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Instructor Notes Chapter 5

The document is a collection of maps and adventure ideas for tabletop RPGs, created by Justin David Russell and offered for noncommercial use. It includes a variety of locations such as the Corrupted Temple, Tomb of the Rain God, and Lair of the God Snake, each with unique themes and challenges for players. Additionally, it promotes support for the creator through Patreon and mentions collaborations with other RPG-related services.

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0% found this document useful (0 votes)
6 views70 pages

Instructor Notes Chapter 5

The document is a collection of maps and adventure ideas for tabletop RPGs, created by Justin David Russell and offered for noncommercial use. It includes a variety of locations such as the Corrupted Temple, Tomb of the Rain God, and Lair of the God Snake, each with unique themes and challenges for players. Additionally, it promotes support for the creator through Patreon and mentions collaborations with other RPG-related services.

Uploaded by

Mr
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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RANDOM ENCOUNTERS MONTHLY MAP COLLECTION

Inspiration and adventure, at your fingertips!

[Link]/random_encounters

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Random Encounters is a quality resource for Game Masters. Maps and flavor text are
ready for use in your favorite tabletop rpg. All content is free for use for
noncommercial purposes only. Content contained herein is the express property of
Justin David Russell and Epic Werkes Studio. No content contained herein may be
reproduced in any form without written permission.

Designer: Justin David Russell


Development: Justin David Russell
Editing: Justin David Russell
Cover Design: Justin David Russell
Cover Illustration: ‘God Snake’s Lair,’ by Justin David Russell
Layout: Justin David Russell
Interior Art: Justin David Russell
Fonts Used: Helvetica and Sherwood

Content Creator’s Thanks


Thank you for your Patreon support. This supplement of all maps released in May,
now in high resolution, is offered in sincere appreciation of those pledging at the $3
tier. Thanks, again, and may this bring your gaming experience to a whole new level!
As always, have fun and, GAME ON!

I would also like to thank Mythoard RPG Crate ([Link]) and Dice
Fanatics ([Link]) for their participation and support! Any new and
existing patrons will receive one (1) FREE set of acrylic polyhedral dice, courtesy of
Dice Fanatics. Are you looking for quality rpg loot delivered right to your door? Then
visit Mythoard RPG Crate and subscribe today! They now
feature one of my printed high- resolution maps amongst their
loot! Visit one or both of these fine websites, and tell them
Random Encounters sent you!

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BROADSWORD MAGAZINE is a monthly book packed with 4 separate adventures,
supplemental material such as spells and monsters, and more! BROADSWORD carries a
distinctly old school vibe. Though the rules are for the 5th Edition of the World’s Greatest Role
Playing Game, the content can inspire and suit anyone with a touch of Grognarditus.
Additionally, ‘The Secret of Forsaken Peak’ megadelve will appear in the pages of
BROADSWORD! Keep your eyes peeled and, as always, GAME ON!

Find out more at: [Link]

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TABLE OF CONTENTS

1. The Corrupted Temple 6


2. Tomb of the Rain God 8
3. Lair of the God Snake 10
4. Peregrine Keep 12
5. Pearlwing Monastery 14
6. The Vampire’s Tomb 16
7. Nettleham 18
8. Tombs of the Silver Swords 20
9. Caves of the Bee Men 22
10. Ruins of Castle Black 24
11. Castle Black 26
12. Quarry Caves 28
13. The Forge of Galdor 30
14. Vault of the Green Gauntlet 32
15. Temple of the Octopus 34
16. The Known World 36
17. Griffin Rider Outpost 38
18. Outpost Dungeon 40
19. Tomb of the Stargazer 42
20. Temple of Spider Idol 44
21. Temple of the Hidden Tomb 46
22. Dwarven Mining Fortress 48
23. The Thirsty Peddler Inn 50
24. Lair of the Twin Masters 52
25. Dungeon of the Red Wizard 54
26. Goblin Excavation 56
27. Torc Barrow of the Five Chieftains 58
28. The Witch Queen’s Barrow 60
29. Forge Hall of the Dwarf Lord 62
30. Temple of the Beast 64
31. The Bog Barrow 66

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The Corrupted Temple
Located in the boggy moorlands north of the King's Land is home to many strange
and foul creatures, including goblins and the ghosts of the dead from wars long past.
Among the many ruins that can be found in the moors is a moldering Temple of Law.
The force of Chaos that made the land and treacherous has seeped into the Temple,
as well. Bog mummies wander the halls, as do the undead priests and warriors that
have been interred in the crypts below. No living soul occupies the Corrupted Temple
of Law.

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Tomb of the Rain God
Hook: In a lush valley in the humid jungles of the far south is an excavation site
established north of the colony town of Sarthport by order of the King of a dying land.
A curse is causing a severe drought that promises a hard winter to come

It was discovered that a piece of a mummy within a jungle tomb might bring
fortune to the kingdom and end the drought, once and for all. However, deadly traps,
jungle fauna, lizard men, native cannibals, and disease have made the excavation
perilous and slow. Mercenaries have been called to explore the tomb and find the
mummy, in the name of the King.

Details: Local jungle tribesmen speak of the tomb with great reverence and fear.
Apparently, one of their gods, Mazaloc the Cloud Shepherd, is buried there. It is said
the god sacrificed himself to provide the region with the lush rains that make the
verdant landscape possible.

The King's wizard told him that the curse could be lifted, if he had a piece of
Mazaloc's mummified body to use as a component to cast his spell.

Any visitors to the tomb should take care. If they disturb too much of it, they
may cause more harm than good to the surrounding jungle and its people. The locals
have said as much, but the King's concerns are for his own country. He cares little for
the needs of a people living so far away.

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Lair of the God Snake
Located in the jungle lands of the south is the Fire Canyon of the Snake God, Coatlec,
in the Land of Zolec. The legend says that, after a grievous wound suffered in battle
with the rain god, Mazaloc, Coatlec crawled into his cave and expired. Over the years,
the earth formed over the body of the god, forming a serpentine tunnel lined with the
now-fossilized rib bones of the God Snake. Coatlec's cannibal cultists, the snake men
of the Land of Zolec, have built a complex around the body of their fallen lord. They
have been terrorizing the jungle around their lair for months.

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Peregrine Keep
Peregrine Keep is the family home of the lords of Berton. The family is known for its
well-trained hunting falcons. A great festival is held every year in honour of the
tradition of hunting with the birds. The lord himself rides out to partake in the event.
The winner of the festival games may claim the deed for the Village of Berton, and all
its lands, for himself. None have ever bested the lord's own swift birds... until recently.

One year ago, a man known only as the Red Hawk Knight, has laid claim to
Peregrine Keep after winning the contest with his eponymous falcon. The aging lord
and his family have taken refuge in the wilds in a cave under a waterfall. They seek
retribution for what they consider to be fowl play.

Old Lord Berton believes the Red hawk Knight is ensorcelled, somehow, or his
bird is. He will offer a great reward to anyone who can discover the truth and return
the Berton lands to their rightful owners.

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Pearlwing Monastery
Perched on the side of a mountain, high up where the clouds cling stubbornly near the
peak, is the Pearlwing Monastery. Its monastic knights ride the majestic pegasi that
haunt the mountain valleys nearby. The knights spread far and wide over the lands to
defend the cause of Law, but their order, the Order of the Pearl Feather, is based
within this monastery. Initiates train here, then some are sent to return to their lands to
serve as the eyes and ears of their order, some become errant warriors combatting
Chaos, and others remain to take up a life among among those already living at the
monastery.

It is said the founder of the monastery, the first Grand Master, Raymond the
Outlaw, fled into the mountains after being accused of a crime he did not commit.
While in the wilderness, he was visited by the Goddess of Mercy. She appeared to him
in the guise of a pegasus, her sacred animal. She told him she would give him her
blessings if he served her and convinced the next people he saw to join him. These
would be the first of the new order. Shortly afterward, Raymond was beset by bandits,
Lawless brigands that he ended up convincing to follow him, just as the Goddess
asked. They were guided to a valley full of pegasi and were instructed to care for them
and ride them in defense of Law.

Of chief importance to the Knights of the Pearl Feather is mercy to their


enemies, specifically humans. They believe that violence is a last resort, especially
where humanity is concerned. They first try to convert the Chaotic by showing them
mercy when they could otherwise destroy them. They believe mercy is the true path to
Law.

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The Vampire’s Tomb
Near the sleepy Village of Nettleham is a small tomb that contains the remains of a
powerful vampire. The creature threatened the area many years ago. He was stopped
by mercenary heroes, known as the Silver Swords. The vampire's minions took their
master's bones and buried them in a special location, with the intention of ritually
resurrecting the creature, at some point in the future. The followers took pains to
make sure that no one disturbed their lord. They trapped the tomb and created false
chambers to distract thieves. The vampire's body is actually located behind the statue
in the main chamber. It is trapped and can only be unlocked with a key the followers
keep.

A small group of bandits used the tomb as a hideout, for a time. They
uncovered some of the rooms, but didn't venture too far, as the place gave them a
sense of unease. After just a few robberies, one of the bandits opened a room in
which one of the vampire's followers was entombed (to await just such an occasion).
The hungry creature turned all of the bandits into undead, thereby recruiting them as
new followers in the effort to resurrect the more powerful vampire lord housed
elsewhere in the complex.

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Nettleham
Nettleham is a satellite community in the shire of Mork. The southeastern-most
building is home to the reeve, a local leader. There is little that is remarkable about the
place, save that it sprung up in the region where a vampire lord is entombed. The
bandits that were lairing in the tomb have been turned into vampires. Local roadside
thievery has stopped, but local peasants have started disappearing, or their bodies
discovered drained of blood.

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Tombs of the Silver Swords
In a now marshy region near the settlement of Nettleham and the Vampire Lord's
Tomb are the tombs of the Silver Swords.

Once great champions of Law, the heroes were eventually all slain by a dragon
that attacked and razed the area to the ground. Wanting to pay their respects to the
heroes for all their past efforts, their surviving retainers entreated the King to have
tombs built to house the Silver Swords. Any other followers that died in the attack
were buried there, as well. Once their masters were entombed, the surviving retainers
were given permission to rebuild the area. It was their ancestors and efforts that built
Morkshire, though it was originally called Silverhaven. The area was renamed after a
flood turned a portion of the area to wetland, forcing many people to relocate. Only
recently have efforts been made to drain the wetlands, but frogmen have taken refuge
there, which has halted progress.

Hinted at now only in rumours, the Lawful priest member of the Silver Swords
bore a weapon that was responsible for stopping the Vampire Lord in ages past.
Unfortunately, the wetlands of Morkshire have claimed even the Tombs, making them
difficult to reach. Additionally, the frogmen have broken into some of the tombs and
converted them into a refuge.

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Caves of the Bee Men
A strange and dangerous threat has been growing in the hills of the wild Borderlands.
A group of bee men have built an underground complex high up on a cliff face. They
range out for miles, collecting food and weapons from nearby caravans and travelers,
Though they have made impressive honeycombs of round tubes that connect to large,
carefully built chambers lined with small, polyhedral alcoves, they do not make their
own metal objects . A Queen bee holds audience in a far eastern chamber. The bee
men are known for the sacred honey they produce that can heal wounds faster than
normal care and rest.

A local lord has been trying to steal the honey so that he can heal his wife, but
the Queen Bee has been vigilant and careful about the honey's distribution. She is
angered that mankind has made seeveral attempts to rob her of her treasure, thus she
is worried the nearby lord is looking for conflict.

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Ruins of Castle Black
A personal favourite invention, the Ruins of Castle Black feature an old, ruined castle
and keep covered in vines and moss. Rumour and legend surround the place like a
billowing cloak. Most of the village has fared badly over the years. The stone buildings
are hardly more than 2-3 foot stone walls. Skeletons of long dead warriors, monsters,
and bandits love the castle for its elevation and sturdy walls. Most of the towers are
nearly collapsed, but the keep is eerily intact.

I will be revisiting this castle to detail the structure, itself, the quarry caves, and
the under levels of the keep, so stay tuned!

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Castle Black
Castle Black is a special location for me. I had no idea I mirrored the name of a Game
of Thrones location until someone saw my last post. I figure it'll be okay. It's nothing
like the GOT setting. I will be writing an adventure for this location, soon, as well.

Rumours abound about the mysteries and dangers that surround the Castle
Black. Undead wander the region surrounding the crumbling castle, and spiders the
size of men lair in its hollow carcass. The shell of the keep remains, but the tops of the
towers are broken. Any wood or fabric has long since rotted away, leaving hollow
interiors open to the sky. A magic fountain with a special guardian wards the inner
courtyard. A pit trap inside the keep's barbican dumps unsuspecting parties into very
old, stagnant water filled with rusty metal spikes.

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Quarry Caves
Hook: The Empress of the city of Atzan has tasked you with a deadly quest: to
retrieve the Eye of the Golden God from the shining pyramid in the east. You don't
have much choice in the matter, it seems. You were captured trying to infiltrate the
Imperial City. You can either search for the Eye, or become the food of the snake men.
The Empress is sending some of her guard with you, to ensure that you accomplish
your goal.

Details: Deep in the Southern Jungle, near the city of Atzan, lay the Pyramid of the
Golden God. His immortal remains lie in state somewhere inside the structure.

During his life time, the powerful priest of the sun god built a structure of pure
gold. Its massive blocks were made and hauled by human slaves. The gleaming
edifice reflected the light of the sun, nearly blinding any that looked directly at it.

Inside a well-guarded room in the heart of the ancient tomb lies the Eye of the
Golden God. It is a faceted amber citrine of impressive size. It can be raised and
lowered through an opening in the top of the pyramid. A special lever inside the
central chamber opens the aperture to allow the Eye passage. Once in the light of the
sun, the Eye of the Sun God can focus so that a beam of incinerating heat is emits
from it. The Empress wants the destructive object for herself. She wishes to use it to
gather more power and punish those that oppose her...

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The Forge of Galdor
Built into the earth near a rushing river, a dwarven smithing complex was carefully
camouflaged to make it difficult to spot from a distance. The forge was built long ago
by the dwarf lord and master smith, Galdor. The man kept a small company of
assistants with him. It was considered a great honour to be chosen to study with the
master smith. Toward the end of his long life, Galdor made a powerful, magic hammer
that was meant to be wielded against the forces of Chaos. The dwarf was betrayed,
however. One of his assistants poisoned him and the other assistants and attempted
to steal the hammer. The old smith was clever and hid the weapon in a secret place
before he died. Despite the assassin's efforts, the hammer remained concealed.

Still largely intact, the dusty halls of Galdor's Forge, now mostly forgotten, still
harbour Galdor's Hammer. Both the forces of Chaos and of Law would very much like
to get their hands on the hammer. One of Galdor's ancestors have been seeking the
weapon for many years.

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Vault of the Green Gauntlet
This map was inspired by K.S.'s suggestion, 'gauntlet.'

Once the property of the elven warrior, Mezzo the Green, the eponymous
Green Gauntlet now lies securely locked away in a special complex. Mezzo's tomb is
also located there. A small order dedicated to the keeping of the tomb complex, the
Order of the Green Gauntlet, allows woodland pilgrims to visit the gauntlet. It is said
that the skeletal hand of Mezzo himself is contained within the green-tinted steel.
Some say the power of the gauntlet keeps the woodland safe and verdant.

In recent years, a strange darkness has been creeping into the region. The
once lush woodlands have become dangerous. No one has seen or heard anything
from the Green Gauntlet for some time. The area where the tomb is located is now
filled with unnatural mist and bizarre creatures...

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Temple of the Octopus
Deep below the sea, in a secret complex built into a teeming reef by the tireless
tentacles of countless cephalopods, lies the Temple of the Octopus. One of the Nine
Sea Demons, the Octopus God is the most patient, the most voracious, and the most
intelligent of its brethren. The Octopus Men are just also intelligent and lethal, just less
powerful than their master.

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The Known World
Many of you have asked whether or not I use my maps in my own campaign worlds.
And my answer is always an obvious, 'Yes.' Many of the maps I make for this Patreon
are actually used for world building purposes for my BECMI (Basic D&D) setting. I
finally got around to getting my notes together and prettying up the map for you all to
see. I'm not charging for this one because I am not sure whether or not the map
symbols are safe to use in maps I make for any kind of profit. I hope you all get some
satisfaction out of this, and maybe gain some insight into the working mind of a mad
DM, lol. The players have only explored the smallest portion of the Borderlands, up in
the far northwestern area of the map. Currently, the only character in the group that
has come from somewhere outside of that area is one of our first fighters. She is from
the Principality of Doone.

There are so many Easter eggs in this map, I can't even name them all. I
reference all of my faviourite fantasy themes, here. I'm sure you'll recognize at least a
couple of them. Added into that are my own curious Dunsanian nonsense words and
Romantic whimsy. Each hex is equal to 25 miles.

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Griffin Rider Outpost
Some of you may remember my post featuring my BECMI campaign world. One of the
Southern Kingdoms, Tarna, is known for its griffin riders, a special aerial cavalry unit.
They patrol the Griffin mountains, specifically the area that overlooks the Wastes of
Grooz.

During the lich's reign, many suffered; Tarna most of all. The Tarnish kings have
made great strides to ensure their people do not fall prey to the undead terrors of
Grooz.

Outposts like the one shown feature a large, frontal landing area, a stables,
barracks, storage, and a hall for eating, planning, and festivities. A follow-up map will
feature the lower dungeon area of this outpost. Another will feature the battlements.

Griffins land on the larger platform, but leave/deploy from the smaller, rear
landing. Windows and a front battlement area provide lookouts for the men-at-arms
operating the complex.

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Outpost Dungeon
Going deeper into the Griffin Rider Outpost, the dungeons, or undercroft can be
reached. The area can be entered one of two ways, from the stairs leading down from
above, and from a hidden cave entrance. It was necessary to conceal the entry points
of outposts from the scrutinizing gaze of Grooz, and the scouts of other enemy lands.

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Temple of the Stargazer
Grooz, otherwise known as the Stargazer, was a powerful wizard that eventually
turned himself into a lich. In his undead state, he terrorized the Lawful citizens of the
Southern Kingdoms. He was thrown down, in the end. His power was crushed, his
phylactery likewise demolished. However, unbeknownst to anyone else, Grooz had a
plan. He had prepared a second vessel for his soul, a beautiful, faceted emerald
gemstone the size of a small river stone, or a grown man's knuckle. The gemstone
was secreted away to a special tomb safeguarded against intrusion. Only someone
with the proper knowledge and key can pass the test in the first room of the tomb.
The key only works in one of the four doors. Opening the wrong one can have
disastrous consequences.

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Temple of the Spider Idol
This map was inspired by Cody Mazza's suggestion, 'Spider.' Thank you, Cody!

An especially nasty cult, the Cult of the Spider, was active for many years. It
was dedicated to the Black Spinner, Dogoron. When their numbers were finally
decimated, and their temples abandoned, the Southern Kingdoms knew relative
peace. Recently, however, word has reached even the isolated farming communities
that a temple overrun with spiders has been found. One of the bridges spanning a
deep, spider-infested chasm has collapsed. There are other rumours that great
treasure lies within, namely an obsidian idol with precious gemstone eyes that is
dedicated to Dogoron...

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Temple of the Hidden Tomb
Priests of Law built a small temple over the remains of an ancient tomb belonging to a
powerful agent of Chaos. Only after discovering the burial site was a temple built and
consecrated to keep the evil from rising and disturbing the surrounding lands and
people.

We made it, folks! The Kickstarter for Broadsword Magazine has been a great
success! We were fully funded within the first few hours of the first day! Thank you for
all your support. If you missed the Kickstarter, do not worry! DM Dave will be opening
subscription options in May! To read more about the magazine, check out this link:
[Link]

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Dwarven Mining Fortress
Priests of Law built a small temple over the remains of an ancient tomb belonging to a
powerful agent of Chaos. Only after discovering the burial site was a temple built and
consecrated to keep the evil from rising and disturbing the surrounding lands and
people.

We made it, folks! The Kickstarter for Broadsword Magazine has been a great
success! We were fully funded within the first few hours of the first day! Thank you for
all your support. If you missed the Kickstarter, do not worry! DM Dave will be opening
subscription options in May! To read more about the magazine, check out this link:
[Link]

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The Thirsty Peddler Inn
This is one of the locations in my 2e campaign. I love this inn and have meant to
update the map for a long time. I hope you enjoy it!

The Thirsty Peddler is a small inn located in a village that, though it is not large,
serves a vital role in the kingdom. Its people help protect the border against the
goblins that live in the fells to the north. Fifty years ago, the place was destroyed in a
sudden, violent raid. Only within the past ten years has the village been rebuilt and
reoccupied, though several buildings remain in ruins.

Red Colmor, The Thirsty Peddler's proprietor, is a man from another land. His
namesake is his bright red hair (now greying). Though he is now settled with a local
woman and has a family, Colmor's young life was a series of misadventures and
roguish escapades.

Proprietor and inn are known for being repositories of rumour and gossip. For
the right price, the man might even be able to find certain items or information hard to
come by (though prices are very high, as he resists the urge to call on his old contacts
and resurrect the life he has abandoned). Village folk, though they took a long time to
warm up to the man, have now accepted him as one of their own.

In the basement/undercroft area, Colmor keeps a secret chamber he uses to


store a small number of arms and armour to help outfit the villagers in case of another
goblin attack. He hasn't told the village elder, since he has to protect his contacts and
conceal the illegal nature through which he acquired the goods.

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Lair of the Twin Masters
You've heard of the Twin Masters. Their names have haunted your lives for the past
two years. Their minions have been responsible for untold atrocities throughout Urlan.
You've finally tracked down their lair.

You think of the events that have brought you here as you descend wide steps
leading down into a large, hay-strewn chamber. Macabre tapestries celebrating death
and sacrifice hang on the walls; one, large, on the far wall, and two smaller tapestries
to the left and right. All stand between niches. Three large trestle tables covered in
half-eaten food, decorative and simple platters, drinking vessels of many varieties,
and a few pieces of cutlery dominate the centre of the room, between six pillars. On
the far end, before the largest tapestry, at the head of the last table, are two heavily
carved chairs, side-by-side. The imagery depicted on them is grotesque. Wrought iron
chandeliers provide some light from heavily melted, flickering candles. Under the right
tapestry is a stone fireplace in which a guttering flame pops and spits as it dies. A
humanoid form is spitted inside. You hold your hands to her mouths in revulsion as
you realize the origin of the scent of cooking meat that has been wafting through the
halls of this place.

Nearly retching from the scene, you stare ahead, to either side of the far hall
where two of the niches disappear into darkness. Approaching slowly, still not sure
why no one aside from a handful of cultists have attempted to stop you, you send one
of the warriors forward with a torch. She holds the brand inside, revealing a stone
sarcophagus that shows evidence of meddling around the lid.

A sudden sound causes the warrior to jerk back to look behind your group.
She gasps and points. Turning, you see that the statues have come alive! They lurch
forward, menacingly. The two on the landing at the back of the chamber leap into the
air, beating their leathery gray wings like giant bats, screeching with anger and hatred.
Another sound causes you to divert your attention to the alcove. The torch reveals
that, now, the sarcophagus is open! Standing next to it is a dark figure dressed in
heavily-embroidered clothing. A few rings on his hands glint as they catch the light.
But what truly strikes fear into your hearts are the two, smoldering red fires burning in
the dark where the eyes should be in the man's pale, gaunt face. Another grating
noise, as of stone on stone, alerts you to the possibility of another sarcophagus, likely
in the opposite alcove...

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Dungeon of the Red Wizard
A practically overgrown pathway has lead you here, to the Dungeon of the Red
Wizard. You can spy the ruined tower on the hill, as well as the tall, arched opening in
the cliff from which issues a stream of swiftly flowing water. To the right of the
waterfall, a set of weed-choked stone steps climb up to the dungeon entrance. You
are interrupted by one of your party members. They put a finger to their lips, and then
their ear, motioning in all directions with their other arm.

You realize, now, that there are no signs of life... Before you can contemplate
further, you hear a loud screeching sound, followed by frantic flapping, in the
direction of the eastern cliff face. Turning, you see a dark cloud ascending into the
sky. Bats? They seem to be coming from a cave somewhere nearby... You are soon
jostled as one of your companions screams and grasps your arm, hard, pulling you
toward the arched entry. You turn, dumbfounded, in time to see the rest of the party
nearly tripping over themselves as they scramble up the stairs. You pull yourself free
of the grasping hand, but when you do, your companion screams, 'Butcher birds!' A
drop of cold fear trickles down your spine, then races back up your body, raising all
the hair on your arms and neck as excitement and fear threaten to overtake you.

A glance back reveals the cloud is closer, and louder. You can now see
individual details. 'Sharp, serrated, pointed beaks, clack hungrily. Razor claws open
and close in anticipation. Bristling, rusty red and brown feathers adorn the small body,
but the wide wings are leathery, like a bat. Each 'bird' is no more than a foot tall, at
most, but the wingspan is twice that.

You realize that, somehow, you managed to reach the stairs, though you don't
remember doing so. The first of the butcher birds enters the entrance, a screaming
flurry of beak, feathers, and talons. You spy a door at the back of the entry chamber
that your companions are already trying to force open. Well, you think to yourself as
you back up and ready your weapon, I'll at least take a few of these bloody things with
me, before I die! Your stoic resolve bolsters your courage, but you can't help praying
to your gods for that door to come unstuck...

Details: In the Hills of Scric, where the skies are full of butcher birds, lies the Dungeon
of the Red Wizard. A ruined tower crouches like a hunchback above it. During the time
when the wizard was active, the complex served many functions, including as a
research area, tomb, and storage. The attached caves contain butcher birds, a terrible
menace that threatens the entire area.

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Goblin Excavation
Hook: Goblins have begun raiding the local roads, then retreating back inside the
dense, old forest. Normally, no one bothers with the forest, because it is so deadly
and labyrinthine, but a recently robbed merchant wants to hire mercenaries to head
into the woods and return his goods.

Details: Goblins have, indeed taken up residence. Before they started raiding the
roads, they found an old tomb and broke down one of the doors. Several of their
number died when an explosive trap was triggered by the effort to enter. The
explosion also collapsed the central portion of the tomb. Once inside. The goblins
began digging to make a home for themselves. They also began to rob the dead of
their riches. They eventually found the main tomb doors, but they have been unable or
unwilling to risk another explosion to get in. Instead, they have focused on raiding the
local populace.

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Torc Barrow of the Five Chieftains
Popular among the Thrandorians and Kargarish for the burial of chieftains, kings, and
other nobles, is the torc barrow. Anywhere from one to several individuals can be
found interred in such mounds. The mounds themselves are formed into a broken
ring, mirroring the shape of a piece of jewelry, called a torc. In some cases, the
Chaotic nature and violence inherent in the Kargarish people makes the dead restless.
For this reason, Kargarosh torc mounds are dangerous places.

Menhirs placed within the courtyard in front of the tomb entry usually depict
runic poems and stylized figures detailing the life and deeds of the most notable figure
interred. Large, sometimes carved, stones serve to bar entry to the barrow and the
rooms within.

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The Witch Queen’s Barrow
An ancient Kargarish queen lies interred under the earth in a massive burial mound
with all of her retinue. A tomb robber reading the sealing words upon the tomb door
made the ancient barrier crumble, leaving the Queen free to sate her hunger for
revenge and the life force of the living!

We made it, folks! The Kickstarter for Broadsword Magazine has been a great
success! We were fully funded within the first few hours of the first day! Thank you for
all your support. If you missed the Kickstarter, do not worry! DM Dave will be opening
subscription options in May! To read more about the magazine, check out this link:
[Link]

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Forge Hall of the Dwarf Lord
Under the earth lies a complex series of interconnected roadways carved from the
very earth. Impossible bridges span great caverns, linking dwarven mines and
fortresses. Dwarf roads connect mountain cities to one another, making trade easier
than it would be above ground.

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Temple of the Beast
Built of black and red marbled stone, the imposing Temple of the Beast is a holy site
for the forces of Chaos. It contains a vast library and chronicle of the ages of the
world, but told from the perspective of Chaos. There is a worship area where a
monolithic statue of the Chaos God perches between two large braziers. During
services and meditations, incense is burnt in the braziers, filling the shrine with
intoxicating fumes laced with opiates. A small stable is built into the hillside for visitors
to board their horses.

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Bog Barrow
Lonely and barren, the Bog Barrow of the Barbarian Prince stands as a stark reminder
of the Kargarish occupation of the Borderlands. Bog zombies lurk in and around the
complex. The Barbarian Prince, himself, lies awake in his sepulchre, awaiting foolish
explorers to stumble upon him.

Victims of the Kargarish people were often dumped into peat bogs that
preserved the bodies , like mummies. It is a terrible sight to see, witnessing the
undead wander restlessly after death, the relentless urge to consume the living driving
it on.

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Thank you for your support!

Want help finding inspiration for your next


adventure? Are you a busy GM looking for a
quick map? Do you want unique locations to
spice up your random encounter tables?
Then you’ve come to the right place!
Random Encounters provides creative
solutions for gamers. It specifically caters to
the Old School Renaissance, but the maps
and descriptions found in this book can be
used for any fantasy role playing system.

Please enjoy this offering. Have fun and, as


always, GAME ON!

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