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The Crypt of Valerius

Lv 1-3 ▶ Run in Live DM

Formoria: Crypt of Valerius · p.1 · formoria · 3p

Open source p.1 ↗
Run 0/42 visited

Long ago, a company of
Archatian soldiers led by the
Legatus, Marcus Valerius, came
across the abandoned stronghold
of the Formorian chieftain
Feggrog, which lay at the fork of
the River Byrth and the River
Dyyne.
Valerius and his men claimed the
castle as their own and founded
the village that would one day
become the Duchy of Forksdale.
Upon their deaths, the Centurion
and his soldiers were buried in
the manner of a Northman Chief.
A magnificent barrow crypt was
built for them by the
townspeople right over the top of
the ruins of a much older tomb;
the burial tomb of Segeric

Introduction

Long ago, a company of
Archatian soldiers led by the
Legatus, Marcus Valerius, came
across the abandoned stronghold
of the Formorian chieftain
Feggrog, which lay at the fork of
the River Byrth and the River
Dyyne.
Valerius and his men claimed the
castle as their own and founded
the village that would one day
become the Duchy of Forksdale.
Upon their deaths, the Centurion
and his soldiers were buried in
the manner of a Northman Chief.
A magnificent barrow crypt was
built for them by the
townspeople right over the top of
the ruins of a much older tomb;
the burial tomb of Segeric
Hammerhand! Over the
generations, an oak grove called
the Barrow Wood has grown up
around this location, and the
townsfolk have largely forgotten
the legends surrounding the
place.
Lately, however, strange men
have been seen going in and out
of the woods at night. Rumors of
a new cult and terrible human
sacrifice are enflamed by the
recent preponderance of missing
people in the area. Duke
Theoderic seems uninterested in
the hysterics of the local
populous and refuses to spend
resources to investigate the
matter, trusting his brother,
Sherrif Berchar, to resolve it.
WHAT’S REALLY HAPPENING
A Cult of Shadow has opened the
Barrow Mound crypt of Valerius
and is trying to raise the dead
within. They have taken over a
portion of the crypt and
desecrated its temple,
establishing instead a great
temple to the Shadow Lords.
They are using this place to
perform a ritual that they believe
will raise Valerius as a powerful
Wraith-like Death Knight, and his
soldiers as an army of the dead.
Duke Theoderic’s brother
Berchar, the Sheriff of Forksdale,
has infiltrated the cult. He plans
to use the cult’s forces and those
of the risen Valerius to slay his
brother, after which he can
murder the cultists, and then
destroy Valerius, thus making
himself the “hero” and new Duke
of Forksdale.
Berchar constantly downplays
the seriousness of the situation in
the Barrow Wood to his brother,
the Duke, instead directing the
Duke’s focus toward a group of
Bandits that have become active
around Forksdale. Secretly, the
Bandits are employed by Berchar
in order to distract the Duke from
the real threat.
WHEN THE HEROES ARRIVE
When the players arrive in the
town, possibly coming here after
having visited the Tomb of Lovius
from “Trouble in Loville,” they will
note an aura of fear about the
place. People are frightened of
something.
Strangers are less welcome than
normal, and everyone keeps an
eye on newcomers. Parents keep
their children close. Few people
walk about town alone.
RUNNING THE ADVENTURE
Key to running the adventure is
understanding the goals and
motivations of the various
factions.
Duke Theoderic. The Duke is in
the dark about everything,
relying on Berchar, as his sheriff,
to handle the situation. The Duke
suspects that the Bandits may be
under the employ of his Uncle,
Berin the Bold, Duke of Byrth.
However, this is untrue.
Sheriff Berchar. The Sheriff and
Earl of Gerald’s Rock is envious of
his brother and seeks to become
Duke himself. Berchar is very
cunning and has manipulated his
brother, the cultists, and the
bandits toward his ends. His goal
is to create enough distraction so
the cultists can achieve their goal.
Then turn the tables on them and
come out on top as the hero once
his brother is dead.
Once the Cultists and their
undead army take Forksdale,
Berchar plans to enlist King
Tyrius of Ardaran to defeat them.
Once the cultists and the undead
are put down, he would rightfully
and humbly take his brother’s
title. Currently, Berchar leads the
Duke’s men on a wild goose
chase to find the “bandits” that
he has hired.
The Bandits. These ruffians are
unaware of who has hired them.
They call their client “the
benefactor.” They have not
actually met him in person;
however, they do receive
messages from this benefactor
alerting them of the movements
of patrols and telling them how
best to avoid them. Their
directive is to harry the roads
surrounding Forksdale, holding
up passing travelers and
merchants. Some of whom they
kidnap to take into the Barrow
Wood to sell to the Cultists.
The Cultists. These servants of
Shadow have infiltrated the Crypt
of Marcus Valerius and are trying
to raise him and his men as an
undead army in the service of the
Dark God Gorgache. They believe
that Sherrif Berchar is an Ally and
fellow secret worshiper of
Gorgache. In fact, Berchar is only
using the Cultists. He has agreed
to aid the cultists by using his
bandits to supply them with
victims to sacrifice in their rituals,
as well as by ensuring a gap in
the town’s defenses when the
time comes for the attack on
Forksdale.
The Troglodytes. Deep beneath
the crypt complex live a tribe of
Troglodytes. They’ve come up to
retrieve the remains of the
sacrificial victims that the cultists
dump into the shaft (area 2), from
the access door in area 1. The
Troglodytes believe that the
bodies they find deposited in area
26 are gifts from the Old Gods,
whose statues are there. They pile
offerings in front of the statues,
before dragging the bodies down
the crevasse (area 25) and back to
their home (area 39).
The Troglodytes have become
convinced by their Shaman that
the Old Gods are sending them a
sign that the men of the surface
world are weak and ready to be
harvested. They have begun
going on night-time surface raids
to the South of Forksdale,
ravaging farms and homesteads
in the countryside.
Note: These raids increase
dramatically in frequency if the
Cultists are killed and no longer
dump victims down the shaft.
WHISPERS AND RUMORS
•
There are rumors of strange
men about in the Barrow
Wood at night. Many have
seen torch lights in the
woods. No one seems to
know for sure who they are.
•
Bandits plague the roads
around Forksdale. The Duke
is sending many of his men
out on patrols to find them,
led by his brother, Sherrif
Berchar.
•
Many speak of people going
missing in the night, never to
return. Husbands, Wives, and
Children have been
disappearing, never to be
heard from again.
•
Peasants and Farmers to the
South of Forksdale have
claimed that foul monsters
have begun raiding their
homesteads in the dead of
night, taking both livestock
and people.
•
(FALSE) The bandits plaguing
Forksdale are thugs hired by
the Duke of Byth, Berin the
Bold. He is behind the attacks
and recent abductions.

Forksdale

The City of Forksdale lies on a
rocky hillock, where the River
Dyyne meets the River Byrth
They say that Forksdale Castle
was built by a Giant King
hundreds of years ago with the
help of stone giants and Trolls.
The castle was built with a giant’s
stature in mind, and so the halls
and rooms of the fortress are truly
voluminous.
When the Ice Lord Calligula was
defeated, the Giant King died
along with him on the Mordaran
Plain, and the castle was left to be
claimed by the victors. Despite its
impressive castle, however,
Forksdale remained a relative
backwater for generations due to
its isolated location. With no
access to the sea and its best
trade routes to other Kingdoms
fraught with constant danger,
Forksdale remained a sleepy
oasis of Freefolk surrounded by
enemies on all sides.
Forksdale is also situated near to
communities of demi-humans;
Dwarves, Elves, Halflings, and
Gnomes are all nearby and have
long traded with the Dalelanders.
In the current day, Forksdale is
recovering from the War of the
Dalelands. Most of the buildings
have been recently rebuilt or
repaired, and the city has a new
stone wall around the southern
half, 15 feet high and 10 feet thick.
Sturdy Wooden gate houses have
been recently built at the main
access points.
The Temple Road is the main
thoroughfare of the City, and the
only road paved with
cobblestone. It passes the great
Temple of Meteron and the path
north to the Castle Gates, and
continues east past the Brewery
Blocks, the Red Stag and the
Golden Lion, the two main Inns of
Forksdale.
THE RED STAG
A placard bearing a red Stag
rearing up on its hind legs with
three stars above him hangs
above the door of this old timber
and stone structure. It is one of
the only buildings that survived
the Dalelands War intact. The
huge timber framed building has
walls of stacked stone, and a
freshly thatched roof.
A central fire pit dominates the
middle of the large open room
within, smoke from the fire
wafting up to the blackened
timber rafters. There is a stair in
the back corner that leads up to
the balcony above, where there
are rooms available for rent.
Above the fire pit, hanging from
the balcony is a giant red stag
mount.
The innkeeper, Geirolf, is usually
behind the bar. A Northman by
descent, he is tall and broad with
long blonde and grey hair and
beard. Rumor has it that he kept
the Inn going all through the
Orcish occupation of Forksdale,
and that the orcs spared the
place only on the condition that
he kept the ale flowing.
Provisions. Certain Provisions can
be bought here at the Prices
Below. The Red Stag is also a
wonderful location for Carousing.
•
Ale ………………………………. 5cp
•
Mead …………………………. 8cp
•
Halfling Mead ……… 10cp
•
Halfling Ale …..……….. 10cp
•
Poor Meal …………..……. 5cp
•
Regular Meal ….…….. 10cp
•
Fancy Meal ……….…….. 3sp
•
Room and Board….6sp/day
•
Suite (4 rooms)……. 3gp/day
•
Hard Rations .………. 2sp/day
THE GOLDEN LION
This newly built wattle and daub
structure has a placard made of a
shield bearing the figure of a
golden lion. The place looks
warm, inviting and well
appointed. A tall guard wearing
mail armor and carrying spear
and sword stands at the door.
The guard is a hired soldier
named Dalfin. As long as the
characters appear reasonably
well-off he will just bow his head
as they enter, however if the party
appears ragged or poor, he will
stop them and tell them to go
elsewhere.
The interior of the Golden Lion
features a massive fireplace along
one wall, sculpted in the shape of
a lion’s head with mouth wide
open. The inside of the fireplace is
large enough to roast a whole Ox
on its massive iron spit. Often
that is exactly what they are
doing. A cook carves the roasted
meat for patrons.
The Innkeeper of the Golden Lion
is an ex-adventurer called
Baldrick the Brave. He is famous
for hunting down bands of orcs
left over after the Dalelands war
and collecting upwards of 200
tusks from their dead bodies.
These he fashioned into gaming
pieces for Tafl (A game somewhat
like chess), which may be played
at any of the tables at the Inn.
The food and drink here are
much finer than at the Red Stag.
Baldrick has a collection of elvish
wine, and dwarvish ale (whiskey)
as well as the normal drinks. The
accommodations here are nicer
and more costly as well.
Provisions. Prices here are a bit
steep, but the quality is well
worth it, according to regulars.
•
Halfling Mead ……… 1sp
•
Halfling Ale ……….…….. 1sp
•
Elvish Wine (btl)……10gp
•
Dwarvish Ale (btl) … 8gp
•
Regular Meal ……….. 2sp
•
Fancy Meal …………… 6sp
•
Room ……………………. 2gp/day
•
Suite (4 rooms) … 10gp/day
•
Travelling Rations.. 5sp/day
THE TEMPLE OF METERON
The second largest building,
except for the castle itself, the
Temple of Meteron, Lord of Light,
is still being restored after
suffering at the hands of the
orcish occupiers. The Temple was
burnt and desecrated during the
war, but the massive granite and
marble structure was not
completely torn down, and after
the war, it was rebuilt by the local
people who returned to the area
after the war’s end. Parts of the
Temple are still being completed
and renovated. Behind the
Temple, there is a graveyard, and
below the Temple is a crypt. The
High Priest of the Temple at
Forksdale is called Garivald the
Healer, and there are several
acolytes as well that can help
players. These are Notker,
Farabert, Taurin, and Odo. Each of
these may be willing to join the
party as a Henchman, for a full
share of the treasure which they
will give to the Temple. They are
all 1st level Priests.
Donations to the Temple are
always gladly accepted, and for
those that tithe to the temple
certain services are available. The
Temple is also a good place to
perform Good Works, Tithing and
Prayer if you are using the
alternate alignment system from
Formoria; the Dark Age.
•
Cure Wounds…….. 25gp/
•
Augury ……………………… 50gp
•
Mass Cure …………….… 100gp
•
Restoration …………….. 100gp
•
Speak with Dead …. 125gp
•
Regenerate ……………. 250gp
•
Holy Water (vial)…….… 10gp
•
Healing Tincture() 15gp
•
Healing Potion(). 60gp
THE BREWERY BLOCKS
The Brewery Blocks are the most
commonly frequented by
travelers along the roads. Both of
the larger Inns of the city are here
as well as the Horse Trader and
Smith.
The Horse Trader. Hagen is the
Horse Trader here. Hagen is
helped by a number of young
grooms. He is good-natured, tall,
and wiry. He will stable horses
and mules and trade in them as
well. Hagen will buy animals for
about half their value.
•
Stable Fee……………… 3sp/day
•
Feed ……………………… 2sp/day
•
Shoeing………………….. 5sp
•
Pack Saddle……………. 2gp
•
Riding Saddle…………. 5gp
•
Tack and Harness…… 1gp
•
Mule…………………… 5-10gp
•
Riding Horse……… 45-55gp
Smithy. Thegan runs the smithy
with his son Ouen. Thegan was
trained by the renowned
Dwarven smith Bjorn
Firehammer, and grew up with
Bjorn’s famous son, Dorn, and a
half-orc named Goash. The
townsfolk lynched young Goash
after an orcish raid hit the town
some 13 years ago, hanging him
from a tree behind the smithy
where he worked. Bjorn, Dorn
and Thegan buried Goash there
at the tree and named it the Tree
of Goash.
Thegan is a very skilled smith,
although he will not readily
advertise it. He can craft almost
any weapon or armor except for
plate mail or great swords. He
can also repair weapons, and will
readily buy any weapons or armor
players find to repair and resell
them. These he generally buys for
about 25% of their list value.
Herbalist. Next to Thegan’s
Smithy is Janric the Herbalist.
Janric is a middle-aged man with
a long greying beard. He
specializes in making poultices
and concoctions to help the small
folk. His wares have no
miraculous effects, but they are
far more affordable to the
average townsperson. Janric is
skilled in poisons and their
antidotes as well. He will not
admit to it unless trust is built
first but he does carry a poison or
two in a hidden storage space.
Spider Poison. (DC 9 CON or take
damage) 5 gp/dose.
Giant Spider Poison. (DC 12 Con
or Paralyzed rounds.) 10
gp/dose.
Drow Poison. (DC 15 Con or
Paralyzed rounds.) 20
gp/dose.
Wyvern Poison. (DC 15 CON or
take damage) 100 gp/dose.
THE HILLTOP
The Hilltop is a cluster of high-
end establishments nestled on
the bluff against the South wall of
Forksdale Castle. The district is
well protected by the “Hilltop
Guard,” a private force of men-at-
arms who guard the residents
and establishments of the small
district. The District includes a
high-end brothel, tailor, and
jeweler. The Jeweler is particularly
useful for trading heavy gold into
lightweight precious stones (for a
fee of course).
THE WEST SLOPE
The West Slope is a district of
townhouses and dwellings for
people who serve the Duke and
his castle but do not live there.
Various handmaids, grooms, and
butlers, along with cooks and
physicians, tutors, artisans, and
diplomats from afar are often
housed here by the Duke.
POTTERS WAY
The Artisanal District of Potters
Way is home to all manner of
craftsmen and women, but
primarily potters, glass blowers,
wheelwrights, coopers,
carpenters, weavers, basket
makers, and leatherworkers.
MILLERS ROW
Outside the town walls on the
shores of the river Dyyne, is
Miller’s Row. The district is
dominated by the large
millhouse, which is owned by the
Duke. The mill house was rebuilt
by the Duke and is powered by a
water wheel, the only one like it in
the dalelands. Farmers come
from many miles around to grind
their corn at the mill house.
The rest of Miller's Row is in a
rather poor state. It used to house
many millers who would take in
grain and grind it manually with
smaller millstones. However,
since the construction of the mill
house, few have been able to
compete and have instead been
forced to find other means of
employment. Some have turned
to other crafts, others have
become laborers, and still others
have taken to less savory
occupations.
DAGGER POINT
Where the Dyyne meets the
Byrth is called Dagger Point. The
shores are often choked with
riverboats bringing trade from
Caeirkult and beyond. Traders,
river pirates, bandits, and thieves
all frequent the ale halls and
brothels of Dagger Point. The
place is known to be dangerous,
and most people tend to steer
clear of the place. Eventually, the
goods brought in by traders here
will make their way to the Castle
Market, so there is little need to
venture into this seedy part of
town unless one is looking for a
certain kind of trouble and
adventure.
The local alehouse here is called
“the Black Horn” due to the
enormous black drinking horn
hanging above the door that
marks the place. It is a good spot
to find cheap ale, gambling, and
frequent bar fights.
FISHERMAN’S ROW
North of the walls, along the
shores of the River Byrth is
Fisherman’s Row. One of the
poorest districts of the town, it is
crowded with ramshackle hovels
clustered together. The awful
smell of discarded fish guts from
the many fishmongers, and other
waste products from the
neighborhood, flow along open
gutters and alleys before ending
up in the river. Packs of alley cats,
and rats more numerous than
people, feed off the detritus and
spread diseases to the smallfolk.
Small fishing boats line the banks
of the river, going out well before
dawn and returning before noon
with their catches, to be sold on
the street by the fishmongers.
Gangs of starving orphans roam
around here, begging or picking
pockets, or stealing a fish when
possible. These gangs eventually
matriculate to Dagger Point,
where they become recruits for
Bandits, River Pirates, or other
ne'er-do-wells.
CASTLE MARKET
The Castle Market is the main
open market of Forksdale. To
enter the castle gates with goods
for sale, a gate tax must be paid
of 10% of the value of the goods
being sold. There are several tax
assessors processing merchants
entering the castle walls.
This tax applies to Player
Characters coming to sell their
treasures as well. The Castle
Market is the most likely place to
find a buyer for anything the
players may find in their
adventures that they wish to
trade for coin. The Market is also
the most likely place to find
unique items.
Although most of the traders at
the market are selling normal
goods, foodstuffs, as well as
spices, fabrics, and other items
imported from faraway places. A
few vendors may have interesting
items to sell. For every hour the
players browse the market, roll on
the Treasure Table for an item
that a vendor has for sale. A
maximum of 3 such rolls should
be made per session, as such
treasures would be rare finds.
FORKSDALE CASTLE
The Keep of the castle is truly
enormous as it was built to the
scale of the giants that first
constructed it. Huge stones and
timbers make up its structure.
The Keep has four towers, one on
each corner, and a voluminous
Great Hall in the center where
the Duke keeps court.
People appear comically tiny
walking about the halls of the
castle. Visitors often comment
that the castle is far too cold and
drafty due to its size, and
cartloads of firewood harvested in
the nearby village of Loville are
required to heat the castle every
day.
Duke Theoderic. The Duke is a
young man of 23 years. He grew
up in the “civilized” lands to the
South of Formoria, in Caleon, the
home of his Mother, Livinia.
As a youth, he idolized his cousin,
King Tyrius, but long years of
Livinia’s poisonous words against
the King, and the region’s relative
poverty due to the difficulties of
rebuilding in the aftermath of the
Dalelands War, have soured his
view of his liege.
The Duke has become
discontented and suspicious of
his relatives. Especially his Uncle,
the Duke of Byrth, Berin the Bold.
Theoderic is altogether not too
bright and is easily manipulated
by his mother and younger
brother.
Sheriff Berchar. The Sheriff and
Earl of Garald’s Rock keeps court
in Forksdale at his older brother’s
side. At 21 years of age, he is far
more intelligent and
Machiavellian than his brother.
Constantly behind the scenes,
scheming to gain the upper
hand. It is Berchar who has
poisoned Theoderic against their
uncle Berin.
Berchar would love nothing more
than to push his brother off the
castle walls and take the Duchy
for himself. He sees his brother as
weak and unworthy of the family
birthright. Ultimately, Berchar
wants to reign over the entire de
Ardaran Dynasty. He is not
opposed to any means to make
that happen.
That said, Berchar should be
played as clever, intelligent, and
very capable. He will come off as
charming and eloquent,
observant and obedient. But
behind the scenes he works
constantly toward his own
elevation and accumulation of
power.
Livinia de Ardaran. Lady Livinia is
as shrewd and power-hungry as
her younger son. Some believe
she had a hand in the untimely
death of her husband. Regardless
she has always been the closest
council to her son, the duke.
Through him, she wields her
power and controls most aspects
of the affairs of the duchy.
Livinia sees her sons as the
rightful heirs of the de Ardaran
dynasty and considers King Tyrius
a usurper, who took Theoderic’s
birthright during the Dalelands
war 10 years ago.

Berchar’s Bandits

Should the players decide to try
to chase down the “Bandits,” they
will eventually be able to track
them down. The Bandits have
evaded capture only because
Sheriff Berchar warns them when
and where the Duke’s patrols will
be. Without that intel, the
Bandits are not too difficult to
track down by a group of curious
heroes.
They also are not expecting to be
attacked by anyone. Assuming
that they will be warned of
patrols, they are incautious and
complacent, not taking very
many precautions when it comes
to security. Players may even find
it relatively easy to infiltrate the
camp should they wish to. Posing
as one of the bandits themselves.
If they are smart enough about it,
they will likely succeed.
THE BANDIT CAMP
At any given time, there will be
bandits in the camp, plus
Geirolf, their leader. They have an
ogre in camp as well, almost
always asleep during the day.
Note: Geirolf and his bandits do
not know exactly who employs
them. Berchar was careful to
keep his identity from them.
Bandits. AC 13 (leather + shield),
HP 4, ATK 1 club () or 1
shortbow (far) (), MV near, S
, D , C , I , W , Ch , LV 1
Ambush. Deal an extra die of
damage when undetected.
Geirolf (Bandit Leader). AC 16
(Chain + shield), HP 9, ATK 1
shortsword () or 1 shortbow
(far) (), MV near, S , D , C
, I , W , Ch , LV 2
Ambush. Deal an extra die of
damage when undetected.
Grolg, Ogre. AC 9, HP 30, ATK 2
greatclub (), MV near, S ,
D , C , I , W , Ch , LV 6
Treasure. Pilfered trade goods,
Barrels of Halfling Ale, Bolts of
Wool, etc., the Bandits will all
have small amounts of copper
and silver coin ( of each). If
released alive, Geirolf will reveal
the location of a hidden Treasure
from the Treasure Table (pg. 54).
The Barrow Wood south of
Forksdale is the ancient burial
ground of the first settlers in this
region. Narrow trails wind
through the gnarled oak and
maple trees. Amongst them, the
many burial mounds are
scattered, overgrown with ferns
and moss. Their stone doors
sealed.
The largest of the mounds has a
single giant oak growing atop it.
At the oak’s base, broken by the
tree’s roots, is what looks like the
remains of a stone well. The large,
moss-covered stone doors show
evidence that they have been
recently opened.

Maps (3)

Central Dalelands Hexmap

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Greater Formoria BW Hex

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Greater Formoria Color Hex

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Rooms (42)

1 The Main Crypt p.24 ↗

Entrance. Large heavy stone
Doors, once sealed but recently
opened. STR 12 to open.
Doors. Base relief carvings
depicting a regal soldier in the
Katalian style. Lettering carved
into the door in Katalian reads,
“Cursed are those that would
defile the resting place of
Legatus, Marcus Valerius.”
Stairs. Cracked stone stairs lead
down into a dark and damp
chamber below. Time to Light
Torches.
Torus Shaped Crypt. The round,
torus shaped crypt is lined with
sarcophagi and statues along the
inner and outer walls. Smell. The
air is damp and smells of earth.
The ceiling arches 20 feet in
height.
Sarcophagi. There are 35 different
stone sarcophagi in this room. All
appear to have been opened. If
the players search them, roll on
the table below.
Statues. There are four statues in
the main crypt. The first, just
North of the entrance against the
inner wall, depicts Legatus
Marcus Valerius in armor, holding
a scepter and a book. The
Second, on the Southeast wall,
depicts a man with a fish’s tail
holding a trident (A depiction of
the God Sargon). The Third, on
the Northwest wall, depicts a
large brawny man, dressed in the
skin of a bear, and carrying an axe
(A depiction of the God Kron). The
Fourth, on the North wall, is of a
winged man with the head of an
eagle (A depiction of Pailan).
East and West Doors. There are
two doors of iron-banded oak.
The east door is swollen closed
but may be forced (STR DC 15). It
leads to Area 3 (east) on the 2nd
level. The west door is operable
and appears to have been
recently used. It leads to Area 3
(west) on the 2nd level.
Secret Door 1. Blood stains on the
floor lead to a section of the inner
wall between two sarcophagi.
Searching here will reveal a small
section of false wall, roughly 2
feet wide by 3 feet tall, leading to
area 2. The door can be released
by pulling on the torch sconce
nearby and will swing inward.
Secret Door 2. Behind the statue
of Pailan there is a secret door.
This door is more expertly crafted
and difficult to find (WIS DC 15).
The portal is well sealed, and
there is no obvious way to open it.
If the players take time to
investigate closely, they notice
two odd depressions in the
flagstone before the statue. One
about the size and shape of a
man’s foot. The other, smaller and
round. If a character kneels such
that their foot is placed in one
depression and their knee in the
other, the door will open.

Sarcophagus Contents
1-5
Empty save a few scattered bones and dust
10-11
Bones, random rusted weapon (repairable)
12-13
Bones, random rusted armor (repairable)
14
A Grey Ooze is within, attacks metal-wearing characters
15
A Giant Centipede coiled up, only attacks if disturbed
16
A Skeleton Rises and attacks the party
17
Bones, If searched; a false floor conceals copper bits
18
Bones, If searched; a false floor conceals silver talens
19
Bones, If searched; a false floor conceals Gold Pieces
20
Bones, If searched; a false floor conceals level 1 Treasure

open full entry →

2 Dark Pit p.26 ↗

Moonlight or Daylight shines
down from the crumbled well
above. The pit descends into
darkness below (down to the
floor of area 27.
Entrance. From area 1 through
the secret door, a narrow ledge of
about 2 feet before the yawning
pit. The surface of the pit is damp
and slick, covered in moss and
lichen for the first 20 feet or so. In
total, it is 60 feet to the floor
below. Stains on the floor indicate
perhaps bodies are discarded
here. An Iron Ring is anchored to
the ledge, with a short length of
old, tattered rope tied to it.

open full entry →

3 Grand Stair p.26 ↗

A wide stone stair descends to a
small chamber. Smells. Cool,
damp, musty air, smells of earth
and decay.
West Stair. This stair appears to
have frequently been used. A
statue stands on a dias on the
west wall of the chamber. The
statue of a nude man (probably a
depiction of the God, Meteron)
has been defaced, it’s head
replaced with a skull, and the
marble splattered with blood.
North Door. This wood door,
banded in iron, is swollen shut
(STR 12). It leads to a short 15-foot
hallway with another similar door,
also swollen shut, leading to area
5-west. Forcing these doors
makes a lot of noise! Roll for
random encounters for every
attempt to force open the doors.
South Door. This wood door has
seen recent use and is easy to
open. Creaky Hinges. The door
hinges are rusty and creak loudly
unless oil is applied to them
before opening. The door opens
to a long hallway that leads to
area 7b. Sounds. The faint echoes
of chanting may be heard (only if
the cultist are still alive).

open full entry →

4 The Cleansing Pool p.26 ↗

A large room must have once
been beautiful. Walls of white
marble and Corinthian columns
hold up the vaulted ceiling. These
have been splattered with blood,
which now stains every surface. A
large statue of Meteron on the
East wall, defaced by the cultists,
with the head removed and
replaced with the skull of an
Ogre. In the center of the room is
a large pool, at one time intended
for purifying ablutions, it is now
filled with a dark red, pungent
ichor that can only be blood.
Several large brass decanters lay
near the pool.
Secret Room. A secret door may
be found in this room if searched,
which leads to area 4a. The door
is trapped. Opening the door
triggers a Hail of Needles, causing
/sleep CON 15. The door opens
to a 10 x 15-foot storage room.
Several Chests, boxes, and barrels
line the room. One large chest, in
the center of the north wall, is a
Mimic.
Mimic. AC 12, HP 23, ATK 2 bite
( + stick), MV near, S , D , C
, W , Ch , LV 5
Stick. DC 15 STR or adhere to
target; auto-hit with bite. DC 15
STR on player’s turn to remove.
If all intruders are put to sleep by
the needle trap, the mimic will
proceed to eat them. However, if
the trap fails to affect all
intruders, the mimic will wait
until someone is within close
before attacking.
Treasure. The barrels once
probably contained wine, but
only a residue remains. Several
boxes contain what were once
fine silks and garments, which
have deteriorated into worthless
rags. There are two locked chests.
Locks. DC 12 DEX. In the first
chest are 200 Silver Talents, and a
silver bracelet set with an
opalescent pearl (40gp). In the
second chest are a set of 12 gold-
plated chalices (60gp).

open full entry →

5 Ceremonial Chamber p.27 ↗

These large rooms are on the
East and West ends of the
Soldiers' crypt. The doors into
these rooms from the south will
be swollen shut, DC 12 STR. On
the south wall, two statues of
Katalian soldiers flank the door. A
large mosaic adorns the outside
(east or west) wall, depicting
heroic scenes from the Age of
Empire. Armies of men fighting
armies of Baahlspawn. An ancient
tapestry hangs from the north
wall, woven with scenes
depicting the construction of
Forksdale, overseen by the first
Duke, Marcus Valerius. This room
is not desecrated like the other
rooms to the south. It appears
untouched by the cultists. The air
in this room is drier than the
areas to the south.
The Large Oaken Doors on the
east and west walls, respectively,
lead to area 6. These are barred
from the area 5 side of the door,
and can only be opened from
that side, unless the doors are
destroyed by taking 100 hp of
damage from axe blows or the
like.
Secret Door. A thorough search of
the North wall in the East Room
will reveal a secret door behind
the tapestry. This can be opened
by pressing on one of the stones
in the wall. The door leads to a
corridor, to another secret door,
to area 16. The corridor is trapped.
A section of the floor is a stone
slab on a hinge. The weight of a
person will cause the floor to
swing down and deposit the
victim into a 20-foot deep pit (
damage). The slab is counter-
weighted so that it will close
again after being triggered,
sealing the victim inside.

open full entry →

6 Soldier’s Crypt p.28 ↗

Deadly Area. Roll for encounters
every round here. On a roll of 1 on
a , skeletons will crawl out
of their niches and move to
attack the living.
This long, dark corridor is lined on
both sides with burial niches for
the soldiers who served under
Marcus Valerius. The niches are
stacked five high and number
240 in all. It takes a player's turn
to check each one, and there is a
1 in 6 chance that a niche
contains a Treasure (pg. 54).
However, due to the rituals being
performed by the cultists, many
of the remains of the soldiers
interred here have become
undead.
Skeleton. AC 13, HP 11, ATK 1,
shortsword (), MV near, S ,
D , C , I , W , Ch , LV 2
Undead. Immune to morale
checks.
Iron Gates. There are two Iron
gates on the south wall that lead
to areas 8 and 9, respectively.
These are locked, DC 15 DEX to
open with tools. 50 HP of damage
will also break the locks, but will
create a great deal of noise as
well!

open full entry →

7 Grand Corridor p.29 ↗

This long corridor is decorated
with tile mosaics along its length.
The scenes are of great battles
against armies of goblins, orcs,
trolls, and giants. Most of these
mosaics have been defaced and
splattered with filth, gore, and
blood. Sounds. The chanting
from area 10 gets louder as the
party approaches the doors.
Smells. The corridor reeks of
rotting carrion, masked by the
cloying scent of incense.
Bronze Doors. In roughly the
center of the hallway is a large set
of bronze double doors. These
lead to area 10. If the cultists are
still alive, their chanting will echo
from beyond the doors. The doors
are not locked and can be
pushed open inward. To the
north of the doors, in a large
alcove, is another defaced marble
statue. This one has relatively
newly applied gore and entrails
hanging from it. The remains, if
examined, are human.
7a. In an alcove is the defaced
statue of a god. The head is
replaced with a skull (human or
goat), spattered with gore and
blood, much like the walls all
around. Doors. Opposite the
statues on the North wall at each
of these locations is an iron-
banded oak door. Each one is
barred to prevent opening from
the other side. They can be easily
unbarred from this side, but the
doors are swollen and stuck. DC
12 STR check.
7b. The corner of the hallway has
alcoves west and south. These
contained the defaced statues of
gods as elsewhere. Secret Door.
Behind the statue in the south
alcove is a secret door. A section
of the false wall swings outward.
The mechanism is a small stone
in the same wall that can be
depressed to release the latch.

open full entry →

8 Tombs of the Centurians p.30 ↗

This long corridor houses the
tombs of Marcus Valerius’
commanders. Wrought iron
gates lead to four chambers.
Faded frescoes on the walls
depict gallant scenes of battle.
The air here carries an unnatural
chill. North Door. The wrought
iron gate to the north is locked
(see area 6). South Door. The
heavy iron-banded door to the
south is barred from the other
side and impossible to open
unless previously unbarred.
Otherwise, the door can be
destroyed by doing 100 hp of
damage to it, however, the din
caused by such activity will
certainly draw attention.
Sarcophagi. Halfway down the
hall are two large niches east and
west, these have raised floors
atop which are stone sarcophagi.
The tombs appear not to have
been opened, however, on the lid
of each one of them, a strange
silvered dagger with a skull
(symbol of Gorgache) in the hilt
stands upright on it’s point. The
dagger can be easily removed;
however, so doing may release
the Wight from within, which will
(50%) open the lid of its resting
place and attack any intruder.
Wight. Pale undead warriors,
pitch black eyes with sinister
intelligence.
AC 16 (Chainmail + Shield), HP 15,
ATK 1, Shortsword , and 1 life
drain , MV near, S , D , C ,
I , W , Ch , LV 3
Greater Undead. Immune to
morale checks. Only damaged by
silver or magical sources.
Life Drain. CON damage.
Death if reduced to 0 CON.
These Wights are being created
by the dark rituals performed by
the cultists. The ritual daggers
were put in place by the cultists
to keep the wights interred here
util they are ready to release
them toward their dark ends. As
long as the daggers remain
undisturbed the wights cannot
escape their tombs.
Treasure. The silvered daggers
are each worth 15gp. Inside each
sarcophagus there is a 50%
chance of a Treasure (pg. 54) as
well.
8a. These larger ornate
chambers are the resting places
of the Legate’s cavalry officers.
Gates. A wrought iron gate opens
into each chamber. The gates are
easily opened but groan loudly
on their rusty hinges. Two large
brass braziers are on either side of
the entry. These are worth 10gp
each but take 3 gear slots to
carry. Marble statues of Pailan
and Kron flank the sarcophagi,
and on either side of the
sarcophagi are chests containing
burial goods, which have mostly
deteriorated over time, however
each has 50% chance of
containing a treasure (pg. 54).
The Sarcophagus itself, like the
others has a silver dagger
standing on its point atop the lid.
Removing the dagger frees the
wight from within. The wights
here have an AC of 17 and carry
Spatha (longswords) damage.
8b. These chambers contain the
remains of the Legate’s
centurions, the commanders of
his foot troops and archers. Each
room contains a stone
sarcophagus, and an ashwood
chest.
Wights. The sarcophagi here are
much like the others (see above),
with a 50% chance of the rituals
having successfully created a
Wight in each.
Treasure. Each also has a 50%
chance of containing a level 3
treasure. The Ashwood chests are
not locked and 50% contain a
level 0 treasure. Otherwise, they
contain the deteriorated remains
of clothes, silks, and other burial
goods.

open full entry →

9 The Temple p.32 ↗

A ten-foot-wide stone stair
descends into a large torchlit
chamber. Sounds. If the cultists
are active, their ritual chanting
echoes from this chamber.
Smells. The scent of incense
masks another more horrible
smell.
Main Temple. The base of the
stairs is flanked by desecrated
statues and enters a large domed
and columned octagonal
chamber. Huge alcoves to the
south, east and west contain 20
foot tall statues of marble, which
were once depictions of the Lords
of Light, but have been
desecrated and remade to depict
the foul Lords of Shadow.
Ritual to the Lords of Shadow. If
the players catch the cultists in
mid-ritual, they see them
surrounding an altar, on which is
chained a sacrificial victim. The
victim, a human male, is dead, his
body split open from collarbone
to groin. Blood and viscera run
down the altar and pool in large
depressions at the altar’s base.
Brass decanters are piled near,
presumably to collect the horrible
ichor.
The Cultists stand around this
terrible altar in a circle. Eight men
in dark robes, and one man, head
shaved, hands and face covered
with blood, holds a bloody
jeweled dagger above his head,
while he leads the others in their
chants.
Cultist Thugs. AC 13 (leather +
shield), HP 4, ATK 1 shortsword
(), MV near, S , D , C , I ,
W , Ch , LV 1
Cult Warlock. AC 14 (leather +
shield), HP 9, ATK 1 longsword
(), or one spell , MV near, S
, D , C , I , W , Ch , LV 2
Fearless. Immune to morale
checks.
Fear (WIS spell). DC 11, Near.
Enemies make a DC 15 WIS check
or flee. PCs fight with DISADV for
1 round.
Death Touch (WIS Spell). DC 12.
damage to one creature
within close.
Treasure. The cultists have only
their weapons and light armor.
The Warlock carries a jeweled
dagger, a golden hilt and
pommel shaped like a skull with
rubies for eyes. Worth 150gp.
Secret Door. If the Northwest wall
is searched the party will find a
secret door that is opened by
pulling on one of the torch
sconces.

open full entry →

10 Hidden Stair p.33 ↗

Beyond the Secret Door located
at Area 7b. The upper part of this
narrow stair appears to be
frequently used, however the
lower part beyond the door
leading to the east is full of dust
and cobwebs. The stair winds
around to Area 23.
Door. The Door to the East is
easily opened and leads to a
hallway that ends in the Secret
Door leading to the Main Temple
(Area 10).

open full entry →

11 Kitchen p.33 ↗

This room is full of provisions for
the cultists. Sacks of course flour,
oats and barley; crates of carrots,
parsnips and cabbages, and even
a smoked ham hanging in front
of the large unlit fireplace on the
east wall. Barrels contain a cheap
but drinkable ale.
Treasure. There are enough
provisions here to fashion x 10
rations. One crate also contains
20 torches.

open full entry →

12 Main Hall p.33 ↗

This large chamber is dominated
by a large table. Several pewter
dishes and serving bowls lay
about. On the south wall is a large
fireplace, unlit. Makeshift cots
with straw mattresses line the
walls.
Treasure. A thorough search
reveals a loose flagstone in the
floor near the northwest corner.
Beneath it is a Treasure (pg. 54).
Hidden in the flue of the
Fireplace is a small chest
containing an 81-00 Treasure (pg.
54).
The Warlock’s Journal. On the
Table is a leather-bound journal.
The Journal details the dates and
types of sacrifices made and their
progress in completing the ritual
to raise the dead within the
tomb. According to the Journal,
they are a little more than
halfway through, and the dead
here are stirring. In addition, the
Journal makes mention of flesh-
eating Troglodytes that have
infiltrated the lower level of the
tomb complex, drawn there
apparently by the bodies the
cultists had been disposing of
down the shaft (area 2).
Mysterious Letter. Inside the
Warlock’s journal is a folded piece
of paper with a message written
in High Formorian (Common):
The Duke is becoming suspicious
of our “Bandit” ruse. We’ve no
time to waste. The ritual must be
completed soon. When will the
dead be ready for our plan?
No signature or other marking
indicates who the message is
from.
NOTE: At this point the Players
could bring this evidence to the
Duke. If they do, the Duke will
congratulate them on their
heroics and name them “Friends”
of the Duchy (treat this as a
Boon). However, even if the
players suspect Berchar, there is
little, if any, concrete evidence
linking him to the cultists or the
bandits, and the Duke will be
angered if the players accuse his
brother without proof. Berchar,
will play it smart, congratulating
the players, but in truth will be
very angry that the Players
thwarted his plans and will
eventually try to seek revenge!
Although the cultists are
dispatched, the Tomb is still
stirring with the undead that
were animated by the cultists.
Furthermore, the Troglodytes
that inhabit the caverns below
the crypt, having gained a taste
for human flesh, will begin to raid
the surface at night, if the regular
flow of sacrifices stops.

open full entry →

13 Grand Hidden Stair p.35 ↗

A wide, dusty, cobweb-choked
stone stair descends north to a
small chamber dominated by a
large statue carved in the likeness
of a Katalian General. Inscription.
The large plinth on which the
statue stands has an inscription
carved in Katalian that reads,
“Here lies Legatus Marcus
Valerius, loved by his men,
honored by his people.”
West Door. This wood door,
banded in iron, is sealed shut
with paraffin and lead. To open it
the seal must be painstakingly
removed, requiring x 10
minutes. A bronze plaque adorns
the door, with an inscription in
Katalian that reads. “By our
swords, our Lord at Rest shall not
be disturbed.”
East Door. This wood door,
banded in iron, is sealed shut
with paraffin and lead. To open it
the seal must be painstakingly
removed, requiring x 10
minutes. A bronze plaque adorns
the door, with an inscription in
Katalian that reads. “Our Lady lies
at peace, woe to those that
disturb her final rest.”

open full entry →

14 Royal Antichamber p.35 ↗

A large empty room. Frescoes on
the plastered walls depict bucolic
scenes of fields and farms with
Forksdale Castle in the
background on the North side,
while in the clouds, angelic
figures with beaming faces look
upon the land. On the South side
are painted scenes of courtly life.
A noble lady sits on a throne with
courtiers all about, all facing her.
Iron Inlays. A closer inspection of
the walls will reveal inlays of iron,
embedded in the wall, cleverly
hidden within the frescoes.
Columns. Three ornately carved
columns inlaid with iron to the
north and three to the south
support a barrel-vaulted ceiling
plastered and frescoed with
heavenly scenes. The columns
radiate magic if Detect Magic is
cast.
Ceiling Fresco. The Lady depicted
on the wall frescoes is
surrounded by angels in heaven.
Door. The Door on the west wall
is barred from the opposite side.
It is a heavy wood door with thick
Iron bandings patterned like
lightning bolts spreading out
from the center of the door. The
door can be destroyed by
hacking through it (100 hp);
however, attacking or otherwise
attempting to open the door will
activate the trap!
Trap. The Door on the west wall is
protected by a magical ward. The
magic is centered on each
column (6 in total). The Trap is
triggered by attempting to open
the door from this room. Opening
the door from the other side will
not trigger the trap. Once
triggered, lighting will emanate
from the iron inlays in the
columns and will chain off any
ferrous metal in the room,
including the inlays in the walls,
the iron banding in the doors,
and metal armor or weapons on
the PCs. Effect: Characters
wearing no metal armor and
carrying no metal weapons have
a 3 in 6 chance of avoiding
damage. Otherwise, all within the
room take lightning damage.
Once triggered, one column is
spent. If the trap is triggered 6
times, all columns will be spent,
and the trap will no longer
function.

open full entry →

15 Lady’s Chamber p.36 ↗

A dressed stone chamber with a
large dais on the east wall.
Braziers. Four bronze braziers
occupy the corners of the room.
They are unlit but contain
charcoal.
Tapestries adorn the north and
south walls, depicting the Lady
Valerius. The tapestries are heavy
with Gold and silver thread and
are worth 50 gp each.
Ornate Sarcophagus. Upon the
dais is a large stone sarcophagus.
The lid is carved in bass relief in
the likeness of Lady Valerius at
rest. There is a 2 in 6 chance that
the ritual of the cultists has raised
the lady from death as a banshee.
If so, opening or otherwise
disturbing the sarcophagus will
awaken the restless banshee
within. The sarcophagus can be
opened with a single DC 15 STR
check, or with multiple characters
with a combined STR of 25.
Banshee. The white spectral form
of Lady Valerius rises from her
eternal rest, beautiful and terrible
to behold. Her pitch-black eyes
focus on the intruders and her
mouth opens unnaturally wide as
she lets out a keening wail.
AC 14, HP 28, ATK 2 touch (),
or Wail, MV near (fly), S , D , C
, I , W , Ch , LV 8
Greater Undead. Immune to
morale checks. Only damaged by
silver or magical sources.
Incorporeal. In place of attacks,
become corporeal or incorporeal.
Fear. Creatures within near of a
Banshee must make a DC 12 CHA
check or suffer DISADV for
rounds.
Wail. The banshee utters a deadly
keening. All within near make DC
12 CHA check or take CHA
damage. Death at 0 CHA.
Treasure. Within the
Sarcophagus lie the remains of
Lady Valerius. She was buried
wearing a jeweled amulet worth
100 pg, and a silver tiara set with
pearls worth 150gp.

open full entry →

16 Duke’s Guard p.37 ↗

This columned stone hall
contains 10 niches, standing in
which are 10 skeletons in rusted
Katalian armor, carrying swords
and shields. The skeletons remain
still until someone tries to open
the west door. This causes the
east door to slam shut and the
skeletons to attack. Note. If any in
the party happens to wear the
Eagle Sigil Amulet obtained from
Lovius from the adventure
“Trouble is Loville.” Then the
skeletons will instead stand at
attention and will not attack the
party.
Skeletal Warriors (10). AC 15
(Banded Armor + Shield), HP 11,
ATK 1 shortsword (), MV
near, S , D , C , I , W ,
Ch , LV 2
Undead. Immune to morale
checks.
Sealed Door. The west door is
wood, banded in iron, and sealed
shut with paraffin and lead. To
open it, the seal must be
painstakingly removed, requiring
x 10 minutes.

open full entry →

17 Duke’s Chamber p.38 ↗

This domed chamber contains a
single large stone sarcophagus.
The walls and ceilings are
plastered. Frescoes on the walls
depict the life of Marcus Valerius,
his many battles, and his
accomplishments. The ceiling is
painted to resemble the night
sky, complete with stars that
glitter in the torchlight. Each one
is a small quartz crystal worth 1
gp, and there are hundreds of
them embedded in the ceiling.
Sarcophagus. The lid is carved in
bass relief in the likeness of Lord
Valerius at rest. There is a 2 in 6
chance that the ritual of the
cultists has raised Marcus
Valerius from death as a Wraith. If
so, opening or otherwise
disturbing the sarcophagus will
awaken the restless Wraith
within. The sarcophagus can be
opened with a single DC 15 STR
check or with multiple characters
with a combined STR of 25.
Wraith. The Shadowy spirit of
Marcus Valerius erupts from the
opened sarcophagus, wailing in
anger.
AC 14, HP 36, ATK 3 death touch
( + life drain), MV near (fly),
S , D , C , I , W , Ch ,
LV 8
Greater Undead. Immune to
morale checks. Only damaged by
silver or magical sources.
Incorporeal. In place of attacks,
become corporeal or incorporeal.
Life Drain. CON damage.
Death if reduced to 0 CON.
Grave Goods. Valerius was laid to
rest in fine silken shrouds, which
have now deteriorated into
shreds around his skeletal form. A
golden torque worked in
knotwork patterns and capped
with two lion’s heads is around
his neck (75gp), and two similarly
styled golden arm bands around
each arm (40gp ea). A dagger
with a mithril blade, an ornate
golden hilt and pommel, and an
ivory handle lies at his waist.
Dagger of Valerius. magical
dagger. Benefit. 1/day, a melee
attack that would hit the wielder
is deflected. Background. The
Dagger of Valerius was given to
Marcus Valerius by the Elves of
the White Wood upon the
founding of Forkdale. To the Elves
it was known as “Bladecatcher.”
Secret Door. A panel underneath
the body of Valerius can be
removed if the party has a
crowbar. The operation takes 10
minutes. Underneath is a spiral
stair leading down into area 19.

open full entry →

18 Armory p.39 ↗

Weapons Racks line the North
and south walls. Weapons are
generally rusted, covered in
cobwebs and dust, but
serviceable. Some appear to be
partially melted or dissolved (see
below). Weapons. 12 spears, 24
javelins, 8 short swords, 4 Hand
Axes.
Stone Door. On the East wall is a
heavy stone door. DC 18 STR, or a
combined STR of 30 to open.
Grey Ooze. This creature was
attracted here by the metal. It is
hiding near the “melted” looking
weapons. If a character wearing
metal gets too close it will attack.
AC 11, HP 9, ATK 1 tentacle (),
MV near (climb), S , D , C , I -
4, W , Ch , LV 2
Impervious. Immune to damage
from acid, cold, fire.
Corrosive. Nonmagical metal that
touches the ooze dissolves on a
roll of 1-3.

open full entry →

19 Narrow Hall p.40 ↗

A narrow 20-foot-long hall leads
to a barred door.
Mosaics. The walls of the hall are
decorated in tile mosaic, showing
scenes of army life: camping,
marching, and fighting.
Statues. Halfway down the hall,
two man-sized statues of soldiers
in Katalian arms and armor stand
at attention in niches. Detect
Magic will show a magical aura
on the statues. The Statues
animate and attack when living
creatures come within close.
AC 14, HP 18, ATK 1 short sword
(), MV none, S , D , C , I
, W , Ch , LV 4
Statue. Immune to damage from
fire, cold, electricity. Half damage
from non-magical sources.
Immobile. The statue does not
move from its location. Only
attacks those within close.
Barred Door. The heavy stone
door to the east is barred with a
heavy oak beam stiffened with
Iron Rods, from the west (hallway)
side of the door. The Door can be
opened from the hallway side by
lifting the beam away (DC 12 STR,
or combined STR of 20). The door
is very heavy (DC 18 STR, or
combined STR of 30 to open) and
cannot be opened from the other
side without specialized siege
equipment, battering rams or the
like.

open full entry →

20 Stepped Cavern p.40 ↗

This damp cavern slopes down
from the east and west walls to a
rock opening to the south.
Sounds. The roar of rushing water
echoes from the south.
Ceiling. The tall natural ceiling of
the cavern is beyond torchlight
and cannot be seen. The Light of
torches or spells attracts
Darkmantles from high above.
Webs. The cavern walls and floors
are covered with thick sticky
webs. Scattered bones can be
discerned in the webs, as well as
cocooned forms (dead
troglodytes). MV is half. Moving
through the web attracts the
Spider.
Darkmantles (2). These floating,
black octopus-like creatures roost
in the ceiling and are attracted by
light. They will first use Darkness
to extinguish light sources before
attacking.
AC 13, HP 4 ATK 1 bite () or 1
darkness, MV near (fly), S , D,
C , I , W , Ch , LV 1
Darkness. Extinguish all light
sources in near.
Giant Spider. The ancient spider
will likely wait for the
Darkmantles to attack first before
springing its trap.
AC 13, HP 13, ATK 1 bite (+
poison), MV near (climb), S , D
, C , I , W , Ch , LV 3
Poison. DC 12 CON or paralyzed
hours.

open full entry →

21 Cavern Stream p.41 ↗

A rapid stream courses from east
to west toward a waterfall. The air
is chill and damp.
Sounds. The thunder of the
waterfall can be heard from the
west.
Rapid Stream. This stream flows
rapidly, and the rocky streambed
is very slick. It can be jumped (DC
12 STR) or crossed (DC 12 DEX).
Having a character on each side
with a rope strung between them
should provide ADV to the check.
Failure sends the character
tumbling down the waterfall (see
area 30).
Stone Door. Crossing the stream
and exploring the east portion of
the south wall reveals a stone
door. The door opens out to the
cavern. Using a crowbar or similar
tool will allow a DC 15 STR check
to open, or spend 10 minutes to
work it open (30 minutes without
appropriate tools).

open full entry →

22 Stone Stair p.42 ↗

Long Stair choked with dust and
cobwebs. Leads to Area 11.
Trap. A false section of the stairs is
made of clay. The weight of a
person will cause the clay section
to give way, causing a fall of 10
feet into a spiked pit trap (DC 15
DEX or damage). The trap is
very difficult to see, however, if a
10-foot pole (or similar) is used to
probe the stairs ahead, the false
stairs make a different sound
when tapped. Avoid the trap by
using the narrow ledge of solid
stone on either side of it.

open full entry →

23 Great Antichamber p.42 ↗

This large chamber has a barrel-
vaulted ceiling supported by rows
of columns. The air is dry and
dusty.
Frescoes. The walls are plastered
and painted in frescoes depicting
scenes of the underworld, where
soldiers feast with the Old Gods.
Great Double Door. A large
double door of solid oak, banded
in iron, barred with a huge oaken
timber. At least two characters
with a combined STR 30 must lift
the huge timber to unbar the
door.
Sounds. Beyond the double door,
a low rumbling can be heard (the
waterfall area 26).

open full entry →

24 Large Cavern p.42 ↗

A wide stair descends into a large
natural cavern. The Ceiling is
beyond the edge of torchlight, 50
feet up.
Sounds. The roar of the waterfall
to the North drowns out all other
sounds.
Smells. A strong odor, like bat
guano.
Waste. Debris litters the floor of
the cavern, some kind of foul-
smelling scat, as well as scattered
bones, that have been gnawed
on, broken, and marrow sucked
out.
Opening. An arch is carved into
the rock on the east wall of the
cavern. A dressed stone corridor
heads east to area 27.
Stingbats (6). A flock of Stingbats
roost in the upper parts of the
cavern and are attracted by light.
AC 12, HP 4, ATK 1 beak ( +
blood drain), MV near (fly), S , D
, C , I , W , Ch , LV 1
Blood Drain. Attach to bitten
target; auto-hit the next round.
DC 9 STR on turn to remove.

open full entry →

25 Yawning Crevasse p.43 ↗

A rocky chasm with jagged rock
walls descends into darkness. The
south wall appears to be easily
climbable with many handholds
and footholds.
Waterfall. Water pours into the
crevasse from the north side,
causing a deafening roar.
Sketchy bridge. A very old and
unstable-looking rope and wood
plank bridge spans the crevasse.
The Bridge cannot support the
weight of two people at once and
will fail (automatic roll of 6 on the
table below) if more than one
person crosses at the same time.
If crossing the bridge, roll on the
table below. Each person that
crosses weakens the bridge
(planks crack, strands of rope
snap, etc.). Add to the next roll
every time someone crosses.

Effect
1-3
You cross successfully
4
A rope breaks, causing
the bridge to buckle
and sway. DC 9 DEX or
fall off the bridge.
5
A plank you step on
breaks. DC 12 DEX or
fall off the bridge.
6
The Bridge Fails,
sending you careening
into the nearest wall,
as you hold on to what
remains. DC 15 STR or
fall off the bridge.
damage from hitting
the rock wall.
Climbing Down. The South wall of
the crevasse is climbable. DC 9
DEX check is required only if the
party is under pressure to climb
quickly. Otherwise, there is an
easy path down to area 29.

open full entry →

26 Old Gods Chamber p.43 ↗

Light from above (sunlight or
moonlight, depending on the
time of day) shines down into the
center of an octagonal room,
bright at midday, or softly
otherwise. The room is 30 feet
across. Ornate columns carved
with knotwork patterns support a
domed ceiling, 30 feet high. The
Style and Architecture of this
chamber is different from the rest
of the dungeon; it is older by
many centuries, built by the
ancient Northmen who lived here
before the Katalians came.
Oculus. The top of the dome is
the end of the shaft (see area 2)
that runs up to the stone well at
the top of the mound. Daylight or
moonlight shines down the shaft,
lighting the center of the room.
Blood-stained floor. Gore and
blood stain the center of the floor.
Splatter marks indicate bloody
bodies landing here from above.
A bloody trail leading west seems
to indicate that someone or
something takes the remains out
of this room.
Statues. 12-foot-tall statues of the
Old Gods, Pailan, Kron, and
Sargon stand on the East, North,
and South walls, respectively,
their gaze focused on the center
of the chamber. Shifting Floor. If
any player stands directly before
a statue. They will feel the floor
depress slightly beneath them.
These shifting floor stones are
buried under various “offerings”
(see below).
Scattered remains. Some debris
and partial remains are scattered
about. Piles of bloodstained
clothes and other belongings, as
well as a few bones, have been
placed before the statues
(covering the pressure plates in
front of each statue). If the piles
are searched thoroughly (10
minutes), a 1-20 Treasure (pg. 54)
will be found.
Secret Door (north). A search
around the statue of Kron will
reveal the secret door behind the
statue. This small 2-foot x 4-foot
section of false wall can be
pushed inward and turned to
gain access to the corridor
beyond.
Secret Door (Southeast). A careful
search of the Southeast wall will
reveal a carefully constructed
hidden door. The means to open
the door may not be immediately
clear to the players. The door
opens only when all three
pressure plates in front of the
statues have someone standing
on them.
The weight required to activate
the pressure plates must be at
least the weight of a medium-
sized humanoid, or two Halflings
or Gnomes. Furthermore, the
plates must be activated in a
certain order; first Kron, then
Sargon, then Pailan (A Seer or
Druid might know that this
corresponds to the order in which
the Three Brothers presented
their gifts to the goddess Aevera).
Doing this successfully opens the
door leading to area 28. If weight
is removed from any of the
pressure plates, the door closes.

open full entry →

27 Treasure Chamber p.45 ↗

Sealed Door. A flight of stairs
leads to a stone door, carved in
knotwork patterns and ancient
runes in Old Formorian. One who
knows the runes can decipher
them to mean that only one
warrior of great strength is
worthy to enter. The door is very
heavy but can be pushed open
(DC 15 STR or Combined STR 25).
Room Trap. Only martial
characters may enter (i.e. those
classes that roll for HP), and
only one such character. If non-
martial characters or two
characters of any class enter,
both suffer maximum damage
effects regardless of STR.
Otherwise, the room does not
affect characters with STR 18 or
higher. Characters with STR 16-18
take 1 STR damage per round
inside the room. Those with STR
12-15 take STR damage per
round inside the room. Those
with STR 11 and under suffer
STR damage per round inside the
room. As a character loses STR
they take more damage! Going
to 0 STR results in death.
Gilded Chamber. This
pentangular chamber is faced in
white marble, carved with
intricate knotwork patterns in
bass relief. Three marble statues
stand in the corners opposite the
door. The central statue depicts a
well-muscled Northman warrior.
The two statues on either side of
him depict; Aeniir in his Old-Faith
aspect of “the Green Man” and
Aevera in her Old-Faith aspect of
“the Mother.”
Marble Coffer. In the center of the
room is a large rectangular
marble box with heavy marble lid.
The coffer is not locked or
trapped but requires a DC 15 STR
check to remove the lid. The
character opening the box may
try as many times as they wish,
however, each round spent doing
so exposes them to the effects of
the room (see above).
Treasure. The Marble Chest
contains the Helm and Shield of
Segeric Hammerhand. Segeric
was a legendary warrior and
protector of the local tribal
people centuries ago. He was
known to pay homage to both
the Druids of the Old Faith and to
the Seers of the Old Gods, and he
united several tribes of the two
different faiths in a war against
the Baahlspawn of the Sawtooth
Hills.
The Helm and Shield are
exquisitely crafted of polished
bronze in the style of the Hill
Tribes, with swirling knotwork
patterns in silver and gold inlays.
When worn together, with no
other armor, the wearer has an
AC of 16 + DEX mod. If worn
separately or in addition to other
armor, they provide no special
bonus. Each takes 1 gear slot. (i.e.,
2 gear slots for both.)

open full entry →

28 Winding Tunnel p.46 ↗

A narrow, winding natural tunnel
sloped steeply down.
Slick floor. Players must move
slowly (half speed) or they risk
slipping down the steep slope to
the bottom. DC 12 DEX or
damage.
Slime. There are Green Slimes
that have attached themselves to
the ceiling of this tunnel. If the
party doesn’t look out for them
there is a 3 in 6 chance one will
drop on each character.
Otherwise, they can be relatively
easily identified and avoided by
careful delvers.
Green Slime. AC 0 (only a 1
misses), HP 9 ATK 1 touch*
(consume flesh*), MV close
(climb), S , D , C , I , W ,
Ch , AL N, LV 2
Surprise. Drops down on
surprised characters from above.
(no DEX bonus to AC).
Acid. When in contact with
victim, will dissolve armor or
clothing in 6 rounds (cannot
effect stone).
Consume Flesh. After 6 rounds,
the victim is turned into Green
Slime after a further rounds.
Immunity. Can only be harmed
by Cold or Fire. Cold and Fire
damage is split between slime
and victim. All other damage
passes to the victim.

open full entry →

29 Deadly Pool p.47 ↗

The Waterfall above cascades
into a large underground pool.
Players who fall here would be
wise to immediately drop their
gear and swim to shore.
Whirlpool. The water in the pool is
rapidly draining through a fissure
in the bottom, creating a
whirlpool effect that sucks
everything down. A swim check
DC 15 STR is required to make it
to shore. Give ADV to the roll if
the player ditches their gear
(backpack, weapons, armor, etc.).
Failure means the character is
sucked under and must make
CON checks per the Swimming
rules on SD pg. 85.
Dropped Gear will eventually
make its way down to Area 43.

open full entry →

30 Cavern Shore p.47 ↗

A sand shore in the pitch black.
The air has a foul odor, and
something is moving nearby.
Troglodyte. Primitive Reptilian
Goblinoids that dwell in deep
underdark caverns.
This creature was fishing by the
shore. If he is encountered by
someone swimming from area
30 that looks helpless he may
attack. If approached by an
armed party from another
direction he will flee toward area
40.
AC 11, HP 5, ATK 1 club (), or
stone javelin (near) () MV
near, S , D , C , I , W , Ch -
3, LV 1
Stench. DC 12 CON the first time
within near or DISADV on attacks
and spellcasting for 5 rounds.
Sunblind. Blinded in bright light.

open full entry →

31 Stone Grotto p.48 ↗

This large cavern has an upward
slope, steep at times, and is
covered in stalagmites and
stalactites.
A strange creature has anchored
itself to the cavern ceiling with its
own adhesive secretions and has
laid its filament across the cavern
floor. The Troglodytes are aware
of the Cave Fisher’s presence and
are skilled at avoiding it. However,
the characters have only a 1 in 6
chance of noticing the filament.
If they notice it, they can easily
avoid it. If not, roll a . On a 1-2,
the character has stepped on the
filament. Roll for each character
until one is caught, or all have
passed.
Cave Fisher. Insectoid creature
which looks like a mix of spider
and lobster. Its long snout
contains a strong sticky filament
the beast uses to “fish” for prey.
AC 14, HP 22, ATK 2 pincers
(), Filament (far, see below),
MV close (climb), S , D , C , I
, W , Ch , LV 4
Filament. Adhesive filament can
be laid as a trap or, if drawn in (1
round), can be shot out to a
range of double-near. If hit the
victim can be Grabbed and
Pulled to the beast’s location. The
Filament has AC 18 and can only
be cut by magical weapons. 4+
damage severs it.
Grab. DC 15 STR or target trapped
in Filament. Filament autohits
target next round. DC 15 STR on
turn to break free.
Pull. In place of Filament attack,
pull a grabbed target a near
distance.

open full entry →

32 Chamber with Pool p.48 ↗

Steep passages lead to this
chamber from areas 32 and 37.
This stone grotto contains groups
of stalagmites and stalactites.
Mineral-rich water drips from the
ceiling to a large pool in the
center. Strange, small fish with no
eyes swim in the pool. Another
passage slopes gently upward
toward area 34.
Dead Explorer. If the chamber is
searched, the party will find the
bones of an explorer, poking out
of a mound of soft earth. Some
crawler equipment can also be
found nearby, including a pickaxe
and shovel, a few torches, a
grappling hook and 60’ of rope,
and a small bit of coin (GM
discretion).

open full entry →

33 Upper Grotto p.49 ↗

Among the forest of stalagmites
and stalactites in this chamber,
are scattered bones of various
creatures.
Sounds. The characters will hear a
chittering sound from within.
Nest. If searched, the party will
find the nest of some large beast.
The nest contains several strange
translucent slimy eggs, with dog-
sized centipede-like creatures
coiled within.
Cave Creeper. The chittering
horse-sized centipede with toxin-
laced tentacles attacks intruders
in its lair.
AC 12, HP 18, ATK 1 bite ()
and 1 tentacles ( + toxin),
MV near (climb), S , D , C , I
, W , Ch , LV 4
Toxin. DC 12 CON or paralyzed
rounds.
Treasure. Among the scattered
bones and other detritus on the
floor of the cavern, bits and bobs
of treasure can be found. For
every round the party spends
searching, roll on the following
table.

Result
1-3
Nothing of Value
4
copper bits
5
silver talens
6
The first time a 6 is
rolled, a treasure is
found (roll on the
treasure table).
Thereafter, Gold
Pieces

open full entry →

34 Into the Underdark p.49 ↗

This path leads to madness. The
Passages lead deeper into the
Underdark, becoming more and
more difficult to traverse. Narrow
sections, splits, steep drops, or
climbs, dead ends. Soon, it
becomes a maze from which the
characters might never find their
way out.
Surface Exit. It is possible to find
an exit to the surface from the
passage leading from area 34.
The scent of fresh air will lead to a
cave that empties into a wooded
ravine in the southern part of the
Barrow Wood.

open full entry →

35 Troglodyte Trail p.50 ↗

The well-worn footpaths of the
Troglodytes lead this way
through a rocky tunnel.
Damp. The air is moist with heavy
mist, and the thunder of water
can be heard ahead. There is a 1
in 6 chance of torches going out.
Waterfall and Stream. Halfway
down the tunnel, water cascades
down the cave wall and forms a
rapid stream across the party's
path. The stream has made a
deep cut in the rock about 5 feet
across. This can be jumped (STR
DC 9), at ADV if the characters tie
ropes to each other.
Falling. Characters that fall into
the stream will be swept into a
deadly water ride, and suffer
damage from battering against
the rocks, before being dumped
into a large pool in area 39.

open full entry →

36 Mushroom Grove p.50 ↗

Winding footpaths continue
through a fungal forest.
Mushrooms of all sizes cover the
cavern; from bioluminescent
groundcover to fern-sized fans, to
tree-sized toadstools with great
canopy-like caps.
Dangerous Spores. The air is thick
with hallucinogenic spores. The
Troglodytes have developed
immunity to them and use this
chamber as a line of defense for
their lair.
Spores: CON checks every round.
Start at DC 9, then increase the
DC by each round. If failed, roll
on the table below. The effect
persists for rounds after the
character leaves or is removed
from the area.

Effect
1
You begin a conversation
with a long-dead relative
you suddenly see.
2
You are awestruck by
psychedelic visions.
3
You see the object of your
worst fear and run away
from it screaming.
4
You see the object of your
heart's desire and run
headlong after it away
from your party.
5
Your skin is crawling with
insects. You scratch and
claw at them viciously,
1hp dam/round.
6
Your party becomes a
terrible enemy that must
be killed immediately.
Avoid. The spores are relatively
large and can be guarded against
by fashioning face coverings with
cloth. With such a face covering,
The CON check DC never
increases above 9, and the checks
are made at ADV.

open full entry →

37 Step-pool grotto p.51 ↗

A series of terraced pools
descends into this chamber. A
fungal grove grows around the
pools. Bioluminescent fungi cling
to floors and walls, and small
insects like fireflies buzz about.
The terraced pools continue to
descend toward area 39.
Mushroomfolk Guards. Two
guards protect the entrance to
the passage leading to area 42.
They will stop intruders and
attack Troglodytes on site,
telepathically calling for their
colony's aid if needed.
Mushroomfolk. AC 13, HP 15, ATK 2
slam (), MV near, S , D ,
C , I , W , Ch , AL N, LV 3
Sunblind. Blinded in bright light.
Telepathic. Speak mentally with
creatures within double near.

open full entry →

38 Shimmering Cavern p.51 ↗

The terraced pools from area 38
continue into this glittering
chamber. Light sources reflect off
clusters of white and bluish-white
crystals growing from the
mineral-rich rock, creating a
dazzling scene. Characters can
harvest a 10 gp quartz crystal per
round here, taking one gear slot.
Waterfall and Pool. A waterfall
cascades down from the ceiling
into a pool near the center of the
chamber.
Hungry Roper. This monstrosity
stays dormant for long periods of
time but awakens if prey linger
near. It looks like a normal
Stalagmite near the waterfall
pool. If the party spends time
near the pool, they will be
attacked. However, if they merely
pass through or avoid the pool
the roper will not notice them.
Roper. AC 14, HP 31, ATK 4 tendril
(double near) ( + grab) and
1 bite (), MV close (climb), S
, D , C , I , W , Ch , LV 6
Impervious. Can only be
damaged by magical sources.
Grab. DC 15 STR or target trapped
in tendril. Tendril autohits target
next round. DC 15 STR on turn to
break free.
Pull. In place of a tendril attack,
pull a grabbed target a near
distance.
Tendrils. Four total. AC 18 each. 4+
damage to one severs it.
Passages out. One tunnel leads
steeply upward toward area 37.
Another tunnel leads steeply
down into area 41.
Treasure. If the players cut the
roper open and take time to
search through its gut, they will
find a Ring of Feather Falling
(250gp). They will need a magical
blade to cut through the roper’s
Rocky hide.

open full entry →

39 Troglodyte Village p.52 ↗

This large, fortified chamber is the
lair of the Troglodytes. There is a
single main entrance from area
37. This entrance is protected
with 4-foot-high stone barricades
and defended by
Troglodytes at any given time. If
they see intruders, they will throw
javelins while sounding an alarm.
Troglodytes killed previously
should reduce their numbers.
Alarm. Once alerted, the rest of
the Troglodytes will mobilize in
rounds.
Tactics. The Shaman will try to
extinguish light sources with
Darkness and disable casters with
Bugbrain. The Troglodytes will
then try to swarm the party,
throwing javelins while closing,
and then using swarming tactics
to grapple pin them down while
the Chief and his Elite forces stay
back.
If the Party fends off the attack,
they will retreat into the village, to
the central shrine. There they will
make a desperate last stand with
the Shaman continuing to kill
light sources and the Chief and
Elites attacking along with their
Rust Monster pets. A morale
check should be made if both the
Chief and Shaman die. Whether
the rest of the Troglodytes break
or not, the females and young will
try to escape into the Underdark.
The Troglodyte Shrine.
Dominating the center of the
village is a large, squat
stalagmite, forming a great plinth
on which rests a golden idol.
There are piles of offerings about
the base of the stalagmite.
Troglodytes (24). AC 11, HP 5, ATK 1
club (), or stone javelin
(near) () MV near, S , D ,
C , I , W , Ch , LV 1
Stench. DC 12 CON the first time
within near or DISADV on attacks
and spellcasting for 5 rounds.
Sunblind. Blinded in bright light.
Troglodyte Elites (4). AC 14
(leather + shield), HP 14, ATK 1
club (), or stone javelin
(near) () MV near, S , D ,
C , I , W , Ch , LV 3
Stench. DC 12 CON the first time
within near or DISADV on attacks
and spellcasting for 5 rounds.
Sunblind. Blinded in bright light.
Rust Monster (2). AC 13, HP 19,
ATK 2 claw (), MV near
(climb), S , D , C , I , W ,
Ch , LV 4
Corrosive. Metal that touches the
rust monster is destroyed on a
roll of 1-3.
Troglodyte Shaman. AC 11, HP 11,
ATK 1 staff (), or spell, MV
near, S , D , C , I , W , Ch
, LV 4
Stench. DC 12 CON the first time
within near or DISADV on attacks
and spellcasting for 5 rounds.
Sunblind. Blinded in bright light.
Bug Brain (WIS Spell). DC 13. Near
range, one target. Target's INT
drops to 1 for rounds.
Darkness (WIS Spell). DC 11.
Extinguish all light sources in
near.
Hypnotize (WIS Spell). DC 12.
Focus. Near Range. Target of LV 3
or less is stupefied.
Troglodyte Chief. AC 16 (leather +
shield), HP 25, ATK 2 stone cudgel
(), or stone javelin (near)
() MV near, S , D , C , I ,
W , Ch , LV 5
Greater Stench. DC 15 CON the
first time within near or DISADV
on attacks and spellcasting for 5
rounds.
Sunblind. Blinded in bright light.
Treasure. The golden idol is of a
great, fat, many-armed, horned
Troglodyte, with rubies for eyes. It
takes 5 gear slots due to its bulk.
The two Rubies by themselves
are each worth 250 gp. The Idol
has a worth in gold of 500gp.
The offerings at the base of the
idol are mostly food offerings and
items taken from surface victims.
For each round of searching a 1-
20 treasure from the treasure
table will be found for a
maximum of 10 such items).

open full entry →

40 Noxious Cavern p.54 ↗

This huge cavern is filled with
poisonous/flammable gas. The
gas is not visible, but as the
characters descend, they will
detect an odor like rotten eggs. It
will become more difficult to
breathe. The entire floor of this
cavern forms a low bowl where
hydrogen sulfide has
accumulated.
Explosion. Should the characters
continue to venture down into
the cavern with lit torches, they
will cause a massive explosion,
dealing damage to all within
the cavern. If someone throws a
torch or other source of flame
into the cavern from one of the
cave entrances, they will also
cause an explosion within, but
take only damage, or none if
they cleverly shield themselves or
make a DC 12 DEX check..
Asphyxiation. Even if they go into
the cavern without an open
flame, the air is toxic and the
oxygen thin. Such characters take
CON damage each round.
Crossing the cavern takes a
minimum of 5 rounds.
NOTE: Causing an explosion will
burn all of the gas, and thereafter,
the cavern will not be as
hazardous.
Trash Mound. Characters will
smell before they see a massive
mound of refuse, fecal matter,
bones, and other unspeakable
waste piled against the cavern
wall. Should they investigate, they
might disturb the Creature
making its home there, insulated
from any explosion by the trash
heap it lives within.
Otyugh. AC 13, HP 35, ATK 2
tentacle () and 1 bite
( + disease), MV near, S , D -
1, C , I , W , Ch , AL N, LV 7
Disease. DC 15 CON or infected.
DC 15 CON each day or lose
HP (can't heal). Ends on success.
The trash comes from a narrow
tunnel leading up to area 40 (the
Troglodyte Lair). The entrance is
roughly 50 feet up the cavern
(out of the range of torchlight)
wall and very difficult to access
without a rope and grappling
hook. The Troglodytes do not
expect intruders from this tunnel
and therefore do not guard it.

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41 Myconid Grotto p.55 ↗

This is the Lair of the Mushroom
Folk. Depending on whether the
characters attacked or
befriended the Mushroom Folk
Guards in area 38, this area can
play very differently.
The Mushroom Folk are not
innately hostile, and they will use
telepathy to discern whether
visitors are hostile or not.
Mushroomfolk. AC 13, HP 15, ATK 2
slam (), MV near, S , D ,
C , I , W , Ch , AL N, LV 3
Sunblind. Blinded in bright light.
Telepathic. Speak mentally with
creatures within double near.
There are about a dozen
Mushroom Folk in the grotto,
although it is hard to say exactly
how many. The young tend to
hide, disguising themselves as
normal fungi.
If the players are hostile, they will
defend themselves, while the
young are herded through area
41 and out into the underdark
beyond (this being purposeful as
the Mushroom Folk know area 41
is dangerous to animal creatures
that require oxygen to breathe.
If the players are peaceful, the
Mushroom Folk will welcome
them into the grotto and will heal
any wounds they may have
suffered. They will readily tell the
party of their problems with the
Troglodytes, who regularly send
raiding parties to capture
Mushroom Folk and harvest
them. (The flesh of the Mushroom
Folk can grant powers of
telepathy). The Mushroom Folk
will warn the party about the
hazards in area 41, as well as the
existence of the “backdoor”
entrance to the Troglodyte Lair
located there.

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42 Shimmering Falls p.56 ↗

Water cascades from high above
into a pool in this tall chamber.
Incandescent molds carpet the
walls and floors of the caverns,
and luminescent fungi sprout
from the damp earth. Here and
there the white of bone can be
discerned, poking out of the
ground. Small Beetles scurry
about the place.
Molds and Fungi. These are
harmless and cast a dim glow in
shades of purple, blue and green.
Pool of Water. The pool is very
deep, but the water is fresh and
drinkable, teaming with small
blind fish.

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