Pipes on Droomen Knoll
Open source p.434Dolmenwood Campaign Book · dolmenwood
A short starter adventure to introduce players to the mysteries of Dolmenwood.
Where in the Wood
Maps
Plates
The Adventure
Overview & introduction p.434
Pipes on Droomen Knoll
A short starter adventure to introduce players to the mysteries of Dolmenwood.
Pipes on Droomen Knoll is a short introductory adventure set in an ancient fairy ruin, now the base of a band of crookhorns spying on a nearby settlement.
Character Levels 1–2
This adventure is designed for PCs of Level 1–2. It makes a great introduction to Dolmenwood for groups new to the setting. A total of approximately 5,000gp worth of monetary treasure is present.
Location
Choose which settlement PCs will start in and locate this adventure somewhere in the vicinity. For example, in hex 0809 (near Lankshorn), hex 1111 (near Dreg), or hex 1206 (near Prigwort). The Referee may either require PCs to travel to the adventure site or may start play as they approach the site (Area 1).
Hooks p.434
Hooks
Select one or more of the following hooks to draw PCs into the adventure. When selecting a hook, consider the interests and inclinations of the players and their characters. For example, heroically inclined PCs may be drawn in by the Missing Youth hook, whereas the Fairy Chalice hook may appeal to those of a more mercenary persuasion.
Missing Youth
A local human youth of fanciful nature, named Arda Vague, is missing and his family seeks the PCs’ aid in bringing him home. They report that he spent several nights in the last week visiting Droomen Knoll, where he said he heard enchanting music. The family fear he has been kidnapped by fairies and provide PCs with a pair of cold iron shortswords, in addition to directions to the knoll. They offer PCs 200gp for the safe return of Arda.
In reality: Arda has been captured by the crookhorns lairing in the ruins on Droomen Knoll.
Crookhorn Sightings
Two humans of the local constabulary contact PCs with a covert mission to aid the local settlement. Sergeant Marge Bregson informs PCs of reports of crookhorns snooping around the ruins atop Droomen Knoll. The settlement leaders will pay 200gp to the party to scout out the knoll and report back on any crookhorn activities. Marge’s companion, constable Rodger Burl, clarifies that the reports are probably nonsense.
In reality: The reports of the crookhorns are true. Rodger Burl meets regularly with them at the settlement’s outskirts at night. He and several other constables have been corrupted by the crookhorns’ master, the Nag-Lord, Atanuwë (p45).
The Fairy Chalice
PCs come into possession of a page from an old book describing the ancient fairy keep atop Droomen Knoll. The page describes a pellucidium chalice of great beauty (and, presumably, material value) hidden within a magical pool in a secret hall beneath the keep. The cryptic note “Fairy ice and mortal blood” appears at the bottom of the page.
In reality: The page refers to Area 13, where the chalice can indeed be found. The cryptic note refers to the means of clearing the ice protecting the chalice.
Surface
3
6
Scale: 1 square = 5′.
S: Secret door (Area 7 to 13).
Exploring: Use the procedure for Dungeons (DPB) as characters explore the site.
Random Happenings 6 Every Turn PCs explore the site, there is a 1-in chance of a random happening. If the chance comes up, roll for one of the events below.
1. stirges (DMB) from Area 10 fluttering around looking for prey. 7 2. A crookhorn (DMB) from Area 5 drunkenly staggering around, shouting “grub’s up Grobnott!” 3. redcaps (DMB) creep about the ruins, seeking to taunt and torment mortals. 4. A gust of freezing wind whips around. 13 5. A patch of wall freezes over. On it, icy High Elfish script reads “Eternal shall he rot.” 6. Light sources flicker and turn pale blue for 1 Turn.
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Referee’s Background p.434
Referee’s Background
Fairy Keep
Long ago, a fairy keep stood atop a hill in the erstwhile mortal dominion of Prince Mallowheart (p34) in Dolmenwood. The prince and his frost elf courtiers visited the keep upon occasion, gathering to feast and make merry. A small series of dungeons housed prisoners for the entertainment of the prince and his retinue.
As time turned in the mortal world and allegiances and whims in Fairy shifted, the keep was eventually abandoned. After centuries, it fell into ruin and was forgotten.
Crookhorn Spies
In recent weeks, a band of crookhorns has taken up residence in the ruins, using them as a base of operations to spy on the doings of local folk. They have instructions to contact corrupt elements in the local constabulary and learn of their secrets.
The Prisoner
When the keep was abandoned, one prisoner was left behind—a treacherous frost elf named Famine-Whistles-Whither, whom Mallowheart condemned to eternal incarceration in the mortal world. Trapped by magic, the prisoner fell into a fitful reverie, lost to time and the world.
Pipes on Droomen Knoll
The crookhorns, exploring the dungeons beneath the keep, awoke the prisoner from his reverie. He now hopes to escape with the aid of mortals. Fashioning a set of panpipes
from the bones of dungeon vermin, his beautiful, enchanting music now echoes from the ruins. The crookhorns mockingly accompany his piping with their own brash melodies, but other mortals may be drawn near to aid the prisoner.
Epilogue p.439
Epilogue
The adventure may have various repercussions, depending on the PCs’ actions. Following are some possible threads that the Referee may weave into the ongoing campaign.
The Prisoner Released
The frost elf Thinwhistle (Area 12), if freed, disappears initially. However, he may reappear later in the campaign as a vexing antagonist or occasional ally of the PCs.
Local Spies
PCs may uncover the corruption in the local constabulary. This could lead to intrigue and further adventures in the local settlement, as PCs help uncover the corrupt elements and bring them to justice.
Atanuwë’s Interest Piqued
If PCs defeat the crookhorns at Droomen Knoll, word may eventually get back to Atanuwë. Crookhorns and other minions of the Nag-Lord may track the PCs down to exact vengeance or to try to corrupt and recruit them.
Droomen Knoll (13)
1. Approaching the Knoll p.436
1. Approaching the Knoll
Forest hill (looms above treetops). Pale blue mallows (underfoot). Slender silver birches (grow on slopes).
Cacophonous Music
Drifts from Ruined Keep (carried by breeze). Keening pipes (thin, eerie). Drumsandtrumpet (raucous). Brash cries (snatches of Gaffe).
Listening: The eerie pipe music conjures mournful visions of Dolmenwood in deep winter.
Ruined Keep Atop Knoll
Piles of collapsed stone (covered with moss and ivy). 1 towermostlyintact (20′ high, leaning, ivy-clad). Walled central courtyard (10′ high walls, parapet carved with icicle designs). Pointed archway (intact, leads to Area 5, spires shaped like frozen waves). Firelight and smoke (from within).
Carelessly approaching: 2-in chance of being spotted by the lookout in the tower (Area 4), who raises the alarm.
Touching the stone: Ice cold, regardless of season.
At night: Dim light can be seen flickering at the tower’s summit (Area 4).
2. Collapsed Tower p.436
2. Collapsed Tower
Great mound of rubble (covered with moss and ivy). 2′ wide hole (amid rubble, leads down).
Examining the hole: A tunnel, reeking of guano, descends 15′ to a chamber below (Area 10). Black feathers are scattered around the hole.
Noise and odours: Loud noise or meaty smells attract of the stirges that roost below (see Area 10) to fly out of the hole in search of prey.
Adventure Format
Dolmenwood adventures are written in a format that makes them quick and easy to run with minimal prep. Each adventure area is structured as follows.
Number and name: The number corresponds with the map. The name helps to quickly orient the Referee as to the area’s form or function.
Description: A highlighted block noting the main descriptive elements obvious to PCs entering the area. This is formatted as a series of bolded terms, each followed by parentheses containing a little more detail.
Actions and details: Paragraphs beginning with a bold label. These describe the possible results of actions the PCs might take, or additional details pertaining to certain conditions (e.g. directions, times of day).
Major features: Elements of an area that require a more detailed individual description—for example creatures inhabiting the area—are listed under separate headings, each with their own description and actions.
Using the Format
1. Scan the area name and the headings of any major features. This gives a high-level impression of the area’s form, function, and the most important features (including denizens). 2. Scan the descriptions, focusing on the bolded terms. Describe the most important details to the players. 3. As players explore or ask questions about the area, provide further details, for example the terms listed in parentheses. 4. Refer to the listed actions and details as required, based on PC actions. Improvise any PC actions not covered—that is part of the fun of the game.
3. Clematis Thicket p.436
3. Clematis Thicket
Thicket of vines (dense, 10′ radius). Purple flowers (sweet aroma).
Within the thicket: Characters pushing into the thicket discover a back entrance to Area 5.
4. Lookout Tower p.436
4. Lookout Tower
Partly collapsed (leaning, 20′ high). Open doorway (no door). Spiral staircase (leads upwards). Open upper floor (battlements).
Grerta—Crookhorn Lookout
Leancrookhornwoman (hunched, heavy horns). 1large tusk (drooling, distended lip). Bracer of cooking pans (bent). Hooded lantern (dimmed). Peering from tower (sporadically).
Reaction: Shocked. Raises alarm by clanging pans.
Speech: Ragged whining. Gaffe.
Combat stats: Crookhorn (DMB). 6 HP. Wields pans ().
5. Walled Courtyard p.437
5. Walled Courtyard
Blazingcampfire (smoky). Roastingmeats (deer, woodgrue shank). Provisions (arrayed around the fire). Rank bedding (piles of fur).
Stairs to Area 6: Keening pipe music and snoring drift from below. Open stairway descends 15′.
Provisions: 12 bottles of rancid ale. 20 smokes of Burglar’s Blend (DPB). A string of slimy sausages.
Searching the bedding: Save Versus Doom or contract a crookhorn disease (DMB). A brass statuette of a dancing nymph (50gp) is hidden in one bed.
Bert, Drogba, Grip, Scrag—Partying
Crookhorns
Gangly (6′ tall). Groggy (drunken). Striped pantaloons (billowy). Ragged armour (chain and leather). Pranc ing and drinking (around campfire). Playing raucous music (drums, trumpets). Mocking jeers (“faster, faster Skinny-Whistle!”).
Reaction: Make a Reaction Roll (see Encounters, DPB).
Speech: Brash bleating. Gaffe. Bert and Scrag speak crude Woldish.
Knowledge: Leader (Grobnott) broods in the dungeons below (Area 7). Someone spied a “flock of mangy owls” outside (the stirges in Area 10).
Combat stats: Crookhorn (DMB). HP 4, 7, 9, 10. Spears (). –1 to Attack Rolls and Saving Throws due to inebriation.
6. Guard Cockerel p.437
6. Guard Cockerel
Damp flagstones (slimy). Vaulted ceiling (10′ high). Crumbling plaster walls (hints of colour).
Examining the walls: Faded remnants of murals depicting white humanoid silhouettes in a frost-clad pine forest.
East (Area 12): Keening pipes.
Mutant Cockerel
Large, ragged bird (3′ long). 2 heads (lolling). Purple wattles (flabby). Red and black feathers (oily, dirt-encrusted). Drowsing (slumped, snoring). Ropeleash (tied to door handle).
Sneaking past: PCs have a 3-in chance of surprising the sleeping cockerel. Make a Surprise Roll once per Round (see Stealth under Hazards and Challenges, DPB).
Reaction: If awoken, leaps and crows loudly, alerting Grobnott in Area 7 and the crookhorns in Area 5. Feeding the cockerel prevents it from crowing.
Leashed: Cannot leave this room.
Small Animal—Animal Intelligence—Neutral
Level 1 AC 11 HP 2 Saves R13 H14 B15 S16 Att 2 beaks (, ) or breath (retching) Speed 20 Fly 40 Morale 6 XP 15
Breath (thrice a day): A foul-smelling cloud. Living creatures within 10′ must Save Versus Blast or spend the next Round retching (unable to move or act).
7. Grobnott’s Den p.437
7. Grobnott’s Den
Stone blocks (walls, floor, ceiling 10′). Smashed crates (stacked around walls, empty). Ring of yellow candles (lumpy, human tallow). Swirling orange smoke (rising from candles, rotting aroma). Rank bedding (piles of fur).
Searching the bedding: Save Versus Doom or contract a crookhorn disease (DMB).
Secret door to Area 13: Concealed behind a stack of crates. A successful Search Check or moving the crates and casting light on the walls reveals a subtle amber outline. Pushing opens the secret door.
Grobnott—Crookhorn Leader
Burly crookhorn man (7′ tall). Weighty fur cloak (greasy). Bulbous red eyes (lambent glow). Crouched amid candle ring (swaying, eyes closed, inhaling the smoke).
Reaction: In a state of psychedelic rage, attacks any who disturb him. Bellows to the crookhorns in Area 5 for aid.
Speech: Coarse bellowing. Woldish, Gaffe.
Combat stats: Crookhorn (DMB). 14 HP. Spiked club ().
Possessions: Key to disarm the Trapped Chest. Retrieval requires Save Versus Doom or contract a crookhorn disease (DMB).
Arda Vague—Prisoner
Youthful human man (late teens). Tight clothing (breeches, chemise). Staring into space (wide-eyed). Bound with ropes (cruelly tight). Sprawled in corner (twitching).
Reaction: Incoherent (drugged by the candle smoke). Head clears if taken into fresh air. Pleads to be returned to the local settlement.
Origin: Arda visited Droomen Knoll repeatedly, enchanted by the magical pipe music emanating from the ruin (Area 12). He was captured by the crookhorns.
Trapped Chest
Wooden chest (2′ across). Iron bands (sturdy). Iron lock (crude, to Pick Lock Checks).
Opening: The chest is unlocked, but opening it without first turning the lock has a 4-in chance of triggering a mechanism trap: a poisoned dart shoots out at the character (Attack Roll with Attack ). If the dart hits, it inflicts 1 damage and the victim must Save Versus Doom or lose 1 HP per hour until the poison is cured (e.g. by Ofteritch, DPB).
Contents: Sacks of 200sp and 500gp. A pair of amber-studded bracelets of twisted gold (750gp each). A scrawled note in Gaffe, with instructions to contact one Rodger Burl in the local settlement (wherever the adventure is placed) regarding his spies in the constabulary.
10. Stirge Lair p.438
10. Stirge Lair
Damp flagstones (slimy). Collapsed ceiling (10′ high, partially intact). 2′ wide hole (in ceiling, leads up). Mounds of rubble (from ceiling). Crumbling plaster walls (hints of colour). Guano streaked (acrid stench).
Examining the hole: A tunnel ascends 15′ to the surface (Area 2).
Examining the walls: Faded remnants of murals depicting frost elves playing musical instruments seemingly carved from humanoid bones.
Doors to Area 9: Hang from hinges, partly smashed. Remnants of icicle-clad tree branch carvings.
West (Area 12): Keening pipes.
5 Stirges
Glistening feathers (black, oily). Pointed proboscises (wriggling, twitching). Hanging (from vault ribs).
Reaction: Frantically fly around the room if disturbed. Make a Morale Check to determine whether they attack or flee through the ceiling hole.
Combat stats: Stirge (DMB). HP 1, 3, 3, 4, 4.
Cloaked Corpse
Malehumancorpse (tall, thin). Cloakedinblack (dusty). Punctured and desiccated (blood drained by stirges). Sprawled (atop rubble).
Searching: Golden owl torc (150gp), Scroll of Decipher, platinum ring with an eye-shaped topaz (700gp), Oracle Crystal. Dolmenwood natives recognise this as the corpse of a Drune cottager.
Oracle Crystal
A 1″ pale orange crystal (50gp). Anyone who touches it experiences a fleeting vision of a twitching, slime- coated stag skeleton in a circle of 7 trilithons. A grim voice intones “Ill omens at the Whything Stones. Winter cometh.” (This vision refers to the first scene of the Dolmenwood adventure scenario Winter’s Daughter.)
8. Sundial p.438
8. Sundial
Stoneblocks (walls and floor). Vaultedceiling (10′ high).
East (Area 10): Acrid stench of guano.
South (Area 12): Keening pipes.
Sundial
Stone sundial (4′ high). Inscription (around rim). Glim mering gnomon (frost-clad). Gnomon shadow (cast by torch light).
Inscription: Written in a magical script that any sentient creature can read: “On the Slow Creep of Aeons, Mallowheart’s Mercy May Shine.”
Casting light: If the gnomon’s shadow is held for 30 seconds or more, precisely at seven-past-noon, the magical ward on the oubliette door (Area 12) is dispelled.
Relief Carving
Behind sundial (back of alcove). Noble elf man (bitter expression). Dressed in rich robes (furs). Crown of thorns (diamond-studded).
Elf PCs: Recognise the man as Prince Mallowheart, estranged half-brother of the Cold Prince.
Touching: PC is coated in frost and shivers for 1 Turn: –1 penalty to Attack Rolls.
9. Noble Murals p.438
9. Noble Murals
Stone blocks (walls and floor). Vaulted ceiling (15′ high). Tracery of frost (covers all surfaces). Overturned table (20′ long, carved with hunting scenes).
Frost Elf Murals
6 alcoves (arched, 8′ high). Faded murals (at alcove backs). Depictfrostelves (names inscribed below, magical script readable by all sentients).
A—Prince Seven-Past-Noon: Tall nobleman, bitter expression, face blackened with frostbite. Dressed in robes of rich fur. Wears a crown of thorns and diamonds. Elf PCs recognise the man as Prince Mallowheart (also known as Seven- Past-Noon), estranged half-brother of the Cold Prince.
B—Lady Silver-So-Mirrored: Slender noblewoman, playing a harp shaped like a teardrop-headed angel.
C—Sir Dawn-Never-Blooms: Tall knight, frost-clad armour, beard of icicles.
D—Lord Slumber-Bone: Portly nobleman, wide eyes, merry expression.
E—Whisper-of-Candlelight: Statuesque woman, holding longsword and shield.
F—Famine-Whistles-Whither: Slender man, hair like thistledown, playing a silver flute. A trio of blood-red hounds snap at his heels. The hounds are brighter than the rest of the mural, as if added at a later date.
11. Empty Cell p.439
11. Empty Cell
Prison cell door (barred window). Stone blocks (walls, floor, ceiling 8′). Dry (dusty). Loose bones (elf skull and arm bones). Scratchings on wall (faint, ancient).
Examining the walls: Fragments of Sylvan text are still legible: “Mallowheart be cursed,” “Hound-baker Famine-Whistle be doubly cursed.”
12. The Prisoner p.439
12. The Prisoner
Prison cell door (barred window). Stone blocks (walls, floor, ceiling 8′). Bare (no furnishings).
Entering: The door is magically sealed. Blue flames shimmer across it if touched (harmless). It can only be opened by magic (e.g. Knock, Dispel Magic versus a Level 14 caster) or by using the sundial in Area 8.
Thinwhistle—Imprisoned Elf
Frost elf man (thin, drawn). Dressed in rags (once fine lace). Wild hair (like tangled thistledown). Claw-like nails (twisted). Playing rat-bone panpipes (thin, eerie). Pacing erratically (arrhythmical).
Recognising: PCs who have studied the murals in Area 9 recognise Thinwhistle as the elf named Famine-Whistles- Whither.
Reaction: Pleads with PCs to release him. Claims he was wrongly imprisoned by the cruel Mallowheart. Babbles about “Mallowheart’s Mercy.”
If freed: He attempts to leave the ruins as quickly as possible and flees, laughing, into the woods.
Reward: In return for aid in escaping, Thinwhistle reveals how to access the magic pool and its treasures (Area 13) via the secret door in Area 7.
Speech: High-pitched. Scattered ranting. Woldish, Sylvan, High Elfish.
Origin: Once a courtier of Prince Mallowheart named Famine-Whistles-Whither (a name he now only distantly remembers). In a fit of jealousy, he baked the prince’s favoured hounds into a pie. He was captured and imprisoned here, where he has remained, forgotten, for centuries on end.
Medium Fairy—Sentient—Chaotic
Level 5 AC 12 HP 20 Saves R11 H12 B13 S14 Att 2 claws (, ) or music (command) Speed 40 Morale 8 XP 260
Cold iron: Suffers 1 extra point of damage when hit with cold iron weapons.
Magic resistance: bonus to Saving Throws against effects of magical origin.
Music: Maddening panpipe music directed at a chosen target, who must Save Versus Spell or attack their allies for 1 Round.
13. Magic Pool p.439
13. Magic Pool
Stone blocks (walls and floor). Vaulted ceiling (15′ high). Icy cold (steaming breath). Gentle snowfall (drifting flakes, from ceiling). Snow drifts (in corners). Crum bling plaster walls (hints of colour).
Examining the walls: Faded remnants of murals depicting human victims bleeding into a frosty lake.
Frozen Pool
Stonebasin (10′ wide). Stagskullcarvings (around rim). Frozen water (5′ deep). Glittering light (beneath ice).
Beneath the ice: At the pool’s base is a scintillating pellucidium chalice engraved with weeping stags with tears of icy crystal (2,000gp). In the chalice is a single dose of Liquid Time (p414), magically separated from the pool’s water.
Breaking the ice: The chalice swirls and vanishes. It reforms, along with the ice, after 2 Turns.
Mortal blood: A drop of mortal blood causes the ice to recede for 2 Turns, making the treasure beneath accessible.
Entering the water: Extreme cold inflicts 1 damage per Round.