a breathtaking
1. The Meiners tapestry of leaves of rich and vibrant hues.”
“These weather-worn stone-carved statues, stand > Tree. Can be climbed (athletics 10 check) to
thirty feet tall and preside majestically upon the see some clearings ahead. Allows the players to
cliff's edge, gazing out towards the sea to the ignore the next failed wilderness check as they
west.” have their bearings.
> Statues. Each has individual markings aligning
them to the pantheon of Suunos (Sun), Reeva
(Earth), Morraine (Magic & Mysteries), Kadmos
6. Skeleton
(Death) and another unknown deity. “In the depths of the forest, a small clearing
holds the eerie sight of a cobweb-laden skeletal
> Forgotten Deity. A featureless female with
corpse, a tragic remnant of the past, stripped
wings and an amulet denoting a single eye.
bare of all possessions.”
> Tracks. Faint tracks lead southeast towards the
> Skeleton Corpse. Rotten bones of a short
deep forest.
squat bipedal creature with a large jaw (frog man
> Morgens. There is a 1 in 6 chance of the corpse).
Morgens being encountered here during the day.

80
7. Forest Glade 9. Dead Tree Trunks
“A small forest clearing lies within a circle of dead “In the heart of the forest, a large cobwebbed
trees. An eerie hush descends upon the leaf-filled intersection of dead tree trunks stands like a
opening, where the once-vibrant sounds of the macabre crossroads.”
forest are stifled.” > Giant Spiders (d6). Lurk amongst the treetops
> Magic Aura. Magic sensitive people (magic 10 ready to pounce on unsuspecting victims.
check) can sense a faint magic aura. A sound-
dampening spell has been cast by the Morgens.
This can be negated with a successful level 1 10. Pond
dispel magic spell. “Nestled within the enchanting glade, a shallow
> Hidden Pit. Beneath the leafy floor is a pit (can shimmering pond beckons with cool, inviting
be found if area searched) containing a dead waters.”
body and some venomous snakes (fortitude 10 > Freshwater Pond. Water flasks and containers
save or bitten for d4 damage and impaired until may be refilled here.
cured). The body is of a missing Black Cloak
soldier who was lost several days ago.
11. Morgen’s Lair
“Veiled in nature's embrace, an obscured narrow
8. The Bog entrance emerges between two towering jutting
“In the heart of the woods, a small glade rocks, inviting the curious to venture down its
emerges, its ground softened by the boggy peat mysterious passage into the hidden depths
that exudes an ancient, earthy scent. Delicate below.”
frogs leap along the bog's edge.” > Entrance. Leads to the Morgen’s Lair (pg. 76).
> Bog. Those entering the bog risk getting > Secret Path. A hard-to-spot path leads to Area
sucked in (strength or agility 10 check to avoid). 4.

81
THE MEINERS
1 HEX = 500 YARDS
MAP KEY 1

1 AREA REFERENCE 2
3
NAME MONSTER / NPC

H HAZARD OR TRAP
GIANT S

S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Fishermen (d4). Saw the boat wreckage (Area 1) and looking for a missing Fishermen.
02 Giant Spiders (d4). Spinning their webs and laying traps for their prey.
03 Morgens (d3). Travelling from their lair to the Meiners.
04 Barghest (d4). Roaming and scavenging.
05 Empire Black Cloaks (d4). Surveying the area. They have a small sailboat nearby.
06 Trul. Hungry and looking for food.
82
7

SPIDERS
4 S

S 11

GIANT SPIDERS
9
10

AREA NAMES AREA NAMES


1. Meiners 8. The Bog
2. Rocky Beach 9. Dead Tree Trunks
3. Forest Entrance 10. Pond
4. Obstructed Trail 11. Morgen’s Lair (See Page 76)
5. Blossoming Tree
6. Skeleton
7. Forest Glade

83
L: BLACK DOG FOREST
“A dense forested area which sits atop the islands peak. The eerie howls of some
form of predator echoes through the shadowed undergrowth.”

Referee Notes 4. Small Pool


“A serene freshwater pool is nestled among
Description. A dense forest where towering ancient trees. Thick, sticky webs extend from the
trees intertwine in an impenetrable canopy. In trees, swaying gently in the breeze.”
the distance, the eerie howls of the relentless
pack of beasts (Barghest) echo through the > Secret Path. Searching may reveal a hidden
shadowed undergrowth. A few small paths heading south (to Area 5. Thorn Bushes).
overgrown trails can be found which suggests
the area was once travelled. 5. Thorn Bushes
Atmosphere. Thick dense foliage, ground-level “A dense bushy area with succulent, purple
mists, distant howls, thick cloying atmosphere. berries stands in stark contrast to the
Travel. Movement is at half speed through the surrounding silence.
forest due to the challenging environment. The air is still as if the forest holds its breath in
Travellers should make a periodic wilderness 15 reverence for the bountiful fruit.”
navigation check or risk losing direction.
Familiarity with the wood may eventually > Berries. Each berry offers a burst of sweet,
overcome this. tangy flavour when plucked. Recover 1 health per
person per day eating berries.
Area Descriptions > Secret Path. Searching may reveal a hidden
paths heading north (to Area 4. Small Pool).

1. Narrow Trail Entrance


6. Boggy Opening
“A narrow trail entrance that leads into the dense
forest. Ancient, moss-covered stones mark the “The ground becomes soggy and treacherous as
way into the forest, hinting at the trail's age and you enter a murky bog, its depths shrouded in
history.” mystery. The air is thick with the scent of decay,
and eerie, distant croaking sounds fill the
swampy expanse”.
2. Forest Opening > Multiple Footprints. From a four-legged
“The forest canopy opens up here, allowing creature, lead east into the mire and then
sunlight to flood the area and create a warm disappear (Barghest footprints).
inviting ambiance. A carpet of soft moss covers
the ground, offering a comfortable resting spot.
The sound of birds fills the air, creating a 7. Tree of Bones
soothing symphony of nature's sounds.” “A towering, gnarled tree stands in a state of
advanced decay, its once-mighty branches
reduced to skeletal forms.
3. Rotted Tree Stump
A macabre collection of skulls and bones shaped
“A huge imposing, rotting tree stump looms in into ornate symbols hangs from the tree.
the centre, covered in intricate spiderwebs.
> Skull and Bones. Created by the Morgens to
The webs glisten with dewdrops, casting eerie warn trespassers from the Abandoned Fort to
patterns of light and shadow.” stay away.
> Giant Spiders (d6). A cluster of large, multi- > Tools. Searching the tree's hollow trunk reveals
eyed spiders lurk within the rotted tree stumps. a small mirror, needle, thread, small hammer and
carving knife (used for mounting the skulls).

84
8. Fallen Tree 11. Broken Stump
“A massive fallen tree blocks your path, its trunk “A fractured tree stump, its wood broken and
a natural bridge to traverse a deep gully below.” splintered, stands from an apparent lightning
> Hazard. Athletics 10 check required to cross strike.
the tree trunk safely. Tracks and gnawed bones suggest a convergence
of various forest inhabitants, although some of
the ground is charred and blackened where the
9. Narrow Trail forest has not regrown.”
“The narrow trail twists and turns, but now bears > Ground. This is evidence of past magics.
clear signs of recent tracks from multiple
creatures.
Piles of gnawed bones are scattered along the 12. Barghest Lair
path, revealing the forest's cycle of life and “An opening within the forest. Numerous tracks
death.” encircle a tranquil pool, suggesting a
> Tracks. Created by the Barghest. congregation of creatures drawn to its waters.
Piles of bones, picked clean and sun-bleached, lie
near the water's edge, contributing to the eerie
10. Forest Hill atmosphere.”
“The ground rises and leads to an opening which > Barghests Lair. Searching the area will reveal
offers a panoramic view of the sea to the west. an opening in the thicket which leads to a den.
The ground is marked by the presence of Inside, are Barghest (d8). There is a 50% they are
numerous tracks and scattered bones. Recent sleeping lazily unless the party’s actions have
activity suggests a gathering or confrontation of alerted them.
creatures in this open space.”
> Barghest (d4). Lurking nearby. Rustling leaves
and a lack of animal calls may alert the party.

85
BLACK DOG FOREST
1 HEX = 6 MILES
MAP KEY

1 AREA REFERENCE
1
NAME MONSTER / NPC
GIANT SPIDERS
H HAZARD OR TRAP 2 3

S SECRET DOOR

T TREASURE 1

O OBJECT 7

DOWN 18 LEVEL UP/DOWN 4


S

S
5

10 12
BARGHEST BARGHEST
1

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Lone Barghest. Separated from and now seeking to return to its hunting pack.
02 Giant Spiders (d4). Spinning their webs to capture small animals.
03 Barghest (d4). A hunting pack returning from a feed. Currently satiated.
04 Morgens (d3). Scavenging the forest for food and trinkets. Will be curious about intruders.
05 Barghest (d6). A hunting pack searching for food. Hungry and aggressive.
06 Trul. Wandering the forest looking for food. Aggressive and ferocious.
86
13

11
H
8

AREA NAMES AREA NAMES


1. Narrow Trail Entrances 8. Fallen Tree
2. Forest Opening 9. Narrow Trail
3. Rotted Tree Stump 10. Forest Hill
4. Small Pool 11. Broken Stump
5. Thornbushes 12. Barghest Lair
6. Boggy Opening 13. Abandoned Fort (See Page 68)
7. Tree of Bones

87
M: THE CITADEL
“A colossal structure which rises from the misty sky, it’s twisted spires and
sprawling wings stretches like the petrified limbs of some forgotten beast.”

Referee Notes Starting the Adventure


Each apprentice may be accompanied by a small
Description. A precarious stone stair case party of followers and each will set out at the
leads from the rocky coast up to the strange same time. The row boats will be anchored near
structure. the coast and the groups will ascend the staircase
The Citadel itself is a colossal structure with to the Citadel.
twisted spires and sprawling wings. Time has At this point, the groups may choose to
gnawed at its strange dark masonry, yet an investigate the cave entrances (see Citadel Lower
eerie glow pulses faintly from inside. level area 1, pg. 90) or proceed to the main
A series of three cave entrances will be entrance (see Citadel Centre level area 4, pg. 98).
spotted a level below the Citadel.
Rival Encounters
History When running this adventure rival apprentice
The mysterious Citadel has appeared on a very groups may be met during a random encounter.
small island, appearing at dawn and fading away In these circumstances consider the fact that
into the darkness at dusk. This Citadel was once a other rooms are being explored by different
place of experimentation and science for a race groups and the impact on the environment
of humanoid beings known as the Ancients. (monster encounters, artefacts found, hazards
Each level of the Citadel represents a different triggered etc).
area of learning (loosely themed to chemistry; In addition, the Black Cloaks will also launch a
physics; biology and magic) with a lower level of raid on the Citadel, so their presence should also
caves a place where some of their discarded be considered.
experiments reside.
Ending the Adventure
Magic Aura Towards the end of the day, when darkness starts
A powerful magic aura surrounds the Citadel to fall each group should make their way back to
which is the antithesis to those with magic talents their rowboats and return to Fisher Town.
preventing the High Mages from exploring the
Failure to leave the Citadel before it gets dark
island; the greater a person’s power the worse
will see the party trapped when the isle
the effect. Lower level mages will feel some
disappears.
sense of unease and disorientation at first.

ELEMENTAL STONE
Rare Artefact

CITADEL UPPER Description. These are golden crystalline rocks


LEVEL that resonate with raw magical energy. Some
may be aspected to different elements.
History. Legends suggested these are the
CITADEL WEST CITADEL CENTRE CITADEL EAST
LEVEL LEVEL LEVEL shattered remnants of a colossal elemental
gate, once a bridge between worlds, now
scattered across the land as relics of untamed
CITADEL UPPER MAIN power.
LEVEL ENTRANCE Features (Passive). Each elemental stone
holds 20 inspiration points of energy which can
be used for spell casting. Once used the power
CAVE is permanently lost. They may also be used in
ENTRANCES the construction of artefacts.

88
89
M: CITADEL LOWER LEVEL
“A cave network which sits below the Citadel construction. Home to failed
experiments.”

Referee Notes 5. Fungal Cave


“The cave area is faintly illuminated by the pale
Description. A network of caves lies nestled luminescent glow of the fungal plants which
beneath the imposing Citadel above. The caves cover the floors and walls of the room.”
are home to a motley assortment of weird
creatures within. > Greenfoot Fungus (d6). Can be used as a
source of food although it is hard to consume
Within the network of caves, the murmuring of (fortitude 10 or sick and act at disadvantage for
an underground river can be heard and seen an hour).
with dim light reflecting upon its surface.

6. Portal Shrine
“In the heart of the cave, stands six jagged,
Area Descriptions angular rocks arranged in a circle. Each stone is
covered in intricate markings and runes creating
an aura of arcane mystery.
1. Cave Entrances
The ground beneath the rocks is charred and
“Each cave entrance is framed by two large stone
scarred, evidence of past rituals and otherworldly
columns etched with intricate, ancient runes. As
summonings perhaps.”
you approach, a faint trace of magic lingers in the
air.” > Runes. Written in the Ancient language. On a
successful languages target 15 check, words
> Magic Shield. A one-way magic shield prevents
relating to summoning, fire and realms will be
creatures from exiting the caves. A level 3 dispel
deciphered.
magic spell can disable the shield for a few
minutes. The shield was designed to keep > Summoning Circle. Can be accessed with a
creatures and experiments within the caves but level 2 activate magic spell. On a success a
allow other animals in as a source of food. random demonic creature will appear.

2. Spider Cavern 7. Spider Cavern


“The place contains a strange ambiance, with the “The walls of the cave are adorned with strange,
walls of the cave adorned with strange, luminescent patterns and hues, casting a ghostly
luminescent patterns casting a ghostly and and surreal illumination.
surreal illumination. Thin faintly glowing spider Thin faintly glowing spider webs drape from the
webs drape from the ceilings and walls.” ceilings and walls. Within these webs lies a
> Giant Radioactive Spiders - Variant (d6). Lurk Gelatinous Mass which has been paralysed by the
within this area ready to pounce on any intruders. spiders and trapped within a series of boulders
covered in webs.”
> Giant Radioactive Spiders - Variant (d6). Lurk
3. Empty Cave within this area ready to pounce on any intruders.
“A cave area which appears empty, vacant and
> Gelatinous Mass. Incapacitated.
abandoned.”

4. Waste Area 8. Empty Area


“An empty cave area”.
“This area contains the scattered remains of food
scraps, bones, and debris.
The floor of this cave is uneven with a sharp ridge
rising to the east.”

90
9. Stone Columns 10. Amorphous Sludge Area
“The cave contains a number of stone columns “The large cave area reveals the unsettling sight
(similar to those in Area 1) arranged in a half of a grotesque amorphous mass of sticky flesh
circle near the east exit, around which lie a which pulses and vibrates. In its centre lies a
number of charred spider corpses.” small metallic device which glints in the light
> Magic Shield. A one-way magic shield prevents (amulet).”
creatures from exiting to the east. A level 3 > Amorphous Sludge. The creature moves at an
dispel magic spell can disable the shield for a few almost imperceptible slow pace towards
minutes. On approach to the shield, people will creatures and attempts to consume them using
feel an increase in heat. Upon touch, it causes d4 its adhesive properties to ensnare and attempt to
damage rising to d6, d8 and d10 each turn. absorb its victims.
> Columns. If examined, one of the columns > Amulet. A silver amulet marked with runic
contains a small circular groove which has been symbols is nestled in the fleshy mass. It can be
carved into the rock, its purpose is concealed used to open the shield in Area 9 and is valued at
(the groove will hold the amulet from Area 10 500sp.
which disables the shield until the amulet is
removed).
11. Lift Room
“Within the cave, a large circular pedestal stands
atop a raised platform. Adjacent to the pedestal,
a lever is positioned.”
> Lever. Controls a mechanism lifting the
pedestal upwards towards a trap door above
(leads to Citadel West, Area 2 Lift Room, pg. 94).

91
CITADEL LOWER LEVEL
1 SQUARE = 5 FEET
MAP KEY
8
1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP

S SECRET DOOR 6 GELATINOUS MAS


GIANT SPIDERS
T TREASURE O 7
O OBJECT

DOWN 18 LEVEL UP/DOWN

GIANT SPIDERS
2

H
1

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Rival Apprentice. A rival apprentice and their entourage are also exploring these caves.
02 Giant Paralysing Spiders (d6). Hunting for food.
03 Giant Rats (d4). Have entered the caves from the outside and cannot escape.
04 Gelatinous Mass. Slowly wanders the caves absorbing living flesh.
05 Empire Black Cloaks (d6). Hunting for mages and artefacts. Led by Jan, Fel or Fenric.
06 Amorphous Sludge. Separated into a second sentient part and is attracted to living creatures.
92
O UP CITADEL WEST (2)

9 11 O
H

SS
S

AMORPHOUS SLUDGE
10

H
H 1
1

AREA NAMES AREA NAMES


1. Cave Entrances 7. Spider Cavern
2. Spider Cavern 8. Empty Cave
3. Empty Cave 9. Stone Columns
4. Waste Area 10. Amorphous Sludge Area
5. Fungal Cave 11. Lift Room
6. Portal Shrine

93
M: CITADEL WEST LEVEL
“The western wing of this complex contains many rooms full of strange
equipment of unusual design giving the impression of a place of long-forgotten
experiments.”

Referee Notes 3. Test Laboratory


“Inside this room is a self-contained area with
Description. The west wing of the Citadel is a walls made of thick, durable glass. A door leading
dark, haunting place with the floors and walls inside can be opened by a circular wheel on the
bearing curious stains. Many of the rooms are front and a control panel with three levers.
full of strange equipment of unusual design
giving the impression of a place of long- Within the glass chamber, vents punctuate the
forgotten experiments. walls, connected to intricate pipes. The room
occasionally hisses as the vents open and shut.”
The entire place feels like a relic from a
mysterious and distant time. > Levers. A series of levers are mounted on the
outside of the chamber, each having distinct
functions. One lever releases a choking gas into
Area Descriptions the room (fortitude saves increasing in difficulty
or suffer d4 damage), another clears it, while the
third returns the chamber to a neutral, sealed
1. Blood Laboratory state.
“This room contains the gruesome sight of a
bloated long-dead body of a large, stocky
humanoid being sprawled upon an operating 4. Clone Room
table. Tubes and wires snake across the body, “The room is lined with glass cabinets containing
revealing unsettling experiments that once took featureless flesh bodies encased within.
place here. In the centre of the room, an imposing tank
Glass cabinets line the chamber, housing an array stands, its clear walls revealing a murky jelly-like
of potions and vials although most of these are substance within. The tank is connected to the
now dried or have evaporated.” walls by a network of metallic piping.”
> Door. Locked (target 20 to open or use the > Flesh Bodies. Zombies (d8) will awaken if
gold key) disturbed.
> Body. Is the long dead form of a Trul monster. > Tank. Putting someone in the tank can create a
> Trul’s Blood (d4). Vials of thick, clotted blood clone from one of the Zombies; the device only
can be retrieved (gain d10 temporary health and has power for one attempt.
advantage on melee attacks for one combat
encounter then save Fortitude 10 or suffer a 5. Chained Cell
mutation).
“An access control door contains three buttons
with a red, yellow and green light. A red light is
2. Lift Room currently on.
“A circular pedestal perches atop a stone The room contains the terrifying sight of a large
column. Adjacent to the pedestal, a lever is gruesome creature held in a state of suspended
positioned.” animation.
> Lever. Controls a mechanism lifting the In the ceiling, an Elemental Stone pulses with its
pedestal downwards towards a trap door below mystical power creating an energy field around
(leads to Citadel Lower Levels, Area 11 Lift the creature.”
Room, pg. 90). > Buttons. Red turns the suspended animation
on. Green turns the suspended animation off and
Yellow opens the door.
> Door. Locked (target 20 to open or use the
gold key).
> Elemental Stone (pg 88). Removing the stone
will release the Trul.

94
6. Pit Cell 10. Device Room
“The room is defined by two imposing square “The room contains four metallic, machine-like
stone columns flanking each side, attached are objects with skeletons (not animated) placed on
solid manacles and sturdy brackets, evoking a poles, like eerie macabre exhibits.”
sense of restraint. > Machine 1. X-ray machine with a moveable arm
In the centre of the room, a square marking on and a plate.
the floor indicates a lowered pit, encased by > Machine 2. MRI scanner with a large
walls of reinforced glass. Electrodes extend from humanoid-sized bed and chamber.
the corner pillars, crackling with power. A couple
of levers in the top-right corner of the room > Machine 3. Metal detector archway.
grant control over the pit and a glass screen.” > Machine 4. Magic detector with helicopter
> Electrodes. These generate a potent energy blades on a pod, designed to sense the presence
designed to paralyse, d6 uses left. of arcane forces or magical energy).
> Pit. This is currently empty of opened but was > Element Stones. Each machine contains an
used to imprison unruly creatures. Element Stone inside.

7. Seed Room 11. Plant Room


“The room is an archive of curious objects. “This room appears to be suffering from a
Shelves stretch from floor to ceiling, each one botanical invasion, with vibrant vegetation
holding tens of small, transparent plastic boxes.” spilling in from outside (Area 8).”
> Seeds. These boxes contain what appears to > Skeleton. Lies on the floor amidst the plant
be seeds of various sizes and shapes, their nature growth.
and purpose a mystery. (Roll d10 for effect. 1 > Door. To area12 is obscured by the vegetation.
Vine Choker. 2 Gas. 3 Fast Grow. 4 Grow in
Desert. 5 Water Absorption, 6 Fire Proof Bush. 7
Quick Shelter. 8 Tangle Weed. 9 Anti-Magic Grass 12. Science Room
& 10 Attracts Insect Swarm). “A foreboding flashing red light flickers outside
the door. The room itself contains tables and
shelves which contain an assortment of tools and
8. Plant Room devices. A large vent is placed on the south wall.
“This room resembles a lush, verdant jungle The body of a tall humanoid in a torn suit and
within the confines of the citadel, as soft, fir-like mask covering his body lies slumped over a
vegetation blankets every surface from floor to table.”
ceiling.
> Paralysing Gas. If the door is opened a gas
The door to the east has been opened and leaks out (fortitude 10 save each turn or
vegetation has started to spread beyond the paralyses the victim until removed from gas
room. which dispels after d6 turns).
Rows of overgrown plants create a dense, > Humanoid. Searching reveals the gold key
tangled maze that makes it challenging to see opening doors to Areas 1 & 5.
and navigate through the space.”
> Giant Fire Spiders (d6). Starting to stir on the
> Giant Spiders (d20). Lurk within this area. floor as the gas is dissipating.
> Hidden Door. Access to area 7 will be hidden
by the plants.

9. Equipment Stores
“This area contains several large shelves which
line the wall filled with an assortment of gear and
equipment.”
> Equipment. Searching reveals portable beds
on wheels, uniforms, overalls, blankets, sheets,
hazard suits, gloves, bandages, masks, tools,
instruments, manacles, ropes, chains, and various
bindings.

95
CITADEL WEST LEVEL
1 SQUARE = 5 FEET
TR
MAP KEY
T
1 AREA REFERENCE
O
NAME MONSTER / NPC
1
H HAZARD OR TRAP

S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN O


2

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Rival Apprentice. A rival apprentice and their entourage are also exploring these caves.
02 Empire Black Cloaks (d6). On a mission to hunt down apprentices and retrieve artefacts.
03 Zombies (d6). Wander the halls attracted to movement or sound.
04 Giant Spiders (d6). Creating a network of webs as they make the room their home.
05 Giant Fire Spiders (d6). Seeking to burn plants and vegetation.
06 Trul. Has escaped from Area 5 and rampaging through the area.
96
RUL
5 S
T CITADEL
9 CENTRAL

ZOMBIES

O T GIANT FIRE SPIDERS


T
4
7 10 12
T T

T
S

GIANT SPIDERS

8 S

11

AREA NAMES AREA NAMES


1. Blood Laboratory 7. Seed Room
2. Lift Room 8. Plant Room
3. Test Laboratory 9. Equipment Store
4. Clone Room 10. Device Room
5. Chained Cell 11. Plant Room
6. Pit Cell 12. Science Room

97
M: CITADEL CENTRAL LEVEL
“A faint scent of alchemical concoctions lingers in the air, leaving an indelible
impression of experimentation in this wing of the complex.”

Referee Notes 3. Lounge Area


“The chamber contains tables and chairs
Description. The centre level of the Citadel is scattered about haphazardly, evidence of a hasty
dominated by its imposing stone dark walls. A retreat or a chaotic event although the room
faint scent of alchemical concoctions lingers in appears clear of dust or debris (due to the
the air, leaving an indelible impression of Gelatinous Mass).
experimentation that once transpired within its
ancient weathered confines. Pods, rows of curious-looking pods (8 in total)
line the chamber, each resembling a small
elongated boat covered with a hard ceramic lid.
Searching reveals a bed inside which seems
Area Descriptions strangely preserved amidst the chaos outside
and some blinking lights.”
1. Small Chamber > Pod. There is a 50% chance of d6 health
recovery if slept in for an hour.
“The chamber bears grim witness to recent
turmoil, with a trail of blood splattered on the > Gelatinous Mass. Blocks the door to the north.
rough-hewn stone floor leading from the south. It has pursued Empire Black Cloak soldiers who
blocked the door.
A lifeless body of a black-armoured soldier lies on
the floor.” > Lockers. The east wall contains lockers.
Searching these reveals personal belongings (i.e.
> Corpse. (Body of an Empire Black Cloak bags, clothes, shoes, all designed for a large tall
soldier). Searching will reveal the following humanoid). Searching these lockers will reveal a
equipment: chainmail armour, longsword, shield, silver key.
crossbow, 20 bolts.

2. Supply Cache 4. Entrance


“The room contains several tall metallic columns
“The air is thick with dust kicked up from recent near the exit which stand from floor to ceiling.
activity and there are several booted footprints Mysterious lights embedded in the chamber's
on the floor and the faint drops of blood leading ceiling emit a soft, pulsating glow.
north.
The west of the room contains a long desk and
Broken equipment, now rusted beyond several broken chairs and loungers.
recognition, litters the floor.
Along the east wall, bookshelves teem with the
The south door has been blocked by a pile of remains of thick, sturdy tomes inscribed in the
sturdy wooden chests that have withstood the language of the Ancients.”
ravages of time.”
> Lights. Wipes memories from the last 8 hours
> Chests. Searching these will reveal a collection unless Will target 25 check made, was used to
of martial weapons amongst which are a keep Citadel work secret.
Hercanium Spiked Morning Star and Hercanium
Shortsword (both are masterwork weapons > Books. Trying to decipher these will reveal a
which gain advantage to damage). host of books on a wide variety of educational
subjects (d6 books salvageable, value 5d20 gp
each to a scholar. Using the book can grant a
one-off bonus on a subject).

98
5. Mineral Workshop 9. Fiery Gunk Room
“Several tables dominate this room with trays of “Fiery Gunk, this explosive creature bubbles in a
rocks of every conceivable shape and size which dormant state but will react with molten rage if
lie sprawled across the table and floor. approached. It blocks the doors to Areas 10 &
Small tools (magnifying lens, hand drills, pincers), 11.”
vials and remnants of notes lie on the table.”
> Rocks. Searching these rocks will reveal d6 10. Plant Room
rocks of value which can be used for crafting (Roll “A large laboratory sprawls before you revealing
d6: 1 - Hercanium ore, 2 - Moonstone, 3 - a cluttered expanse of three long tables stacked
Celestial Steel ore, 4 - Cold Iron, 5 - Deep Rock with an array of tools, beakers, and curious
and 6 - Obsidian Fragments). devices. The room hums with a quiet energy.
On the north wall a tall humanoid figure
6. Entertainment Arena constructed from dark wood, dangles loosely
“This room contains a resplendent dome of light from the ceiling by thin chains. A tray at its base
that hovers just above a polished stone floor. collects drips of a viscous sap.
Beyond the dome, an intriguing control panel Along the western wall, the remnants of
adorned with intricate buttons, a dial and lever disintegrated, mud-filled bags lined with small
are situated against one wall. The device tempts decaying twig-like plants in the shape of a small
curiosity.” figure.”
> Dome of Illusion. Activating the control panel > Wood Weird. An experiment undertaken to
and entering the dome of light creates an illusion take the sap from a Wood Weird to grow more;
(Group will 20 check to spot) of a random he is weak but sentient and will barter for his
creature who will fight the person in the dome escap).
until one has been killed (this was a brutal > Twig-like Plants. These are the growths of the
entertainment device for the Ancients). Wood Weirds sap, his children.
> Elemental Stone (pg 88). Has been fitted into
the ceiling and connected to the control panel 11. Stairwell
which creates the illusions.
“A grand stairwell, with its exquisite polished
marble steps and ornate ironwork spirals
7. Incinerator Room gracefully upward to an upper level (stairwell
“This walls of this room are dark, charred and the leads to Citadel Upper level Area 3, pg. 106).”
floor is covered with ash with the smell of smoke.
In the centre of the room lies a large iron door
trap door. The north wall contains two activation
levers.”
> Levers. The first opens and closes the pit,
second activates the incinerator which does d10
damage each turn.
> Elemental Stone (pg 88). A fire aspected stone
lies hidden amongst the ash within the pit and is
the source of the power.

8. Laboratory
“This area contains an intricately designed
interconnected set of pipes, tubes and vials of
coloured liquids connecting to a large glass tank
full of a dull-coloured viscous substance.”
> Creature. A Fiery Gunk is being grown here,
not yet in a complete state.
> Elemental Stone. Powers the device.
Activating the lever will power the device and
form a Fiery Gunk which will seek to burst free.

99
CITADEL CENTRAL LEVEL
1 SQUARE = 5 FEET

MAP KEY CITADEL 5O


WEST 1
1 AREA REFERENCE

NAME MONSTER / NPC

H HAZARD OR TRAP 5
T
S SECRET DOOR 2

T TREASURE

O OBJECT
GELATINOUS MASS
DOWN 18 LEVEL UP/DOWN
O

4 O

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Rival Apprentice. A rival apprentice and their entourage are also exploring these caves.
02 Empire Black Cloaks (d6). On a mission to hunt down apprentices and retrieve artefacts.
03 Gelatinous Mass. Wanders the halls absorbing living substances.
04 Fiery Gunk. Lies dormant and blocks the path ahead.
05 Wood Weird Child. A tiny twig-like creature with arms and legs cowers in fear.
06 Wood Weird. Escaped from Area 10 and is weakly crawling to escape with his children.
100
7
UP TO CITADEL
UPPER LEVEL
CITADEL
EAST
FIERY GUNK

9 11

8
WOOD WEIRD

10

AREA NAMES AREA NAMES


1. Small Chamber 7. Incinerator Room
2. Supply Cache 8. Laboratory
3. Lounge Area 9. Fiery Gunk Room
4. Entrance 10. Plant Room
5. Mineral Workshop 11. Stairwell
6. Entertainment Arena

101
M: CITADEL EAST LEVEL
“The walls of this area are thick but appear weathered and worn and seem to
bear the scars of the elements.

Referee Notes 4. Sound Room


Description. The east wing of this complex is “The room is bare with a small table holding a
constructed of thick stone walls which appear selection of small musical instruments, hinting at
weathered and worn and seem to bear the the potential for harmonious melodies.
scars of the elements. On the west wall, a collection of unusually large
dishes made of a strange flexible substance are
Area Descriptions connected by metallic cables to a lead box
(target 20 to break open).”
> Lead Box. Contains a lump of Toneite Rock
1. Elemental Chamber which amplifies sound in the room to a dangerous
“The walls of this hexagonal chamber are level (fortitude save or suffer damage, target
adorned with intricate images that portray the check and damage depends upon level of noise
raw, primal forces of the elements.” created).
> East Door. Locked (target 15 to open or use
silver key). 5. Anti Gravity Room
> Images. These hint of the nature of the “This room features a towering 60-foot-high
challenges on this level. ceiling, giving it a sense of grandeur and
spaciousness. A large rectangular platform
2. Statue Room occupies most of the floor.
“Within the square chamber, mirrored panels with Near the entrance, there is a lever set in the
glass of varying thickness line the north wall, down position and above, there is a hint of a faint
reflecting distorted images of the room's stone sparkle in the ceiling.”
interior. A lone mirrored shield hangs on the west > Anti-Gravity Device. The lever activates the
wall. anti-gravity device (up levitates people on the
An imposing stone statue of a burly humanoid platform up, centre gradually reduces power and
figure stands in the centre of the room, its eyes down is off). It is powered by an Elemental Stone
charred and hollow.” (pg 88) fixed into the ceiling above.
> Stone Golem. Will awaken if something >Secret Vent. Can be opened (strength 10)
approaches within 10ft and possesses eyes which leading to a small crawlspace (leads to Upper
fire laser beams (d10, medium range). If defeated Citadel level, Area 8).
the Golem contains a fire aspected Elemental
Stone (pg 88) in the back of its neck. 6. Fire Pit Room
“The room contains a large fire pit filled with
3. Padded Cell cooled coals, their once fiery glow now replaced
“An empty padded cell room exudes an eerie by faint sparkles.”
calmness, with its walls and floor covered in > Sparkles. The sparkles are d10 small gems
sound-absorbing padding, muffling any external stuck in slots in the ground, strength 15 to
noise.” remove, each gem is valued at 5d20 gp).
> North Door. Bolted and barred from the > Torch Brackets. Remain unlit (if these are lit
outside. then it causes the coals to heat causing d4
> South Door. Locked from the outside (target damage per turn to anyone standing on them,
20 or copper key required). agility save for half damage).
> Secret Vent. A large grilled vent overlooks the
room in the ceiling (crawl space leads to areas 8
& 10).

102
7. Steam Room 11. Pool Room
“This rectangular stone-walled room features “The west wall of this large chamber has
small, neatly drilled holes scattered across the crumbled with rocks and boulders strewn across
floor, hinting at some purpose. The ceiling is the floor. Several tall humanoid skeletal corpses
equipped with large vents. Near the door, a lever lie crushed amongst the debris.
with four settings awaits manipulation.” The east of the chamber lies a large pool of
> Lever. Activating these fills the room with a murky liquid adorned with stepping stones that
powerful release of steam. The settings are high, lead across its surface. The pool is encircled by
medium, low and off. Only the high setting imposing columns.”
causes d4 burning injury. > Columns. Faint magic wards of protection
which can be removed with a level 1 dispel magic
8. Storage Room spell.
“This storage room is a trove of alchemical > Water Weird. Lives within the pool entrapped
curiosities. Crates and racks line the walls, by wards inscribed on the stones. Sentient and
brimming with an eclectic assortment of arcane seeks to be free.
ingredients, and alchemical wonders
Shimmering potions of various hues glisten on 12. Rainbow Room
the shelves, their labels hinting at mystical “This stone chamber contains a glistening liquid
properties.” metal statue which stands like a living entity, its
> Potions. Allow players to retrieve 2d6 random form ever-shifting.
potions. Seven stone pillars, each adorned with an
> Door. Locked (target 15 or silver key required). Elemental Stone of distinct colour (red, orange,
> Secret Vent. A large grilled vent overlooks the yellow, blue, green, indigo & violet) stand in a
room in the ceiling (crawl space leads to areas 6 circle around it.
& 10). A shuttered vent in the ceiling allows some
natural light into the room. The shutter is
activated by a series of levers”
9. Chair Room
> Levers. Allows beams of light into the room
“A solitary chair of dark wood sits in the centre of which hitting a different pillar. This reflects light
this room, a stark and silent presence in the onto the liquid metal statue.
otherwise bare space.”
> Living Statue. Casting a mix of mesmerising
colours upon the statue will cause different effect
10. Broken Chamber on the players in the room (red = anger, orange =
“This ‘L’ shaped room is in a state of disrepair creative, yellow = positive, green = generous,
with walls although a thick, tangled mass of blue = trustworthy, indigo = sincere and violet =
seaweed-like cobwebs covers the gaps in the wall calm).
and drape from the ceilings and walls creating an > Elemental Stones (pg. 88). Can be dug out
eerie and claustrophobic atmosphere.” from each pillar.
> Sea Spiders (d6). Lurk within this room.
> Secret Vent. A large grilled vent overlooks the 13. Water Chamber
room in the ceiling (crawl space leads to areas 6 “Inside the stone walls are fortified with a layer of
& 8). toughened glass (searching will reveal grills).
Small, circular hand-sized holes are cut or drilled
into the foot of the wall (releases the water).”
> Rolling Door. Lies open. If closed, it shuts with
a satisfying click and thud.
> Lever. Positioned on the wall opposite the
door outside. It is stuck in its down position (only
moves up when the door is shut and this releases
water into the room, moving this in the central
position reveals some grills in the wall for the
water to escape).

103
CITADEL EAST LEVEL
1 SQUARE = 5 FEET
MAP KEY

1 AREA REFERENCE
CITADEL 1
NAME MONSTER / NPC CENTRAL

H HAZARD OR TRAP

S SECRET DOOR

T TREASURE

O OBJECT

DOWN 18 LEVEL UP/DOWN

13

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Rival Apprentice. A rival apprentice and their entourage are also exploring these caves.
02 Empire Black Cloaks (d6). On a mission to hunt down apprentices and retrieve artefacts.
03 Gelatinous Mass. Wander the halls absorbing living substances.
04 Giant Spiders (d6). Creating a network of webs as they make the room their home.
05 Giant Fire Spiders (d6). Seeking to burn plants and vegetation.
06 Water Weird. Escaped from Area 11 and is seeking an escape to the sea and off this island.
104
STONE GOLEM
O 2 6
T UP TO CITADEL
UPPER (8) S
S 5

T
3 4

O
7

8
S

11 WATER WEIRD

SEA SPIDERS S
LIVING STATUE 10
12

AREA NAMES AREA NAMES


1 .Elemental Chamber 8. Storage Room
2. Statue Room 9. Chair Room
3. Padded Cell 10. Broken Chamber
4. Sound Room 11. Pool Room
5. Anti-Gravity Room 12. Rainbow Room
6. Fire Pit Cell 13. Water Chamber
7. Steam Room

105
M: CITADEL UPPER LEVEL
“The upper level of this sprawling complex contains worn tapestries and torn
celestial charts evoking a sense of faded grandeur.”

Referee Notes 4. Mirror Room


“The room appears empty apart from a large
Description. The dust hangs thick in the still air mirror that covers the entire expanse of the
on the upper level of this sprawling complex. south wall.”
The rooms and chambers of this level evoke a
sense of faded grandeur with worn tapestries > Door. Bolts are frozen (strength 10 to open or
and torn celestial charts hanging from the heat up/chop ice away). Evidence of ice around
walls. the door.
> Changeling. Behind the mirror lies another
section of the room, where this creature resides.
It has the ability to mimic the movements and
Area Descriptions actions of anyone who enters the room and
gazes into the mirror as if it's learning and
1. Library imitating their behaviour.
“This library appears to be a trove of knowledge,
with shelves upon shelves lined with faded 5. Chamber of Light
scrolls, tomes, and parchments.” “In this circular chamber, a grand fireplace
> Scrolls. Searching allows the retrieval of d10 dominates the west wall, it is cold and unused for
scrolls each containing a random spell. Two many years.
sealed scroll cases also hold a Stone to Flesh A large sliding door stands to the east, offering a
scroll spell and Flesh to Stone scroll spell. passage to another room (Area 6). The room's
perimeter is adorned with a series of old torches
2. Cosmic Orrery held by ornate brackets.”
“This grand circular chamber is dominated by a
mesmerising cosmic orrery, a sprawling 6. Chamber of Shadow
mechanical model of the planets next to four “This circular chamber is shrouded in an eerie,
human sized circular platforms. Gears and complete darkness that envelops everything
celestial spheres turn in harmony, creating a within.”
breathtaking display of cosmic movements.”
> Door. Locked and requires a target 15 to open
> Cosmic Orrery. Powering the device with an or copper key (from Area 7).
elemental stone (pg. 88) allows a one-way trip to
another realm. This will completely drain the > Light. When light pierces the room some
elemental stone. curious, sickly large black stains materialise on
the walls, appearing as if seeping from the very
stone itself.
3. Stairwell > Shadowmass. Within this inky blackness lurks
“The centre of this circular room stands a grand this creature of chaos. A shapeless entity that
spiralling staircase. The bannisters are elegantly seeks to engulf its victim. They are anathema to
crafted with curved, polished wood, their magic and magic-casting heroes will feel their
intricate designs adding a touch of regal presence through a burning headache.
splendour to the room.” Destroying the magnetic rock (Area 7) will free
> Stairwell. Leads to Citadel Central level, Area the Shadowmass.
11.

106
7. Grand Chamber 10. Sleeping Chamber
“This large, grand circular chamber exudes an “The chamber holds some long (taller than
aura of mystery. At its heart, a large greyish rock human i.e. Ancients) loungers and is adorned
with a metallic luster stands as the focal point. with peculiar egg-shaped lamps with perforated
Encircling this centrepiece are four statues of surfaces.
armoured knights, their plate armour weathered A control lever is positioned inside the room near
with age, brandish longswords in vigilant poses. the door and a series of vents can be seen on the
Positioned beyond these sentinel knights are walls.”
several stone statues depicting various humanoid > Lever. Activates a sleeping gas (fortitude 15 or
beings (Human Adventurers) and monstrous four- sleep for d6 hours, recover d6 health) if moved
legged creatures (Drakes).” up, vents clear the air if moved down and setting
> Magnetic Rock. Closer examination reveals a its current neutral position turns everything off.
slot for an element stone. If activated it creates a
powerful magnetic field attracting all objects
towards it (strength 15 each turn to resist). A 11. Altar Room
copper key (opens door Area 6) is lodged in the “The room exudes an air of solemnity, centred
rock. around a small, timeworn altar.
> Animated Knights. They will animate and Dim, dusty stained glass windows line the
attack if approached. chamber on the south wall, their vibrant colours
muted by the passage of time and grime. A once-
beautiful chandelier hangs in disrepair, its various
8. Lounge Area coloured lights now largely broken and
“The lounge area exudes an air of faded shattered.”
grandeur, with plush but faded chairs and > Malevolent Spirit. A broken spirit lives in the
loungers along with a well-worn bar and dusty room its form is hosted and reflects the damaged
bottles of wine. state of the chandelier. It can communicate
A stone statue of a tall humanoid figure stands in through pulsing lights. It seeks an escape.
the centre, its details finely carved, but worn and
weathered.”
12. Stasis Room
> Hidden Vent. Behind the table bar lies a
hidden vent. It can be opened (strength 10 check) “In the heart of this chamber, a strange, tall
leading to a small crawlspace (leads to ceiling humanoid figure with an alien appearance lies
vent in Citadel East level, Area 5). preserved within a glass chamber. Wires snake
from the figure's form to various arcane devices
mounted on the chamber's walls.
9. Display Area The wall-mounted devices each house sockets for
“The once-impressive display area is now in six elemental stones, all of these are dormant and
disarray, small pillars toppled and glass casings dull apart from the last one which glows faintly
shattered, scattering a jumble of curious and (switching to more element stones will power the
eclectic objects across the floor. A large pile of device and heal the creature within).”
furniture is stacked up against the south door > Door. Locked (target 20 or gold key to open).
blocking this route.”
> Ancient One. The body is of a race known as
> Undead Basilisk. Hides among the broken the Ancients. If awakened, it will wish to be given
furniture, poised to strike with its deadly gaze. freedom. It will be unaware that the time of their
> Grimoire of the Ancients. Searching the race has passed but it may elect to wait in the
furniture will reveal a power spell book (contains Citadel to see where it journeys next (if the
every known spell but once read it disappears players trade collected elemental stones then
from the book i.e. treat each spell as a one-use knowledge can be gifted in return).
scroll).

107
CITADEL UPPER LEVEL
1 SQUARE = 5 FEET
MAP KEY
T 5
1 AREA REFERENCE

1
NAME MONSTER / NPC

H HAZARD OR TRAP O
2
S SECRET DOOR

T TREASURE
O
O OBJECT

DOWN 18 LEVEL UP/DOWN

DOWN TO CITADEL
CENTRAL (11) 3

CHANGELING

RANDOM ENCOUNTER TABLE


d6 Encounter
01 Rival Apprentice. A rival apprentice and their entourage are also exploring these caves.
02 Empire Black Cloaks (d6). On a mission to hunt down apprentices and retrieve artefacts.
03 Gelatinous Mass.
Malevolent Spirit.Wander
Lights and
the flames
halls absorbing
flicker as living
a faintsubstances.
spirit tries to communicate.
04 Giant Spiders
Armoured Knights
(d6). (d4).
Creating
Marching
a network
alongofawebs
set route.
as they
Willmake
interact
the if
room
blocked.
their home.
05 Giant Fire Spiders
Armoured Knights (d6).
(d4). Seeking
Will target
to burn
the noise
plants
and and
movement
vegetation.of intruders and attack.
06 Water Weird. Escaped from Area 11 and is seeking an escape to the sea and off this island.
108
SHADOWMASS DOWN TO CITADEL
EAST (5)
6
O
S
ANCIENT ONE

12
8

ANIMATED KNIGHTS

7
T

UNDEAD BASILISK

10 11
MALEVOLENT SPIRIT

AREA NAMES AREA NAMES


1 .Library 7. Grand Chamber
2. Cosmic Orrery 8. Lounge Area
3. Stairwell 9. Display Area
4. Mirror Room 10. Sleeping Chamber
5. Chamber of Light 11. Altar Room
6. Chamber of Shadow 12. Stasis Room

109
ENDING THE ADVENTURE
Outcome & Consequences Experience Point Awards
Accepted. Following completion of ‘The An example of how experience points may be
Choosing’ ceremony, those who are accepted awarded is as follows:
will undergo a period of training and initiation. • Each game session completed (1xp).
Once this period concludes, they will join their
High Mage mentors on a mission in the Fallen • Complete ‘The Choosing’ story (10xp).
Lands. • Complete a side-quest (1-2xp).
Order of Magi. The outcome of the Choosing • Discovered the Morgen’s presence (2xp).
should lead to the appointment of one or two • Defeated the Morgen’s (2xp).
new accepted mages.
• Discovered the Empire’s presence (2xp).
However, their numbers are small and dwindling
and a change to their recruitment and initiation • Defeated the Empire Black Cloaks (2xp).
process is required if they are going to survive • Discovered the Frog People (2xp).
and grow in this modern world. • Helped the Frog People (2xp).
If the Empire learns of their location then they • Explored an adventure site (each level) (1xp).
may be forced to leave and go into hiding around
the Fallen Lands. • Defeated the Wyvern (2xp).
(Secret - High Mages only) Element stones are • Defeated the Trul (2xp).
being collected as they are required (through • Rescued Mart the Fisherman (1xp).
their magic power) to perform a powerful ritual • Discovered a magic artefact (1xp).
to trace the source of Elemental Gates (very
powerful source of magic) from which the stones • Discovered the High Mages secret (2xp).
are said to originate from. The ritual will trace ley • Awaken the Ancient One (2xp).
lines to these gates.
Empire Black Cloaks. If any members of the Further Adventures
Empires Black Cloaks survive then they may gain
valuable intelligence including the location of the The adventure may be continued by progressing
Magi’s home, known contacts and enemies. the following plot hooks:
The Magi’s perceived threat to the empire will • Avoid/defeat the Empire Black Cloaks.
lead to the placement of more spies and contacts • Complete the ritual and learn the location of
in the Misty Isle region and could ultimately lead the Elemental Gates.
to a fleet being sent to raid the island from New • Join the Order of the Magi and seek to grow
Sentra. their presence.
Any element stones or artefacts retrieved will be • Relocate the Order of the Magi to a new base
handed over to a division of Empire Mage’s. of operations.
Fisher Town. The residents of Fisher Town will • Help the Frog People re-build their
continue about their daily life and will be reactive community.
to the circumstances around them.
• Defeat the awakened Ancient One.
Endangerment of the town or its inhabitants will
likely lead to a petition to the Order of Magi for
their protection.
Frog People. The adventurers have arrived at a
pivotal time for the Frog People and their
continued existence is dependent on receiving
assistance in time.

110
111
NEW MONSTERS
Ancient One Giant Fire Spider
The Ancient Ones are a race of creatures that The Giant Fire Spider is a nightmarish spectacle,
existed before the time of humankind. They its body glowing with an inner fire as it moves
tower in height and possess elongated limbs with a frenetic and unpredictable energy. When
moving with a regal grace and exude an met with demise, it detonates in a fiery burst.
otherworldly aura.
New Ability (Spell Caster) (I). May cast spells
from 5 spell domains.

Giant Radioactive Spider Giant Sea Spider


A giant spider which stalks its prey with a silent A giant arachnid whose body is covered in
menace. Its red eyes burn intensely and venom bristle-like hairs that glisten with a sickly sheen. It
dripping from its fangs cast an eerie glow. navigates the underwater world with eerie grace,
New Ability (Radioactive Bite) (I). On a swimming through the cold depths as it spins
successful hit. Target of the same size or smaller thick, sticky seaweed-like webs that ensnare
must make a fortitude 15 save or be impaired unwary prey.
until they can be cured of disease.

112
Luxvorax Malevolent Spirit
A nightmarish creature from another realm with a This malevolent crimson-hued apparition hovers
shifting form that seems to devour light itself. Its ominously, its spectral form twisted and ethereal,
flaming red eyes burn malevolently and its sharp the crimson glow casting an eerie aura of dread.
teeth strike terror into all who witness it. It seeks This restless spirit seeks a living vessel to inhabit,
to extinguish all light, leaving only darkness and driven by a dark, insidious intent to possess and
chaos in its wake. perpetuate its spectral existence in the realm of
the living.

Octasquid Old Locke


This massive creature emerges from the deep A venerable great bear with an imposing
with its nightmarish fusion of squirming tentacles presence. Streaks of silver and grey in its shaggy
and claws. Its soft body is red in nature and its fur are a testament to its age.
two large eyes glisten with intelligence and
malice.

113
Sand Worm Trul
The Sand Worm is a silent relentless predator, its This towering grotesque monstrous humanoid is
sleek, segmented body capable of burrowing a nightmarish creation plagued by mutations. Its
through the earth like a hungry nightmare. It body is twisted and distorted into a wretched
detects the faintest vibrations in the ground and semblance of its former self. It lives in constant
emerges suddenly to strike with deadly precision. pain and displays a primal rage, preying upon
anything unfortunate enough to cross its path.

Undead Basilisk Zombie Beast


A ghastly abomination that stalks its target with a A once fearsome predator now stands as a
malevolent grace, its scaly hide half-rotted and grotesque testament to the perversion of dark
putrid. Its terrifying gaze holds the power to magic. Its body is misshapen and twisted which
freeze even the bravest souls. This macabre causes it to move awkwardly and the once-sharp
creature, a disturbing blend of death and dread, teeth and claws are now jagged and rotting. It
emerges in the darkest corners of cursed maintains an insatiable hunger for flesh.
dungeons and ancient crypts.

114
115
MONSTER STATS
MONSTERS
Name Description LVL HLT INS DEF DR SKL APP
Ancient One Humanoid. Large. Sentient. 10 50 20 20 1 d12 1
Animated Knight Magical. Medium. Adaptive. 3 15 3 14 2 d8 d6
Barghest Beast, Medium, Adaptive 2 10 2 12 1 d6 d8
Bats Avian, Tiny, Instinctive 1 10 0 15 0 N/A 1
Aberration, Medium,
Changeling 3 15 3 10 0 d8 d4
Sentient
Fiery Gunk Ooze, Large, Instinctive 5 20 0 12 2 d10 1
Fir Needler Plant, Large, Instinctive 2 5 3 8 0 d6 d6
Frog People Humanoid. Small. Primitive. 1 3 0 8 0 N/A d8
Gelatinous Mass Ooze, Large, Instinctive 3 20 3 12 0 d6 1
Gestalt Plant, Large, Instinctive 6 50 6 15 2 d12 1
Crustacean, Large,
Giant Crab 3 20 3 12 3 d8 d6
Instinctive
Giant Fire Spider Arachnid. Large. Instinctive. 4 20 4 12 0 d8 d4
Giant Frog Aquatic, Large, Instinctive 3 15 2 10 0 d8 d6
Giant Radioactive Arachnid. Large. Instinctive. 4 20 4 12 0 d8 d4
Spider
Giant Sea Spider Arachnid. Large. Instinctive. 4 20 4 12 0 d8 d4
Giant Spider Arachnid. Large. Instinctive. 4 20 4 12 0 d8 d4
Golem Construct. Large. Adaptive 4 25 4 13 4 d10 d4
Luxvorax Chaos. Large. Sentient. 6 30 5 16 0 d10 1
Malevolent Spirit Undead. Medium. Sentient. 5 20 5 15 0 d8 1
Humanoid. Medium.
Morgen 2 8 5 8 0 d6 d4
Sentient.
Octasquid Aquatic. Huge. Adaptive. 5 60 10 12 1 d8 1
Old Locke Bear Animal, Quadruped, Large 4 20 4 13 2 d8 1
Shadowmass Chaos. Large. Instinctive. 5 20 5 14 0 d10 1
Skeleton Undead. Medium. Adaptive. 2 10 0 10 2 d6 d6
Anthropoid, Humanoid,
Trul 7 50 5 15 1 d10 1
Huge
Undead Basilisk Undead. Large. Adaptive 6 30 5 14 2 d12 1
Elemental. Medium.
Water Weird 2 15 5 10 2 d6 d4
Sentient.
Wolf Animal. Medium. Adaptive 1 5 3 11 0 d4 d6
Wood Weird Plant. Large. Primtive. 5 25 5 14 3 d10 1
Wyvern Draconic. Large. Instinctive. 5 40 6 15 0 d12 d4
Undead. Medium.
Zombie 1 5 1 6 0 N/A d20
Instinctive.
Zombie Beast Undead. Medium. Adaptive 2 10 2 10 1 d6 d4

116 * MC = MONSTERS COMPENDIUM BOOK. DOWNLOAD FROM HTTPS://NAMELESS-DESIGNER.ITCH.IO


STATISTICS
Combat Abilities MC Ref*

Unarmed (d6) Long-Lived. Magic Source. Spell Caster. New


Longsword (d8) Dark Vision. Power Attack. Page 13
Charge (I). Dark Vision. Leap Attack (I). Sprint (I). Weakness to
Bite (d6) Page 21
Sunlight.
Bite (d4) Blindsight. Flight. Swarm. Page 23
Weapon (d6) Shape Change (I) Page 35
Gunk (d8, R1), Heat (d8) Explodes on Death. Weakness to Water. Page 70
Pine Needles (d4, R1) Page 74
Weapon (d4) Amphibious. Swim. Page 81
Engulf (d8, Close) Amorphous. Immunity. Page 85
2x Claws (d10) Absorb. Aura of Gas. Page 87
2x Pincers (d6) Amphibious. Swim. Page 93
Bite (d8) Climb. Dark Vision. Paralysis (I). Senses. Web (I). New
Bite (d6) Amphibious. Leap Attack (I). Swallow (I). Swim. Page 97
Bite (d8) Climb. Dark Vision. Paralysis (I). Radioactive Bite (I). Senses. Web (I). New
Bite (d8) Amphibious. Climb. Dark Vision. Paralysis (I). Senses. Web (I). Swim. New
Bite (d8) Climb. Dark Vision. Paralysis (I). Senses. Web. Page 103
Fist (d10) Power Attack. Slow to Act. Page 110
2x Claw/Bite (d8) Aura of Darkness (R1). Leap Attack (I). Power Attack (I). New
None. Aura of Fear (R1). Incorporeal. Mind Control. Resistance to New
Weapons.
Dagger/Claws (d4) Charm (I). Feed (I). Illusion (I). Resistance to Magic. Page 139
6x Claw/Bite (d8) Swim. Water Breath. New
Claw (d8) Grapple (I). New
Consume (d10, R1) Convergence. Page 166
Weapon (d6) Dark Vision. Fearless. Undead. Page 172
Fist (d10) Reform. Regenerate (I, d10). New
2xClaws/Fangs (d10) Petrification (R2)). Poison Bite. New
Amorphouse. Engulf (I). Immunity to Water. Swim. Water Breath.
Slam (d6) Page 194
Weakness.
Bite (d4) Sprint (I). Summon (I). Track (I). Page 201
Natural Weapon (d8) Animate (I). Reform. Page 202
Bite (d10) Flight. Power Attack (I). Stinger Tail (I). Page 206
Bite (d4) Diseased Bite (I). Fearless. Slow to Act. Undead. Page 209
Bite (d6) Diseased Bite. Fearless. Undead. New

117
NAMED NPC’S
Cedric
Human Priest (Fisher Town) Fenric Sharp
LVL 1 | HLT 5 | INS 1 | DEF 9 | DR 0 | SKL d4 Human Thief (Assassin, Empire Black Cloaks)
> Equipment. Robes (+1). Holy Symbol. LVL 5 | HLT 16 | INS 14 | DEF 14 | DR 0 | XP 100
> Skills. Agility (d8). Athletics (d4). Command
Ceriden (d4). Guile (d4). Melee Attack (d10). Ranged
Human Trader (Fisher Town) Attack (d10). Senses (d4). Wilderness Survival
(d4). Will (d4).
LVL 4 | HLT 11 | INS 4 | DEF 10 | DR 0 | SKL d8
> Abilities. Discerning Truth (I). Dodge (I).
> Equipment. Pouch of Silver (d100). Notebook. Evasion. Fast Attack (I). Improved Bleed.
Marksman. Sneak Attack (I).
Cormac > Equipment: Leather Armour (+2). Lightning
Human, Mage (Wizard, Order of the Magi) Sword (d8 shock damage). Shortsword (d6).
Crossbow Bolt (d6). Dagger (d4).
LVL 3 | HLT 11 | INS 12 | DEF 10 | DR 0 | XP 30
> Skills. Agility (d4). Command (d4). Guile (d4).
Lore (d6). Magic (d8). Religion & Politics (d4). Will
Huthor
(d8). Human Bodyguard (Fisher Town)
> Abilities. Arcane Magic. Form Magic. Lore LVL 3 | HLT 9 | INS 3 | DEF 11 | DR 0 | SKL d6
Master. Matter Magic. Psionic Magic. > Equipment. Leather Armour (+2). Shortsword
> Equipment. Robes (+1). Dagger (d4). (d6).

Durdin Gethin
Human Blacksmith (Fisher Town) Human Mayor/Boatmaker (Fisher Town)
LVL 2 | HLT 7 | INS 2 | DEF 10 | DR 0 | SKL d4 LVL 3 | HLT 9 | INS 3 | DEF 11 | DR 0 | SKL d6
> Equipment. Leather Vest (+1). Hammer (d6). > Equipment. Leather Vest (+1). Dagger (d4).

Fel Katara Gorthilimis


Human Mage (Wizard, Empire Black Cloaks) Human, Druid (Shaman Apprentice)
LVL 5 | HLT 15 | INS 16 | DEF 12 | DR 0 | XP 100 LVL 1 | HLT 8 | INS 7 | DEF 9 | DR 0 | XP 0
> Skills. Command (d4). Guile (d4). Lore (d6). > Skills. Agility (d4). Command (d4). Lore (d6).
Magic (d10). Melee Attack (d8). Ranged Attack Magic (d4). Strength (d4).
(d8). Social (d4). Wilderness Survival (d4). Will > Abilities. Speak with Dead (I). Totem Magic.
(d6). > Equipment: Robes (+1), Holy Symbol. Healers
> Abilities. Arcane Magic. Air Magic. Counter Kit. Dagger (d4). Dreamsleep.
Spell. Fire Magic. Lore Master. Psionic Magic. Follower of Reeva, the Earth Goddess.
Shadow Magic.
> Equipment. Leather Armour (+2). Silver
Dagger (d4). Crossbow (d6). Bolts (20).
Greybeard
Shortsword (d6). Human Fisherman (Fisher Town)
LVL 3 | HLT 9 | INS 3 | DEF 10 | DR 0 | SKL d6
> Equipment: Leather Vest (+1). Dagger (d4).

118
Jan Halus
Human Fighter (Soldier, Empire Black Cloaks) Old Nell
LVL 4 | HLT 10 | INS 5 | DEF 17 | DR 0 | XP 60 Morgen Monster
> Skills. Animal Handling (d4). Athletics (d4). LVL 2 | HLT 8 | INS 2 | DEF 8 | DR 0 | SKL d6
Command (d8). Fortitude (d4). Melee Combat > Abilities. Charm (Range 4) (I). Feed (d6) (I).
(d10). Ranged Attack (d4). Religion & Politics (d4), Illusion (Range) (I). Resistance to Magic.
Strength (d4). Wilderness Survival (d4). Will (d4). > Equipment: Dagger (d4). Alchemy Kit.
> Abilities. Fast Attack. Inspiring Words. Parry (I). See pg. 139 of the Monster Compendium for full
Rally. Shield Master. Skirmish. details.
> Equipment. Chainmail Armour (+4). Shield
(+2). Longsword (d8). Crossbow (d6). Bolts (20). Pryce
Anti-magic manacles (disadvantage on magic
checks). Human Bartender (Spy) (Fisher Town)
LVL 4 | HLT 11 | INS 4 | DEF 10 | DR 0 | SKL d8
Lan Voselin > Equipment: Dagger (d4).
Human Mage (Elementalist Apprentice)
LVL 1 | HLT 7 | INS 8 | DEF 9 | DR 0 | XP 0 Quigly
> Skills. Command (d4). Fortitude (d4). Magic Frog People Community Leader.
(d4). Will (d6). LVL 1 | HLT 5 | INS 0 | DEF 8 | DR 0 | SKL N/A
> Abilities. Arcane Magic. Earth Magic. Water > Abilities. Amphibious. Swim.
Magic. > Equipment: Primitive Weapon (d4).
> Equipment. Robes (+1). Dagger (d4). Alchemy
Kit. Saoirse
Human Mage (Wizard, Magi Prime, Order of
Magnus the Magi)
Human Mage (Wizard, High Mage, Order of LVL 9 | HLT 23 | INS 24 | DEF 16 | DR 0 | XP 360
the Magi)
> Skills. Agility (d4). Animal Handling (d4).
LVL 7 | HLT 19 | INS 20 | DEF 15 | DR 0 | XP 210 Command (d8). Guile (d8). Lore (d12). Magic
> Skills. Alchemy (d6). Athletics (d4). Command (d12). Religion & Politics (d8). Senses (d4). Social
(d6). Fortitude (d6). Guile (d4). Lore (d10). Magic (d6). Wilderness Survival (d6). Will (d8).
(d12). Religion & Politics (d4). Social (d4). > Abilities. Air Magic. Arcane Magic. Counter
Wilderness Survival (d4). Will (d8). Spell. Earth Magic. Familiar (Cat). Fire Magic (d4).
> Abilities. Air Magic. Arcane Magic. Counter Form Magic. Ice Magic. Lore Master. Time Magic.
Spell. Dark Magic. Domain Specialist (Water). Ice Domain Specialist (Time).
Magic. Lore Master. Matter Magic. Water Magic. > Equipment. Robes (+1). Dagger (d4). Ring of
> Equipment. Robes (+1). Spyglass. Dagger (d4). the High Magi (+3 Defence).
Staff. Ring of the High Magi (+3 Defence).

Mart
Human Fisherman (Fisher Town)
LVL 1 | HLT 5 | INS 1 | DEF 8 | DR 0 | SKL N/A
> Equipment: None

Old Man Harkin


Human Lumberjack (Greggs Watch)
LVL 2 | HLT 7 | INS 2 | DEF 9 | DR 0 | SKL d4
> Equipment: Hand Axe (d6).
119
Skandaras Usa Thorpe
Human Mage (Wizard, Apprentice)
Human Mage (Elementalist, Mage, Order of
the Magi) LVL 1 | HLT 5 | INS 4 | DEF 9 | DR 0 | XP 0
LVL 6 | HLT 7 | INS 8 | DEF 13 | DR 0 | XP 0 > Skills. Lore (d6). Magic (d4). Senses (d4). Will
(d6).
> Skills. Agility (d4). Alchemy (d4). Animal
Handling (d4). Command (d6). Fortitude (d6). > Abilities. Arcane Magic. Earth Magic. Lore
Languages (d4, Ancient). Lore (d4). Magic (d10). Master.
Melee Combat (d8). Senses (d4). Strength (d4). > Equipment. Robes (+1). Dagger (d4). Alchemy
Wilderness Survival (d4). Will (d4). Kit. Healers Kit.
> Abilities. Air Magic. Arcane Magic. Counter
Spell. Domain Specialist (Earth). Earth Magic. Fire Wartog
Magic. Rune Magic. Water Magic. Frog People Community Leader.
> Equipment. Leather Armour (+2). Flaming
LVL 1 | HLT 5 | INS 0 | DEF 8 | DR 0 | SKL N/A
Longsword (d8 + d4 Fire Damage).
> Abilities. Amphibious. Swim.
Splish > Equipment: Primitive Weapon (d4).

Frog People Community Leader.


LVL 1 | HLT 5 | INS 0 | DEF 8 | DR 0 | SKL N/A
> Abilities. Amphibious. Swim.
> Equipment: Primitive Weapon (d4).

Tomen
Human Mage (Wizard, Apprentice)
LVL 1 | HLT 5 | INS 4 | DEF 9 | DR 0 | XP 0
> Skills. Command (d4). Fortitude (d4). Lore (d4).
Magic (d4). Will (d6).
> Abilities. Arcane Magic. Shadow Magic. Lore
Master.
> Equipment. Robes (+1). Dagger (d4). Alchemy
Kit.

Trefaryn
Human Mage (Wizard, High Mage, Order of
the Magi)
LVL 8 | HLT 21 | INS 22 | DEF 16 | DR 0 | XP 210
> Skills. Alchemy (d4). Command (d6). Fortitude
(d6). Guile (d8). Lore (d10). Magic (d12). Religion
& Politics (d4). Social (d6). Sleight of Hand (d6).
Wilderness Survival (d4). Will (d8).
> Abilities. Air Magic. Arcane Magic. Counter
Spell. Domain Specialist (Fire). Fire Magic. Form
Magic. Lore Master. Matter Magic. Time Magic.
Water Magic.
> Equipment. Robes (+1). Spyglass. Longsword
(d8). Dagger (d4). Staff. Ring of the High Magi
(+3 Defence).
120
NPC STATS
GENERAL NPC STATISTICS
Name Ancestry LVL HLT INS DEF DR SKL APP Combat
Empire Black Cloak Human 2 7 2 15 0 d4 d4 Longsword (d8). Crossbow (d8).

Equipment. Chainmail (+4). Shield (+2). Longsword (d8). Crossbow (d6). Bolts (20).

Fisherman Human 1 5 1 8 0 N/A d6 Knife (d4)

Equipment. Knife (d4). Rope 50ft.

Guard Human 2 7 2 15 0 d4 d4 Longsword (d8)

Equipment. Chainmail (+4). Shield (+2). Longsword (d8).

Hunters Human 1 5 1 10 0 N/A d2 Axe (d6). Shortbow (d6).

Equipment. Leather Armour (+2). Hand Axe (d6). Shortbow (d6). Arrows (20).

Lumberjack Human 1 5 1 9 0 N/A d4 Axe (d6)

Equipment. Leather Vest (+1). Long-Handled Axe (d6).

Servant Human 1 5 1 8 0 N/A d2 Unarmed (d4)

Townsfolk Human 1 5 1 8 0 N/A d4 Unarmed (d4)

Tribal Warrior Human 1 5 1 10 0 N/A d4 Axe (d6). Shortbow (d6).

Equipment. Leather Armour (+2). Hand Axe (d6). Shortbow (d6). Arrows (20).

Worker Human 1 5 1 8 0 N/A d4 Unarmed (d4)

Youngster Human 1 3 1 8 0 N/A d4 Unarmed (d4, DIS)

121
THE ISLE OF CADARIS MON SMUGGLERS COVE (PAGE 62)
1 HEX = 6 MILES H

ABANDONED FORT (PAGE 68) &


ABANDONED FORT DUNGEON (PAGE 72)
THE MEINERS (PAGE 80)
I
K
J
MORGENS LAIR (PAGE 76)
BLACK DOG FOREST (PAGE 84)
L

LO

GREGGS WATCH (PAGE 34)


D

FISHER TOWN (PAGE 18


A
THE ACROPOLIS (PAGE 26)
B

TALLY POINT (PAGE 30)


C

122
OLD GROCH TOWER (PAGE 52) &
OLD GROCH CAVES (PAGE 58)
G

LONG TOOTH ISLE (PAGE 44) &


LOCKE’S POINT (PAGE 38) LONG TOOTH CAVES (PAGE 48)
E F

8)

THE CITADEL (PAGE 88)


M

123
MAGI OF THE
MISTY ISLE
ADVENTURE MODULE
March 2025

WEBSITE: HTTPS://NAMELESS-DESIGNER.ITCH.IO
124

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