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Letters from the Dark 4: Borderlands · p.37-71 · 3p

Open source p.37 ↗
Run 0/58 visited· 41 fights left

Overview
The rest of this zine comprises a Borderlands adventure meant to introduce new players and GMs to Shadowdark RPG.
First is Darlan Keep (page 40), a simple, one-session dungeon featuring a randomized villain and their lackies. If you’re GMing for inexperienced players, allow Darlan Keep to be a lesson in concepts like crawling initiative, surprising enemies, and using the environment to the player characters’ advantage.
Next is a brief Borderlands hex crawl (facing page). After the characters settle into the newly-liberated Darlan Keep, set up a hook that guides them toward the Caverns of Kowse (page 50). This is easy if the villain manages to escape Darlan Keep alive or if the characters find the villain’s map in Area 6. If the party spends too much time in their keep, the villain can send additional waves of henchmen from the caverns until the players think to seek out the enemy’s lair. Hex-crawl rules are on page 90 of Shadowdark RPG.
The map on the facing page only has two hexes filled out: Darlan
Keep and the Caverns of Kowse. Use any method (like the hex- mapping rules on page 132-33 of Shadowdark RPG) to fill in the remaining hexes. If the characters hit a dead end in their search for the caverns, insert another clue into their next random encounter. If you want to keep the game short and simple, you can skip the hex- crawl section of the adventure and focus on the two dungeons.
Finally, the characters will arrive at the Caverns of Kowse. It’s up to them how they want to enter the caverns and how they choose to deal with the rival factions inside.

Maps (1)

Hex-Crawl

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Rooms (58)

darlan-keep-intro Darlan Keep (Overview & Randomization) p.40 ↗

Darlan Keep
HOOK
The party receives a scroll bearing a fine wax seal:
Adventurers, Word has reached me that one of our outposts has fallen to the enemy. This fortress - known as Darlan
Keep - was a most strategic asset in our war against the monstrous Forces of Chaos that prowl the Borderlands.
Many soldiers have been dispatched to liberate the keep, but I dread to say that none have returned.
In our time of need, I must implore your crew to travel to Darlan Keep and vanquish whatever menace holds the settlement. I know not the nature of the challenges you will face there, but it is safe to say they will be formidable.
Should you succeed in removing the invaders from its premises, I intend to sign over the deed of Darlan Keep to your adventuring party in lieu of monetary payment. I have no doubt that anyone who can save the keep will be a most shrewd manager of the fort once it is rebuilt.
May the Forces of Law guide you.
SUMMARY
As mentioned in the scroll, Darlan Keep is a fortress in the
Borderlands that once belonged to the Forces of Law. One month ago, it was conquered by the Forces of Chaos. All its inhabitants were killed or captured.
The party’s mission is to travel to Darlan Keep and remove any enemy presence there. Once completed, the adventurers will own the fortress. They are then free to use it as their own keep (page 24)
while they explore the rest of the Borderlands.
RANDOMIZATION
Right now, little is known about what exactly happened to Darlan
Keep — even to you, the GM! Before preparing the adventure, use these tables to decide the current status of the keep:
ENEMY HENCHMEN

Invaded by…
1
Deep ones
2
Bugbears (LV 2, 10 HP)
3
Gnolls
4
Goblins (LV 2, 10 HP)
5
Lizardfolk
6
Orcs (LV 2, 9 HP)
VILLAIN MOTIVATION
VILLAIN

Who follow a(n)…
1
Drow priestess
2
Druid (C, LV 6, 27 HP)
3
Mage (C)
4
Manticore
5
Ogre
6
Reaver
7
Viperian ophid*
8
Weald hag
*Ignore non-magic immunity.
VILLAIN’S PET

And their pet…
1
Dire wolf
2
Gelatinous cube
3
Shambling mound
4
Void spider
And desire…
1
A powerful artifact
2
A strategic outpost
3
Chaos for chaos’s sake
4
Humanoid sacrifices
5
Magical knowledge
6
Material wealth
7
Natural resources
8
Revenge
9
To fulfill a prophecy
10
To please an evil deity
CRAWLING
• Light. Rooms with humanoid inhabitants have a lit torch in a sconce on the wall.
• Construction. Solid stone castle.
• Doors. Heavy wood.
• Risky. Check for a random encounter every 2 rounds.
ROSTER
Total number of NPCs. NPCs do not replenish and can be wiped out.
These include both keyed areas and random encounters.
• 1 villain and 1 pet
• 13 henchmen
• 5 prisoners (peasants) captured from the keep
KEYED AREAS
Pages 46-48 describe each area in Darlan Keep and the enemies that appear in each. If some of the enemies are defeated as part of a random encounter, you may have to reduce the number that appear in keyed areas accordingly. Room descriptions are left somewhat vague, as their status will depend on the type of enemy that has taken over the keep. Consider the sights, sounds, and smells that the randomly determined enemy would produce.
RANDOM ENCOUNTERS

Details
1
henchmen on patrol
2
A henchman escorts an escaped prisoner back to Area 12
3
A giant rat carries a bone from one of the dead settlers
4
A random light mishap (SD 110) occurs
5
The villain’s pet and its handler (see Area 8) attack on sight
6
The villain tries to capture the player characters alive
GM TIPS
Keep track of the enemy’s forces in the “Roster” section on the previous page. Once all enemies listed there have died or fled, the mission is complete.
Encourage your players to fight intelligently in Darlan Keep. If they are new to Shadowdark RPG or “old school renaissance” games, remind them that they should use the environment and surprise to their advantage. They can bar doors, spill oil, set traps, and create diversions to gain the upper hand before combat even starts.
Remember to frequently indicate potential dangers to your players and allow them to formulate a plan to tackle each challenge. Even low-level henchmen can be deadly if they manage to catch the PCs unaware. If a player character listens to a door, they can hear if there are enemies behind it (especially the coughing henchman in Area 5).
To plant the seeds of adventure, allow some of the enemy forces to flee the keep prematurely, especially the villain in Area 11. Enemies who survive Darlan Keep end up in the corresponding faction’s area in the Caverns of Kowse (page 50). Bugbears and goblins both go to the goblinoid area (page 56). The villain can be found in the same area as the faction’s leader (page 51).
12.3
Tower 3rd Floor
DARLAN KEEP
12
11 and a starting POP equal to the number of surviving prisoners.
When used as a keep (page 24), Darlan Keep has FO , SZ 12, 12.2
12.1
Tower 1st Floor
Tower 2nd Floor
WALL = 20’ TALL
= 5 feet
= stairs
6
5
2nd Floor
7
1
2
3
1st Floor
4
= ladder
= door
= trap
T
Roof
11
9
10
3rd Floor
8
T

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1 Entryway p.46 ↗

1. ENTRYWAY
Debris: Trash, armored corpses, and gore. Enemies: Two henchmen loitering.
• Enemies. Two henchmen.
• Corpses. Soldiers of the Forces of Law.
▸ Armor. One wears a suit of chainmail.

open full entry →

10 Lookout p.46 ↗

10. LOOKOUT
Enemies: Two henchmen staring out the windows.
• Enemies. Two henchmen. On the lookout for intruders.
▸ Alert. At start of combat, one heads to Area 9 to ring alarm bell.

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11 Roof p.46 ↗

11. ROOF
Rooftop: 50’ above ground. Crenellated wall around the edge. Boss:
The villain awaits.
• Villain. Here alone.
▸ Can’t be surprised or snuck up on if alarm bell (Area 9) was rung.
▸ May be willing to talk, depending on their motivation.
▸ Flees at half maximum HP.
• Treasure. One item from the Treasure 4-6 table (SD 272-73).

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12 Tower · henchman p.46 ↗

12. TOWER
Tower: Three stories tall, cramped inside.
• 1st Floor. 1 henchman guard.
• 2nd Floor. 2 henchmen guard five human prisoners (peasants), whose hands and feet are bound.
• 3rd Floor. Top of tower. A flagpole flies the colorful flag of the enemy’s faction (20 gp).
PLAYER HANDOUT
A scrap of paper found inside the chest:

Foes tap HP · attacks roll
  • henchman

open full entry →

2 Study p.46 ↗

2. STUDY
Chairs: Elegant, upholstered chairs. Ripped up and overturned.
Books: Scattered about the floor. Many pages torn out.
• Books. One of the damaged books is a spellbook.
▸ Spellbook. Only intact page is a random 1st-tier spell scroll (SD
49).

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3 Dining Room · henchman p.46 ↗

3. DINING ROOM
Table: Cracked in half down the middle. Enemy: A single henchman gorges themselves on stale food spilled across the floor.
• Enemy. Distracted by food.
▸ Easy (DC 9) to surprise.
▸ Won’t aid allies in adjacent areas.

Foes tap HP · attacks roll
  • henchman

open full entry →

4 Back Hall · henchman p.46 ↗

4. BACK HALL
Stairs: Lead up. Sounds: Loud coughing comes from upstairs.
• Stairs. Stone. Lead to Area 5.
▸ Unless taking care to be stealthy, when a party member gets halfway up, a coughing henchman in Area 5 dumps a barrel of oil onto the stairs, then flees to Area 7.
▸ Oil makes stairs require a DC 9 DEX check to safely ascend. damage and fall to the bottom on a failed check.
• Back Door. Alternate entrance/exit.

Foes tap HP · attacks roll
  • henchman

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5 Top Of Stairs · henchman p.46 ↗

5. TOP OF STAIRS
Barrels: Three 50-gallon barrels on a rack.
• Barrels. Filled with slippery, flammable oil.
• Henchman. If party enters stealthily, one coughing henchman is present (as described in Area 4).

Foes tap HP · attacks roll
  • henchman

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6 Treasure Hoard p.46 ↗

6. TREASURE HOARD
Chest: Small iron lockbox. Crates: Two. Covered in tarps.
• Chest. DC 12 DEX to lockpick. DC 18 STR to smash open.
▸ Contains 100 gp and a crudely drawn map (handout on page 49).
• Crates. Stolen from the Forces of Law.
▸ Contain 50 gp and two items from the Treasure 0-3 table (SD
270-71).

open full entry →

7 Enemy Camp · henchman p.46 ↗

7. ENEMY CAMP
Bedrolls: A dozen shabby bedrolls and hay-filled pillows. Campfire:
Extinguished. Enemies: Three henchmen (four including the coughing one from Area 5).
• Enemies. Three or four henchmen.
▸ If the coughing henchman from Area 5 escaped to here, the enemies are alert and try to ambush the party.
▸ Otherwise, three are asleep when the player characters enter.

Foes tap HP · attacks roll
  • henchman

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8 Villain’s Pet · henchman p.46 ↗

8. VILLAIN’S PET
Ladder: Leads to opening in the ceiling. Monster: Handled by one henchman.
• Monster. Villain’s pet (rolled on page 41). Obeys a henchman handler.
▸ Both attack on sight.
▸ Handler won’t flee while the monster lives.
• Ladder. Leads 10’ up to roof (Area 11).

Foes tap HP · attacks roll
  • henchman

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9 Alarm Trap p.46 ↗

9. ALARM TRAP
Trap: Door from Area 8 into this room is trapped (see below).
• Door Trap.
▸ Indicator. Door handle exhibits an unusual amount of tension when pulled.
▸ Trigger. Door is connected via strings to a bell in the middle of the room. If the door is opened more than a crack, the bell rings, attracting all enemies on this floor and alerting villain on the roof.
▸ Disabling. DC 9 DEX to gently cut the strings once they’ve been noticed. On failure, the bell rings.

open full entry →

13 Goblin Snipers · goblin p.50 ↗

13. GOBLIN SNIPERS
ENTRANCE B
Ramp: Steep dirt road up cliff face. Covered in wooden planks and mesh nets to aid in climbing. People: Tiny, shrieking green creatures.
• Snipers. goblins perch up here, firing their shortbows (with
DISADV due to distance) at intruders in the valley below.
• Ramp. Steep, but climbable. Leads to Entrance B.

Foes tap HP · attacks roll
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)

open full entry →

14 Waterfall p.50 ↗

14. WATERFALL
ENTRANCE C
Waterfall: Gently flows out of cave opening 100’ above valley. Sound:
Low, rhythmic humming echoes out from cave.
• Climbing. Very hard (DC 18) due to slick surface.
• Cave (Entrance C). Stream here is knee-deep.
E
16
17
F
D
15
G
18
19
H

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15 Owlbear Cave p.50 ↗

15. OWLBEAR CAVE
ENTRANCE D
Corpses: Skeletons and armor litter the ground. Animal: Mighty, majestic bear with wide eyes and a beak.
• Cave (Entrance D). Not connected to rest of caverns.
• Owlbear. Territorial and protective. Immune to morale checks.
• Corpses. Partially eaten members of each of the caverns’ factions.
• Nest. Pile of sticks, cloth, and bones. One coconut-sized egg.
▸ Egg. Will hatch an owlbear cub in weeks if kept warm and properly cared for.

open full entry →

16 Steep Cliff p.50 ↗

16. STEEP CLIFF
ENTRANCE E
Cleft: Crevice in rock face leading to cave opening 125’ up.
• Cleft. Steep, but climbable with DC 15 STR check.
• Cave (Entrance E). Covered in pictographs of reptilian humanoids.

open full entry →

17 Mausoleum p.50 ↗

17. MAUSOLEUM
ENTRANCE F
Mausoleum: Large marble structure. Ancient architectural style.
• Door (Entrance F). Sealed shut with mortar.
▸ Break Down. DC 18 STR check. Sound wakes the dead inside, beginning the animation process (see Area 51) one round early.

open full entry →

18 Cursed Door p.50 ↗

18. CURSED DOOR
ENTRANCE G
Door: Stone door carved into side of cliff. Marked with a pentagram.
• Door (Entrance G). Magically locked.
▸ Opening. Opens for 1 minute if touched by a chaotic creature.
▸ Curse. Non-chaotic creatures who cross the threshold are marked on the forehead with a burning pentagram for 5 rounds.
Chaotic creatures have ADV on attacks against marked creatures and can sense them within near.

open full entry →

19 Secret Door · bugbear,goblin,orc p.50 ↗

19. SECRET DOOR
ENTRANCE H
Secret Door (Entrance H): Totally imperceptible from the outside.
Goblinoids (20-25)
Construction. Natural caves.
Deadly. Check for a random encounter every 1 round.
Smells. Smoke, cooking meat, fish.
Roster. 5 bugbears, 15 goblins, 1 goblin boss, 1 goblin shaman, 2 worgs.
B
25
23
22
21
20
ENCOUNTERS
Details
T
1
goblins
2
bugbears
3
1 goblin shaman
4
goblins fight orcs
=5 feet, T=trap
=5 feet, T=trap
24
A

Foes tap HP · attacks roll
  • bugbear AC 13 HP 14 LV 3 C
    2 spiked mace +3 (1d6)
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

open full entry →

20 Cave Entrance · goblin p.50 ↗

20. CAVE ENTRANCE
ENTRANCE A
Cave Entrance: 6’ tall gap in the cliff face. Blades: Polearms crudely attached to the cave walls.
• Height Limit Trap. Concealed tripwire in middle of room.
▸ Blades. When triggered, blades swing out from the walls, dealing
damage to any creatures taller than a goblin or halfling.
Must be manually reset.

Foes tap HP · attacks roll
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)

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21 Den · goblin p.50 ↗

21. DEN
Campfire: Roaring. Meat: Roasting on a spit. Smells delicious.
Goblins: Five total. Four asleep around the fire while one cooks at the spit.
• Cook. Distracted by meat. Easy to surprise.
• Meat. Mixture of human, dog, and horse meat.

Foes tap HP · attacks roll
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)

open full entry →

22 Worgs · goblin p.50 ↗

22. WORGS
Animals: Two greasy, mangy canines with bat faces.
• Worgs. Two. Lookouts for the king (Area 23).
▸ Attack anyone they don’t recognize.
▸ Obey any commands given in the Goblin language (even by non- goblins).

Foes tap HP · attacks roll
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)

open full entry →

23 King’s Throne · bugbear,goblin,orc p.50 ↗

23. KING’S THRONE
Throne: Tarnished gold. Covered in dents and scratches. People: One goblin on throne, draped in velvet robes. Accompanied by two smaller goblins and a bugbear.
• Goblin King. Goblin boss. Haughty, arrogant.
▸ Treasure. Wears ancient dwarven priestly robes (50 gp) and sits on a dwarven throne (200 gp). Both stolen from orcs to the north
(page 58). Worth 2x if sold to a dwarf.
• Guards. 2 goblins and a bugbear.

Foes tap HP · attacks roll
  • bugbear AC 13 HP 14 LV 3 C
    2 spiked mace +3 (1d6)
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

open full entry →

24 Hatchery · goblin p.50 ↗

24. HATCHERY
Pool: Pool of splashing water. Person: Oddly tall goblin with a clipboard. Smell: Powerful fishy odor.
• Pool. Experimental hatchery meant to breed fish for food.
▸ Fish. Close inspection reveals all fish here are males.
• Goblin. Goblin shaman. Oversees the hatchery operation. Calls for reinforcements ( goblins) if attacked.

Foes tap HP · attacks roll
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)

open full entry →

25 Palisades · bugbear,orc p.50 ↗

25. PALISADES
ENTRANCE B
Architecture: Natural caverns give way to a worked stone room to the north. Palisades: Crude wooden spiked fences block the path.
People: Two brutish goblinoids with spiked maces.
• Palisades. Built to keep out orcs (page 58). AC 10, 5 HP.
• Bugbears. Guard border with orc territory to the north. Easy to surprise from behind.
• Orcs. 3:6 chance bugbears are fighting 2 orcs from Area 26.
Orcs (26-31)
=5 feet
X =locked
T =trapped
=5 feet
X =locked
T =trapped
27
28
30
X
29
31
X
T
X
X
26

Foes tap HP · attacks roll
  • bugbear AC 13 HP 14 LV 3 C
    2 spiked mace +3 (1d6)
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

open full entry →

26 Forge · orc p.50 ↗

26. FORGE
Forge: Active smithing equipment. Weapons: Rusty, hanging on the walls. Orcs: Six. Well-equipped, angry.
• Orcs. Six orc soldiers.
▸ Fight with the goblinoids over control of Entrance B to the south
(Area 25).
• Smithing Equipment. 10 iron ingots (20 gp each).
• Weapons. All rusted except for a magic warhammer that feels weightless when held by a dwarf (takes up no gear slots).

Foes tap HP · attacks roll
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

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27 Throne Room · deep one,goblin,orc p.50 ↗

27. THRONE ROOM
Chair: Rickety wooden chair. Orcs: One seated, wielding a black greataxe. Two guards.
• Orcs. Short-tempered Orc Chieftain and two loyal orc guards.
▸ Chieftain wants to retake Entrance B (Area 25) and the stolen throne (Area 23) from the goblinoids.
▸ Wants to expand mining to deep ones’ territory (page 60).
Construction. Dwarven stone.
Deadly. Check for a random encounter every 1 round.
Roster. 18 orcs, 1 orc chieftain. 1 gelatinous cube, 1 goblin.
ENCOUNTERS
Details
1
orcs
2
1 orc chieftain
3
1 grick
4
orcs fight goblins or
deep ones

Foes tap HP · attacks roll
  • deep one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

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28 Mine · orc p.50 ↗

28. MINE
Walls: Natural cave walls. Minerals: Iron ore and tiny gems glisten along the walls. Miners: Four orcs with pickaxes and buckets.
• Minerals. 100 gp of tiny gemstones in the orcs’ buckets.

Foes tap HP · attacks roll
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

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29 Jail · deep one,goblin,orc p.50 ↗

29. JAIL
Cells: Three. Screams and rattles come from one. Guards: Four orcs.
• Cells. One contains a mouthy goblin prisoner.
▸ Locked (DC 18). Key is in Area 35, stolen by deep ones.

Foes tap HP · attacks roll
  • deep one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)
  • goblin AC 11 HP 5 LV 1 C
    1 club +0 (1d4)
    1 shortbow (far) +1 (1d4)
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

open full entry →

30 Evidence Locker p.50 ↗

30. EVIDENCE LOCKER
Chest: Iron lockbox. Doors: Reinforced iron bars on west (facing jail), regular metal door on east.
• Door to Area 29. Locked (DC 18). Key is in Area 35.
• Door to Area 31. Fake (doesn’t open). Trapped on other side.
• Chest. Unlocked. Bronze dagger of dwarven design (120 gp).

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31 Sticky Fingers Trap · deep one p.50 ↗

31. STICKY FINGERS TRAP
Door: Door on west side of hall. Handle looks wet. Hole: 10’ wide square-shaped hole in the ceiling on east side of the hall.
• West Door. Doesn’t open. Trapped.
▸ Sticky Handle. Traps anyone who touches it. DC 15 STR to escape.
▸ Gelatinous Cube. Transparent. Falls down from ceiling hole once handle is touched.
FAKE DOOR
!
29
30
31
STICKY HANDLE
GEL. CUBE
Deep Ones (32-35)
=5 feet
=5 feet
35
34
33
32
C
D

Foes tap HP · attacks roll
  • deep one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)

open full entry →

32 Shore · orc p.50 ↗

32. SHORE
Rock Formations: Wet stalactites and stalagmites. Sounds: Dripping water. Corpse: Mangled almost beyond recognition.
• Monster. One cave creeper slithers between the stalactites.
▸ Attack. Drops down to surprise unwary prey.
• Corpse. Dead orc. Partially eaten by the cave creeper.

Foes tap HP · attacks roll
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

open full entry →

33 Underground Lake · deep one,lizardfolk,orc p.50 ↗

33. UNDERGROUND LAKE
ENTRANCE C
Lake: Black, frigid water. Unknown depth. Stream: Water flows in from a passage to the north and flows out the cave entrance.
People: Humanoid fish swim in odd patterns and gurgle in chorus.
• People. Ten deep ones perform an eldritch mating ritual.
▸ Territorial. Especially during mating season.
• Lake. Thousands of feet deep. Nearly ice-cold.
▸ Aboleth. 1:6 chance an aboleth stirs deep in the lake.
Construction. Slippery stone.
Risky. Check for a random encounter every 2 rounds.
Sounds. Rhythmic gurgling and humming.
Roster. 15 deep ones, 1 deep one priest. 1 cave creeper.
ENCOUNTERS
Details
1
deep ones
2
stranglers
3
stingbats
4
deep ones fight orcs or lizardfolk

Foes tap HP · attacks roll
  • deep one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

open full entry →

34 Spawning Pools · deep one p.50 ↗

34. SPAWNING POOLS
Pools: Knee-deep pools of grimy water. Eggs: Clutches of apple- sized green eggs glow underwater. Person: Slimy fish-person.
• Person. Deep one egg-tender.
• Eggs. Laid by deep ones who already mated this season.
▸ Consuming. Anyone who eats an egg has both a 3:6 chance of growing gills (permanent water breathing) and a 3:6 chance of growing bulbous eyes (permanent sunblindness).

Foes tap HP · attacks roll
  • deep one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)

open full entry →

35 Shrine · deep one,lizardfolk,orc p.50 ↗

35. SHRINE
Shrine: Crude cephalapod-shaped effigy made of nets, mold, and seashells. People: Four fish-people bow before their leader.
• Deep Ones. One deep one priest and four deep ones pray to the
Great Old Ones.
• Offerings. Small pile beneath the shrine. Worthless pebbles, 2 pearls (40 gp each), an iron key (unlocks doors in Orc area (page
58)), and a Wand of Feather Fall made from a mummified eel.
DEEP ONE, PRIEST
Deep one with a spiritual connection to the Great Old Ones.
AC 14, HP 19, ATK 2 trident ()
or 1 spell , MV near, S , D , C , I , W , Ch , AL C, LV 4
Sunblind. Blinded in bright light.
Aqualung (WIS Spell). DC 12. Near.
Target’s lungs fill with water for rounds. Can’t speak or cast spells.
Return to the Sea (WIS Spell). DC 12.
Focus. Near. Target must submerge themselves in nearest body of water for duration.
Lizardfolk (36-40)
=5 feet
=5 feet
38
39
36
37
40
E

Foes tap HP · attacks roll
  • deep one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)
  • orc AC 15 HP 4 LV 1 C
    1 greataxe +2 (1d8)

open full entry →

36 Slimy Room p.50 ↗

36. SLIMY ROOM
Walls: Slick, gray. Floor: Sticky.
• Oozes. 4 gray oozes coalesce from the goo on the walls.
▸ Focus attacks on characters wearing metal.
• Sticky Floor. DC 12 DEX each turn or stuck to floor.
▸ DC 15 STR to escape.
▸ 3:6 chance of dissolving nonmagical metal footwear.
• Treasure. Ornately carved wooden chest (20 gp). All metal hardware has dissolved.
▸ Contents has also completely dissolved.

open full entry →

37 Natural Spring · deep one,gnoll,lizardfolk p.50 ↗

37. NATURAL SPRING
ENTRANCE E
Water: Cold, shallow. Gently flows north.
• Stream. 2’ wide, flows underground to Area 33.
▸ DC 15 DEX check to squeeze through, arriving in the lake rounds later. Must hold breath the entire time.
Construction. Natural caves.
Risky. Check for a random encounter every 2 rounds.
Sounds. Echoing drums.
Roster. 10 lizardfolk, 1 rat swarm. 4 gray oozes.
ENCOUNTERS
Details
1
lizardfolk
2
giant leeches
3
1 ochre jelly
4
lizardfolk fight deep ones or gnolls

Foes tap HP · attacks roll
  • deep one AC 13 HP 10 LV 2 C
    2 spear (close/ near) +2 (1d6)
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)

open full entry →

38 Bone Stash · lizardfolk p.50 ↗

38. BONE STASH
Baskets: Two. 4’ tall. Lidded. Made of vines, bone, and leather.
Bones: Hundreds litter the floor. Many shapes and sizes.
• Left Basket. Contains six femur bones (20 gp each) with carvings depicting lizardfolk in heroic scenes. Also contains a Scroll of
Augury written on a taro leaf.
• Right Basket. Contains a rat swarm (food for lizardfolk).

Foes tap HP · attacks roll
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)

open full entry →

39 Common Chamber · gnoll,lizardfolk p.50 ↗

39. COMMON CHAMBER
People: Five lizardfolk drum and hiss together around a fire.
• Lizardfolk. Five. One is the chieftain (HP 20, ATK 2 spear, LV 4).
▸ Ritual. Performing a ceremony to ward off the gnolls (page 64), who steal the lizardfolk’s ceremonial bones.

Foes tap HP · attacks roll
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)

open full entry →

40 Rope Bridge · gnoll,lizardfolk p.50 ↗

40. ROPE BRIDGE
Chasm: 20’ wide, 100’ deep fissure separating two chambers of the cave. Bridge: Flimsy, wooden. Guards: 2 lizardfolk in the west chamber, 2 gnolls in the east chamber. Each side stares the other side down.
• Bridge. Boundary between lizardfolk and gnoll territory.
▸ Either side’s guards cut the bridge if someone tries to cross it.
Gnolls (41-45)
=5 feet
T =trap
=5 feet
T =trap
41
42
43
T
45
44

Foes tap HP · attacks roll
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)

open full entry →

41 Ambush · gnoll,lizardfolk p.50 ↗

41. AMBUSH
Guards: Two snarling hyena-people.
• Guards. Two gnolls wait here to ambush intruders coming from lizardfolk territory (page 62). Both rage at start of combat.
▸ Reinforcements. If gnolls fail morale check, they yelp, attracting
nearby gnolls (remember that gnolls don’t make morale checks while raging).

Foes tap HP · attacks roll
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)

open full entry →

42 Snake Cage Trap · gnoll,lizardfolk,zombie p.50 ↗

42. SNAKE CAGE TRAP
Sounds: Faint hissing emitted from above.
• Trap. Pressure plate trigger.
▸ Cage. 5’ cube heavy metal cage falls from 30’ above, trapping anyone on the pressure plate. DC 12 DEX to dodge.
▸ Snakes. Snake swarm curled around the bars of the cage.
Startled and agitated by the drop from the ceiling.
Construction. Natural caves.
Snakes writhe along the walls.
Deadly. Check for a random encounter every 1 round.
Sounds. High-pitched cackling.
Roster. 2 cobras, 9 gnolls, 4 hyenas.
ENCOUNTERS
Details
1
gnolls
2
hyenas (wolves)
3
1 cobra
4
gnolls fight lizardfolk or zombies

Foes tap HP · attacks roll
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)
  • lizardfolk AC 14 HP 11 LV 2 C
    1 spear (close/near) +2 (1d6)
  • zombie AC 8 HP 11 LV 2 C
    1 slam +2 (1d6)

open full entry →

43 Feasting Chamber · gnoll p.50 ↗

43. FEASTING CHAMBER
Gore: Piles of rotten meat cover the floor. Smell: Wet carrion.
People: Two hyena-people, drenched in blood, feast on the meat.
• People. Gnolls. Distracted by food. Easy to surprise.
• Treasure. A humanoid hand in the pile wears a gold ring (25 gp).

Foes tap HP · attacks roll
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)

open full entry →

44 Altar · gnoll p.50 ↗

44. ALTAR
Shrine: Giant ram’s skull mounted on the wall. Snakes: Many different species writhe about. People: Three hyena-people. One wrapped in robes, bone jewelry, and live snakes.
• People. Two gnolls and a gnoll pack-priest (HP 19, LV 4).
▸ Pack-Priest. Leads gnolls in worship of Ramlaat. Drinks snake venom and blood to induce psychic visions.
▸ Snakes. During combat, pack-priest drops two cobras on the ground, which attack nearby creatures at random. Pack-priest is immune to their venom, but other gnolls are not.
• Shrine. Ramlaat worshipers within near (both gnolls and PCs) are in constant state of rage (+ damage, immune to morale checks).
• Treasure. Pack-priest wears a Ring of Ramlaat
(SD 312).
• Bridge. Described in Area 40. Gnolls from that area’s description are the same two gnolls listed here.

Foes tap HP · attacks roll
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)

open full entry →

45 Bone Chimes · gnoll,zombie p.50 ↗

45. BONE CHIMES
Bones: Dozens dangle from the ceiling by ropes.
• Chimes. Moving through bones causes them to rattle, alerting
nearby gnolls to investigate.
▸ Avoiding. DC 9 DEX check to quietly maneuver through.
Zombies (46-51)
=5 feet
S =secret
=5 feet
S =secret
46
47
49
F
S
48
G

Foes tap HP · attacks roll
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)
  • zombie AC 8 HP 11 LV 2 C
    1 slam +2 (1d6)

open full entry →

46 Parlor · zombie p.50 ↗

46. PARLOR
Undead: Six stumbling corpses in ancient formal robes.
• Undead. 6 zombies.

Foes tap HP · attacks roll
  • zombie AC 8 HP 11 LV 2 C
    1 slam +2 (1d6)

open full entry →

47 Chasm p.50 ↗

47. CHASM
Rooms: Two manmade rooms. Chasm: 10’’ wide, 100’ deep.
• Height Difference. East room 20’ higher than west room.

open full entry →

48 Embalming Room · cultist,gnoll,zombie p.50 ↗

48. EMBALMING ROOM
Slab: Stone table with troughs cut into its surface. Discolored by blood. Shelves: Odd metal tools and jars. Smell: Strong, chemical.
• Table. For embalming corpses. Troughs direct blood to floor drain.
• Tools. Ten ancient embalming tools in okay condition. Worth 20 gp each to a collector of ancient artifacts.
• Jars. Contain preserved human organs. Worthless, but highly flammable due to embalming fluid.
Construction. Polished marble.
Deadly. Check for a random encounter every 1 round.
Roster. 20 zombies, 8 ghasts, 8 ghouls.
ENCOUNTERS
Details
1
zombies
2
ghasts
3
ghouls
zombies fight imps sent by the cultists or gnolls
4

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2
  • gnoll AC 12 HP 10 LV 2 C
    1 spear (close/near) +1 (1d6)
    1 longbow (far) +1 (1d8)
  • zombie AC 8 HP 11 LV 2 C
    1 slam +2 (1d6)

open full entry →

49 Consecrated Chest p.50 ↗

49. CONSECRATED CHEST
Holy Symbol: Gold. Hangs above doorway. Chest: Filigreed box.
• Holy Symbol. Symbol of the Lost Deity of death (40 gp).
▸ Ward. Prevents undead and anyone who speaks Diabolic from entering the room. Loses magic if removed.
• Chest. Contains two flasks of holy water (magical, thrown (near), damage to demons, devils, and undead).

open full entry →

50 Cursed Entryway p.50 ↗

50. CURSED ENTRYWAY
ENTRANCE G
Door: Stone door marked with a pentagram.
• Cursed Door. Entrance G. Curse described in Area 18.

open full entry →

51 Mausoleum · cultist,zombie p.50 ↗

51. MAUSOLEUM
ENTRANCE F
Niches: Dozens of 2’ wide slots in the tomb’s walls. Some contain corpses. Sarcophagi: Four stone coffins. Smell: Dust, chemicals.
• Niches. Slots to inter embalmed corpses. Most corpses have already reanimated and traveled deeper into the caverns.
• Corpses. Eight embalmed corpses remain in random niches.
▸ Animation. While living creatures are in the mausoleum, corpses reanimate as zombies each round due to ambient evil magic brought by the cultists (page 68).
▸ Flammable. Freshly-animated zombies still contain embalming fluid and take double damage from fire.
• Sarcophagi. Four in a row. Southernmost one has its lid slightly askew, as if recently moved.
▸ Secret Passage. Opening the southernmost sarcophagus reveals a staircase leading to the structure below.
▸ Other Sarcophagi. Each contains a corpse which animates as a ghast when lid is opened.
• Treasure. Each undead 3:6 chance of a silver holy symbol (20 gp).
Cultists (52-57)
F
S
=5 feet
S =secret
=5 feet
S =secret
G
H
S

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2
  • zombie AC 8 HP 11 LV 2 C
    1 slam +2 (1d6)

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52 Summoning Pentagram · cultist p.50 ↗

52. SUMMONING PENTAGRAM
Layout: Pentagram-shaped room. One hall at each point of the pentagram. Person: Elderly human in black robes.
• Person. Cultist priest (C).
▸ Believes the arrival of the player characters signifies that the ritual must begin (see facing page).
▸ Immune to damage and effects from creatures of a lower level while the ritual is underway.
▸ Will explain the details of the ritual, but can’t be convinced to stop it.
Light. Lit torch in each room.
Construction. Stone. More recent than rest of caverns.
Safe. No random encounters.
Roster. 6 cultists, 5 human sacrifices (peasants). 1 aether slime, 1 bulette, 1 invisible stalker, 6 jellyfish, 2 sharks.
Secret Door (Entrance H). Easy to open from the inside.
THE RITUAL
The cult believes that the Lost Deity once worshiped in these caves was actually an ancient archdevil. Their leader, the priest (Area 52), developed a ritual they believe will summon this fiend.
According to the priest’s research the requirements are:
• Altars. Five altars must be constructed around a pentagram.
• Elements. Each altar must represent one of the five sacred elements: earth, air, water, fire, and aether.
• Sacrifices. Five humanoids must be sacrificed within 24 hours: one on each altar.
• Monsters. The sacrificial humanoids must be killed by creatures representative of the five elements.
Once the five sacrifices have been performed, the high priest will complete the summoning ritual in the central pentagram.
The cult has built the five altars (Areas 53-57) and readied the monsters and sacrifices. If the adventurers express any skepticism in the cultists’ plan, the cultists start the ritual early, planning to sacrifice all the victims by midnight of that night (or earlier, if the player characters interfere).
Once all five sacrifices have been completed (or stopped by the player characters), the priest finishes the ritual in Area 52 and summons a devil. The type of devil summoned depends on how many sacrifices were completed successfully (see table below).
RITUAL RESULTS
Sacrifices Devil Summoned
0
Imp
1
Barbed devil
2
Cubi
3
Horned devil
4
Erinyes
5
Archdevil
The summoned devil doesn’t have to attack. It might become a recurring villain in your continued adventures in the
Borderlands! Perhaps it could segue into next issue’s adventure: Hell Heist...
THE FIVE ALTARS
If the player characters try to stop a ritual, the cultist in that room starts their sacrifice immediately, releasing the sacrifice from their protective area and unleashing that room’s monster(s). The monsters will focus attacks on the player characters if possible. If the PCs flee, the prisoner is sacrificed, completing one part of the ritual. Monsters won’t pursue outside of their altar room.
If a player character is killed by a monster, they are counted as a successful sacrifice for that altar.

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2

open full entry →

53 Earth Altar · cultist p.50 ↗

53. EARTH ALTAR
Ground: Sand. Stone Platform: Cultist on a 20’ tall platform with a human sacrifice.
• Monster. Bulette (LV 6, 31 HP, 2 bite)
lurks under sand.
▸ Attacks when it senses movement on surface.

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2

open full entry →

54 Air Altar · cultist p.50 ↗

54. AIR ALTAR
Fans: Eight massive fans, one on each wall. One spinning. Glass Cube: 10’ cube in middle of room with a cultist and sacrifice inside.
• Monster. Invisible stalker floats silently through the room.
• Fans. Only one moves at a time.
▸ Changes randomly each round (roll
: N, NE, E, SE, S, SW, W, NW).
▸ All but invisible stalker DC 12 STR or get pushed away near distance.

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2

open full entry →

55 Water Altar · cultist p.50 ↗

55. WATER ALTAR
Water: Room is a circular pool 10’ deep.
Platform: 10’ wide. Floats in middle of water. Cultist and sacrifice on top.
• Monsters. Two hungry sharks.
▸ Focus attacks on bleeding and injured creatures.

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2

open full entry →

56 Fire Altar · cultist p.50 ↗

56. FIRE ALTAR
Heat Shield: Cultist and sacrifice inside
10’ wide field that protects from heat.
Fire: Flames spurt up from the floor.
Jellyfish: Orange jellyfish float in the air.
• Fire. 1 dmg to everyone each round.
• Monsters. Six flying jellyfish (MV near
(fly), fire immune).
▸ Whenever one is killed in melee, its goo coats the killer, protecting them from fire for 1 minute.

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2

open full entry →

57 Aether Altar · cultist p.50 ↗

57. AETHER ALTAR
Bubble: Cultist and sacrifice inside a 10’ antimagic shell. Ooze: Giant blob of multicolored goo drifts through the air.
• Monster. Aether slime. Senses nearby magic. Focuses on casters.
AETHER SLIME
Concentrated magical energy.
AC 9, HP 30, ATK 2 spell , MV near
(fly), S , D , C , I , W , Ch , AL N, LV 6
Living Spell. Knows all spells known by creatures within near. Can cast them with a modifier.

Foes tap HP · attacks roll
  • cultist AC 14 HP 9 LV 2 C
    1 longsword +1 (1d8)
    1 spell +2

open full entry →