Magi of The Misty Isle
Magi of The Misty Isle
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2
MAGI OF THE
MISTY ISLE
ADVENTURE MODULE
March 2025
The Magi of the Misty Isle is an adventure for the Heroes of Adventure
role-playing game system.
Thank you to all the playtesters and community members for helping to
continually develop and evolve this game.
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.
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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
LO
12
OLD GROCH TOWER (PAGE 52) &
OLD GROCH CAVES (PAGE 58)
G
8)
13
FISHER TOWN FACTION
“A community of people who live and work in Fisher Town and its surrounding
areas”
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.
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
03 Smoke and thunder roams Black Dog Forest, hunters beware. 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
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.
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.”
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
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.
21
EMPIRE FACTION
“A small primitive community of Frog People who are being driven away from
their ancestral home on Long Tooth Isle.”
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
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.”
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.
27
FISHER TOWN
MAP KEY
1 AREA REFERENCE
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.”
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.
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
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
33
C: TALLY POINT
“A coastal landmark point with a view of the vast ocean expanse.”
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
H HAZARD OR TRAP
S SECRET DOOR
T TREASURE
O OBJECT
OCTASQUID
SEA
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.”
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).
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
S SECRET DOOR
T TREASURE
O OBJECT
H
1
BARGHEST
3 BLACK DOG FOREST
H
2
LUMBERJACKS
HARKIN
10
LUMBERJACKS
11
9
GREGG’S WATCH
8
TO FISHER TOWN
41
E: LOCKE’S POINT
“A small cave network situated amongst the coastline. Home to Old Locke a
venerable great bear and local legend.”
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
H HAZARD OR TRAP
S SECRET DOOR
T TREASURE
O OBJECT
GIANT CRABS
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.”
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
H HAZARD OR TRAP
1
S SECRET DOOR SKELETONS
T TREASURE
O OBJECT
CLIFFS
SEA
GESTALT
5
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.”
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).
51
LONG TOOTH CAVES
1 SQUARE = 5 FEET
MAP KEY
1 AREA REFERENCE
H HAZARD OR TRAP
S SECRET DOOR
T TREASURE
6 H
O OBJECT
S
GIANT CRABS S
FROG PERSON
1
UP TO LONG
TOOTH ISLE (4)
H
H
H
GIANT CRABS
3
53
G: OLD GROCH TOWER
“An ancient abandoned lighthouse which sits atop a cliff overlooking the vast sea
to the east.”
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.
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).”
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
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
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.”
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
SEA WORMS
7 WAT
T
8
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
63
H: SMUGGLERS COVE
“A sandy beach area so named for its potential to hide people and vessels within
the hidden caves.”
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
H HAZARD OR TRAP
CAVES
S SECRET DOOR
T TREASURE
O OBJECT
CAVES
BEACH
CLIFFS
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.
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
O
12
H
TRIPW
SOLDIERS
T
4 9
SOLDIERS
H TRIPWIRE
H
WIRE
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.”
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.
73
ABANDONED FORT DUNGEON - LOWER LEVEL 1
1 SQUARE = 5 FEET
MAP KEY
1 AREA REFERENCE
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
MALEVOLENT SPIRIT
13 9
UP EXIT
1
LUXVORAX T
12 10
11
75
J: MORGEN’S LAIR
“A small dungeon hidden within the outskirts of Black Dog Forest, home to the
Morgens, enchanting sea witches.”
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
SOLDIERS
SOLDIERS
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.”
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
SPIDERS
4 S
S 11
GIANT SPIDERS
9
10
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.”
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
S
5
10 12
BARGHEST BARGHEST
1
11
H
8
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.”
ELEMENTAL STONE
Rare Artefact
88
89
M: CITADEL LOWER LEVEL
“A cave network which sits below the Citadel construction. Home to failed
experiments.”
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.
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
H HAZARD OR TRAP
GIANT SPIDERS
2
H
1
9 11 O
H
SS
S
AMORPHOUS SLUDGE
10
H
H 1
1
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.”
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.
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
ZOMBIES
T
S
GIANT SPIDERS
8 S
11
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.”
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
H HAZARD OR TRAP 5
T
S SECRET DOOR 2
T TREASURE
O OBJECT
GELATINOUS MASS
DOWN 18 LEVEL UP/DOWN
O
4 O
9 11
8
WOOD WEIRD
10
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.
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
13
T
3 4
O
7
8
S
11 WATER WEIRD
SEA SPIDERS S
LIVING STATUE 10
12
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.”
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 TO CITADEL
CENTRAL (11) 3
CHANGELING
12
8
ANIMATED KNIGHTS
7
T
UNDEAD BASILISK
10 11
MALEVOLENT SPIRIT
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.
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.
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.
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
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).
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
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).
Equipment. Leather Armour (+2). Hand Axe (d6). Shortbow (d6). Arrows (20).
Equipment. Leather Armour (+2). Hand Axe (d6). Shortbow (d6). Arrows (20).
121
THE ISLE OF CADARIS MON SMUGGLERS COVE (PAGE 62)
1 HEX = 6 MILES H
LO
122
OLD GROCH TOWER (PAGE 52) &
OLD GROCH CAVES (PAGE 58)
G
8)
123
MAGI OF THE
MISTY ISLE
ADVENTURE MODULE
March 2025
WEBSITE: HTTPS://NAMELESS-DESIGNER.ITCH.IO
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