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Nightmare Over Ragged Hollow

Open source p.1 ↗

OSE NRH  · 3p

NIGHTMARE OVER

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The Adventure

Overview & introduction p.1 ↗

NIGHTMARE OVER

RAGGED

HOLLOW

A bloody good start in adventurous life! A starting OSE adventure for level 1, playable in several sessions and likely to lead adventurers to level 2 or 3 Original adventure by

Joseph R. Lewis

Additional text and adaptation by Joseph R. Lewis, Eric Nieudan, Olivier “Nobboc” Revenu Art by Li-An Layout by Olivier Revenu Maps Rob Matthews Proofreading Aaron Seigo Find other fine adventures by Joseph R. Lewis and the Dungeon Age collection on A lot of them are in Bryce Lynch’s The Best category, a guarantee of quality if ever there was one! Published by The Merry Mushmen & Kamchatka Publishing 103 Chemin de Nin, 64240 Urt - FRANCE www.themerrymushmen.com MADE BY Printed in Euskadi - August 2023 HUMANS Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license. and Nobboc drivethrurpg.com - olivier@themerrymushmen.com Ragged Hollow Nightmare was designed by Joe as a campaign starter for the fifth edition of the Ampersand Brand. It caught the attention of the dwellers of the Mushmen Caves who thought it could make a great introduction to their beloved adventure gaming play style (also known as Seasoned referees will also find this adventure ideal to introduce new players to the OSR, or to start a new campaign in a somewhat classic fantasy setting. NEW TO THE OSR? Favored by gamers who sharpened their blades in the dungeons of the twentieth century and younger RPG fans alike, games and adventures from the Old School Renaissance movement work somewhat differently from newer fantasy tabletop RPGs. Adventure games tend to feature: Decision making as the core player experience: solutions are in the world and not on the character sheet. Open, dynamic environments tions (and no scripted stories). The DM (nay: referee!) as a neutral interface world and the players. (This is why we call them the referee instead!) Referee rulings over detailed rules for every single edge case. Dice as oracles and generators of unexpected situations, using tools such as random tables. Absence of 'game balance' and dangerous. Quick character creation: beginning PCs are fragile but easily replaced. We advise you to be upfront with your players about the game style. It may take some getting used to, especially if they only have experience with more heroic roleplaying games. You can learn more about how to run (and play in) adventure / old-school games by reading the following (free!) resources: Principia Apocrypha Matt Finch's Primer old-school gaming). leading to interesting situabetween the to make the world more believable This adventure is intended for new characters (1st level) and could bring survivors to 2nd or 3rd level. It includes wilderness areas, a bustling town, several local mini-dungeons, and one 50-room temple dungeon. The heroes are in Ragged Hollow (see The Party, page 7), and their first heroic tasks are about to erupt all over them. Ragged Hollow is a classic starting town, full of classic creatures and challenges that both newbies and nostalgia-lovers will enjoy. In addition to numerous side-quests and opportunities for exploration and combat, there is a central mystery: What happened in the temple? In short, a local would-be adventurer went into a nearby tomb and got infected with an evil parasite. He fled to the Temple of Halcyon for help, but the parasite took over and now things are Very Bad Indeed (more on this on page 6 – the background). To resolve this tragedy, heroes need to investigate the situation, enter the temple, save the innocents, and stop the monsters. Specifically, the party needs to remove the Crown of Dreams from Tobias (in the temple cellar). This vanquishes the nightmare creatures and ends the crisis (except for poor Tobias and Brother Seth). If the party does nothing, then the living nightmare creatures continue to grow stronger until they destroy the temple and eventually the town. But remember the world should be believable and open! As a referee, be receptive to any goal the players want to set for themselves, however harebrained the scheme is. There are lots of little adventures to be had all around the town as well, basically a mini-sandbox of monsters, traps, and puzzles for low-level characters and new players.

Danger level

This isn't a 'fair and balanced' adventure, but most creatures are either weak or alone, and the PCs can almost always choose whether to fight or back off. No railroading! There are many opportunities for combat, but players can often explore areas and complete interactions without any combat at all, depending on their choices. Let us state this clearly: combat should be a last resort unless it is on the player's terms. They may set up ambushes and traps, find allies (or recruit retainers), and use diversions to lure dangerous monsters away from the party's goals. Wise adventurers don’t risk their lives lightly! In any case, you should always be clear about how dangerous things can be. If you can’t communicate to the players what the risks of doing something are through NPCs or clues, then you should agged Hollow is a quaint little town in a remote and secluded area of the Kingdom (what we call “the Kingdom” here and below is a generic term describing a large civilized region; rename it as you see fit to suit your setting). It is best known for its flax, which is pulped into paper and used to make books at the Temple of Halcyon, or made into cloth and oil (each family owns a loom and an oil press used during the long winter evenings). The town and its 500 inhabitants are governed by a council of priests from the Temple. There is no army or town guard. To the west lies a mountainous region dominated by Mount Mourn that no one ever goes into. To the north across the Rime River is the Gloam Wood, a deep dark forest that one generally avoids exploring. To the south stretch the notoriously ill-famed Wailing Hills, an area few enter willingly, though a trail leading to a few frontier villages some three days walk away does cross through them. To the east begins the Kingdom, where the first important city is a week away.

What is the Dolorous Ichor? Scholars of the dark sciences know this: the Dolorous Ichor is

the last remnant of an evil entity vanquished by heroes eons ago. It waits impotently for living matter to come to feed it. Fortunately, the hosts it infests tend to die quickly. But this time, thanks to Tobias who managed to survive and to the Crown of Dreams, the Ichor was able to manifest as nightmare entities. The Golden Veil erected by Lady Constance is the only rampart protecting the outside world from this renewed threat. Referee, adapt this threat to your campaign world. wandering soul of Zararatazarat the mage, the lost contents of the King of Hell's chamber pot... The Dolorous Ichor's origin doesn't affect our adventure. Unless it kills everyone in the temple and escapes, of course (see page 76). Note: The Ichor's vulnerability to acid might be hard to infer. Give a character learned Generally, a Ragged Hollow resident never goes farther than a day's walk roundtrip, except when they are doing their Halloo (see opposite) which is likely to be the only adventurous time of their life. And by most accounts, that's just fine: life at Ragged Hollow is rustic and laborious, but all in all peaceful and rewarding. But… a few days ago, local would-be adventurer Tobias geared up to investigate the Old Dwarf Tomb on the mountain in the west. There, he was infected with the horrific Dolorous Ichor, so he fled back to the Temple of Halcyon in town seeking help. The priests tried to help Tobias, but found him violently possessed, and were forced to lock him up in the cells underground. To soothe Tobias’ madness, Brother Seth put the Crown of Dreams on the youth’s brow, but the Ichor parasite used the crown to project a nightmare hellscape up into the temple and neighboring homes. Terrifying creatures appeared and began prowling the temple. In desperation, the paladin Lady Constance invoked the Golden Veil of Halcyon to seal the temple and prevent the madness and monsters from spreading. And this is where our adventure begins. It could be a virus from another world, the in occultism or the like a chance to know if their player asks.

Timeline p.8 ↗

The Veil's Goal

At the start of the adventure, the Dolorous Ichor has one goal: escape from the Temple and spread its murdering nightmares. This is only possible if the Golden Veil drops, when all 36 occupants of the Temple, along with the paladin Lady Constance and her squire are dead. However, it takes seven days for the Ichor to assimilate the Crown of Dreams’ powers and use the nightmares to kill people. During this time, the prisoners are stuck in time loops, fighting dream creatures that are essentially harmless (see Time in the Temple, page 55).

The Angel's Plan

Halcyon witnesses the situation from his divine realm, but as an angel of Law, direct intervention is forbidden to him. So he uses the blessed bell in the Temple to slowly weaken the Golden Veil enough for inspired heroes (or greedy ne’er-do-wells) to come in and solve the problem.

Seven Days of Fright

During the first week of the Temple’s nightmare siege, the bell tolls 36 times each midnight (the number of villagers and priests trapped inside). As it tolls, anyone observing the Temple notices the dome of the Golden Veil shrinking by a few inches. At the end of the week, the Veil has constricted enough for the characters to reach the roof of the belltower and, dismantling its roof tiles, get inside. (See Into the Temple, page 54.)

It begins

On the eighth day, the nightmare creatures are real enough to kill, and the countdown starts. On this night, and every night thereafter, roll to find out how many people die in the temple. Then roll on the table opposite to see who dies Use or to make the adventure harder and more stressful! (selecting the next entry if they are already dead). Describe the rooms in the temple accordingly, and do not forget to record the deaths occurring during the characters’ explorations of the Temple. At this stage, the angel Halcyon has lost control of the bell: it keeps tolling once for each survivor every midnight. The chilling sound can be heard for miles. At this grim signal, the howling ghosts of the deceased haunt the streets of Ragged Hollow until dawn (see Night Events in Ragged Hollow, page 19). As time passes and people die, nightmares and fear make their way into Ragged Hollow. Things get worse when the bell starts ringing its dreadful countdown (and thus of survivors):

Tolling Bell

  • 36 (first week): The villagers are worried and perplexed. The problem is beyond their comprehension, and they're counting on the priests to find a solution. (Night Events happen on 1-3 – see p.19.)
  • 35-25: The village's nights are increasingly troubled by apparitions of phantoms of their loved ones and other horrors. A rumor spreads: "The bell that tolls every night is a countdown! Something terrible will happen when it comes to an end!" (Night Events happen on 1-5.)
  • 24-14: Panic sweeps through Ragged Hollow. No one goes out at night. Some talk of leaving, while most refuse to leave the prisoners to their fate. (Night Events happen automatically.)
  • 13-1: Fear is everywhere. No one can sleep, waiting for the death knell and its cortège of ghosts.
  • 0: Doomsday! The veil collapses. Fortified by the light of her angel, Lady Constance succumbs only when the last villager dies. As the blades of the Stained Glass Angels strike her down (in area 28 of the Temple, page 68), the veil collapses and the living nightmares swarm out... (see Ending the Adventure, page 76.)

Villagers trapped inside the temple

Roll Dead?

The Priests

11 Sister Ruth, old gardener (#6) 12 Brother Adam, teacher (#19) 13 Sister Debra, teacher (#21) 14 Brother Paul, teacher (#22) 15 Sister Andrea, cook (#32) 16 Brother Barnaby, librarian knowledgeable about many topics (#28) 21 Sister Prudence, bookkeeper (#28) 22 Brother Gerard, handyman (#28) - Brother Filius, chaplain (#34)

Visitors

23 Squire Felicity (#26) - Lady Constance (#28) 24 Doran, artist (#33) 25 Alba, artist (#33)

Villagers (adult):

26 Alexander, small and weasel-like (#28) 31 Doris (Tailor Laban’s missing wife) (#28) - Benjamin (Bell Tower) 32 Cecilia, loudmouthed but brave (#28) 33 Florette, can talk to dead people for 5 minutes once per day (#32) 34 Flutine, in shock: constantly muttering prayers (#28) 35 Isabel, flirty with women (#18) - Tibert (#35) 36 Jesse, experienced brawler (THAC0 17 [], ) (#9) - Margaux (#35) Tick a box on this track each time a death occurs in the temple. This is the number of knocks the temple will sound at midnight. 36 35 34 33 32 31 30 29 28 18 17 16 15 14 13 12 11 10 People already dead at the start of the adventure: 41 Nina, bonesetter (can heal half damage of your last wound) (#32) 42 Sebastian, chatterbox, noisy (#28)

Villagers (teen & children)

43 Hannah, teen, stubborn (#21) 44 Amelia, teen. Faithful devotee: can cast Remove Curse once a week. (#22) 45 Charlotte, teen. Owns a dagger (#22) 46 Mathys, teen. Dangerously reckless when Charlotte is around (#22) 51 Will (Omar’s son) (#19) 52 Tam (Omar’s son) (#19) 53 Sigg is capable of supernatural tantrums ( psychic damage per round to anyone who touches him during his seizures) (#18) 54 Regg (#19) 55 Luca (#3) 56 Rose, good at riddles (#28) 61 Diana good with her sling (THAC0: 16 [], ) (#19) 62 Mason, whining all the time (loudly) (#8) 63 Mina, redhead, pointy ears, and golden eye (changeling: can cast invisiblity once a day). (#19)

In the Cellar

64 Noah, a thief (#42) 65 Heather, a heretic (#43) 66 Gavin, troubled teen (#47) - Martin, the janitor, infested (#44) - Brother Seth, infested (Cellar) - Tobias, infested (#48) 27 26 25 24 23 22 21 20 19 9 8 7 6 5 4 3 2 1 Doomsday!

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Starting the Adventure p.10 ↗

STARTING

THE ADVENTURE

The sun is about to set when you finally see the first houses of Ragged Hollow. You walk through tidy lanes between the quaint cottages and blossoming gardens... which seem surprisingly deserted. But as you approach the west end of the town, you hear a muffled rumor, then shouts and exclamations: all the inhabitants are gathered in front of the elegant white Temple of Halcyon. To everyone’s amazement, the high building is now awash in waves of golden light, forming an impenetrable dome.

Veil. A murky golden dome encloses

the temple and gardens. No sounds escape. It pushes back like a magnetic field. Nothing can break it.

Crowd.

  • Villagers batter on the veil using axes and poles, to no avail. They are desperate to rescue their children and friends trapped inside. - Adventurers can meet their relatives or old acquaintances here and may learn the following:
  • 1: Just before noon, a terrible thundercrack and flash of golden light erupted from the Temple of Halcyon. Everyone in town rushed toward the temple as a strange golden glow came from that direction.
  • 2: No one can get in or out of the temple. Scholars and schoolchildren are trapped inside. Please help them!
  • 3: The Temple is full of rare books, valuable religious art, and magic items. Their loss would be a tragedy.
  • 4: As the priests are all sealed inside the temple, no one is in charge of the town. Everyone is afraid or angry. No one knows what to do.
  • 5: A witness! Young acolyte Justin (who was out fetching milk) reported that two women in arms arrived at the temple last night and that everyone seemed under pressure. It is unusual and unexpected. Last time we saw Justin he was going to the Lost Ox Inn (#6 page 16).
  • 6: A reward! Alchemist Omar (#4, page 16) says his sons Will and Tam were at school in the temple when the Golden Veil appeared. Omar pays 300 GP for their safe return. After a while The consensus is that there is nothing that can be done at this time. Hopefully the clerics trapped inside will find a solution! Most of the villagers remain distraught, scattering and returning to their tasks. At midnight The temple bells toll 36 times, the number of survivors inside its walls (see page 8). Rumors! Each player should roll for rumors (opposite). Use your roleplayed conversations with the villagers to give them out, or just ask everyone to roll at the same time for a rumor they gathered in the morning.

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Ragged Hollow ragged-hollow p.14 ↗

RAGGED

HOLLOW

A quiet town overlooking the river Rime, its low slate roofs nestled under the white-walled Temple of Halcyon. It is home to pious, hard-working folk who like to wear light green and grey-blue homespun tunics and intricately carved beechwood clogs. LOCATIONS Depending on their origin, the adventurers may be familiar with these locations. If not, they are easily found by asking around or reading signs.

1. The Temple (outside)

Curving white towers nestle on a lovely green lawn. Soaring stained glass windows, greenhouse roofs, and bronze doors gleam behind a wavering veil of golden light. Several people stand near the doors, arguing, praying, lamenting.

  • Windows: Images of angels teaching, ancient scrolls, arcane books. Vague shadowy figures move about inside.
  • Veil: A murky golden dome encloses the temple and gardens. No sounds escape. It pushes back like a magnetic field. Nothing can break it.
  • Bell tower: In the northern corner. 50 feet tall, the top of the weathervane is just barely poking above the magic veil. This is the only way into the temple, but not before the Veil has shrunk enough for the roof to emerge out of it (see page 8.)
  • Ragdolls: (see page 20) The gang is often found here looking for a way inside or making trouble. Referee Note The Veil is a magical security shield created by the paladin Constance inside. The Veil can only be removed by a prayer from a 6th level or greater paladin who serves the angel Halcyon or Gideon. It collapses if Lady Constance dies. There are no tall ladders or climbing gear in town. The nearest house is 80 feet away from the bell tower. Three items can help: Orla’s Chain (p36), Windler Boots (p25), Arvid’s Claw (p43)

2. Split Anvil Smithy

  • Outside: Billowing dry heat, ringing hammer.
  • Smith: Joanna, 30, redhead, muscular, grumpy.
  • Sells basic metal tools: shovels, crowbars, hammers, etc. Says Tobias came to get his axe sharpened on his way to open the Old Dwarf Tomb on Mount Mourn (page 41).

RAGGED

HOLLOW

A quiet town overlooking the river Rime, its low slate roofs nestled under the white-walled Temple of Halcyon. It is home to pious, hard-working folk who like to wear light green and grey-blue homespun tunics and intricately carved beechwood clogs. LOCATIONS Depending on their origin, the adventurers may be familiar with these locations. If not, they are easily found by asking around or reading signs.

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Local Rivals p.20 ↗

THE RAGDOLLS There are three local youths in Ragged Hollow who call themselves the Rag-

  • dolls: They want respect and wealth, both of which are hard to find here.

Severine. 23, athletic, spiky black

hair, fish-hook piercings. Skilled archer. Intelligent, angry. Hates the temple and authority figures. Wants these boring villagers to admit that she is smarter than them. Which she is.

Lyla. 21, muscular, curly red hair, crude

tattoos of snakes. Skilled wrestler. Always bored. Hates regular jobs. Enjoys violence and pain.

Betty. 18, petite, long blonde hair, black

veil, filthy black dress. Skilled butcher. Sensitive, poetic, obsessed with death. Wants to build an ornate gothic temple to Death, or steal someone else’s temple and give it a makeover.

  • Referee Options: The Ragdolls wander around town, bullying people, demanding high pay for interesting work. Eager for extermination jobs. Vandals. The Ragdolls hate the temple, and try to deface and/or rob it. Foolish. The Ragdolls might try to ally with the hag in the Gloam Wood (page 26). Dangerous. The Ragdolls might try to join or takeover the bandit cigar operation in the Wailing Hills. Offer. They may hire the PCs to help them for a cut of the treasure. The Ragdolls might challenge the characters to a (non-lethal) fight to prove who deserves the most respect. The Ragdolls have a soft spot for the old wizard Radomir (page 16). They protect him. The Ragdolls may briefly ally with the heroes, but only to their own benefit. If a player character dies, then they may wish to use one of the Ragdolls as their replacement character. This could further implicate the youths into the party’s affairs. SEVERINE/LYLA/BETTY: AC 7 [12], HD 1 (4/6/3 hp), Att 1 × shortbow ( or by weapon)/ 1 x brawling ( or by weapon) / 1 x stick ( or by weapon), THAC0 19 [], MV 120’ (40’), SV W15 P16 B17 S18, ML 7, AL Neutral, XP 10
  • Trained nuisance: each of them get to hit when using their favorite weapon (shortbow/brawling/stick). LOOT! Not much. BOGDAN’S CREW Bogdan is a bandit leader from a far away city in the Kingdom, accompanied by his lieutenants Castor (fighter) and Jethra (wizard). Why they’re here. Bogdan has come to buy 1,000 GP of cigars (1,000 units) from Fergus’ gang (see page 48). They wait at the inn (page 16) for a message from Fergus that their cargo is ready.

Castor

  • What they do: They only leave their with a shaved head and a rooms for meals. In the evenings they back of a face similar to his own. stay by the fire in the common room his neck, a scar that could have been left and play cards for a while, sometimes by the hangman’s noose. Wears three looking at a map of the Wailing Hills. silver bracelets in the shape of a snake.
  • What they say: Not much. “We’re Drinks unreasonably. Likes to bet on travellers. Mind your own business, my anything and everything. Likes kittens. friend”, is all the innkeeper has been able Stammers. Obeys Bogdan like a dog. to get out of them so far. Actually a nice guy if given the chance.
  • The veil: “What happens to the rubes in this podunk is none of our business.” Discreetly follow the adventurers if they head to the Wailing Hills or if they seem to be onto something juicy.

Bogdan. Small, stocky man in black

chainmail with a distinguished manner. Thick black brush mustache, wears a blond wig so as not to be recognized (there is a 500 GP bounty on his head in the Kingdom). Wears a hollow gold Jethra like head, constantly alert. Red stringy signet ring with two rubies inside the hair, an ill-fitting glass eye, always looking letter B on it, and containing a dose of poison (to be mixed with a drink; save vs in the wrong direction. Speaks in a dry, high-pitched voice, always in short senpoison or sleep for hours). Always tences. A worn green travel dress with carries a small strongbox containing 4 small gold bars. Sometimes takes a walk many secret pockets containing 27 various gems. Doesn’t like anyone. in the village in the late afternoon. Bogdan is very aggressive and confident, but also intelligent. He tries to overpower an enemy, but always makes a deal rather than die or lose.

AC 5 [14], HD 4 (18 hp), Att 1 × greatsword ( ), THAC0 16 [], MV 90’ (30’), SV W11 P12 B13 S14, ML 9, AL Chaotic, XP 75

  • Greatsword of speed: (not considered as slow weapon), potion of Giant Strength.

• LOOT! Signet ring (150GP); 4 gold bars

(4 x 250GP); black velvet purse shouting “Thief, thief!” in case of a pickpocket containing 127GP and 2 black ovoid gems (2 x 50 GP). . A hulking man in black chainmail tattoo on his Around

AC 4 [15], HD 3 (14 hp), Att 1 × Mace () THAC0 17 [], MV 120’ (40’), SV W14 P13 B16 S15, ML 8, AL Chaotic, XP 35

  • Shield bash: on a successful attack roll of 18-20, in addition to damage, target falls and loses their next action. • Eyes in the back: no modifiers when attacking him in the back.
  • LOOT! 3 silver bracelets (35 GP each), 33 GP. . A scrawny woman with a bird-

AC 8 [9], HD 3 (6 hp), Att 1 × dagger ( ) or 1 x blowpipe ( + poison), THAC0 19 [], MV 120’ (40’), SV W14 P13 B16 S15, ML 9, AL Chaotic, XP 35

  • Arcane magic: cast spells like a 3rd level magic user • Spellbook: (1) Floating disc, read magic, magic missile, (2) knock, levitate.
  • Ring of protection , • Vampiric dagger (recover 1hp per hit). • Poisoned dart (20): save vs poison or stay groggy for turns ( to all roll)

• LOOT! 27 multicolored gems (150GP

total); ring of protection ; potion of healing; magic glass eye (detect magic once a day), magic scroll able to restore a person to their original form. (22 GP, see Hook #6).

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Windler House windler-house p.22 ↗

WINDLER

HOUSE

The mossy gray house sits alone, surrounded by overgrown gardens and untended paths. From inside you hear glass tinkling and metallic ticking. A tasselled rope hangs by the front door.

  • Rope: Door bell. Rings a complex series of bells and chimes for 1 solid minute, all dented and out of tune now. Summons the ghost butler Andrew (see Enter anywhere).
  • Windows: Look in at dusty furniture, spiderwebs.
  • Exterior doors: Front (locked), back (unlocked).
  • Enter anywhere: The ghost butler Andrew appears, a polite floating skeleton in a tidy gray suit. Bad memory, can’t answer any questions, but follows the party around, desperate to help and please. The Windler family treated him poorly, never thanked or paid for his service. - Freeing: Offer him thanks, praise, or a single gold coin to let him find eternal rest. - Danger: When criticized or insulted too much, Andrew screams ( damage from psychic energy) and vanishes for 1 hour.

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Gloam Wood p.26 ↗

Ashen beards of moss hang from crooked branches. Crows cry out in the distance. Thick spongy lichen carpets the uneven forest floor, forming a narrow twisting path forking to the east and the west.

  • East path: After one hour of walking, the trail ends at a small stone cottage.
  • West path: After six hours of walking, the trail ends at a dark barrow mound. Leaving the path? People get lost in Gloam Wood all the time. If the party decides to go off-trail into the woods, roll BARROW 3Hr THE SUNNY ISLAND 1Hr CROSS ROADS 3Hr 1Hr To Ragged

›

Hollow . After hours, the PCs reach (1) the Cottage, or (2) the barrow, or (3) the Goblin Market, or (4) sunny island, or (5) the dam. On (6), they remain lost for a further hours (and you roll again for the location). THE DAM 1Hr 1Hr 1Hr GOBLIN MARKET 3Hr COTTAGE Map by Rob Matthews Every 3 hours of travel, roll on the table below. Note that you should roll for reaction even when the attitude of a monster is indicated, if only to determine how violent the encounter may get. An oily puddle lies across the path. The 1 creatures by masquerading as a puddle. It attacks anyone stepping in it. stirges roost in the trees above. They swoop down to feed on any one 2 adventurer who is in darkness. They flee from bright light and naked flame. goblins push a laden cart toward the Goblin Market. They try to either steal the party’s items or sell some worthless old shoes as 3 “enchanted slippers” that allow a person in danger to run twice as fast. The Ragdolls (see page 20) emerge from the trees. They are looking for the witch, hoping to recruit her for their gang. They try to bully the party into 4 helping them or into giving them a bribe to go away. An intact snake skeleton coiled in a patch of colorless slime. Recently 5 digested meal of an iridescent ooze, which is now farther up the path. A spatter of fresh blood (goblin) in the path. stirges recently fed here. They roost in the trees nearby (1 hour searching: 1-in per person to find 6 the nest. Contains 8 eggs. 20 GP each to an arcanist or alchemist. There is 3-in chance stirges attack when close to the nest). Cartwheel ruts in the path lead to a recently doused campfire. 7 Small footprints (goblin). Shreds of cloth, curls of whittled wood. One severed goblin nose (from a violent disagreement). A tree freshly hacked apart in brutal strokes. Crude anatomical designs 8 carved into broken limbs. A spot riddled with arrow punctures, and one stuck arrow. The Ragdolls spent the day here, practicing their violent skills. A harmless glowing will-o'-the-wisp attempts to lead the party back to the 9-10 banks of the Rime River in sight of the town. 11-13 An awakened shrub shuffles past and re-plants itself nearby. 14-16 A tortoise lies on its back, wobbling and flailing slowly. 17-18 An owl hoots mournfully and follows the party for hours. 19-20 A dead branch crashes to the ground right behind the characters. OOZE, IRIDESCENT: AC 9 [10], HD 2* (9 hp), Att MV 10’ (3’), SV W13 P14 B15 S16, ML 12, AL

  • Rainbow tendril: rusts metal armor, AC for each hit • the ooze, check DEX or the weapon slips away 20 feet. • STIRGE: AC 7 [12], HD 1* (4 hp), Att 1 × beak ( + blood sucking), MV 30’ (10’) / 180’ (60’) flying, SV W13 P14 B15 S16,
  • Dive attack: to hit on first attack. • Blood sucking: drain victim’s blood: automatic damage per round. • GOBLIN: AC 6 [13], HD 1-1 (3 hp), Att 1 × weapon ( or by weapon), MV 60’ (20’), SV W13 P14 B15 S16, ML 7, AL
  • LOOT! 1 GP (3-in: fake, made of lead and pyrite dust.) iridescent ooze ambushes small 1 × rainbow tendril (), THAC0 18 [], Neutral, XP 25 Lubricate object: when a weapon hits Immunity: Acid and fire. THAC0 19 [0], ML 9, AL Neutral, XP 13 Upon a successful attack, attaches and Detach: If stirge or victim dies. THAC0 19 [0], Chaotic, XP 5 A tidy log house leans against a massive oak tree surrounded by a fence of thorns. The smell of freshly baked cookies wafts on the breeze. A woman’s voice mutters quietly inside. Thorns. A small goblin “Rask” is caught in the fence, trying to quietly escape. “She’s a crazy old witch! And her cookies are poison!” If freed, he runs away north (to the market). He has a wooden ring (worthless). Woman. A frail, bent, unsteady granny named Beatrix. Mostly blind, very forgetful. Kind, but scatter-brained. She wears a large Ruby Ring. Healing. For 1 GP, Beatrix can cure blindness, deafness, poison, and disease. Broom. An animated broom “Swiffy” with little wooden arms bustles around the room, cleaning and helping. She says...

› Temple? She only knows that the cler-

ics use the Golden Veil to keep evil from getting in…or out.

› Tobias? He came to Beatrix for advice

about opening the Old Dwarf Tomb on Mount Mourn. She told him not to, because Dwarves tend to dig up things they shouldn’t. Tobias said he wasn’t afraid.

› Danger? A gray hag in a barrow far to

the west is known to hunt down and eat those who become lost. Beatrix protects the village from her by hanging bags of ground bone and lavender, a plant sacred to the angel Gideon, from trees along the river, preventing the hag from crossing over.

› Goblins? “They’re always trying to steal

my cookies! Naughty things! I’d give my precious Swiffy to anyone who could make them leave me alone.”

› Opportunity? At night, in the glen due

north is the goblin market. “Be careful! They have clever magics, but they like to play games.” BEATRIX: AC 9 [10], HD 1 (4 hp), Att 1 × weapon THAC0 19 [0], MV 60’ (20’), SV W13 P14 B15 S16, ML 10, AL Lawful, XP 5

  • Protected: anyone attacking Beatrix is immediately cursed (): 1. Tongue turns into a toad, 2. Eyes become white and can only see in pitch black darkness, 3. Skin abundantly sweats vinegar, 4. Normal food is toxic, must subsist on dry dung, 5. Each hair becomes a buzzing fly’s wing, 6. Must sleep one turn every hour to function.
  • LOOT! Ruby ring; a silver chain with an agate cameo representing two little twin girls, one is smiling, one is crying (45 GP). RUBY RING SWIFFY THE BROOM Allows the wearer This magical servant can clean to cast Remove and do simple chores, including Curse once per cooking. Does not speak but day. It smells of knows Common. Always has a moth balls and peppy professional attitude. ointment. Hates dirt! Fears fire! Three hours’ walk north from Beatrix, day or night: The trees part to reveal a perfect circle of soft green grass ringed in tall gray stones, with a silvery brook babbling along one side. And only at night: Six crooked carts sit in the ring, where twenty-odd wares. Leaning against a tall stone, strumming a lute, is a Stones. Over 10 feet tall, centuries old, covered in weathered pictographs in Goblin, all graffiti telling fart jokes about humans. Goblins. Vicious little folk in tattered vests and corsets, garishly rattling with rings, bracelets, and glasses. No weapons, all business. Rat Goblin? The market goblins are desperate for wealth and respect, to be included in human society. They cast out anyone who makes them look bad. Recently exiled a small group who were cursed by the hag Orla Graylocks (page 34) to become rat-goblins (nesting in Windler House, page 22). GOBLIN: AC 6 [13], HD 1-1 (3 hp), Att 1 × weapon ( or by weapon), THAC0 19 [0], MV 60’ (20’), SV W13 P14 B15 S16, ML 7, AL Chaotic, XP 5

• LOOT! A fake nose made of battered

copper (blocks all odors as well as harmful gases for 1 minute), 7 glass diamonds, a living earthworm called Hardy. Goblin names: Brik, Crok, Derk, Lenk, Nisk, Pyrk, Senk, Posk, Cusk, Yusk, Rilk, Gark.

  • Wares: The vendors are all similarly shrewd, eager to sell and willing to haggle (see opposite). They do anything to make a sale, and tell ridiculous and contradictory lies.
  • Satyr, Master Neven: With a twinkle in his eye and a mere wisp of silver hair on his bald pate, the cloaked little goatgoblins are selling their satyr. man smiles and strums his lute dreamily. He offers secrets, for a price:
  • For a weapon, he tells the adventurers that Tobias went into the Old Dwarf Tomb (page 42) and was infected with a dark evil.
  • For a love song, he says marvellous fruits grow on the Sunny Island.
  • For a delicious meal, he tells the PCs that the clerics raised the Golden Veil to trap hideous monsters born from actual nightmares inside.
  • For casting a funny spell on each other, he tells the heroes that the only way to save the temple is to “Remove the golden circle of dreams”.
  • For physically attacking each other, he tells the characters that there is a dangerous hag nearby with several useful magical items, and provides directions to the barrow.
  • For a freshly baked cookie, he tells the party that he no longer likes cookies and won’t send the goblins to steal from Beatrix anymore. MASTER NEVEN, SATYR: AC 5 [14], HD 5* (22 hp), Att 1 × horns (), THAC0 15 [], MV 180’ (60’), SV W7 P8 B8 S10, ML 9, AL Neutral, XP 300
  • Surprise: Only on a 1. • Hide: 90% undetectable when hiding in woods. • Magic lute: All within 60' must save vs spells or fall asleep for turns.
  • LOOT! Silvered lute (only magical for faerie folk, worth 300 GP), moonstone bracelet (gives infravision, at the cost of hearing for non-fae), 14 gold acorns (10 GP each).

FOR SALE!

Dolls. 19 GP each. Strangely life-like, woven from grass, occasionally giggle at the adventurers. Socks. 42 GP per pair. Fuzzy, striped, woolen. Grants resistance to cold. If the wearer ever sings, then the socks make them dance. Apples. 7 GP each. Take a bite and roll : 1) Heal 3 HP 2) Fall asleep 3) Belch green fire 4) Hair turns green 5) 9 GP fills the PC’s pocket 6) Learn Goblin language Apples stay fresh for a year. Magic vanishes from the apple after the first bite. A clever character who bakes an apple into a pie or strudel has the equivalent of a random potion (8 slices, lasts days). Gambling! Referee rolls to get the target number. The player rolls and must add or subtract their 3 numbers in any order to try to equal the target number. If they can’t do it, lose 20 GP If they use 1 die, win nothing If they use 2 dice, win 20 GP If they use 3 dice, win 40 GP

Special Prices

At your discretion, a goblin can request one of the following instead of gold for an item they are selling:

  • 1) A child’s first tooth: 2) The whiskers of a white rat. morning’s first dew. 5) A crow’s shadow. 6) Bowls. 151 GP each. Garishly painted wooden bowls. Once per day, place any tiny lifeless thing in the bowl and it turns into delicious food. Roll : 1) Porridge with hazelnuts and raisins 2) Moonfish pie with finger-carrots 3) Shroom steak with horseradish sauce 4) Squirrel sausage, roasted crabapple 5) Hognose pâté and bark bread 6) Stout beer stew (made with real Stout halfling meat!) Potions. 27 GP each. Smell of burnt cabbage and rotting berries. Drink one and roll for an effect: 1) Gain 10 temporary HP 2) Haste, 10 minutes 3) Slow, 10 minutes 4) Gain darkvision, 1 hour 5) Shrink one size, 1 hour 6) Grow one size, 1 hour
  • 3) A fish’s tears of joy: 4) The The moon’s reflection. Bathed by the sun's rays breaking through the clouds, a small, eggshaped island lies in the middle of the tumultuous the grass and reeds cluttering the shoreline, one can see a carefully tended orchard with brightly colored fruit. On the bank, traces of passage indicate a ford to the island.
  • Sun: Whatever the season or the weather, the island is always sunny and never knows worse than a refreshing drizzle. No one knows why.
  • Stream: About 30 feet wide, tumultuous. Check STR (with for nonleather armor) to swim across, or get swept a hundred yards downstream ( damage).
  • Ford: The reeds have been cleared away and various footprints (goblins, among others) are visible in the mud. A human crossing here has water up to the waist. Speed is halved, and on 2-in, Yemoja the giant blackfish attacks the first person crossing.
  • Yemoja: Ten-foot, strong fish with gleaming black scales who speaks Common in a deep, slow voice. Yemoja is always hungry but doesn’t like fighting; she bargains for passage if a good quantity of fresh meat is offered (goblin meat is acceptable). If the characters are sympathetic to her or seem strong enough, she can ask for a favor: if they destroy the dam which blocks the river upstream, she will give them some "shiny things that won’t rust" left underwater by some of her past meals.

YEMOJA THE GIANT BLACKFISH: AC 6 [13], HD 5* (22 hp), Att 1 × bite (), THAC0 14 [], MV 150’ (50’), SV W13 P14 B15 S16, ML 7, AL Neutral, XP 300

  • Catch: on 18-20 on a successful hit, target must check STR or be pulled into the high water and drown in 6 rounds (one check per round allowed). stream. Through Shiny things. Scales shield (save at vs breath), master thieves tools (% to Open Locks), iron vial (potion of diminution), circlet of alien metal (a wizard can memorize one random 1st level spell from their spellbook every day), 143 GP. Orchard. A dozen venerable peach, plum, and pear trees form a circle around a flowery lawn in the middle of which a sign bears the following message: “Help yourself ! No more than one fruit per person and per day. (Beware!)”. - Peach: 6 temporary HP for 6 hours - Plum: to saves for 6 hours - Pear: to STR for 6 hours - Take more than one piece of fruit: an angry “Boo!” booms from above, the sun is veiled for a moment, the culprit is henceforth cursed. Roll . 1 : Shamed! Grow a pig tail and nose 2 : Doomed! Roll 2 dice and keep the worst result for all rolls 3: Limited! Prime requisite ability reduced to 9 - A piece of fruit can be kept for a week A chaotic pile of tree trunks and branches forms a 6-foot-high dam that lets out a narrow stream from between two wooden pillars. At the top, 3 rotting corpses are impaled on stakes. On the other side a small lake has formed, on the banks of which a gigantic albino beaver is cutting down trees while humming a Narrow stream. The weak point of the dam. Bringing down one of two pillars will make the whole thing collapse: 30 points of damage needed (AC 3 [16]) and save vs breath to avoid being swept 100 yards away ( damage). 3-in chance per round: Doya the giant albino beaver attacks. Three rotting corpses. Dead maybe weeks ago. “Those feckin’ lunatics were trying to destroy my bleedin’ dam! People, I swear!” says Doya if asked about his decoration style. Doya the giant albino beaver. Tenfoot, three-ton beaver with dazzling white fur, who speaks Common in a skittering, frantic voice. Always busy, Doya doesn't particularly like fighting and can try to reason with the saboteurs before they accomplish their task. If the characters are sympathetic to him or seem strong enough, he can ask for a song. favor: if they kill or chase away the giant blackfish downstream who regularly tries to destroy his dam, he will give them some peculiar items he found on the dead saboteurs. DOYA THE GIANT ALBINO BEAVER:

AC 6 [13], HD 5* (22 hp), Att 1 × bite (), tail slap, THAC0 14 [], MV 150’ (50’), SV W13 P14 B15 S16, ML 7, AL Neutral, XP 300

  • Tail slap: may swing at all targets in its rear for damage. Peculiar items. Silver knife (on the command word “Biggus!”, becomes a long silver sword for 10 rounds, once per day); iron flask (potion of Growth); orichalcum skull (a character who can turn undead counts as one level higher); 157 GP. Song. For musical referees, it’s Johnny Cash’s Lumberjack. A small wooden bridge crosses a turbulent stream. On the eastern bank, a trail overgrown by brambles follows the stream northwards. Some 10 yards down the trail, a decomposing Corpse. The body is lacerated, scratched on all sides, the eyes gouged out – utterly unidentifiable. It wears a chain shirt, a nice pair of boots, and its hands are still grasping a longsword. A satchel contains about ten pounds of rotten fruit and a purse (17 GP). Boots. Magic! Black, thin leather, well-polished whatever the conditions. Move silently like a thief of the same level. BARROW A mound of malodorous muck rises like a cyst from the forest floor. A dark tunnel gapes on one side where gnawed ground. Raggedy scrolls are nailed to the nearby trees, rustling in the wind. A small goblin sits snoring by the tunnel mouth. This is the home of the people-eating hag, Orla Graylocks. Tunnel. Narrow and pitch black. Silent. Smells of decaying vegetation. Bones. Deer, rabbits, and small humanoids (goblins). Scrolls. Scrawled in blood: “Welcome! Come inside! Food and presents for all! This way! NOW!” Goblin. Little “Flik” wakes up, wipes his drool, and desperately invites the PCs to go into the tunnel. He promises food and riches, free for the taking! On closer inspection, he is starvingly thin… and there’s a chain (see sidebar) around his ankle. He needs to trick someone into going inside soon or he’ll be eaten next! If the PCs go in: The narrow tunnel angles down to a black cave carpeted in crushed bones. The hag is waiting, corpse sits against a tree. Brambles. If one lingers to inspect the body, there is a 3-in chance that the brambles come to life and attack anyone within 15'. Save vs breath or damage per round. Stop after 30 damage is dealt (non-cutting weapons deal half damage, fire deals double). bones litter the disguised as a sweet old woman. She claims to have treats and invites the PCs to come closer. And then she attacks! If the PCs wait: At night, the hag emerges (in disguise as a beautiful maiden) to nail a fresh scroll to a tree. She sings a beguiling song in an ancient language (sounds sweet, actually describes the act of eating humans alive) as she takes a short walk through the woods, hoping to attract lost people. After 1 hour, she returns to her lair. If the PCs call out: The hag calls back in a sad voice, “Please come in! I have meats and breads and tasty treats for you! Very nice! Very sweet!” Treasure in the barrow (in a hole under a red painted stone): 348 GP; 1 garnet ring (50 GP); 1 pearl-handled dagger (35 GP); 1 bottle of snake venom (may be coated on weapons. Save vs poison or + damage. 5 doses); 2 broken eyeglasses (worthless, except perhaps at the Goblin Market, page 30); 8 cast-off snake skins (as above); 13 rabbit skeletons (as above). ORLA GRAYLOCKS (MINOR HAG) :

AC 7 [12], HD 4* (18 hp), Att 2 × claws (), 1 x bite () THAC0 16 [], MV 150’ (50’), SV W11 P12 B13 S14, ML 9, AL Chaotic, XP 5

  • Grapple: If a victim is hit by all three of the hag’s attacks in the same round, they are seized and suffer automatic damage () each subsequent round.
  • Spellcasting (illusionist spells): phantasmal force, glamour, spook once per day.
  • Hates the sun: to saves and attack rolls in full daylight.

• LOOT! A doll made of mud and rags rep-

resenting an old woman in an orange dress (Sister Ruth, see page 60) with 3 runed bone needles stuck in her back; a silver chain with an agate cameo representing two little twin girls, one is smiling (her eyes have been furiously scratched, almost erased), one is crying (45 GP); a tattered green scarf spattered with old blood (see sidebar); a scratched wooden bracelet (idem); a long rusty chain (idem). ORLA’S SCARF Allows the wearer to imitate any voice they have heard before. It is covered in dried blood stains. ORLA’S BANGLE This crude wooden bracelet resembles a snake eating its tail. When worn, this cursed item constricts the wearer's wrist so tightly that they cannot hold any item in their trembling purple hand. ORLA’S CHAIN A 60-foot magical chain that can move, tie, and untie itself on command.

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The Bleak Mountains bleak-mountains p.36 ↗

THE BLEAK

MOUNTAINS

Few ever venture past the first slopes which gradually rise about an hour's walk west of Ragged Hollow into bleak, austere mountains covered with silent pines and black, gleaming boulders. In the distance shines the icy whiteness of the highest peak: Mount Mourn. Two trails lose themselves in the mountains, each as uninviting as the other… 3Hr 3Hr MOUNT MOURN 3Hr 3Hr OLIAS' HUT PERILOUS PATH 1Hr 6Hr

›

To Ragged Hollow 6Hr Map by Rob Matthews Every 3 hours of travel, roll on the table below. Note that you should roll for reaction even when the attitude of a monster is indicated, if only to determine how violent the encounter may get. In a narrow gully the characters spot a worryingly lifelike and half-broken 1 statue of a scared woman. A basilisk The characters stumble into a nest of crushed charcoal, and 2 crawl out! A three-eyed goat lunges from behind a boulder to knock a character off a high 3 ledge, and then scampers away. Boulders break loose and tumble down the mountain toward the party at 4 great speed. Save vs paralysis or take damage. Four stone statues of dwarves. Ancient, weathered, broken. 5 Scared expressions, poised as if running. The basilisk above did this. A scorched harpy carcass lies on blackened grass and stone. Fire beetles fed 6 here a few days ago. A three-eyed goat stares at the PCs from atop a distant boulder. 7 Just stares. Hard. 8 A human skeleton lies crushed under a boulder. Anica Black (hunter) is field dressing a three-eyed goat carcass. She never 9 goes to the Dwarf Ruins because “it smells unnatural up there”. Two harpies circle high in the distance, taunting the characters because they 10-12 cannot fly. A sudden sleet storm coats the characters’ clothing and the ground in 13-16 treacherous blue ice. 17-18 A frigid wind blasts the PCs off balance.

  • 19-20 Thunder growls in the distance: Storm coming.

BASILISK. AC 4 [15], HD 6+1** (28 hp), Att 1 × bite ( + petrification), 1 x gaze (petrification) THAC0 13 [], MV 60’ (20’), SV W11 P12 B13 S14, ML 9,

  • Surprise: Surprised characters meet its gaze. • Petrification FIRE BEETLE. AC 4 [15], HD 1+2 (6 hp), Att 1 × bite () W13 P14 B15 S16, ML 7, AL Neutral, XP 15
  • Glowing nodules (3): cast light in a 10’ radius, keep glowing for days if removed. DOOM GOAT. A shaggy grazing animal with twisted horns and three rectangular eyes. Moves silently. Rams creatures off cliffs or into ravines. Uncanny, merciless.

AC 7 [12], HD 1* (4 hp), Att 1 × ram (), stare B15 S16, ML 10, AL Chaotic, XP 13

  • Ensnaring Stare. Save vs spells or be enthralled by the goat. You are physically unable to look away, but can otherwise move and act normally. For the next hour, you must always face in the direction of the goat (even if it is out of sight and far away), and all actions are impaired. ANICA BLACK. See appendix 2 is basking on a nearby flat stone. fire beetles AL Neutral, XP 950 : save vs petrify or turned into stone . THAC0 18 [], MV 120’ (40’), SV THAC0 19 [0], MV 240’ (00’), SV W13 P14 A little off the path, at the bottom of a depression, a rudimentary hut made of stones and logs leans against a cliff of black rock. A mumbling voice is heard through a door of stretched goat hide. Adjacent to the hut, a lean-to shelters a fat pig wallowing in the mud of its pen. Pig. Jolly domesticated wild sow. 2-in- 6 chance of noticing a human foot eaten to the bone in the muck. Voice. Olias the mad trapper mumbling unintelligibly to himself. Olias the mad trapper. A gaunt man dressed in animal skins, beard and matted hair falling to his waist, and a hallucinated gaze. He mumbles erratically as if scolding unseen people around him. Local characters have a 2-in chance to know about him: Olias has lived alone in the mountains most of his life and no one has seen him for years. He drops what he's doing when someone enters and asks fervently: “Are you guests? Are you guests or are you ghosts? Tell me, tell me!”. - “Ghosts”: “Busy! I’m busy! Leave me alone, I’ll come to see you later. Later!” - “Guests”: “New guests! Funderbark! We’re so lucky, we’re so happy! Welcome brothers and sisters, come here and have a sit”. And he invites them to come inside and share his stew. OLIAS: AC 6 [13], HD 4 (18 hp), Att 1 × long knife ( + skinning) or sharp fingernails () THAC0 16 [], MV 90’ (30’), SV W11 P12 B13 S14, ML 8, AL Chaotic, XP 75
  • LOOT! Long Skining Knife ( to hit, targets lose 1hp per round after a successful attack until the wound is bound). - Who are you? “The host! We’re the host of the valley!” - Who are you talking to? “The guests!” - Mount Mourn? “We don’t go there! Nothing good on that mountain.” - Dwarvish ruins? “Dwarfs make for bad guests. We don’t like them. Bathe them in acid, I say.” - Tobias? “We remember this one! Dreadfully rude and ill-mannered. He refused to be a guest and ran off after eating our good stew!” - The veil? “Vas? We never even heard of such a thing!” Unseen people. A cleric or other character versed in necromancy can sense the presence of many ghosts in and around the hut, mostly inoffensive and depressed. Inside. A mess of pots, crates, and boxes containing tools, dried food, smoked meat, etc. (about six weeks’ worth of rations). A narrow table on which is a bearskin that Olias was curing with a flint scraper. A heavy wooden door, closed by three padlocks, in the back wall (the cliff face against which the hut leans). Stew. Bear meat, garlic, and sweet potato stew bubbling in the rudimentary fireplace. “Mushrooms! We’ll add good tasty mushrooms”. The mushrooms are a powerful drug. Save vs poison or sleep for hours. PCs who fall asleep have their throats cut and later join the guests in the circular cave. Olias attacks the PCs who don’t fall asleep if there are no more than two. Otherwise, he just chatters away nervously. Wooden door. Closed by three padlocks (rusty and difficult to pick). A key is around Olias' neck, another on a pot above the fireplace, and the third one under the straw mattress that serves as his bed. Olias stubbornly refuses to open the door or to say what is inside: “They rest, they rest. Leave them alone!” It opens onto a tunnel with carved steps leading into a circular cave some 60 feet below. Circular cave. 60 feet wide, lit by candles and small lamps scattered here and there in the crevices of the rock. Some animals (bear, fox, goat, groundhog...) and a dozen human beings are here, motionless. They are all stuffed and set in elaborate poses: sitting around a table having tea, playing a musical instrument, dancing, reading a book in an armchair, playing a chess game. These are Olias' collection of guests. A local adventurer may recognize some people from Ragged Hollow who disappeared months or years ago. LOOT! On the stuffed guests: three gold wedding rings (100 GP each), a silver brooch adorned with three beautiful amethysts (80 GP), a copper diadem bearing an opaline (120 GP), a decorated dagger with a dragon wing guard (90 GP), a tiepin with a blue pearl (75 GP), a pair of multicolored snake skin boots (30 GP), a silk stole embroidered with silver (60 GP), a gold monocle (55 GP), a bracelet of twisted platinum and iridium threads (190 GP), an ivory pipe engraved with a whale fishing scene (30 GP). The worn path into this valley quickly descends into a narrow defile below a sheer cliff. Atop the edge of the cliff, a boulder as big as a cottage stands precariously balanced above the path. A faint the cliff near the boulder. To the east, a gentle the cliff, eventually leading back to the path a few miles ahead. Options: 1. Take the worn path under the boulder. Two bugbears, very pleased with their trap, are hiding behind it. They are ready to use levers, tipping the rock onto anyone passing below ( damage, save vs breath for half damage). 2. Take the goat track up the cliff. It requires some climbing skills or gear when one cannot grasp a pine branch or protruding rock. 3-in chance of being noticed by the bugbears (amend the chance depending on stealth or lack thereof) who throw rocks, javelins, and insults at the climbers. Unnoticed characters reach a ledge above the bugbears and can ambush the ambushers. The goat track keeps climbing to the bugbears’ cave. goat track leads up to the top of green slope curves far around 3. Take the green slope detour. This adds 3 hours to the journey, and the spectacle of two bugbears, booing and insulting them, showing off buttocks and genitals, from their vantage point across the valley. Bugbears. The siblings Korgle and Gorkle. They live in a cave higher on the cliff. A tad smarter than the average bugbear but also much more cowardly. Quick to run away as soon as things turn sour. Bugbear Cave. About a hundred yards above the path, opening onto the drop, smelling of wild beasts and rotten meat. A half-eaten carcass (a halfling or gnome) above a dying fire. In a corner, the siblings' treasure in a pile: a half-empty barrel of rancid beer, a leather bag of silver cutlery (40 GP), a quiver of 9 poisoned arrows (save or feel sick for a day, to attack rolls), a scimitar with a glowing crystal sphere for a pommel (35 GP), a box containing 100 GP in various gems, rusted weapons and pieces of armor. KORGLE AND GORKLE: AC 5 [14], HD 3+1 (14 hp), Att 1 × weapon ( or by weapon) THAC0 16 [], MV 90’ (30’), SV W13 P14 B15 S16, ML 5, AL Chaotic, XP 50

• LOOT! Pendant made of a mummified

hand with a tattooed ring of dwarven runes (like ring of protection ); leather purse containing 22 gold nuggets (22 GP); earrings made of dried bat wings (50 GP to a specialized collector). Ancient slopes of black rock rise in ragged tiers toward a distant icy peak. A third of the way from the base, a red flame

  • Flame: Four hours from the bottom: On a flat ledge, red flames burn on a rock chimney. To the right, a roof rests on four rock pillars. To the left, a mound of black rock stands with a jagged entrance covered in runes.
  • Runes: Dwarven: “Here lies Arvid, master delver.” Chimney. This 10-foot rock tower smells of natural gas. Red flames dance at the top, and an opening on one side resembles a small stone stove. Blackened goat bones lie nearby. Pillars This simple roofed structure protects a stone stair leading underground (see next page) Small canine foot prints cover the earth.
  • Prints: Kobolds, 1 day old. Mound. Inside, a small skeleton lies in a pit, with iron-gray bones and three foot-long braids of copper wires near the skull, grasping a bronze short sword () with a spherical socket in the handle. Gold glints under the bones in a shining black puddle.
  • Gold: A fist-sized nugget, a Dwarven gallstone. (200 GP) dances in the wind. died over 100
  • Socket: Eye-sized. If Jethra’s magical glass eye (see p. 21) is inserted into it, the sword becomes sentient.

VEINSEEKER. Short sword , vs Arvid the Dwarf undead. Lawful. Ego 7, INT 9 (communicates by empathy). Detects magic, evil & good, metals.

  • Puddle: The Dolorous Ichor! When it or the gold is touched, this tiny black ooze screams and attacks!

DOLOROUS ICHOR BLOB: AC 9 [10], HD 1 (5 hp), Att 1 × foul tendrils ( + infection), dolorous wail, THAC0 19 [0], MV 10’ (3’), SV W13 P14 B15 S16, ML 7, AL Chaotic, XP 50

  • Infection: save vs death or roll for effect. (1-2) one arm becomes bloated and useless for 1 hour, (3-4) one leg becomes bloated and useless for 1 hour, (5) mind is filled with Chaotic nightmares for 1 hour, a danger to everyone, (6) full possession*, spend 1 day transforming into a bloated raging undead horror! (3-in chance for a dwarf or historian to remember this.)
  • Dolorous wail: 10 ft radius, save vs spells or psychic damage.
  • Dolorous Ichor: If this ooze reduces a crea- LORE!years ago. He was an outcast from his clan, and had no contact with the people in Ragged Hollow. ture to zero HP, it can crawl inside the dead body to reanimate it and slowly mutate it into a tentacled undead horror.
  • Immunity: Unharmed by all attacks except acid. * This is what happened to poor Tobias.

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The Wailing Hills wailing-hills p.44 ↗

THE WAILING

Petrified shrubs, twisted and bone-white, dot these low bleak

HILLS

moors. The wind blows eerily through the cracks in the dead brambles. A wide dirt track meanders southward. A small gray tower stands on a distant hill to the south-east. To Gloam Wood

›

To the Bleak

›

Mountains RAGGED HOLLOW 6Hr OGRE DEN 1Hr RAVINE To the Kingdom WINDLER

›

HOUSE COOMB 1Hr BANDIT TOWER Map by Rob Matthews From the Tower: Through the trap door, you descend an ancient stone stair into the undercroft below the tower. Down the vaulted stone corridor, a crossroads is dimly lit by a hanging clay lamp. From the Coomb: You follow a low ceiling tunnel from the coomb for 300 feet avoiding the prickly roots protruding from the ceiling to finish before a heavy wooden door. To the Coomb To the Tower

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Into the Temple temple p.54 ↗

INTO THE

TEMPLE

Surrounded by green lawn, the temple sits beneath a 50-foot high dome of shimmering golden light. Behind it, you can still see high walls and white towers with narrow stained glass windows and bronze doors. One week after the arrival of the adventurers and the raising of the Golden Veil, when the bell starts tolling (see page 8): The pointed roof of the belltower is emerging from the Golden Veil. If only there was a way to get up there… The temple is protected by the Golden Veil, a divine force-field that cannot be penetrated or climbed. It shrinks by a few inches every time the bell tolls, but only after it has rung for seven nights is it possible to access the roof of the belltower. Taking off the roof tiles is easy enough, and dropping down at the top of the tower gives the party a way in. As long as they can make their way up there! Characters may build some sort of scaffold or system of ladders to reach the bell tower. The structure needs to be 50 feet tall to enter the tower. They can also try to throw or shoot a rope into the tower. As the referee, adjudicate how realistic these attempts are, whether they have limitations, and ask for a chances-in or ability roll if you think it is needed. As said on page 14, there are no tall ladders or climbing gear in town. Finding enough materials (timber, rope, nails, etc.) would also be challenging and/or expensive. Note: Be aware that the temple has 50 rooms and many dangerous challenges, so the party may want to enter and retreat several times. There are three items scattered around the area that can help. The clockwork boots in the Windler House (page 22), the magic chain in the hag barrow in the Gloam Wood (page 34), and the Dwarven grappling hook in the caves on Mount Mourn (page 42). Windows. All the windows are stuck and considered as stuck doors. If one ventures through a window to reach the outside, one of the following events happens on 1-in (and optionally, a roll of 2 can indicate a ‘wall encounter’ that is nearby, visible but not immediately threatening—like, gargoyles killing a pigeon, imps swarming in the air, flytraps singing horrible nursery songs, bleeding stones etc.): 1-2: the grotesque little statues at the gable end of the facade come to life and immediately attack ( hollow gargoyles, page 57) 3-4: the air seems to crackle and a swarm of evil imps attack immediately by cackling wickedly (1 swarm of imps, page 69) 5-6: the ivy that covers the facade seems to quiver while flytraps emerge and attack (see page 58) You hear the occasional scream or roar below you. A large bronze above a spiral stair, its frayed rope dangling in the center. A bloody sprawls on the steps. Violet crystals grow from the stone walls, pearlescent snails crawl up the steps, and pale blue

  • Corpse: Benjamin (villager), his skin lacerated with micro cuts.
  • Bell: Ringing the bell shatters the crystals (save vs breath or ).
  • Crystals: Look closely. They are slowly growing like glittering tumors.
  • Snails: They are eating the crystals, making glistening trails of acid that slowly corrodes any material except glass. ROOFTOP (L4) The smells of ripening fruits, blossoming flowers, and richly fertilized earth flood your nostrils. Leaves rustle loudly.

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Ending the Adventure p.76 ↗

ENDING THE

ADVENTURE

If the Crown of Dreams is

removed from Tobias... The nightmares end and Constance drops the Veil. The survivors can leave the temple. Life returns to normal!

Rewards and Consequences

If Laban’s wife Doris survives, Laban provides each PC with one specially tailored outfit worth 90 GP. If Omar’s sons Will and Tam survive, Omar provides each character with 1,000 GP worth of alchemical mixtures and components. Once. Plus a 10% discount on all future alchemical purchases throughout the Kingdom. If the temple priests see that the heroes have taken any relics or treasure items from the temple or the crypt, they demand their return. Constance and Felicity support the priests, violently if need be. A future loan of one or more relics for a specific purpose is agreeable though. If Lady Constance or Squire Felicity survive, and they approve of the characters’ actions, they provide a Writ of Law that allows the PCs to enjoy free shelter in any temple to a Lawful patron. If most of the children survive, they quickly make crude costumes of the PCs and put on an awkward school play to celebrate the victory. If the bandits in the Wailing Hills have not been confronted, they arrive in town one day after the Veil is dropped. They hope to take over the town as gangsters, believing that the clerics must surely all be dead, leaving a power vacuum in the community.

If the characters fail to

remove the Crown of

Dreams (or decide not to)... Here are some ideas for events in the region starting at Doomsday (page 8).

Tragedies and Consequences

Doomsday. The Veil collapses. All of the trapped people are dead. At sunset, the Nightmare creatures swarm out of the temple to devour the villagers. Half of the villagers die. Doomsday + 1. The surviving half of the villagers flee, abandoning Ragged Hollow. The Ragdolls and the Cigar Bandits venture inside the temple. None of them return. Doomsday + 15. A regiment of soldiers from Kalahar arrives to investigate and restore order. They find the region grotesquely transformed into corpse-like structures. When night falls, the Nightmares wipe out the regiment. Doomsday + 30. Ragged Hollow is declared Unholy and Ruled by Chaos, and forbidden to all. Doomsday + 100. Foolhardy adventurers from distant lands begin to explore the boundaries of Ragged Hollow, now mostly surrounded by a forest of bones. Many enter, but few escape. Doomsday + 666. Her Undying Highness Constance Regina, the Night Terror Paladin, reveals her dominion over the horrors of Ragged Hollow, and declares war on the Lawful lands of mortal folk. Appendix 1 New Magic Items ARVID'S CLAW (Mount Mourn, #5) This bronze grappling hook automatically takes hold of any target within 75 feet when thrown, and it releases its grip when gently shaken. ARVID'S RING (Mount Mourn, #5) At dawn, this magical golden ring drips forth an identical mundane golden ring, which disintegrates at sunset. BEATRIX’S RUBY RING (Cottage) Allows the wearer to cast Remove Curse once per day. It smells of moth balls and ointment. BIRD HEAD WOODEN WHISTLE (Narisse) Its birdsong is understood as a one-word message by all allies. BIGGUS THE SILVER KNIFE (Dam) On the command word “Biggus!”, becomes a long silver sword + 1 for 10 rounds, once per day. CHAMELEON SKIN BOOTS (Fergus) 2-in chance of hiding in the wilderness. CIRCLET OF MEMORY (Sunny Island) A wizard can memorize one random 1st level spell from their spellbook every day. CROWN OF DREAMS (Temple, #48) This simple golden circlet makes the wearer resistant to psychic damage and ensures a restful sleep with only pleasant dreams. Also, the wearer is immune to being frightened or charmed. GLASS EYE OF DETECTION (Jethra) Always ill-fitted. Detect magic once a day. When placed in a bronze item socket, the item it is placed in becomes magical (referee's discretion). KINGFISHER PENDANT A thumb-sized lapis lazuli cabochon with a longbeaked bird engraved on one side, hanging from an extra fine silver chain. Each day at dusk, this holy talisman cures its wearer: 1 hp per level. LADY’S LEATHER ARMOR (Narisse) , magically coordinates with any outfit. LIBRARIAN'S RING (Temple, #52) This bronze ring features an engraved eye. The wearer can read any written language. ORICHALCUM SKULL (Dam) A character who can turn undead counts as one level higher. ORLA’S BANGLE (Barrow) This crude wooden bracelet resembles a snake eating its tail. When worn, this cursed item constricts the wearer's wrist so tightly that they cannot hold any item in their trembling purple hand. ORLA’S CHAIN A 60-foot magical chain that can move, tie, and untie itself on command. ORLA’S SCARF (Barrow) Allows the wearer to imitate any voice they have heard before. It is covered in dried blood stains. PROFESSOR'S RING (Temple, #53) This bronze ring features an engraved shield. The wearer cannot be frightened or poisoned by any creature smaller than the wearer. PURSE OF TRANQUILITY (Bogdan) Black velvet purse shouting “help!” in case of a pickpocket. RING OF HONEYED VOICE (Fergus) All persons within 15’ must save vs spells or refuse to attack the wearer for rounds or until attacked themselves. Once per day. RUNE BELLS (Temple, #33) Chaotic creature must check morale or will flee from the wielder of the bell at maximum speed for 6 rounds. SCALES SHIELD (Sunny Island) Save at versus dragon breath. SCRIBE'S RING (Temple, #51) This bronze ring features an engraved hand. The wearer can create (forge) any official document of a type they have seen before. STAFF OF HALCYON (Temple, #54) This bronze staff has three charges, which it regains each day at dawn. Burn one charge to create 30 feet of torchlight for 1 minute, which causes magic objects and effects within its radius to glow. Burn three charges to create 60 feet of sunlight for 1 minute, which causes invisible creatures within its radius to glow. SWIFFY THE BROOM (Cottage) This magical servant can clean and do simple chores, including cooking. Does not speak but knows Common. Always has a peppy professional attitude. Hates dirt! Fears fire! VEINSEEKER (Mount Mourn). Short sword , vs undead. Lawful. Ego 7, INT 9 (communicates by empathy). Detects magic, evil & good, metals. WINDLER BOOTS (Windler House, #8) Once per day, click the heels of these self-winding clockwork boots to jump 60' up or 60' forward. Appendix 2 Potential Retainers or replacement characters Roll on page 43 of KNOCK! #3 so each character has one piece of interesting equipment.

Partimonius - Squinting, lisping, always

smiling. In Ragged Hollow to consult some scriptures in the temple’s library. st 1 level Cleric STR 12, INT 13, WIS 14, DEX 5, CON 9, CHA 12 HP 6, AC 7 [12], THAC0 19 [0], AL L

  • Equipment: leather armor, mace, holy

›

symbol (onyx one-eyed elephant head), holy water (1 vial), iron spike (12), rations (7), tinder box, torches (3), 9GP.

Connor - Always acting like a young

happy puppy. Looking for his swordmaster. Camps by the river. st 1 level Fighter STR 12, INT 6, WIS 8, DEX 10, CON 12, CHA 11 HP 5, AC 5 [14], THAC0: 19 [0], AL L

  • Equipment: chainmail, shield,

›

scimitar, javelin (3), crowbar, rations (7), torches (6), rope (50’), 13 GP.

Jessa (local) - Snarky and suspicious.

Just returned from her Halloo, needs adventure, watched over by her future husband, the blacksmith's apprentice. st 1 level Thief STR 8, INT 11, WIS 16, DEX 17, CON 11, CHA 9 HP 3, AC 12 [7], THAC0 19 [0], AL N

  • Equipment: leather armor, shortbow,

›

arrows (40), dagger, small hammer, tinderbox, thieves’ tools, lantern, oil (3 doses), iron wire (9’), 7 GP.

Anica Black (local) - Stubborn, chatty,

albino. Recently decided that flax wasn't an industry for her and started a boar hunting small business. st 1 level Fighter STR 10, INT 12, WIS 6, DEX 15, CON 13, CHA 10 HP 6, AC 7[12], THAC0 19 [0], AL N

  • Equipment: Leather armor, short

›

sword, dagger, longbow (10 arrows), torches (6), matches (20), beartrap, grappling hook, flint and steel, 12 GP.

Mermedike (local) - Timid, overly polite,

pig nose and tail. Formerly Radomir's apprentice (see p. 16). Fired after screwing around with potions. Lives in a hut at the edge of Ragged Hollow. st 1 level Magic user STR 7, INT 12, WIS 9, DEX 14, CON 10, CHA 9 HP 2, AC 8 [11], THAC0 19 [0], AL N

  • Equipment: dagger, darts (6), torches (6),

›

matches (20), scissors, incense sticks (12), spellbook (charm person, floating disc, read languages), candles (4), silver hand mirror, 13 GP.

Bilbur - Secretive, gruff, wooden leg,

red-bearded, green hood. Arvid direct descendant. Searching for his legacy. st 1 level Dwarf STR 16, INT 10, WIS 9, DEX 8, CON 15, CHA 11 HP 6, AC 5 [14], THAC0 19 [0], AL N

  • Equipment: chainmail, shield, cross-

›

bow (40 quarrels), handaxe, hammer, flint and steel, lantern, oil (6 flasks), silver whistle, 17 GP.

Gilbur - Loyal, cheerful, white-bearded,

blue hood. Bilbur's cousin. Arachnophobic. st 1 level Dwarf STR 8, INT 8, WIS 11, DEX 17, CON 14, CHA 14 HP 7, AC 14 [5], THAC0 19 [0], AL L

  • Equipment: leather armor, shortbow,

›

arrows (40), shortsword, tinder box, hunting horn, torches (6), garlic, grappling hook, 19 GP.

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ragged-hollow (10)

ragged-hollow 1. The Temple (outside) p.14 ↗

Curving white towers nestle on a lovely green lawn. Soaring stained glass windows, greenhouse roofs, and bronze doors gleam behind a wavering veil of golden light. Several people stand near the doors, arguing, praying, lamenting.

  • Windows: Images of angels teaching, ancient scrolls, arcane books. Vague shadowy figures move about inside.
  • Veil: A murky golden dome encloses the temple and gardens. No sounds escape. It pushes back like a magnetic field. Nothing can break it.
  • Bell tower: In the northern corner. 50 feet tall, the top of the weathervane is just barely poking above the magic veil. This is the only way into the temple, but not before the Veil has shrunk enough for the roof to emerge out of it (see page 8.)
  • Ragdolls: (see page 20) The gang is often found here looking for a way inside or making trouble. Referee Note The Veil is a magical security shield created by the paladin Constance inside. The Veil can only be removed by a prayer from a 6th level or greater paladin who serves the angel Halcyon or Gideon. It collapses if Lady Constance dies. There are no tall ladders or climbing gear in town. The nearest house is 80 feet away from the bell tower. Three items can help: Orla’s Chain (p36), Windler Boots (p25), Arvid’s Claw (p43)

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ragged-hollow 2. Split Anvil Smithy p.14 ↗
  • Outside: Billowing dry heat, ringing hammer.
  • Smith: Joanna, 30, redhead, muscular, grumpy.
  • Sells basic metal tools: shovels, crowbars, hammers, etc. Says Tobias came to get his axe sharpened on his way to open the Old Dwarf Tomb on Mount Mourn (page 41). 1) The Temple 2) Split Anvil Smithy 3) Sharp's General Store 4) Alchemical Solutions 5) Arcanic Mechanic 6) Lost Ox Inn 7) Dun'Myff Paper Mill 8) The Dancing Needle 9) The Hooked Fin 10) Home of Tobias 11) The Rime River To the Bleak Mountains To the Wailing Hills To the Kingdom

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ragged-hollow 3. Sharp’s General Store p.16 ↗
  • Outside: Water trough, a sickly horse laden with two sacks of onions.
  • Grocer: Micah, 35, short, glasses, precise, defeatist.
  • Sells basic rations & supplies: rope, canvas, glass jars, etc. Says Tobias bought rations and candles for his hike up to the Old Dwarf Tomb. Connected with an important merchant from the kingdom. Can buy for him anything the adventurers could have to sell. Sold a bottle of milk to acolyte Justin this morning, who might know what’s happening at the temple. Complains that the well water turned foul (see page 18).

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ragged-hollow 4. Alchemical Solutions p.16 ↗
  • Outside: Walls have a shimmering iridescent acid-wash paint.
  • Chemist: Omar, 40, gray, bearded, tattooed, worried. Sells acid (3 vials), healing potions (3 vials) (for 25 GP each). May produce vials of each per week if asked. Says his sons are trapped in the temple school (Will, Tam). Will pay 300 GP for their safe return. Thinks the Gloam Wood (page 29) witch cursed the temple.

5 . Arcanic Mechanic

  • Outside: Scent of chamomile, windows blocked by books.
  • Wizard: Radomir, 80, frail, jokey, mutters, feels chilly.
  • Sells magic services (25 GP): read magic, translate (50% chance of having a basic understanding of most languages), identify magic objects. Knows nothing about what is going on in town. Offers 100 GP for each Dwarven artifact found.

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ragged-hollow 6. Lost Ox Inn p.16 ↗
  • Outside: Saloon doors, clinking glasses, low voices.
  • Innkeeper: Kenan, 55, plump, sleepy, muttonchops. Has 6 rooms to rent (3 GP, 4 beds). One is currently occupied by 3 strangers. See Bogdan's crew (page 20). Sad because his two best customers Gustav and Gaston stopped drinking, now spend their time smoking at the old tower south of town. See Smoking Den (page 50). Acolyte Justin (20, freckles, earnest) cries in the corner. He was out fetching milk when the Veil appeared. Last evening, someone banged on the temple doors to get in: Lady Constance and her squire. They were immediately received by the leaders. The only gap in the Veil is the bell tower (page 58) on the north wall.

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ragged-hollow 7. Dun’Myff Paper Mill p.16 ↗
  • Outside: Humid, clunking sound of heavy wooden mallets in watery tubs.
  • Miller: Naomi, 60, tall, silver pixie cut, cheerful, backache. Offers 1000 GP reward for defeating the bandits in the Wailing Hills (page 44) that are blocking her paper exports.

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ragged-hollow 8. The Dancing Needle p.17 ↗
  • Outside: Immaculate tulips and trimmed hedges.
  • Tailor: Laban, 45, thin, weepy, timid, curly hair. Sells basic clothing. Weeps because his wife Doris is trapped in the temple. She was at services. Offers 100 GP to kill vermin in his basement (page 18).

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ragged-hollow 9. The Hooked Fin p.17 ↗
  • Outside: Reeks of fish, oily puddles in the grass.
  • Fishwife: Martine, 35, short, sunburnt, superstitious. Sells fresh fish and eels. Sees strange lights in the old Windler House (page 22) on Rime River at night. Says the “witch” in the Gloam Wood (page 29) is just a harmless old woman, Beatrix.

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ragged-hollow 10. Home of Tobias p.17 ↗
  • Outside: A tidy little cottage, crooked and crumbling, but as clean as can be. Wooden hutches out back contain 32 gray rabbits.
  • Tobias’ Mother: Susanna, 41. Long gray hair, long gray wool dress. Overly polite, gently implies that everyone is a sinful heathen, endlessly proud of her son Tobias. Widow of Jonah (local drunk). Raises rabbits for food and sale. Says she always knew Tobias would be a famous hero one day because he definitely wasn’t touched by evil or doomed to be tortured by demons like everyone else is. Does not know where he is now. People say she raised Tobias on an unbalanced diet of violent fables, religious fear, and baseless praise. Overlooked her son’s dim wits and clumsiness. Never made him do any chores, always catered to her spoiled little prince.

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ragged-hollow 11. The Rime River p.17 ↗

High grassy banks overlook this sluggish brown river. Chunks of white ice float by. Small fishing boats sit lashed to stumps and rocks. A decrepit gray house hunches on the small wooded island in the center of the current.

  • River: 100 feet wide, 20 feet deep. Safe to swim but save against Death or get a to all rolls until warmed up and dry. Boats. Day: Fishermen are nearby, willing to row the adventurers across (1 GP). Night: No one is here to see the adventurers steal a boat.
  • Island: Regardless of the weather, there is always a howling wind whipping through the willows on the island, flattening the grass. The entire island was once landscaped with neat hedges, flowerbeds, and gravel paths, now overgrown and weedy. A decaying dock squats in the reeds by a footpath leading up to the house.
  • House: The old Windler House (page 22). Abandoned for 20 years. Folk believe there are treasures, traps, and ghosts!

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windler-house (9)

windler-house 1. Cluttered Study p.24 ↗

Green upholstered chairs are surrounded by piles of books. Cold ashes sit in the blackened fireplace, from which extend a dozen lead pipes.

  • Chairs: Each has several wooden levers for adjusting the height, footrest, and backrest. 2-in chance that using the levers makes a chair fall apart (loud) or fold up to trap the occupant.
  • Books: Mostly about alchemy, physics, biology, and metallurgy. Weighing 30 lb. (1,500 coins), the lot could fetch 350 GP to an inventor or natural philosopher.
  • Pipes: Convey heat throughout the house. Light a fire to instantly warm every room. After 10 minutes, small fires break out all over the dusty house.

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windler-house 2. Tinkling Dining Room p.24 ↗

A polished walnut table and chairs lie in splinters on the plush white carpet, mingled with squirrel bones. Dozens of crystal shards stand impaled in the floor. The chandelier tinkles like crystal clockwork.

  • Chandelier: Dozens of silver wires connect the chandelier to mirrors, lenses, and panels all over the room. They serve as a detecting mechanism for targets: the chandelier shoots crystal shards at anything that moves inside the room (THAC0 19 [], 1 hp).

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windler-house 3. Wired Kitchen p.24 ↗

Hundreds of wires criss-cross the room in a dense silver web, leading to heaps of shrimp forks that have been scattered across the counters and floor. A red silk purse is caught within this chaos of wire, near a half rolled up carpet that has been moved recently judging by tracks in the dust around it.

  • Wires: Touch or cut one and a fork flies at the character (1 damage). Disarmable by a thief.
  • Purse: Cross wires to reach it. Contains 66 rubies worth 10 GP each.
  • Carpet: Covers a trapdoor leading to the basement (9).

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windler-house 4. Perilous Pantry p.24 ↗

As you open the door, the old shelves collapse and cans of beans crash onto the floor. One can is ticking.

  • Ticking can: In 10 seconds, boom ( damage). Half of the cans are destroyed, and half go flying (15 cans of beans, 1 ration each). One can is light and rattles. Contains 119 GP. Another can is light and rattles. Contains a spring-loaded snake puppet.

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windler-house 5. Comfy Master Bedroom p.24 ↗

The four-poster bed is covered in soft quilts and pillows, with several wooden levers at its side. Rustic paintings of laughing children hang on the walls. Four heaps of laundry sit in the corners.

  • Levers: Adjust the bed: raise or lower the mattress, tilt the mattress forward or back, raise or lower the gauze curtains hanging from the posts. 2-in chance that playing with the levers makes the bed collapse loudly. Heaps: (1) Nothing. (2) Green silk purse, empty. (3) Blue silk purse, 297 GP. (4) A small silver rat trap (worth 8 GP) does 1 damage.

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windler-house 6. Messy Children's Bedroom p.24 ↗

Tiny metal animal figurines lie tangled in the green shag carpet. An elegant silver clock ticks on the far windowsill. Figurines. Windup toys, still work. Pierce any boot sole (1 damage). 5 lb. (250 coins) of them, worth 400 GP to a noble. Clock. Very nice alarm clock, still works (50 GP).

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windler-house 7. Steamy Bathroom p.25 ↗

As you enter, a cloud of hot steam billows out, obscuring the small tiled room.

  • Steam: The shower is still (somehow) blasting hot water across the tiles. There are 13 bog vipers sleeping in the bathtub. Best not to wake them. One of them is coiled around a pretty silver brush encrusted with purple gems (120 GP).

BOG VIPER: AC 7 [12], HD 1* (4 hp), Att 1 × bite ( + poison), THAC0 19 [], MV 90’ (30’), SV W13 P14 B15 S16, ML 11, AL Neutral, XP 13

  • Poison: save vs poison or + damage and headache for days.

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windler-house 8. Inventor’s Workshop p.25 ↗

Tools for tinkering, smithing, and woodworking gleam in perfect rows and racks. A pair of clockwork boots sits on the center table, on a dark wooden square with a silvery trim.

  • Square: Pressure plate fires needles from under the table, paralyzing all targets in the room for 1 hour (save vs paralysis to avoid). There is a 5-in chance that the Rat-Goblins from the basement hear the trap trigger and come to rob the paralysed characters. Use 5 pounds (3 cans of beans) to balance the plate. WINDLER BOOTS Once per day, click the heels of these self-winding clockwork boots to jump 60 feet up or 60 feet forward.

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windler-house 9. Basement p.25 ↗

Dust and spiderwebs cover a clutter of boxes, books, folded quilts, torn pillows, children's drawings, damaged silverware, spools of rotten thread, jars of dried paints, spools of rusty wire, and baby toys. Eyes glint in the shadows. Boxes. All worthless junk. Eyes. Rat-Goblins (vicious, cruel) are nesting here. Standard goblins cursed by the hag Orla Graylocks into a half-rat form. Cast out of goblin society. Want to return home. Option: Kill the hag to restore them. RAT-GOBLIN: AC 7 [12], HD 1-1* (3 hp), Att 1 × dagger ( ), 1 x bite ( + poison on first bite only), THAC0 19 [], MV 90’ (30’), SV W15 P16 B17 S18, ML 7, AL Chaotic, XP 8

  • Poison: save vs poison or become a ratfaced mutant until magically healed.

• LOOT! Roll d6. (1) 1d6 CP, (2) necklace

of small animal bones, (3) smoked frog legs, (4) walnut shell engraved with a grotesque face that changes every day, (5) unicorn miniature made of boogers, (6) a set of teeth.

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bleak-mountains (5)

bleak-mountains 1. Circular chamber p.42 ↗

A straight stone stairway leads down to a large circular chamber. The walls and floor are elegantly etched with tessellating triangles. Crystals shine from the walls. A stone bed and shelves are carved into the walls, and a large crack gapes in the opposite wall

  • Crystals: After being exposed to light, they glow a bright green for one hour at half the intensity of the original light source.
  • Shelves: Bare except for one chipped onyx figurine of a Dwarven child.
  • Crack: Sounds of metal and stone clinking. Leads to the caverns. Caverns Under the cold, black bones of the mountain, you hear hissing and scraping as you crawl out into a small network of caves.

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bleak-mountains 2. Cave Entrance p.42 ↗

Limestone spires glitter with crystals. Water echoes in chambers unseen. Four small reptilian creatures chisel at the walls with crude iron spikes.

  • Crystals: After being exposed to light, they glow a bright green for one hour at half the intensity of the original light source.
  • Creatures: Kobolds. Red, scaled, dog-faced and horned. Unfriendly. If they scream, more come.
  • Treasure: 3 sapphires (50 GP each) and 1 Dwarven onyx figurine (35 GP).

KOBOLD: AC 7 [12], HD 1/2 (2 hp), Att 1 × weapon ( or by weapon) THAC0 19 [0], MV 60’ (20’), SV W15 P16 B17 S18, ML 6, AL Chaotic, XP 5

• LOOT! 1d10 CP

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bleak-mountains 3. Cave of Pools p.42 ↗

Four steaming pools cast an iridescent shimmer on the walls. Ripples move in the largest pool. Three kobolds sit in the smallest pool, snoring.

  • Pools: Smell of copper and salt. Bathe for 1 hour to heal any wound or condition and restore half HP.
  • Ripples: A swarm of eyeless flesh-eating cavefish. Unless moving carefully, make a Dexterity check or trip over hidden wires and fall into the pool.
  • In battle: Kobolds push the PCs into the tripwires to knock them into the cavefish. (A hit does no damage; the player must make a Dexterity check at .)

CAVEFISH (SWARM): AC 7 [12], HD 2 (9 hp), Att 1 × bite () THAC0 18 [], MV 90’ (30’), SV W13 P14 B15 S16, ML 10, AL Neutral, XP 20

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bleak-mountains 4. Cave of Spikes p.42 ↗

Weeping spears of limestone stab upwards at veined stalactites lanced with dark cracks. Two kobolds lie dead on the floor, impaled by shafts of stone.

  • Cracks: Everything is fragile. Any loud noise drops spikes from the roof. Save vs breath or suffer piercing damage.
  • Dead: Treasure: 7 rubies (50GP each) and 3 Dwarven onyx figurines. (35 GP each)
  • In battle: Kobolds scream from the doorway to drop spikes on the PCs.

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bleak-mountains 5. Cave of Crystals p.42 ↗

Enormous chunks of clear white crystal pierce the walls, casting a blinding glare. The air reeks of sulfur. Six kobolds dig in the center of the room.

  • Glare: Save vs paralysis or blinded for rounds.
  • Sulfur: Save vs poison or suffer damage.

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wailing-hills (6)

wailing-hills 1. Junction p.50 ↗

A lantern hanging from the ceiling dimly illuminates the intersection of four corridors. Smoking candles on the floor here and there provide some light in the corridor to the east. - North. To the Workroom. - West. To the Dormitory. - South. To the Tower. - East. To the Smoking den.

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wailing-hills 2. Smoking den p.50 ↗
  • Day: By the dim light of three guttering candles, you see a room carpeted in stained pillows and blankets under a haze of blue smoke. Two old men lounge on the floor suckling on large cigars. - Night: Cloaked in utter darkness, stained pillows and blankets cover the filthy floor. The stale scent of burnt plants and spices hangs in the air. Several skittish lizards dart away into the narrow cracks in the walls.
  • Smoke: Make a save vs poison or take damage.
  • Men: Gustav and Gaston. Mids. Sleepy, squinty, easily amused. These flax farmers, former regulars at the Lost Ox Inn (see page 16), were kicked out by their wives. Now they do odd jobs around town to afford their cigar addiction.

GUSTAV AND GASTON: AC 9 [10], HD 1/2 (2 hp), Att 1 × weapon ( or by weapon), THAC0 20 [], MV 120’ (40’), SV W15 P16 B17 S18, ML 6, AL Neutral, XP 5

  • Loot! 10 CP; 1 stolen cigar. Blankets. Stuff underneath: 17 GP; a tarnished wedding ring; broken nutshells and moldy fruit rinds; a mildewed journal full of bad love poems.

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wailing-hills 3. Dormitory p.51 ↗

A few candles hardly light up this mustysmelling place. A dozen malodorous straw mattresses, two chests and a few sacks hanging here and there are the only furniture. - Day: bandits are here, playing cards or dozing off. - Night: bandits are here, talking in low voices or snoring loudly.

  • Chests and sacks: Alarm (hidden behind the left-hand chest and attached to a wire; opening the chest makes them ring). 212 GP, a quiver of 10 arrows , 24 rations of venison, 42 sheets of damp paper, a small emerald idol representing the god of thieves (110 GP), 3 bottles of rum (10 GP each), a necklace of black pearls (55 GP), a feathered helmet, 8 throwing knives, an illuminated bestiary with more than 150 strange creatures listed alphabetically (spend a whole day studying it: gain XP), a priest's breviary with a gold leaf cover (35 GP), an assortment of weighted dice, necklace of shark's teeth finely chiseled with sea fishing scenes (30 GP), silver brooch with an abalone lion head (40 GP), a tarot deck with erotic figures (20 GP to a collector).
  • Doors: To the east: Junction; to the North (locked): office; to the west: the coomb

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wailing-hills 4. Workroom p.51 ↗
  • Day: Brightly lit by blue crystals wedged into the ceiling, two middle-aged women carefully roll cigars on a crowded table. Mismatched boxes line the walls. A scarred young woman sits in the corner, snoring. A wooden door leads west. A crack in the wall leads east. - Night: Hidden in shadows, two women lie snoring on tattered bedrolls in the corner. A little girl sleeps between them. A table stands in the middle of the space. Mismatched boxes line the walls. A wooden door leads west. A crack in the wall leads east.
  • Women: Vella and Tyra. Long drab dresses. Middle-aged, quiet, nervous.
  • Girl: Letta, 7. Thin, quiet, timid. Her mother is Vella.
  • Table: Stacks of paper. Mortars and pestles. Bowls full of dried green powder (greenwort). Bottles of violet syrup (scorpion venom). A glass terrarium of 13 tiny black desert scorpions (venomous). An alchemist would pay 3 GP for each scorpion.
  • Boxes: All full of cigars (2,400). 1 GP for each cigar. EVENTS IN THE LAIR Every two turns, there is a 1-in chance that…

1-2. bandits enter from the tower (3-in: with Fergus) 3-4. bandits enter from the coomb (3-in: with Narisse) 5-6. Bogdan (see page 20) enters from the tower and heads to the office (his two lieutenants wait for him in the tower) Note to referee: Fergus' gang is made up of himself, Narisse (his lieutenant), and 17 other bandits. They may be at the ravine, patrolling the road, patrolling the hills, gathering food, or guarding the Tower. Adapt the encounters and whereabouts to the number of bandits remaining due to the players' actions.

  • Woman: Narisse. Cocky, aggressive enforcer. Girlfriend of bandit leader Fergus. At night she goes out marauding.
  • Door: To the Office.
  • Crack: To the Cave.

SCORPION: AC 7 [12], HD 1-1* (2 hp), Att 2 × claw (), 1 x sting ( + poison), THAC0 20 [], MV 60’ (20’), SV W15 P16 B17 S18, ML 10, AL Neutral, XP 6

  • Poison. Save vs poison or fever for days ( to all saves and attack rolls). • Grab and sting: to sting attack if a claw hits. NARISSE: AC 6 [13], HD 2 (9 hp), Att 2 × shortsword () or 2 x thrown daggers (), THAC0 18 [], MV 90’ (30’), SV W13 P14 B15 S16, ML 9, AL Chaotic, XP 20
  • Bretteur: can fight with two weapons without any modifier.

• LOOT! 26 GP; lady’s leather armor (+1,

magically coordinates with any outfit); bird head wooden whistle (its birdsong is understood as a one-word message by all allies); 3 silver daggers. CIGARS The bandits grind up dried greenwort leaves and lace them with scorpion venom to make a potent hallucinogenic and painkilling cigar. This combination is known as “Ghost” because it makes the user feel disembodied and some users can see dead people (roll +WIS modifier: on a modified 21 or more, the smoker can see the spirits of the dead).

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wailing-hills 5. Office p.52 ↗

Exotic knives and colorful masks cover the walls of the small room. A hardwood desk dominates the space. Fergus is present on 2-in. Sitting behind the desk is a man whose weasel-like face wears an affable smile under long stringy hair. Worn out silk clothes cannot quite hide his skinny silhouette. Unless the characters act suspiciously, Fergus thinks they are customers; he points to the Smoking Den (2). If confronted, he acts in a friendly manner as he calculates his chances of circumventing the intruders. FERGUS: AC 7 [12], HD 3** (13 hp), Att 2 × throwing knife () or 1 x dagger ( + poison), THAC0 17 [], MV 120’ (40’), SV W13 P14 B15 S16, ML 9, AL Chaotic, XP 80

  • Throwing Knife: 6 knives concealed on his forearms (well balanced: to hit).
  • Poison: save vs poison or die in rounds. • Honeyed voice: see below.
  • LOOT! Sapphire ring (120 GP); silk vest in the southern style woven with gold thread (180GP); chameleon skin boots (magic: 2-in chance of hiding in the wilderness); ring of honeyed voice (all persons within 15’ must save vs spells or refuse to attack the wearer for rounds or until attacked themselves, once per day.) Knives. 31, all styles. ( to damage; one vicious looking cleaver is .) Masks. 17, resemble fierce desert lions and vipers (20 GP each to a connoisseur). Desk. Old, scratched. Nothing on top except two copper scorpions and a giant flute. Has a top and bottom drawer. Copper scorpions. Stand 2 feet tall. Blue crystals for stingers. Tap them to turn on the crystals (desk lamps, worth 200 GP and weighing 100 coins each). If the scorpions are moved 10 feet apart, they animate and attack the nearest creature. COPPER SCORPION: AC 5 [14], HD 2* (2 hp), Att 2 × claw (), 1 x laser stinger ( + ignite), THAC0 18 [], MV 120’ (40’), SV W13 P14 B15 S16, ML 12, AL Neutral, XP 25
  • Ignite. Target’s clothes on fire, damage per round until extinguished. Giant Flute. This large antler flute plays soothing notes that put any giant humanoid to sleep (save vs spells) for one minute, once per day. Top drawer. Unlocked. Contains a ledger of cigar sales. Most sales are 1 GP. Each month there is a sale for 1,000 GP to a “B”. The last such sale was exactly one month ago. Bottom drawer. Locked. Alchemist fire grenade trap. Disarm or fire damage for two rounds. Contents: An iron safe, locked, bolted to the desk. Contains 3,613 GP.

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wailing-hills 6. Cave p.53 ↗
  • Day: You emerge into a round, muddy cave. A waist-high blue crystal glows in the floor. Leafy green plants fill the space. A small muddy girl is picking leaves. - Night: You emerge into a round, muddy cave. A waist-high blue crystal glows in the floor. Leafy green plants fill the space.
  • Crystal: The tip of a giant crystal buried deep into the earth. Don’t bother… Plants. Greenwort. A mild painkiller. Not native here. Girl. Letta. 7 yo. Thin, quiet, timid. Wearing a mask and gloves. Collecting greenwort leaves in a small basket. Her mother is Vella. She refuses to talk and gestures for the party to be quiet. If the party makes any loud noise, or if more than 2 adults walk around the room, the Claydrake erupts from the floor and attacks after one round of circling its target. CLAYDRAKE This muddy brown dragon resembles a giant armored worm. Eyeless and legless, it burrows through the soft earth. In combat it reveals a hideous array of mandibles and insectoid claws around its head.

AC 5 [14], HD 4** (18 hp), Att 1 × bite () or clay breath or quake, THAC0 16 [], MV 60’ (20’), SV W11 P12 B13 S14, ML 10, AL Neutral, XP 175

  • Breath. 15’ cone of rocks and mud ().
  • Quake: All persons in the cave must save vs paralysis or fall down (move action required to get up).

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temple (54)

temple 1. Cooing Greenhouse p.58 ↗

Exotic flowers and herbs fill these lush gardens. Trowels, rakes, and gloves sit in a bin. In the rafters, a red-eyed pigeon babbles quietly to itself.

  • Flowers: Every day at dusk, flowers (red stem, white pistil and silver petals, size of a tulip) bloom while turning west towards the last rays of the sun, then fade in a few seconds. Breathe in their perfume before they wither to recover hp.
  • Pigeon says: “Can’t sleep, never sleep again, the monsters will eat me…” Communication is possible, but very limited. It’s a pigeon after all. bell hangs corpse moths flutter around you.
  • Harvesting snail acid: 10 snails can be crushed into an average-sized glass jar; deals damage for two rounds if emptied or thrown. There are snails in the tower every time the characters enter.
  • Moths: Glow softly. Put five in a glass jar to make a torch. There are moths in the tower every time the characters enter from the outside.
  • Bottom of the steps: An open doorway onto Level 4.

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temple 2. Rustling Greenhouse p.58 ↗

Four hulking flytraps grin at you, their muscular vines curling across the floor.

  • Flytraps: Visible gleaming object stuck in the ‘throat’ of one of them. Attack when close.

FLYTRAP: AC 7 [12], HD 2 (9hp), Att 1 × Chomp (), Vine Lash THAC0 18 [], MV none, SV W13 P14 B15 S16, ML 10, AL Chaotic, XP 20

  • Vine Lash: one target within 15 ft must save vs breath or be pulled 10 ft closer. Gleaming object: perfectly cut iridescent opal (125 GP).

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temple 3. Silent Greenhouse p.59 ↗

A bloated, twisted tree bears bruised apples. The smell makes you woozy. Something slithers in the branches. A small child is snoring in the west corner

  • Apples: in good enough condition to be used as sleep grenades (save vs poison, duration turns). Each time an apple is picked, the tree sneezes and shakes its branches, releasing a soporific dust (everyone present in the room: save vs poison or sleep for turns). A tree-snake (inoffensive) yells, “You’re all going to die downstairs!” If conversation is started, it is limited to the topics of impending death for all and how much the snake will enjoy it.
  • Child: Luca. Difficult to wake up. Knows where Sister Ruth is (room 6).

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temple 4. Gleaming Observatory p.59 ↗

The observatory is filled with notebooks and tools. Under the sweeping skylight you see an ornate ivory telescope, a set of spiral earhorns, and three glowing crystal balls.

  • Telescope: Look to see a big white moon, and a small red moon with fiendish horns and a fanged grin laughing in the silence of the void. An extraordinary vision! Gain XP. To L3
  • Earhorns: Listen to hear a whispering voice: “Hunger and rage, teeth and tentacles, ever seeking, always forward, but never back…”
  • Crystal balls: Touch to reveal three visions: the kobold cavern (page 42), the ogre den (page 47), and the goblin market (page 30), along with a vague sense of direction and proximity. (Describe them in their current state.)

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temple 5. Supply Closet p.59 ↗

The shelves hold paper, ink wells, quills, tallow candles, and one overturned metal bucket.

  • Bucket: Buzzing. A swarm of paper wasps inside.

PAPER WASP (swarm): AC 7 [12], HD 2 (9hp), Att 1 × swarm (1 or 3hp paper cut), MV 30’ (10’) / 60’ (20’) flying, SV W15 P16 B17 S18, ML 11, AL Chaotic, XP 20

  • Size: 10’x10’ area • Immunity: Only harmed by fire, cold, sleep spells, smoke (drives off) or similar. • Swarm: target within swarm area automatically lost 1hp if in armor, 3hp without, per round. To L5

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temple 6. Workshop p.60 ↗

Paper cutters, lens polishers, and tinker tools are carefully arranged on scratched tables. Animated hammers toddle around the room drunkenly, breaking bits of glass and wood. A woman huddles in the corner, shaking. (Sister Ruth

  • Hammers: Three standard wood-andsteel claw hammers with tiny wooden legs and arms. No intelligence. They wander around trying to hammer things at random (dealing 1 point of damage to someone’s toe or finger if they’re not careful). Sister Ruth. An elderly woman in the orange robes of a priest of Halcyon looks up in horror. “I don’t understand what’s happening! Why are those tools walking? Why is the Golden Veil up?”
  • What she says: - What day is this? - Tobias? Nothing. - Nightmare stuff? Nothing. - Golden veil? "It’s one of the angelic powers some of the holiest people of the order can call upon. There is no way to break through it." - People? "Paladin Constance and Squire Felicity should be somewhere in the temple downstairs, along with several clerics,

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schoolchildren, and various worshippers." - Cellar? "There is a secure ward in the cellar for plague victims… and the disturbed!" - Vault? "The vault in the cellar contains dangerous (and valuable) ancient relics, they mustn’t be disturbed!" ) - Shadow in the vault? “Ah yes, that foul old thing. He was once Samson Windler! That crazy inventor tried to cheat death and ended up a living shadow. Scared his own family away, and then he attacked some folks in town. I caught him using a holy candle and locked him away in the vault. But that was all years ago. Why do you ask?” - A great recipe for apple strudel? “You’ve asked this before and I said I’ll share my granny’s one, but by the Angels, get me out of here!”

  • Task: Ruth is too frail and scared to leave on her own or follow the characters. Escort her out. (Referee note: If Orla the hag’s curse doll has been destroyed, Ruth is willing to come and help. ) SISTER RUTH: AC 9 [10], HD 3 (6hp), Att 1 × slap (1hp), THAC0 19 [0], MV 60’ (20’), SV W12 P14 B16 S15, ML 11, AL Lawful
  • Spells: as a 3rd level Cleric (cure light wounds, protection from evil). Blood pours down the corridor walls in sheets. Faces emerge from the blood in grimaces of terror and pain. Behind the closed doors, bestial screams rise and fall. Some doors have signs on them. Signs. Only on doors 8-12 (not bedrooms), describing the room’s use. Roll : 1. Death, 2. Despair, 3. Destiny, 4-6. The room’s actual purpose (e.g. “Laundry”). Referee Note: All doors are unlocked. All bedrooms are tidy cleric cells, plus nightmares.

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temple 7. Privy p.61 ↗

The seat overflows with rotting swamp mud and dead plants. Something is moving in there… If the PCs touch the mud, a 2’ long wight leech attacks! WIGHT LEECH: AC 7 [12], HD 2 (9hp), Att 1 × bite ( + xp drain), THAC0 18 [], MV 90’ (30’), SV W13 P14 B15 S16, ML 10, AL Chaotic, XP 275

  • XP drain: Attaches to target on a successful hit, sucking experience points per round. • Detaching: Must be killed or when victim reaches 0 XP. To L4 9 10

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temple 8. Bedroom, Black Heart p.61 ↗

A horse’s ribcage sits on the floor, with a giant black heart beating inside it. Cut open the heart to find a gold key. Gold key: opens chest in 14.

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temple 9. Bedroom, Screams p.61 ↗

Severed chicken heads scream wildly from the walls. A burly young man is kneeling in the middle, crying, hands over his ears.

  • Screams: Anyone entering the room must save vs paralysis or fall to his knees in a state of hallucination for turns.
  • Young man: Jesse. Recovers his senses once out of the room. Ready to accompany the adventurers to find his young sister Flutine.

JESSE. AC 9 [10], HD 1/2 (4 hp), Att 1 × weapon (if lent one), THAC0 20 [], MV 120’ (40’), SV W15 P16 B17 S18, ML 9 (until Flutine is found), AL Neutral

  • Good at brawling (THAC0 17 [], ) To L2 11 12

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temple 10. Bedroom, Blood Wave p.62 ↗

When you open the door, a wave of hot blood floods into the corridor, along with countless dead eels and crabs (edible if somewhat tasteless).

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temple 11. Bedroom, Pig Gore p.62 ↗

An exploded pig lies screaming on the floor. A silver key glints in its mouth.

  • Mouth: Anyone but a thief trying to get the key is bitten for damage. Use that 10-foot pole!
  • Silver key: Opens box in 18.

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temple 12. Bedroom, Goat Head p.62 ↗

A hovering demon goat head flies out and attacks! A golden miniature stands on the window sill. DEMON GOAT HEAD: AC 9 [10], HD 2* (9hp), Att 2 × vicious bite ( for rounds) or Unholy Bleating, THAC0 18 [], MV 120’ (40’) flying, SV W13 P14 B15 S16, ML 10, AL Chaotic, XP 25

  • Unholy Bleating: All targets within 10' radius save vs spells or psychic damage. Golden miniature: Represents a cyclops angel with scaled wings. Comes alive and flies away when you try to touch it (to hit AC 4 [15] to catch it, Dex mod applies). 225 GP.

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temple 13. Bedroom, Sheep Boom p.62 ↗

A fluffy white sheep stands before you. Its ribs throb loudly, bigger and bigger… On the third throb, the sheep explodes, painting the room in blood. Metal clangs ring out. A copper key lies in the viscera.

  • Copper key: Opens box in 16.

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temple 14. Burning Library p.62 ↗

Red flames cover the shelves packed with tomes and scrolls. Black smoke fills the air. On the far wall sits an iron chest with a gold padlock. In the room, Save vs breath or suffer fire damage each round.

  • Chest: Locked (key in 8). A lapis lazuli kingfisher pendant. KINGFISHER PENDANT A thumb-sized lapis lazuli cabochon with a long-beaked bird engraved on one side, hanging from an extra fine silver chain. Each day at dusk, this holy talisman cures its wearer 1 hp per level.

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temple 15. Laundry p.62 ↗

Three tall wicker baskets sit full of shining bloody sheets.

  • Baskets: All contain dead rabbits. One contains a ruby shaped like a heart (150 GP).

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temple 16. Pantry p.62 ↗

Covering the bread are green molds shaped like wings, hooves, and fins that move slowly and painfully. A copper box sits among them.

  • Box: Locked (key in 13). Phosphorescent pink earring (250 GP).

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temple 17. Dining Hall p.62 ↗

The table, covered with a long white tablecloth, is set for six. Lying on the plates, severed animal heads (sheep, goat, dog, cat, rabbit, rooster) chat politely about the weather. If characters wait for a pause in the conversation or address the heads, they hear a low growl coming from under the table. A zombie dire wolf lurks under the table (it attacks if the PCs look under the table). ZOMBIE DIRE WOLF: AC 6 [13], HD 3 (13hp), Att 1 × bite (), THAC0 15 [], MV 90’ (30’), SV W13 P14 B15 S16, ML 12, AL chaotic, XP 35

  • Initiative: Always last (no rolls).
  • Undead: Immune to poison and mind affecting spells.

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temple 18. Chapel (safe) p.63 ↗

Pristine oak pews face a marble altar, as light streams through stained glass windows depicting saints and clerics of Halcyon reading and teaching children. A silver box sits on the altar. One woman (Isabel) and two kids (Sigg and Mason) are hiding behind the altar. Safety! No evil (i.e., nightmare monsters) may enter.

  • Box: Locked (key in #11). A tattered old map. CELLAR MAP This ancient scrap of vellum shows the cellars below the temple, revealing a broken wall near the door of the vault, and a narrow passageway beyond it.
  • Sigg: Refuses to leave the temple until his twin Regg is found. Goes into a tantrum if forced (see Villagers list).
  • Isabel: Knows about the wolf in 17.
  • Mason: He saw the silver key in 11. Entering the school, you see large wall murals of slavering wolves and cackling witches devouring screaming children. A chill fog obscures the floor. Clumsy bangs and clatters echo from the
  • Closed doors: 19, 21, 22, and 26 are the noisiest rooms. To L1 TALK TO A TEACHER :
  • “Please save the children!”
  • “It all happened so fast, we don’t know what caused it.”
  • “We’ve heard people screaming downstairs.”
  • “Squire Felicity came upstairs to help a short while ago, tried to fight the monsters, not sure where she is now.”
  • “Paladin Constance should be in the temple somewhere, surely she can help!”
  • “There was a deep roaring… it wasn’t human, somewhere down below…” closed doors ahead. To L3

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temple 19. Classroom, Hungry p.65 ↗

Desks and chairs lie broken in disarray. In the far corner, a teacher (Adam) is protecting 5 little children (Alchemist Omar’s sons Will and Tam, Diana, Mina, Regg). A giant biting witch-face protruding from the warped ceiling prevents them from going out, for the moment. WITCH-FACE: AC 5 [14], HD 3 (14hp), Att 1 × crooked fangs () or Hideous cackle or Putrid blast, THAC0 16 [], MV none, SV W11 P12 B13 S14, ML 10, AL CHAOTIC, XP 35

  • Putrid blast: 15 ft cone, save vs breath or poison damage. • Hideaous cackle: 10 ft radius, save vs spells or suffer the effects of cause fear for rounds.

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temple 20. Classroom, Portal p.65 ↗

Empty desks and chairs sit in perfect neat rows. Across the room, a bright golden apple glows on the teacher’s desk. A vertical draft can be felt inside, somehow coming from the ceiling.

  • Vertical draft: In the center of the floor is an invisible portal connected to the ceiling directly above. Anything that falls into the portal falls continuously from ceiling to floor, accelerating. Take damage for each minute spent falling before impact.
  • Golden Apple: Crafted of papier mache and acrylic paint, this hollow apple is light as a feather but incredibly lifelike. Casts a halo of dim light for 5 feet.

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temple 21. Classroom, Duel p.65 ↗

A teacher (Debra) and a teenager (Hannah) are covered in bruises and cuts, squared off like boxers with fists raised. Each claims the other is a deadly clay golem and asks the characters to kill it. They are cursed to see each other as golems.

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temple 22. Classroom, Frog p.65 ↗

A teacher (Paul) and three pimply teenagers (Amelia, Charlotte, Mathys) are cowering under a table. On the floor sits an angry 7-foot-tall Partially Dissected Frog holding a giant bloody scalpel and seeking subjects for experimentation. PARTIALLY DISSECTED GIANT FROG:

AC 7 [12], HD 3 (14hp), Att 1 × scalpel (), THAC0 17 [], MV 90’/30’, SV W13 P14 B15 S16, ML 10, AL CHAOTIC, XP 35

  • Sticky tongue: On a hit, target up to 15’ away is dragged to the mouth and bitten. Paul. Says the frog wounded a young warrior woman (Squire Felicity) who retreated down the hall.

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temple 23. Privy (safe) p.65 ↗

The small space appears freshly scrubbed. It smells of pine.

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temple 24. Children’s Library p.65 ↗

Thin books sit on short shelves, with a few squat stools. A small book lies on the striped carpet with something between its pages.

  • Small book: Inside the book is a ruby (75 GP). The cover illustration is moving, showing scary versions of the four fictional characters below. If someone touches the book, then a drawn creature attacks. Roll : 1) the Big Bad Wolf, 2) the Cat with a Fiddle, 3) Little Piggy (x3), 4) Humpty the Egg Man

BIG BAD WOLF: AC 7 [12], HD 3* (13hp), Att 1 × bite (), Huff and puff, THAC0 17 [], MV 120’ (40)’, SV W13 P14 B15 S16, ML 10, AL CHAOTIC, XP 25

  • Huff and Puff: one target save vs breath or knocked out for rounds. . CAT WITH A FIDDLE: AC 7 [12], HD 3* (13hp), Att 1 × rapier (), Merry jig, THAC0 17 [], MV 120’ (40)’, SV W13 P14 B15 S16, ML 10, AL CHAOTIC, XP 25
  • Merry jig: all targets within 15’ save vs Spells or spend their next round dancing to the Cat’s fiddling. LITTLE PIGGY: AC 7 [12], HD 1* (4hp), Att 1 × Hammer time (), Wee Wee Wee, THAC0 19 [], MV 120’ (40)’, SV W13 P14 B15 S16, ML 10, AL CHAOTIC, XP 15
  • Wee wee wee: makes noises so annoying a save vs spells is required not to run out of the room.
  • Brick Defense: smart use of furniture for cover affords to AC unless surrounded. HUMPTY THE EGG MAN: AC 2 [17], HD 2* (9hp), Att 1 × Devilish Pitchfork () or Yolk Spray, THAC0 18 [], MV 120’ (40)’, SV W13 P14 B15 S16, ML 10, AL CHAOTIC, XP 20
  • Yolk Spray: 15 ft cone, save vs breath or take and pass your next action.
  • Great fall: when defeated, egg man cracks and explodes after a full round, 15 ft radius, .

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temple 25. Lecture Hall (safe) p.66 ↗

Rows of stone benches face a polished stone lectern. Safety! No evil (i.e., nightmare monsters) may enter.

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temple 26. Dining Hall p.66 ↗

Long trestle tables and benches stand clean and bare. A young woman in chainmail is struggling to bind a nasty wound on her arm. A short sword and shield lie near her.

  • Woman: Felicity, squire to Lady Constance (paladin). Worships the angel Gideon, a being of Law that embodies justice and hates Chaos.

FELICITY QUILL (SQUIRE): AC 7 [12], HD 2 (9hp), Att 1 × shortsword (), 1 x Hand crossbow () THAC0 18 [], MV 120’ (40)’, SV W13 P14 B15 S16, ML 10, AL LAWFUL

  • Laying on hands: once per day, can heal 4 hp by laying her hands on wounded creatures. She says: - Wait, why is it dark outside? It was morning a moment ago… - Lady Constance (paladin) just went downstairs protecting people. - Nightmares? I heard that some evil artefacts are stored in the crypts, but that certainly couldn’t be… - Tobias? He arrived covered in a foul black ooze. Brother Seth took him to the cellar. Then the nightmares started. - Golden Veil? No idea. Holy Gideon bestows many powers to the faithful. - Recruit her? If the people on this floor are all safely brought outside, then she will help (but she’ll insist on going back immediately despite her wounds). Help: Kill the frog in #4 and she gives the PCs a ring. Wound. From fighting the giant frog in 22. Ring of protection. Carved in an agate with the head of an austere man drinking water in his hands. to AC and saving throws (lawful only).

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temple 27. Closet p.66 ↗

The narrow shelves hold paper, pencils, candles, a broom, a mop, a bucket, and towels. The items rattle softly in place. If the PCs touch anything, all items fly outward at them, causing damage (halved if save vs breath) to whoever stands in front of the door then slowly return to their place. Among the papers is one clerical scroll: protection from evil. Veined marble floors swirl and ripple. Stained glass saints scream in horror. Red candles gutter in the wind, and wings flap in the darkness above. To L2 To the Cellar

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temple 28. Nave: Pew Fort p.68 ↗

Six villagers (Alexander, Doris, Flutine, Rose, Cecilia, Sebastian) and three priests (Barnaby, Gerard, Prudence) hide in a makeshift fort of pews piled in the nave. A masked woman in armor defends the fort from two swooping hollow gargoyles and three towering Stained Glass Angels.

  • Hollow Gargoyles: Grunting little stone brutes with stunted wings and crooked horns.

HOLLOW GARGOYLE: AC 5 [14], HD 2* (9hp), Att 2 × claw (1 hp), 1 x bite (), 1 x horn (1hp), THAC0 18 [] MV 60’ (20’) / 120’ (40’) flying, SV W13 P14 B15 S16, ML 7, AL Chaotic, XP 20

  • Surprise: on 1-4. Stained Glass Angels. Ten-feet tall and one inch thick. Demon-faced angels with razor-sharp wings. STAINED GLASS ANGEL: AC 5 [14], HD 3* (13hp), Att 1 × wing slash (), Prismatic glare THAC0 17 [], MV 60’ (20’) / 120’ (40’) flying, SV W13 P14 B15 S16, ML 12, AL Chaotic, XP 50
  • Prismatic glare: 15’ cone, save vs paralysis, or become charmed by the angel and compelled to stop your allies from attacking it for rounds. Woman. Lady Constance. Worships the angel Gideon, a being of Law that embodies justice and hates Chaos. Lady Constance says:
  • Tobias is infected with the Dolorous Ichor, but she doesn’t know how to kill it.
  • Tobias is in the hospital downstairs. Somewhere!
  • She raised the Golden Veil when the gargoyles attacked. She lowers it when all is safe and the evil is contained.
  • Her mask? A plain iron face plate hides an ugly red scar and bulging milkwhite eye, caused by her patron angel Gideon for being too lenient regarding the Law.
  • Can she help? Of course, but everyone in the upper levels must be safe first. LADY CONSTANCE (PALADIN): AC 3 [16], HD 4 (18hp), Att 1 × two handed sword () THAC0 16 [], MV 60’ (20’), SV W11 P12 B13 S14, ML 10, AL Lawful
  • Laying on hands: once per day, can heal 8 hp by laying her hands on wounded creatures.

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temple 29. Nave: Altar/Organ p.68 ↗

Three golden chalices sit on a bright white marble altar. Behind it, a forest of bronze pipes rise from a black organ.

  • Chalices: Mere illusions. Approach them and a throaty squawk resounds from the dark corners of the ceiling. Touch them and a hollow gargoyle attacks from above!
  • Altar: Hidden shelf full of broken glass. Take 1 damage if searching through it with unprotected hands. A crystal statuette of a warrior angel under the glass (300 GP).
  • Organ: Blares hideously loud music if played. Everyone who isn’t the organ player must save vs paralysis or take damage unless ears are properly plugged. The Stained Glass Angels in the room automatically take the damage.

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temple 30. Empty Closet p.68 ↗

The deep shelves are bare. Tiny yellow lights glint at the back, in the darkness.

  • Lights: The eyes of blood rats, glinting like gold… They only attack what is in the darkness, like searching hands on the shelves. Unless of course there is no source of light in the room or the closet door is shut.

BLOOD RATS (SWARM): AC 7 [12], HD 2 (9hp), Att 1 × bites (), THAC0 17 [], MV 30’ (10’), SV W13 P14 B15 S16 (1), ML 7, AL Chaotic, XP 25.

  • Go for the eyes! A bitten creature must save vs paralysis or be blinded until magically healed.

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temple 31. Oozing Privy p.69 ↗

The floor and walls are coated in a bubbling green ooze full of struggling rat skeletons. A metal circlet floats in the ooze against the far wall.

  • Ooze: Actually, a green slime.
  • Circlet: A corroded iron ring, part of the toilet seat.

GREEN SLIME: AC No hit roll required, HD 2* (9hp), Att 1 × touch (consume flesh), THAC0 18 [], MV 3’ (1’), SV W13 P14 B15 S16 (1), ML 12, AL Chaotic, XP 25,

  • Acid: stick on target and destroy wood and metal in 6 rounds. • Consume Flesh: if in contact for 6 rounds, target is turned to green slime in rounds. • Removing: only by fire (half damage to the victim, half to the slime). • Immunity: unharmed by all attacks but cold or fire.

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temple 32. Smashed Library p.69 ↗

A ten-foot flaming globe rolls wildly about the room, crushing shelves and tables. A swarm of tiny imps cackles overhead. Three villagers (Sister Andrea, Florette, Nina) cling to the rafters, sweaty and desperate.

  • Globe: 1-in per round and per person: save vs breath or damage. Any person targeted by the globe or equipped for ranged attack can attack it (AC 12 [7], 20 hp).
  • Swarm of tiny imps: Attack the tallest creature standing.
  • Villagers: Burnt, bitten, and bloody. Weak and helpless.

TINY IMPS (SWARM): AC 6 [13], HD 3 (13hp), Att 1 × bite (), THAC0 17 [], MV 30’ (10’) / 120’ (40’) flying, SV W13 P14 B15 S16 (1), ML 7, AL Chaotic, XP 35.

  • Devilish cackle: save vs paralysis at the beginning of the encounter or get to all attack and save rolls for rounds.

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temple 33. Moaning Gallery p.69 ↗

Saintly portraits and pastoral landscapes cover the walls. Angelic bronze sculptures stand in the aisles. Each venerable image moans softly. A man and woman huddle in the center, calling for help.

  • Portraits: Arms of paint grasp and smother any within 5 feet. Save vs breath to avoid. damage for each round of smothering. Check STR to break free.
  • Man and woman: Visiting “artists” Doran and Alba (professional thieves) from distant Kalahar. Polite, charming, educated grifters. Want wealth, fear capture. Skilled at lying, climbing, and picking locks. Willing to help the party if it benefits them.

DORAN AND ALBA : AC 7 [12], HD 2 (9 hp), Att 1 × bite (), THAC0 18 [], MV 120’ (40’), SV W13 P14 B15 S16 (1), ML 8, AL Neutral, XP 15

  • Burglars: pick locks, climb sheer surfaces, hide in shadows on 3-in.
  • Bag of holding: The thieves hide their loot in this purple leather satchel. Currently, six illuminated holy books (50 GP each), a set of two silver rune bells and the orange vestments of a cleric of Halcyon. RUNE BELLS: Chaotic creature must check morale or will flee from the wielder of the bell at maximum speed for 6 rounds.

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temple 34. Cellar Door p.70 ↗

At the foot of this reinforced ironwood door snores a black hound covered in red flames.

  • Hound: Four golden eyes, two red horns, black spikes down its spine, and black flesh dancing with red flames. Toss some meat to distract it for minutes.
  • Door: Unlocked, squeals loudly when opened. If the door squeals, then the hellhound wakes to attack.

HELLHOUND: AC 4 [15], HD 3* (13hp), Att 1 × bite () or 1 x breath (), THAC0 17 [], MV 120’ (40’), SV W13 P14 B15 S16, ML 9, AL Chaotic, XP 50

  • Fire breath: 2-in chance per round, one target. • Fire immunity. • Detect Invisible (75%)

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temple 35. Prayer Garden p.70 ↗

In a circle of rosebushes, three bodies lie still on the grass, surrounded by trampled flowers, a white veil, and two silver cups. Close by, a grim face scowls at you from the black bark of a withered tree.

  • Bodies: Dead. A priest (Brother Filius), and a young couple in a brown suit and yellow dress (Tibert and Margaux). Riddled with stab wounds.
  • Cups: Etched with hearts and flowers and doves. Contain traces of spilled wine. (200 GP)
  • Tree: Bloody branches and leaves. Raspy voice. Answers all questions with outrageous lies, attempting to get someone closer to drain their blood. Stabs anyone who prays within 10 feet of it.

WITHERED TREE : AC 3 [16], HD 8 (36hp), Att 2 × sharpened branches (), THAC0 12 [], MV none, SV W9 P10 B10 S12, ML 10, AL Chaotic, XP 650

  • Hates fire: fire damages are doubled.

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temple 36. Vegetable Garden p.70 ↗

A red-eyed, black-winged rabbit hunches in the neat rows of carrots and cabbages, gnawing vegetables and giggling madly. Five stone figurines mark the ends of each of the garden beds.

  • Rabbit: Flees on foot or wing to avoid being touched. Yes, it can be killed. And no, you don’t need the full stats for a rabbit.
  • Giggling: Save vs spells or become frightened of the rabbit for rounds.
  • Figurines: Mouse. Cat. Fox. Rooster. Fish. In the fish’s mouth is a vial of acid.

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temple 37. Cemetery p.70 ↗

Crooked illegible markers fill the ancient burial plot. Two skeletal ravens perch on a tombstone, staring at you. A woman sobs on her knees.

  • Ravens: “Our stone friend knows how to kill black ichor! Ask him! Ask him!” Who? Riddle: “Ghosts in the darkness, our mail never rusts. Mouths open, no sound comes out.” Answer: Fish (see 36).
  • Woman: Crying into her hands, not responsive. If someone touches her, her face loses all colour and she hisses a warning. If the character insists, she is revealed as a skeleton. Seven more skeletons burst from the ground to attack! They will not pursue characters outside of the cemetery.

SKELETON : AC 7 [12], HD 1 (4hp), Att 1 × claw () or skull toss (, 15 feet), THAC0 19 [0], MV 60’ (20’), SV W13 P14 B15 S16, ML 12, AL Chaotic, XP 10.

  • Floating skull: after being tossed, it returns on its respective shoulders in 3 rounds. This subterranean area is walled entirely with moldering bones and rotting flesh, the floors hidden under several inches of cold, sticky blood yellow eyes stare down from the ceiling, and gaping mouths moan piteously from all sides. Slow shuffling footsteps echo faintly in the darkness. Cold, sticky blood. Walking and running movement is halved here. Infested Seth wanders the halls. A bloated red-and-black mockery of kindly Brother Seth lumbers through the passages, his throbbing bulk blocking the hall. Fleshy tendrils writhe from his sleeves and melted face as he shuffles in a loop around the cellars, groaning and lashing out at all in his way. An open, empty reliquary box is embedded in his chest.
  • Roll for his starting position (see black numbers on the map). Always moves forward, never backward, in a loop. Moves from one number to the next in 1 turn.
  • Seth cannot be saved because he is already dead
  • An unconscious victim left behind is locked in one of the empty cells (45 or 46). INFESTED SETH: AC 5 [14], HD 5* (22 hp), Att 1 × Eldritch Lash () or Maddening Gaze, THAC0 15 [] MV 30’ (10’), SV W11 P12 B13 S14, ML 12, AL Chaotic, XP 300
  • Eldritch Lash: the fleshy tendrils cause excruciating pain, the isn’t physical; record it separately. A character brought to 0 hp by this damage falls unconscious for turns).
  • Maddening Gaze: 15’ cone, save vs spells or psychic damage and spend rounds kneeling and babbling. • Immunity: immune to mundane weapons. Magic weapons do half damage. Fire does minimum damage.
  • Vulnerable to acid: acid coated weapons do normal damage. Acid "grenades" do damage over two rounds. . Huge

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temple 38. Cold Storage p.71 ↗

Frost glitters on rows of crates and barrels. Two glinting creatures hiss from the corner.

  • Crates: Packed tight with salted venison, pork, and fish.
  • Barrels: Packed tight with apples and pears.
  • Creatures: Two frost pucks defend their chilly crates.

FROST PUCK: AC 4 [15], HD 2 (13hp), Att 1 × freezing Sneeze (, 15’) or 1 x Frigid aura, THAC0 17 [] MV 120’ (40’), SV W13 P14 B15 S16, ML 9, AL Chaotic, XP 50

  • Frigid aura: once per encounter, within 10’ radius, save vs spells or damage.

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temple 39. Dusty Wine Cellar p.71 ↗

Hundreds of dusty wine bottles sit on even dustier racks.

  • Dust: Enter the room and the dust flows into the PCs’ nostrils and mouth. After 30 seconds, the PCs start suffocating ( damage per round). Leave the room to end the effect.
  • Wine: All red, very sweet.
  • Bottles: Fragile. Each time one is touched, roll and on a 4 it shatters harmlessly. 1-in chance per searching round and per person to find a really good bottle (3 golden stars on label, 25 GP each, max 8 bottles).

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temple 40. Vault (Relics) p.72 ↗

A solid iron door lies mangled on the floor. Silver candlesticks and neatly folded vestments line the clean shelves. A single purple candle burns on a golden stand in the center of the room. A humanoid shadow wavers on the far wall.

  • Door: Smashed inward by something large and strong (infested Brother Seth).
  • Shelves: Empty places clear of dust with light scratches, one box is clearly missing (contained the Crown of Dreams).
  • Purple candle: No heat or smoke, never burns down. Clearly magical. If snuffed out or obstructed, the Shadow escapes to kill Sister Ruth.
  • Shadow: There is nothing casting it. It looks like a man frozen while running. Talk to Shadow: - This is Samson Windler, inventor, whose experiments into immortality accidentally turned him into a living shadow many years ago. - His family fled in fear and the town turned against him. - Sister Ruth (much younger then) captured him with the candle and locked him away. - He begs and bargains and promises anything to be freed; he heard brother Seth take a reliquary to Tobias, muttering to himself it would ease his pain. If freed, Samson goes to kill Sister Ruth (even if outside the temple) and escapes. THE SHADOW OF SAMSON WINDLER:

AC 3 [16], HD 4* (18hp), Att 1 × touch ( + strength drain), THAC0 16 [] MV 120’ (40’), SV W13 P14 B15 S16, ML 10, AL Chaotic, XP 125

  • Surprise: On 1-5. • Strength drain: 1 STR point per hit (recovers after 8 turns). If reduced to 0 STR, the victim becomes a shadow. • Immunity: immune to mundane weapons. Unaffected by charm and sleep.

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temple 41. Closet (Medical) p.72 ↗

The sturdy shelves hold 10 vials of oil, 10 vials of anti-toxin, 10 candles, heavy leather aprons, and one black plague doctor mask. Also three jars of purified troll bile.

  • Anti-toxin: Check INT and hours of work in a lab: create flasks. Allows a poison victim to save again.
  • Biles: Check INT and hours of work in a lab: turn one jar into a vial of acid.

Holding cells

Each stone cell is pitch black beyond its narrow view-slot. Each iron door is deadbolted from the outside.

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temple 42. Cell: Scared Thief p.72 ↗

Noah, thief, stole a love potion from alchemist Omar. Begs to be let out, terrified of the flesh and bone walls.

  • Open it: he runs away unless promised help to win the love of Alexander (room 28).

NOAH: AC 7 [12], HD 2 (9 hp), Att 1 × weapon (if given one), THAC0 18 [], MV 120’ (40’), SV W13 P14 B15 S16 (1), ML 8, AL Neutral.

  • Burglar: Pick locks, climb sheer surface, hide in shadow on 3-in.

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temple 43. Cell: Insane Heretic p.72 ↗

Heather, anti-angel heretic. Babbles madness about the lovely eyes in the ceiling. Talk to her for more than a minute, her heretical ramblings attract a random encounter.

  • Open it: she refuses to leave. Heather is otherwise a helpless villager (see page 55). 3 2 4 5 6

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temple 44. Cell: Infested Janitor p.73 ↗

Martin, the temple janitor. Infected with dolorous ichor, his monstrous black hand attacks out of control. Tells the PCs to leave him there to die so no one else is hurt. One vial of acid on his hand kills the ichor and saves him.

  • Open it: he refuses to go, doesn’t want to hurt anyone. Martin is otherwise a helpless villager (see page 55).

MARTIN'S HAND: AC 4 [15], HD 3 (9 hp), Att 1 × claw (), THAC0 17 [], MV 0’ (0’), SV W14 P13 B16 S15, ML 12, AL Chaotic, XP 40

  • Body part: An attack hitting AC 9 [10 ] to 5 [14] damages Martin. He has 3 HP. The hand lives on if Martin dies.
  • Contagion: A character killed by Martin's Hand immediately rises as an Infested Zombie. (Stats as dead PC with undead qualities and the same Contagion ability.)

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temple 45. Cell (Empty) p.73 ↗

Yep, empty. To L1 1 8 7 To the Crypts

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temple 46. Cell (Empty) p.73 ↗

Completely empty.

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temple 47. Cell: Troubled Teen p.73 ↗

Gavin, 16, pale, black hair. Prone to violent outbursts due to eating toxic Ramweed, should be fine in a day or so.

  • Open it: he runs away. Gavin is otherwise a helpless villager (see page 55).

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temple 48. Cell: Infested Tobias p.73 ↗

A huge pulsating mass of black and violet flesh fills the cell. Long bent arms beat bloody talons against the walls. Tobias’s red face screams from the fleshy mass, his yellow eyes bulging, a golden crown knotted to his head in a tangle of bloody thorns. Tobias, unfortunate young adventurer, heavily infested with ichor, monstrously deformed, fused to the walls. The mutated youth shakes and screams, his shapeless body rooted into the stones of his cell. His clawing hands thrash wildly as his wails deafen you to all other sounds. - Cannot move. - Tobias cannot be saved because he is already dead. INFESTED TOBIAS: AC 5 [14], HD 4* (19 hp), Att 1 × Flailing arms () or Desperate scream, THAC0 17 [] MV None SV W11 P12 B13 S14, ML 12, AL Chaotic, XP 125

  • Desperate scream: 15’ radius, save vs spells or psychic damage and spend rounds moving away randomly.
  • Immunity: immune to mundane weapons. Magic weapon only do half damage. Fire does minimum damage.
  • Vulnerable to acid: acid coated weapons do normal damage. Acid “grenades” do damage over two rounds. To remove the Crown: A character must save vs paralysis or meld into Tobias' flesh in 3 rounds. Once this process has started, they must be cut or burnt off the mass of tissue ( damage). Even then, they suffer from nightmares unless they wear the Crown. When the Crown is removed, all non-ichor creatures and effects vanish from the temple. Only Infested Tobias, Infested Seth, and Martin’s hand remain the same. CROWN OF DREAMS This simple golden circlet makes the wearer resistant to psychic damage and ensures a restful sleep with only pleasant dreams. Also, the wearer is immune to being frightened or charmed.

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temple 49. Cell (empty) p.74 ↗

Whew! Empty.

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temple 50. Repaired Wall p.74 ↗

The mortar here is brighter, and the stones are a slightly darker shade of gray. It takes 10 minutes to physically bludgeon the wall open to reveal the tunnel down to the crypts. Referee Note: The repaired spot cannot be seen until the Crown of Dreams is removed from Tobias (because everything looks like bones and flesh), but then the repaired spot may be discovered by searching for secret doors. Across the plain dirt floor, between the simple gray granite crypts and one blue marble crypt, all covered in dust.

  • Dust: Trickles steadily from the earthen roof, and a little more with each passing moment.
  • Pillars: The stone pillars crack a little more with every opened crypt. Each time a crypt is opened, roll for each opened crypt. If any die is a 1, the ceiling begins to collapse.
  • Collapse: The ceiling will cause a cavein in rounds, killing everyone still inside. Every round, each PC must roll : on 1-2, they fall to the ground and cannot move this round. To the Cellars pillars, lie three white

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temple 51. White Crypt #1 p.75 ↗

A dull white skeleton in faded orange robes wears a bronze ring featuring an etched hand. SCRIBE'S RING: This bronze ring features an engraved hand. The wearer can create (forge) any official document of a type they have seen before.

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temple 52. White Crypt #2 p.75 ↗

Dusty gray robes lie crumpled over a low mound of dull sand. Atop the robes sits a bronze ring featuring an etched eye. LIBRARIAN'S RING This bronze ring features an engraved eye. The wearer can read any written language.

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temple 53. White Crypt #3 p.75 ↗

A twisted brown corpse with enormous white eyebrows in filthy white robes displays on a gnarled finger a bronze ring featuring an etched shield. VIVIMANCER'S RING This bronze ring features an engraved shield. The wearer cannot be frightened or poisoned by any creature smaller than the wearer.

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temple 54. Blue Crypt p.75 ↗

A dark gray skeleton of a one-armed woman lies in dull orange robes. In her skeletal fingers sits a bronze staff etched all over with eyes, bells, and wings. STAFF OF HALCYON This bronze staff has three charges, which it regains each day at dawn. Burn one charge to create 30 feet of torchlight for 1 minute, which causes magic objects and effects within its radius to glow. Burn three charges to create 60 feet of sunlight for 1 minute, which causes invisible creatures within its radius to glow.

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